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Everything posted by Dark

  1. A battle heats up between a deep-research investor with a private equity mindset and an underperforming small cap software stock. This is a textbook case of good activism — a company with poor operating history, horrible corporate governance, underperforming stock, overpaid CEO and a large, long-term shareholder with a very friendly and reasonable request with impressive director nominees. Company: Virtusa Corp. (VRTU) Business: Virtusa’s technology services include information technology (IT) and business consulting, digital enablement services, user experience (UX) design, development of IT applications, maintenance and support services, systems integration, infrastructure and managed services. Its services enable its clients to accelerate business outcomes by consolidating, rationalizing and modernizing the clients’ core customer-facing processes into one or more core systems. Stock Market Value: $924 million ($30.67 per share) Activist: New Mountain Vantage Beneficial Ownership: 8.98% Economic Exposure: In addition to the 2,706,161 (8.98%) shares of common stock owned by New Mountain, they have economic exposure, but not voting control, to 540,654 shares underlying cash-settled swaps for a total economic exposure of 3,246,815 shares (10.78%). Average Cost: $37.79 per share Activist Commentary: New Mountain manages private equity, public equity and credit capital with aggregate assets under management totaling more than $20 billion. It started as a private equity fund but has had a public equities fund for over fourteen years, and manages $1.8 billion. The firm is fundamental, bottoms up, deep-research investors with a private equity mindset and a long-term view. Their style is active shareholders who are very engaged with management, but most of the time privately. This is New Mountain’s first 13D filing in seven years. What’s Happening On June 17, 2020, New Mountain Vantage nominated the following three director nominees for election to Virtusa’s Board at the 2020 Annual Meeting: (i) Michael Baresich, founder and CEO of New York Tech Advisors, L.L.C., which provides specialized advisory services to technology-focused companies; (ii) Ramakrishna Prasad Chintamaneni, managing director at New Mountain Capital, L.L.C., where he leads the firm’s investment initiatives in digital transformation; and (iii) Patricia “Patty” Morrison, former executive vice president and chief information officer at Cardinal Health, Inc., Motorola, Inc. and Office Depot, Inc. Behind the Scenes New Mountain began investing in Virtusa in the fall of 2019. On April 29, 2020, New Mountain delivered a presentation to the company including a specific path forward and made a formal request for Board representation for Chintamaneni and Chad Fauser, two New Mountain employees. On June 12th, the company announced that it would appoint an additional independent board candidate with IT services experience, ignoring New Mountain’s request for a board seat, causing New Mountain to escalate its activism publicly with a June 17th letter to the Board. In the letter, New Mountain points out, among other things: The company’s horrible operating margins (declining from 14.3% in 2015 to 8.7% in 2020, 50% below peers) Poor annual EPS growth of only 3% despite annual revenue growth of 22% Poor capital allocation decisions, specifically the company’s acquisition of Polaris. Corporate governance practices that include a staggered board, co-Chairman/CEO, lack of board diversity and the inability for shareholders to call a special meeting or act by written consent. But more importantly, all of this has led to a stock price that has declined by nearly 40% over the last five years while its relevant Russell 3000 peer group has delivered a nearly 70% return all while Virtusa’s CEO’s compensation has grown by 122%.
  2. This Raspberry Pi handheld, created by Reddit user Penkamaster, takes PC streaming to the next level with gyroscopic camera control. That let's you move the system around in real-life to look around in-game environments. The project uses a Raspberry Pi 4 along with a recycled 8.9" tablet screen. The screen is mounted to an Xbox One controller, creating a single handheld unit. Games are streamed from a PC using Moonlight, a software designed for streaming PC games to the Raspberry Pi. When the Raspberry Pi first boots, the Xbox One controller connects automatically before moonlight-qt launches. Moonlight has a UI that you can easily navigate with a controller. The handheld uses an MPU6050 gyroscope that's attached to the screen. You can use the gyroscope to aim the camera in-game with the help of a little code. Penkamaster was nice enough to share the source code on Github if you want to check out the project yourself. According to Penkamaster, the end result is a bit bulky due to the cables, but the sacrifice was worth it as this lends to a lighter weight system. If you want to check out the project yourself, visit the original thread on Reddit. Be sure to follow Penkamaster for more cool Pi projects!
  3. Game Informations : Developer: Sean Bell Platforms: PS4 Initial release date: January 31, 2017 at 6:57AM PST The Dynasty Warriors games, despite their apparent absurdity, usually make a fair attempt at being historically accurate. You can, in series tradition, flatten ten men with the push of a single button; but you can also try--and fail--to save a comrade's life in one particular battle, only to look it up on the internet and find that they actually died there on that same battlefield in real life. Dynasty Warriors: Godseekers is a departure from the norm in that it closely follows the exploits of esteemed warrior Zhao Yun as he investigates a spooky cave with his old friend, Lei Bin, only to awaken an ancient god who gives him the power to influence the minds of others and control them in battle. This, as far as we're aware, is not an accurate retelling of true real-life events, but rather Godseekers' narrative justification for being a turn-based strategy game rather than the usual hack-and-slash fare. Not that such an excuse is particularly necessary; Dynasty Warriors has actually trodden similar ground before with Koei Tecmo's heavyweight strategy series, Romance of the Three Kingdoms, though its enormous depth makes it off-putting for many. Godseekers, on the other hand, shares much more in common with Koei's more accessible Kessen and Dynasty Tactics series, but it's been a long time since we've heard from either of those. So, a return to a slightly less hardcore approach here is more than welcome. So, rather than controlling a single general and sprinting around ancient China carving up hundreds of armed but terrified peasants--quite an unpleasant task, when you think about it--you instead take control of a number of Generals on a giant square grid. Most of the Generals come and go as the story progresses, with the focus almost entirely placed on childhood pals, Zhao Yun and Lei Bin. Godseekers does a fine job of adapting the key concepts of the mainline Warriors titles. Traditionally, the series is all about learning your character's moveset so that you know which attacks are best to use when you have an orderly queue of enemies in front of you; or a whole crowd of them; or you're dueling with a single enemy General. Despite the series' reputation as a button-masher, understanding the area and distance covered by each attack is the key to higher-level play. This is echoed in Godseekers, where, instead of fighting enemies one-on-one a la Intelligent Systems' Fire Emblem series, many of your characters' available attacks will cover a number of squares on the grid. It pays to watch enemy formations and to make sure your units are all suitably positioned to damage as many enemies as possible based on the area covered by their attacks. Further damage bonuses are awarded for attacking units from behind or the side, and the series trademark musou attacks are present, requiring a little time to charge up but eventually laying waste to a large area. The real star of the show, however, is the Sync Gauge, which fills up as you deal standard damage to enemies on the field. Once it's fully charged you can 'Synchronize' your units, which gives you a number of big advantages. First, any units in a set formation with your currently-selected character are allowed to act again if they’ve already acted in the current turn, giving you a huge advantage. Second, and more importantly, you can unleash a Synchro Attack, where all of your units within the formation go absolutely wild at any enemies in a nine-square area of your choosing, while you repeatedly mash the X button to increase their damage output. If planned correctly, you can wipe out half the enemy's forces in one go, and do enough damage to completely charge the gauge again; don't be surprised if you find yourself tearing your shirt off and roaring like an ape at the numbers flying out of your television. You'll also find yourself getting incredibly bored watching your enemies' and allies' turns play out on screen. A handy fast-forward button has been provided, but the second you press it you'll immediately lose track of what's happening as enemy units start magically teleporting all over the place. It would've been far more useful to have a happy medium between the standard action and the fast-forwarded speed, so that you can skip the boring drudge while also keeping track of the chess-like antics. Meanwhile, outside of battle, there's an alarming amount of dialogue to sift through, and its appeal wears thin very quickly. Long-time Dynasty Warriors fans are used to the endless talk of honour and how super-tough everyone is, so they may actually appreciate the daft supernatural twist on the traditional yarn, but the majority of it is the same stuff the series has depicted countless times before. Newcomers, meanwhile, would likely find themselves utterly bewildered by the whole thing. The game also does little on a mechanical level to endear you towards any particular character. The poor dialogue is one thing, but the game's systems surrounding character improvement often feel superfluous at best. Each character has a vast grid of abilities to be unlocked as they gain experience through combat, but you'll spend more time trudging your way through the various menus involved than actually considering which abilities you should unlock. Similarly, new weapons can be earned and upgraded, but the impact of this on your performance feels minimal; it's something you figure you're supposed to keep on top of, but you're never quite sure what effect it really has. None of this is helped by the fact that, although Zhao Yun and Lei Bin are a permanent fixture throughout, you're otherwise dealing with a rotating cast of characters. Just spent all your money on upgrading Liu Bei’s swords? Congratulations! He's now wandered off for the next three missions. Despite the occasional high points of the game's battles, the idea of players actually becoming invested in any of the characters or the game as a whole seems far-fetched. Compare this to the Fire Emblem series, where players develop personal favorite characters thanks to the snappy dialogue and intricate systems that govern combat abilities and social interactions in tangible ways. In this context, Godseekers suddenly comes up short. As entertaining as Godseekers can be, you have to wonder who you could happily recommend it to. It's not going to draw in any new Dynasty Warriors fans, nor will it satisfy fans of the main games, effectively making any potential players a niche within a niche. The appeal of being able to play the Vita version on the go is great, but even then you've also got access to the likes of XCOM, Disgaea, Steamworld Heist and Frozen Synapse Prime, all broadly similar titles that are easier to recommend. And so, any suggestion that you should pick up Godseekers comes with major caveats. If you really like Dynasty Warriors and you're jonesing for a new strategy game to get into after exhausting all the other brilliant ones available, it's worth a look. But that’s hardly enough of an endorsement in a strategy genre full of far better crafted games, is it. System Requirements (Minimum) CPU: Core i5 2400 or over. RAM: 6 GB. OS: Windows 7/8.1/10 64bit. VIDEO CARD: NVIDIA GeForce GTX 660 or over. SOUND CARD: 16 bit stereo, 48KHz WAVE file can be played. FREE DISK SPACE: 50 GB. System Requirements CPU: Core i7-3770 or over CPU SPEED: Info RAM: 8 GB OS: Windows 7/8.1/10 64bit VIDEO CARD: NVIDIA GeForce GTX 1060 or over PIXEL SHADER: 5.1 VERTEX SHADER: 5.1 SOUND CARD: 16 bit stereo, 48KHz WAVE file can be played FREE DISK SPACE: 50 GB DEDICATED VIDEO RAM: 3072 MB
  4. If you want to help us TeamSpeak3, you can contact us privately: @#Garrix, @InfiNitY-™, @aRbi~, @Reus

  5. Amid the problems caused by the COVID-19 pandemic and the crisis unleashed as a consequence of it, the Peruvian po[CENSORED]tion as of June 30, 2020 reaches 32 million 626 thousand inhabitants, and it is expected that by 2021, the year of Bicentennial of our Independence, the po[CENSORED]tion exceeds 33 million. This was estimated by the National Institute of Statistics and Informatics (INEI), through the bulletin State of the Peruvian Po[CENSORED]tion 2020, prepared on the occasion of World Po[CENSORED]tion Day, which is commemorated on July 11. At the South American level, Peru occupies the fourth place with the largest po[CENSORED]tion, after Brazil, Colombia and Argentina; and in the American continent, the seventh place of the most po[CENSORED]ted countries. The document shows the current demographic situation, the sociodemographic profile of older adults and return migrants; as well as economic and social aspects of the Peruvian po[CENSORED]tion. It should be noted that World Po[CENSORED]tion Day was established in 1989 by the Governing Council of the United Nations Development Program, in order to focus attention on the urgency and importance of po[CENSORED]tion-related issues. Life expectancy at birth is estimated at 76.9 years In the last three decades, the life expectancy of the Peruvian po[CENSORED]tion has increased by nearly 11 years, so, if the mortality conditions of the year 2020 remain constant, Peruvians will live, on average, 76.9 years (74.1 years for men and 79.5 for women). This indicator is modified based on the prevailing mortality conditions, which cause increases or decreases in the risk of dying. Decrease infant mortality One of the factors closely related to the increase in life expectancy is the decrease in the infant mortality rate, which shows for the year 2020 a value of 12.6 deaths of children under one year of age for every thousand births alive. In 1980 this indicator was 87.9 deaths per thousand live births. The annual reduction of this indicator is largely explained by interventions against diseases that require first-level care. Global fertility rate decreased to 2.2 children per woman The global fertility rate (TGF) that expresses the average number of children per woman during their reproductive life for the year 2020 is estimated at 2.2 children per woman. Between the years 1950 and 2020, the global fertility rate decreased from 7 children to 2.2 children per woman. Changes in age structure Peru is in the process of demographic transition, which makes the composition of the po[CENSORED]tion by age and sex change and constitute major challenges from the social and economic point of view. In the five-year period 1975-1980, the po[CENSORED]tion under 15 years of age represented 42.4% of the total po[CENSORED]tion; in the 2015-2020 period it drops to 24.9%. In the same period of time, the po[CENSORED]tion between 15 and 59 years of age increased from 54% to 66.1%, and those aged 60 and over from 3.6% to 9%. More than 25 million Peruvians are of working age In the country there are 25 million people who are of working age (PET), which come to constitute the country's potential job offer. 47.9% are men and 52.1% women. The PET is made up of 17 million 970 thousand 800 economically active people (PEA) and 7 million 138 thousand 600 people who make up the economically non-active po[CENSORED]tion (NO PEA), made up of full-time students, housewives, retirees, the sick , People with disabilities. 16.8% of the young po[CENSORED]tion between 15 and 29 years of age neither study nor work (NINI) In 2019, more than 8 million people were between 15 and 29 years old. Of this po[CENSORED]tion, 46.3% had a job and were working, 25.4% only dedicated to study, 11.5% studied and worked and 16.8% neither worked nor studied (NINI). The po[CENSORED]tion that neither studies nor works reaches 1,400,000 young people between 15 and 29 years of age. Of this total, 66.8% are women and 33.2% men. Some conditions related to poverty and gender produce a set of barriers that are difficult to overcome. These limitations are particularly harmful to women and can contribute to an intergenerational transmission of gender inequality. Po[CENSORED]tion groups most at risk from the impact of COVID-19 The COVID-19 pandemic reaches Peru in a social context with the existence of po[CENSORED]tion groups that are in a vulnerable situation, which causes discriminated impacts and different response capacities. The different socioeconomic impacts are belonging to different social strata, gender, life cycle stage, ethnic-racial condition and territory, to which other factors such as disability status or immigration status are added.
  6. In our latest round of antivirus testing, Bitdefender once again came out on top. Its basic virus protection is absolutely watertight - that's a given - but it's all the extra features that really make it stand out from the crowd. And the good news is that Bitdefender currently has a brilliant offer to trim the cost of its three main packages. The best of the best is Bitdefender Total Security, which currently has an almost ridiculous 60% off the standard price. That's a huge discount on complete online security for up to five Windows, macOS, iOS and Android devices and throws in some genuinely handy extras like clean-up and maintenance tools, Time Machine and even a VPN. Don't need all the bells and whistles? You can pay less for Bitdefender's less premium antivirus packages - with the most affordable Antivirus Plus starting from less than $2/£2 per month - and still get excellent, easy-to-use protection against hackers, phishing scams and cybercriminals. So weigh up your options from Bitdefender's three options below and pick the one that's best for your household. Why do we rank Bitdefender so highly? There's a multitude of reasons why we rank Bitdefender Total Security as the world's best antivirus, all of equal importance to the user. Not only does it cover all your antivirus needs and deflects all possible threats coming your way - it also is extremely user-friendly and straightforward. Below we have listed our top five reasons for why we consider this antivirus software to be the best: Protects all systems: If you’re worrying that it won’t be able to defend your device, Bitdefender’s Total Security 2020 covers Android, Mac and iOS systems. Security: In our rigorous tests, we found that Bitdefender was one of the most impressive services out there for pure blocking of malicious software. So it will give you peace of mind once installed. Anonymity: All of its antivirus software seeks to ensure you remain anonymous online, also offering file encryption, firewall and anti-spam perks. Affordable: Despite its lofty position in our best antivirus countdown, Bitdefender still has extremely competitive prices in comparison to other antivirus software. No compromise necessary: Bitdefender says that all of its antivirus software preserves your battery and the speed of your devices, so they keep running smoothly. We found that it doesn’t significantly interfere with your system’s speed or battery life, unlike other antivirus software. Want even more security? Then head to our best VPN guide
  7. In our series of motherboards buyers guides, here's the latest update to our list of recommended Intel motherboards. All numbers in the text are updated to reflect pricing at the time of writing. Best Intel Motherboards: July 2020 There's no disputing that Intel had a quiet first half of the year, with not much cadence in its product releases, aside from Comet Lake and its associated Z490 motherboards. During the middle part second quarter, Intel finally unveiled its revamped 14 nm processors through its release of the 10th generation Comet Lake for desktop, and along with it a heap of new models ranging from Z490 to H460, and even the more workstation focused W480 models. Moving firmly into the third quarter of 2020, Intel now has a fully stacked lineup and we're unveiling our Best Intel Motherboards guide for July 2020. We have received a lot of feedback over the last six months on our motherboard guides. The consensus is that users want a more diverse listing with inclusions and picks for both AMD and Intel models. In previous motherboard guides, we've selected one board in four different categories regardless of brand or chipset. We've decided to split the motherboard guides into two guides, one for AMD motherboards and another for Intel models. Our picks for AMD models can be found here: Best AMD Motherboards: July 2020 Our recommendations for motherboards are based entirely on personal and professional opinion. There are notably a large number of different motherboards across the Intel chipsets including B460, Z490 and more recently, the workstation focused W480 chipset. I have selected my top four picks based on the four market segments, regardless of the chipset. The effect of Coronavirus on the motherboard market as a whole has been unfortunately chaotic, with pricing and stock levels on both motherboards and processors remaining sporadic. It has certainly had a huge impact on new product announcements with all of the worlds major trade shows cancelling its events for the remainder of the year, and a still bleak outlook for CES 2021 in Las Vegas, USA. For Intel's latest 10th Generation Comet Lake processors on the market, although stock and supply has been somewhat impacted, it has been no more affected than usual for a new Intel product launch. The market is awash with its new LGA 1200 socket processors, including B460, H460, Z490, and the W480 chipsets, among others. All of the above has been taken into great consideration in our July 2020 motherboard guide for our Intel-based selections. For users looking for other options, we've also gone over multiple chipset families as well in the links below. The premium chipset from Intel is the Z490 chipset, which is similar in specifications to the previous Z390 chipset, but vendors have implemented more premium features and controllers than ever before. At the top tier of the Z490 product stack, all of the major vendors have its overkill options. They are laden with features such as 10 GbE Ethernet, triple PCIe 3.0 x4 M.2 slots, and the po[CENSORED]r Thunderbolt 3 Type-C connectivity. One of the most extravagant and premium models is the MSI MEG Z490 Godlike which includes dual Thunderbolt 3 Type-C ports on the rear panel, support for up to five PCIe 3.0 x4 M.2 slots out of the box via its Xpander-Z Gen4 M.2 add-on card, as well as a beefy 16-phase power delivery and an OLED panel. The MSI MEG Z490 Godlike has official support for DDR4-5000 memory, with a total capacity of up to 128 GB across four memory slots. Storage support out of the box is also impressive with three PCIe 3.0 x4 M.2 slots found on the board, each with its own M.2 heatshield, with a further two available from an Xpander-Z Gen4 dual M.2 slot adapter which is present in the board's accessories bundle. For SATA devices, MSI includes six SATA ports with support for RAID 0, 1, 5, and 10 arrays. Its design is both futuristic, modern and clean, with plenty of grey metallic shading, on a black contrasting background. There is also plenty of integrated RGB LED lighting with some in the rear panel cover which illuminates the MSI dragon logo, the chipset heatsink with the Godlike branding, and an OLED panel which can be customized via MSI's Mystic Light software next to the memory slots. The MSI MEG Z490 is also using a large 16-phase power delivery with sixteen ISL99390B 90 A power stages and is controlled by an ISL69269 PWM controller operating in an 8+1 configuration, with each of the CPU phases doubled up with an ISL6617A doubler
  8. Game Informations : Developer: Justin Clark Platforms: PS4 Initial release date: September 19, 2019 at 11:48AM PDT Warhammer 40,000: Sanctus Reach is a tough game to play. It's a turn-based strategy game packed with great ideas pulled straight from its namesake tabletop game, but it buries the good bits under layers of awful user interfaces, poor artificial intelligence, threadbare aesthetics, and a ton of bugs. On the surface, Sanctus Reach seems like it'd be easy enough to pull together. You only have two factions to manage: the iconic Space Marines and the bloodthirsty Orks. Once a match starts, each player has a preset number of points they can spend on the units and gear they'd like to take into battle. Options are varied and run the gamut between colossal Dreadnoughts and packs of Goblins. After each side picks its warriors, players take turns moving across the board with the aim of controlling as many victory points as possible. Bouts are engaging, and depending upon your initial choices, you'll have a small array of strategic options at your disposal. Unfortunately, almost everything outside of that core is painful and frustrating. And it starts with the menus. Starting a match in Sanctus Reach is a tedious process. At a point where players should be raring to go, excited for all the possibilities to come, menus with almost nonexistent tool tips bog and frustrate. Outside of the campaign--where you're railroaded into a series of rough-hewn maps--skirmishes and multiplayer games start you off with a few options. Most of these, like the size of the map, are simple enough. Others, however, don’t make any sense unless you’re a seasoned player, as they don’t get any cogent explanation. The game fails to demonstrate which troops do what or what types of foes they're effective against. Match length is unpredictable and the objective of each game mode is unclear. Options include "Attack," "Defend," "Meeting Engagement," and "Symmetric." None of those, on their own, explain their effects at the start. Granted, some of that goes away with experimentation, but the bulk of the game's tutorials are in YouTube videos. They explain things in a direct, easy-to-understand manner, but they're not available in the game itself. You can access these videos from the game's splash screen, or click an in-game link that closes the program and launches your browser. Instructions within the game are insufficient as they are, and it’s unfortunate that you need to leave the game entirely to learn the inner workings of its mechanics. Even with the video tutorials, however, you’ll encounter situations you won’t quite understand. A Dreadnought (Warhammer speak for monstrous exosuit) can stand right next to a cadre of Orks, unable to attack. You might think it's because line-of-sight is blocked, but there’s nothing preventing you from attacking. The Orks will shoot up your mechanical walker several times before you can reposition, and before you know it, you’ve lost one of your most expensive units. It’s impossible to tell if there’s some mystery mechanic that’s never explained or if it’s a bug. Those bumps notwithstanding, matches do show some promise. Depending on the composition of your team, you'll have tactical options (though, again, you don't know what those are without experimentation) that range from area-of-effect attacks to suppressing fire to specialized melee abilities. Your only goal is to scout control points and hold onto them with your units’ various abilities. Depending upon whether you're attacking or defending, you can charge forward, blowing holes in walls and destroying your foes' cover, or you can hunker down and prepare ambushes for the invaders. Regardless, this is where Sanctus Reach's scant strengths show. Most units have a few different means of attack. Some have heavy weapons and melee options, while others are fast shock troops that switch between pistols and grenades. Your goal is to leverage each of their abilities and organize your teams into tight groups that work well with one another in order to clinch victory. Pairing units that complement one another--like vehicles that can hit hard and move fast with flamethrowers that can wreak havoc on swarms of enemies--is crucial. And the combination of troop variations with map obstacles often creates intriguing decisions. You can hold a defensive position in a bombed-out building, whittling enemies down as they approach before you blow through a wall to continue on to the next control point. As fun as that can be, you won't have to wait long for it to wear a bit thin. Whether you're in the campaign or in skirmish/multiplayer modes, you're always dealing with control points. Turn timers put a hard cap on how long games last, too, so rushing tactics are the only real option. There's no total elimination and no multi-part missions with creative or varied goals. Making matters worse, the game’s AI is laughable. Often, Orkish hordes will march straight into an obvious trap, and then, once their soldiers have been reduced to mangled, bloody bodies, they'll send another detachment without any additional precautions or changes to tactics. The developers have openly acknowledged some of these problems, but at time of this review, it's a big drag on a game that desperately needs some more marks in its favor. Sanctus Reach is frustrating enough with poor tutorials, bugs, and awful AI, but that’s all magnified by bland aesthetics that blur together. Many units look similar, textures are grainy and pixelated, and many screens have low-resolution backgrounds. It's not usually an issue, but graphical oversights of all types abound and can make it difficult to recognize units and unit types, as well as hinder the legibility of tool-tip pop-ups. Even if you can get past its many shortcomings, Sanctus Reach has some of the weirdest bugs I've ever seen. In my time with it, I found that the game wouldn't always maintain full-screen priority. Without warning, it would shift into the background and bring up a web browser or word processor. It would also lock up on occasion, and when trying to Ctrl-Alt-Delete to close, I'd get a Sanctus Reach-specific error code saying that it had a "Fatal Application Exit." Crashes like this were rare, as was the automatically shifting window priority, but they add even more frustration to an already flawed game. Sanctus Reach does offer a handful of decent moments. I chuckled when I reduced a squadron of Orks to bloody puddles, and again when I managed what at first seemed an impossible incursion. But these flashes of satisfaction aren't enough to hold up a game that’s mediocre at best and vexing at worst. Together with a host of minor annoyances, they add up to a long, dull stint with a bad game from a great franchise that deserves far better treatment. System Requirements OS: Windows 7, 8, 10. Processor: 2GHz. Memory: 2 GB RAM. Graphics: 512Mb DirectX 9 Compatible Graphics Card. DirectX: Version 9.0. Storage: 2 GB available space. Sound Card: DirectX Compatible Sound Card.
  9. z9ZmwdK.png

     

    In 1 week, we reached rank 18, we will soon reach the TOP of TeamSpeak3, thanks to my team @#Garrix, @Reus, @aRbi~, @InfiNitY-™, @HiTLeR. , @-LosT ❤️ 

    1. aRbi~

      aRbi~

      #TeamThieves ?

    2. Dr@g0n

      Dr@g0n

      in the future we get 1 rank ❤️ 

    3. LosT贼
  10. <21:25:24> "#Garrix": Culito de dark
    <21:25:25> "#Garrix": :V
    <21:25:27> ".-AdiiLo-.": garrix puta
    <21:25:27> "-Dark": >.>
    <21:25:30> "-Dark": >.<
    <21:25:32> "#Garrix": CULITO
    <21:25:47> ".-AdiiLo-.": me das te culo garrix
    <21:25:48> ".-AdiiLo-.": porfa
    <21:26:04> "#Garrix": n0
    <21:26:08> ".-AdiiLo-.": PORFA
    <21:26:12> ".-AdiiLo-.": PLZ PLZ
    <21:26:18> "#Garrix": TENGO CULO MUY GRANDE
    <21:26:19> "#Garrix": n0
    <21:26:21> ".-AdiiLo-.": huh
    <21:26:25> ".-AdiiLo-.": muy grande
    <21:26:26> ".-AdiiLo-.": culito
    <21:26:30> "#Garrix": HaHAHA
    <21:26:35> "#Garrix": Dont hot now
    <21:26:36> "#Garrix": Pls
    <21:26:36> "#Garrix": :c

     

    lo que enseñas a @.-AdiiLo-. JAJAJAJA @#Garrix 

  11. DH2 : reminds me of old times in my life, good music at that time
  12. you is anonymous :0 OMGGGGGG MARICOOOOOOO

    1. shVury

      shVury

      OOOOOOOOOOOOOOOOMMMMMMMMMMMMMMMMMMMMMMMMGGGGGGGGGGGGGGGGGGGGGGMARICOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

    2. #LiNeX

      #LiNeX

      @-Dark este men ..

       

  13. TikTok users in the U.S. and Hong Kong are deeply concerned after realizing that political matters may have jeopardized their future on the app. U.S. Secretary of State Mike Pompeo told Fox News on Monday that he is “looking at” banning TikTok and other Chinese social media apps amid rising tensions between Washington and Beijing. Within hours of hearing that the U.S. could potentially block TikTok, users of the short video app were freaking out on the platform. “I do not accept this,” one user wrote. “Let’s not U.S.,” wrote another. “Well then I really won’t have a life,” another said. “TikTok is literally my life,” another user wrote. A TikTok post about the potential ban received 17,000 likes and close to 6,000 comments within a minute of it being published. Owned by Beijing-headquartered ByteDance, TikTok is one of several Chinese-owned technology companies being probed by the U.S. Washington has expressed concerns that TikTok censors politically-sensitive content and that TikTok user data could be accessed by Beijing. TikTok has been trying to distance itself from its Chinese parent company by setting up separate entities outside China. The company’s biggest office is in Los Angeles, while London is its main hub in Europe. In May, it appointed Disney’s streaming boss, Kevin Mayer, as its chief executive. “TikTok is led by an American CEO, with hundreds of employees and key leaders across safety, security, product and public policy in the U.S.,” a TikTok spokesperson told CNBC. “We have no higher priority than providing a safe and secure app experience for our users. We have never provided user data to the Chinese government, nor would we do so if asked.” The Trump administration has been scrutinizing Chinese firms like Huawei for years amid concerns that they pose a threat to national security. The U.S. is concerned that these technology companies could pass data to the Communist Party of China. Huawei has repeatedly denied all allegations of espionage. Pompeo’s comments come just a week after India banned TikTok along with 58 other Chinese apps. The nation cited security concerns but there could be more to it than that. Two weeks earlier, a conflict on India’s northern border with China left 20 Indian soldiers dead. Hong Kong retreat Meanwhile, TikTok has said it will pull out of the Hong Kong market after China imposed a new security law on the city that gives police more powers. “In light of recent events, we’ve decided to stop operations of the TikTok app in Hong Kong,” a spokesperson told CNBC on Tuesday. The company will exit Hong Kong “within days,” Reuters reported. “Nooo they’re going to withdraw TikTok from Hong Kong. I’m going to miss one direction tik tok asdffdsfgc this is cruel,” a Twitter user wrote. TikTok has become one of the world’s most po[CENSORED]r apps since launching in 2017. Globally, it has amassed over 2 billion downloads across the Apple Store and the Google Play Store, according to app tracking firm Sensor Tower. Other technology companies including Google, Facebook and Twitter have suspended processing government access requests for user data in Hong Kong. TRENDING NOW Rivian R1T Field pickup Rivian raises $2.5 billion in aggressive plan to beat Tesla, Nikola with first all-electric pickup The presumptive Democratic presidential nominee Joe Biden speaks at McGregor Industries on July 09, 2020 in Dunmore, Pennsylvania. Biden says investors ‘don’t need me,’ calls for end of ‘era of shareholder capitalism’ A lab technicians shows the coronavirus disease (COVID-19) treatment drug "Remdesivir". Dow rises 200 points on positive coronavirus treatment news, airlines gain Apple CEO Tim Cook delivers the keynote address during the 2020 Apple Worldwide Developers Conference (WWDC) at Steve Jobs Theater in Cupertino, California, June 22, 2020. iPhone users can now get a first look at the biggest changes coming to their phones this fall A woman holds a small bottle labeled with a "Vaccine COVID-19" sticker and a medical syringe in this illustration taken April 10, 2020. A coronavirus vaccine arms race could harm public health and the economy, experts warn by TaboolaSponsored LinksFROM THE WEB
  14. The Ryzen 5 3600XT is the third of three XT chips that AMD has just launched, and spoiler alert, it's quite possibly the best one. Although only just. A quick peer at the score will tell you it isn't perfect though, and the reasons for that are many and varied. Ultimately though, it comes down to the fact that a small increase to the boost clock and a refined production process isn't enough to justify a slightly higher price tag over the Ryzen 5 3600X. Unlike the other XT chips that were released a year after AMD introduced its first Zen 2 processors, the Ryzen 5 3600XT does at least still come with a cooler. In this case you get the Wraith Spire model, which lacks the RGB pretties of the top end bundled coolers, but does a decent job of keeping the chip in check. More on this later though. As we've already said, the 3600XT is slightly pricier than the 3600X, although this is down to the market dropping the price of the 3600X, as on paper at least the two chips ostensibly cost the same, which is $249. You can however pick up the 3600X pretty much everywhere for $224. What does that extra $25 get you? 100MHz on the boost clock, and whatever extra overclocking performance you can squeeze from the chip if you fancy taking on the silicon lottery gods. That's not a lot for $25, but that's not actually the real problem. The issue with the original 3600X, and something that naturally extends to the 3600XT, is that the 3600 (spot the lack of any suffix) makes for possibly the best value Zen 2 chip there is (although you could argue the Ryzen 5 3300X is even better). It's the reason it's in our best CPU for gaming guide. You can pick the Ryzen 5 3600 up for around $172, and it offers the same six cores and 12 threads as its namesakes, albeit at a slightly slower base clock of 3.6GHz and boost of 4.2GHz (the 3600X has clocks of 3.8/4.4GHz and the new 3600XT has 3.8/4.5GHz). Essentially the Ryzen 5 3600XT has got to pull out something special in the performance stakes in order to warrant the price difference ($78) from AMD's mid-range superchip.
  15. The Urban Transport Authority for Lima and Callao (ATU) reported this Friday that the regulations were approved to grant the subsidy to urban public transport companies, in order to guarantee the continuity of the regular transport service for people, whose capacity was affected by effective compliance with the sanitary measures established to prevent the spread of COVID-19. The Executive Presidency Resolution No. 98-2020-ATU / PE, published in the legal regulations section of the newspaper El Peruano, consists of six chapters, twenty-five articles, a final complementary provision and two annexes. The regulation for the granting of the economic subsidy to the providers of the regular land transport service of people within the scope of the ATU, details that it is financed from the authorized resources in favor of the Urban Transport Authority for Lima and Callao, through the Emergency Decree No. 079-2020, the Emergency Decree that grants an economic subsidy to providers of regular land transport service for people at the provincial level. This Friday, the executive president of the ATU, María Jara, will begin the implementation of contactless payment on regular public transport. The transport company El Rapido S.A. will be the first of the traditional routes that provide service in Lima and Callao to implement payment through debit, credit and prepaid cards. -About the subsidy- Last week, the Government published the emergency decree that establishes the subsidy for public transport companies to continue operating during the state of emergency and complying with protocols to avoid COVID-19 infections. In the regulation, the Executive pointed out that the "subsidy is calculated based on operating costs, which are determined through the kilometers traveled by public transportation units." In addition, he specified that the subsidy is granted for a period of 30 calendar days from the start date determined in the supreme decree. More than 38 million soles will be transferred to the provincial municipalities to make the subsidy to carriers effective, while the ATU will allocate more than 78 million soles. The Government specified that the ATU is in charge of granting the subsidy to the public transport companies that circulate in the capital and the constitutional province. The president of the ATU, María Jara, told the carriers that it will be necessary to comply with the following: 1. Operators must have current qualifications and / or accreditation. 2. The service must be provided through authorized vehicles and comply with the authorized routes, frequencies, itinerary and schedules. 3. In addition, they must have a wireless GPS control and monitoring system that directly transmits the vehicle information en route to the ATU. 4. In the case of Lima and Callao, payment will be made per kilometer traveled, after verifying compliance with the routes, frequencies and hours of operation approved by the ATU. 5. They must comply with sanitary measures to prevent covid-19. The official informed that mechanisms are being adapted so that the urban public transport service is provided adequately.
  16. Game Informations : Developer: Alessandro Fillari Platforms: PC Initial release date: May 18, 2017 at 5:00AM PDT When it comes to the magic and charm of newly minted old-school adventure games, few are able to successfully convey the same style and wonder that the classics of the genre once evoked. In the case of Mages of Mystralia, a modest but energetic adventure, it wears its influences on its sleeve, all while charting its own path in its uniquely whimsical, vibrant world. Of course, whether it manages to succeed in reaching the same heights as games that have stood the test of time is another matter entirely, and this new adventure might have needed some extra time training before starting its grand journey. In the land of Mystralia, our central protagonist Zia discovers that she possesses the talents to become a mage, long believed to come only from the rarest of bloodlines. After accidentally using her powers and leaving her village in turmoil, she exiles herself and travels to a sanctuary for mages to learn the spellcrafting arts. She's tasked with preventing the war between a massive army of trolls and the Kingdom of Mystralia from tearing apart the land--and all who reside within it--but as she learns more of her destiny as a mage, Zia discovers that something far more sinister might be sowing the seeds of conflict for their own ends. As expected in a high-fantasy adventure, you'll explore an interconnected land full of monsters and dungeons while collecting resources and new items for your quest to stop the oncoming threat. The plot in Mages of Mystralia is largely in the forefront. Written by Ed Greenwood, creator of Dungeons & Dragons’ Forgotten Realms campaign, the author's pedigree is evident in the world's tantalizing lore depicting the strife of living a mage’s life, and the persecution they face for their gifts. But while Mages of Mystralia keeps its worldbuilding steady, it isn’t able to keep up with the pacing of it all throughout, resulting in an ending that leaves far too much on the table and with little payoff. With that said, the journey itself is definitely more satisfying than the destination. Befitting the game’s old-school charm, Mages has a colorful, whimsical atmosphere, and the presentation definitely shows a lot of care and creativity. As a mage, Zia is able to bend the elements to her whims, resulting in some exciting showmanship of her craft. When you start out, you'll have access to basic fireball, lightning, and wind spells. But over the course of your travels, you'll acquire special runes that act as modifiers for your basic spells. As you modify and alter various elemental properties, you'll end up creating spells such as a tri-lightning-bolt attack that leaves ice puddles in its wake, resulting in double damage from two different elements. While many of the runes are clearly designed just for puzzle solving, you can actually take the spellcrafting surprisingly far. There’s an impressive amount of customization and versatility to your spell options, particularly in how you can alter trajectory, homing accuracy, and secondary buffs--which is a testament to just how deep the system is. Powering through several mobs of trolls with your own personal spell concoctions is incredibly satisfying, and it’s easily one of Mages of Mystralia's true strengths. Unfortunately, the complexities of spellcrafting also highlight the boilerplate nature of exploration and questing. Backtracking is a fairly large part of Mages of Mystralia--understandably, since new spells and runes can open fresh paths in past areas. But aside from dropping in stronger foes, the game doesn't do much to offer more challenges outside of the main quest. For the most part, dungeons and quests revolve around clearing out waves of monsters or solving puzzle rooms to progress, in between fetching items for townsfolk. That's not necessarily bad on its own--one amusing side quest involves helping a farmer find his pitchfork that his cousin “borrowed”--but it’s disappointing there aren't more opportunities to explore the landscape and learn more about the people that inhabit it. There's a sense that the game is constantly scratching the surface of something great--but ultimately leaves it unexplored in favor of the mundane. Even story moments that should feel important simply fall flat on the follow-through and payoff. During one section, you'll meet a necromancer who forms an alliance with Zia during a fairly important moment in the story. Yet by the end, he's relegated to a one-off side quest and doesn't return in any way to the core plot, despite the other characters making a big deal about how necromancers can't be trusted. These rising expectations and subsequent letdowns happen more often than not, which is frustrating, considering how vibrant and interesting the designs and structure of the world are. While you'll obviously go through the standard fire temples surrounded by molten lava and the requisite ice temples on steep mountain peaks, the colorful visual style has a quasi-storybook feel, which makes the broad color palette of the many forests and dungeons pop out and feel more defined. Most of the game is presented from a pulled-back isometric angle--that’s for the best, as many of the visuals look a bit rough up close, especially during some of the cutscenes. With that said, there’s this pleasing feeling that comes over you while exploring as the musical score ramps and sets every scene. The orchestral themes, emphasizing the sense of whimsy and wanderlust in Zia’s travels, are equally as charming and exciting as the visual style of the game. Clocking in at a modest six hours after an average first playthrough, Mages of Mystralia still leaves much to be explored with the plethora of hidden chests, optional puzzles, and a special mage trial combat event to take part in. Though unfortunately it feels more so for the sake of clearing the way to a 100% completion rating, as opposed to needing these items for the quest. With that said, those first six hours of Mages of Mystralia stir up a lot of the same feelings as the old-school games that inspired it, offering a spirited and endearing romp with a charming mage and her impressively complex magical abilities. System Requirements (Minimum) CPU: Intel Core i5 2300 or equivalent CPU SPEED: Info RAM: 4 GB OS: Windows 7 64-bit VIDEO CARD: GeForce GTX 560 Ti or equivalent PIXEL SHADER: 5.0 VERTEX SHADER: 5.0 FREE DISK SPACE: 8 GB DEDICATED VIDEO RAM: 1536 MB Recommended Requirements CPU: Intel Core i7 4790 or equivalent CPU SPEED: Info RAM: 8 GB OS: Windows 7+ 64-bit VIDEO CARD: GeForce GTX 760 or equivalent PIXEL SHADER: 5.0 VERTEX SHADER: 5.0 FREE DISK SPACE: 8 GB DEDICATED VIDEO RAM: 2048 MB
  17. 5tOPJrs.png

     

    FULL ? 

    1. Dr.Drako

      Dr.Drako

      este mocoso oe, estudia vago de mrda y dale un poco mas de vida a ese trabajo que hasta uno de inicial lo haria mejor :v

    2. Dark

      Dark

      Calla ctmr al menos se la tabla de multiplicar Peruano come palomas. >:v 

  18. To that end, he recognizes that convincing people to fly again is about more than just making them feel safe onboard. "There has to be something to do once you get off the airplane," he said. "I hear people say they're not afraid to get on an airplane, but there's nowhere to go." As conferences and large sporting and cultural events continue to be canceled across the country, Wilcox admitted that giving people a reason to fly will remain a challenge. But in the meantime, he said JSX's unique passenger experience, which includes private departure lounges distinct from the main airport terminal and fewer seats further apart on its Embraer 135 and 145 aircraft, gives it an advantage over traditional airlines." "All the things that made JSX distinct before COVID are even more important Now it's a matter of health," he said. "We were social distancing before it was cool." Other safety precautions JSX is taking include a touch-free check-in process, using thermal cameras to detect passengers with a temperature over 103 degrees, distributing sanitary wipes and requiring both passengers and cabin crew to wear face masks during the flight. Onboard its planes, the air is refreshed every three minutes (with the air moving from the ceiling to the floor rather than front to back) and HEPA filters that screen 99% of air particles. "We don't know who has this disease even though we screen for all of the things that we can. If you're asymptomatic you may be shedding the virus," Wilcox said. "If there's any possibility of that we're going to insist our customers wear that mask." Wilcox had a lot more to say, including where JSX could expand next beyond its Southwest US base. Listen to the interview for the full story. Now What is a video interview with industry leaders, celebrities and influencers that covers trends impacting businesses and consumers amid the "new normal." There will always be change in our world, and we'll be here to discuss how to navigate it all.
  19. Sometimes it's easy to forget about where we came from in PC gaming, especially while we're gazing into our crystal balls for any glimpse of graphics cards future. But there's actually a lot that we can glean from the annals of GPU history—the colossal leaps in power and performance that GPUs have taken in under 25 years goes some way to explaining why today's best graphics card costs $1,200. You have to walk before you can run, and just like any trepidatious toddler there were many attempts to nail an image resolution of just 800 x 600 before anyone could dream up rendering the pixel count required for 4K (that's 480,000 pixels per frame vs. 8,294,400, by the way). Yet you'd also be surprised by just how many features so prevalent in modern GPUs were first introduced back at the dawn of the industry. Take SLI, for example. It might be on its way out right now but dual-wielding graphics cards played an important role in the past decade of GPU performance. And would you believe it was possible for a PC user to connect two cards together for better performance way back in 1998? But let's start right at the beginning—when active cooling was optional and there were chips aplenty. Year: 1996 | Clock speed: 50MHz | Memory: 4/6MB | Process node: 500nm It's March, 1996—England is knocked out of the Cricket World Cup by Sri Lanka, a young boy celebrates his fourth birthday (that's me), and 3dfx releases the first of what would be a couple of game-changing graphics cards: the Voodoo. Clocked at just 50MHz and fitted with a whopping 4/6MB of total RAM, the Voodoo was clearly the superior card for 3D acceleration at the time. The top spec could handle an 800x600 resolution, but the lower spec was capable of only 640x480. Despite its 2D limitations, it would prove a highly successful venture, and set 3dfx on a trajectory into PC gaming fame—and eventually into Nvidia's pocket. Note: the 3dfx Voodoo is often referred to as the Voodoo1, although that name only caught on after the release of the Voodoo2. Similarly, 3dfx should be formatted as 3DFX, but since most technology companies also wish to be referred to in this way, no one gets to do it. A chipset company by the name of Nvidia would soon offer real competition to the 3dfx in the form of the Nvidia Riva 128, or NV3. The name stood for 'Real-time Interactive Video and Animation', and it integrated both 2D and 3D acceleration into a single chip for ease of use. It was a surprisingly decent card following the Nvidia NV1, which had tried (and failed) to introduce quadratic texture mapping. This 3D accelerator doubled the initial spec of the Voodoo1 at 100MHz core/memory clock, and came with a half-decent 4MB SGRAM. It was the first to really gain traction in the market for Nvidia, and if you take a look at the various layouts—memory surrounding a single central chip—you can almost make out the beginnings of a long line of GeForce cards, all of which follow suit. But while it offered competition to 3dfx's Voodoo1, and higher resolutions, it wasn't free of its own bugbears—and neither would it be alone in the market for long before a 3dfx issued a response in the Voodoo2. Pictured above is the Nvidia Riva 128 ZX, a slightly refreshed take on the original chip.
  20. This Wednesday, July 8, the Ministry of Health (Minsa) announced that the number of positive cases of coronavirus so far amounts to 312,911, while the number of deceased rose to 11,133. Yesterday (Tuesday, July 7), the number of infections was 309,278 and the death toll was 10,952; which means that in the last 24 hours 3,633 new cases were processed and 181 people died. To date, there are 11,626 hospitalized patients with Covid-19, of which 1,265 are in the ICU with mechanical ventilation. Of the total of positive cases, to date 204,748 people completed their period of home isolation or were discharged from a health facility. Lima and regions Lima continues to be the region with the highest number of infected by Covid-19 to date with 169,986. The following regions also present patients with Covid-19: Callao (18,621), Piura (18,141), Lambayeque (14,561), La Libertad (11,336), Loreto (9598), Ancash (9071), Ucayali (8421), Ica (8783 ), Arequipa (8144), San Martín (6216), Junín (4725), Tumbes (3218), Huánuco (3272), Amazonas (3083), Cajamarca (3012), Madre de Dios (2326), Ayacucho (2077), Cusco (2059), Pasco (1234), Moquegua (1182), Puno (1112), Tacna (1107), Huancavelica (1023) and Apurímac (603).
  21. Game Informations : Developer: Justin Clark Platforms: PS4 Initial release date: September 19, 2019 at 11:48AM PDT Three years after release, the universe of No Man's Sky continues to evolve. With each expansion, I spend weeks as a blissful wanderer, seeing an already vast universe become more populous, more beautiful, more capable of sustaining a home for anyone who dared to voyage within it. Beyond, however, is no mere evolution and refinement. It feels like No Man's Sky approaching its final form, having shed a great deal of what was previously limiting and restrictive. But there’s one new factor specifically that makes the update live up to its name: No Man’s Sky is now a VR title. And it is utterly breathtaking. It is breathtaking right away, waking up for the first time completely immersed in an alien world literally no one else has ever seen. Everything has a new fascination: the way the flora moves and shifts under harsh weather, the way the ground is pockmarked and windswept, the vast, unknowable vistas stretching across toxic interstellar perdition. It’s all beautiful before you even make the first flight into space. An incredible amount of additional work has gone into making inhabiting that Exo-Suit even more of an experience. On PS4, you can play in 2D or VR with the DualShock, something that also gives you a Smooth turning option, but two PlayStation Moves are the real way to go. With the Move, your Multi-Tool is strapped to your back, ready to be whipped out more like in Blood & Truth than an ever-present floating gun like in most VR titles. The Analysis visor has you pressing the wand to the side of your head, like you’re Cyclops preparing to fire an Optic Blast. Getting in and out of your ship involves physically pulling the handles, and escaping from a hairy situation with sentinels or the local wildlife with that lightning quick motion adds an even greater layer of tension. Best of all, the menus are mapped to a little hologram in your hands that activates when you point at it. It’s a simple and intuitive implementation of such an elaborate and persistent mechanic. Still, even with the new perspective and tools at your disposal, it should be said upfront that at its core, No Man’s Sky: Beyond is still, well, No Man’s Sky. Whether you’re in VR or not, many of the early mundanities of the game remain. You have to repair your broken ship, gather a specific resource, create fuel, drop a refiner, and so on. Beyond, however, brings varying kindnesses that welcome you to a new universe instead of prodding you into space with a stick. The UI holds your hand, telling you exactly why you’re collecting these things, what it is you’re trying to do, and exactly how to find what you need. Once you’ve found everything, having an expanded inventory and an absurd amount of space to hold items--each block can hold thousands now--means mining constantly in your travels is worthwhile. There’s always something you can use later, and you have the space to contain it. The game is much more patient and generous with the breadcrumbs that teach you how to play, guiding you into the stratosphere not only painlessly but purposefully. That extends into the rest of the game once the tutorials stop and the training wheels are all the way off. All of the larger narrative pieces from the previous updates feel organically woven into Beyond. Dialogue and instructions from one mission from the Atlas Path may be rewritten or tweaked to reference Artemis or some new action you can take in Beyond. Direct links have been made where the next logical step in your current mission involves learning more alien language instead of just trying to get your next cell to warp to the next galaxy. The missions and their objectives have a synergy now, where lines of dialogue and specific mission objectives weave narrative strands together. It’s a bit of minor housekeeping No Man's Sky has needed for a while now. The overarching subtle tale of both exploration and acceptance in the great unknown remains, but it also has quite a bit more meaning now that it’s not your sole purpose in the universe. When your only task was just to keep hopping from galaxy to galaxy towards the center, there was plenty to see and take in, but you couldn’t really live in the universe because you were so busy trying to survive. The Atlas Path asked some big, existential questions, sure. Artemis helped with that a great deal, giving you an Other to truly work towards understanding and fathoming at least one small mystery of the universe with. But there’s a huge difference between looking at a vast wilderness from a hypothetical distance and trying to figure out the very real challenge of laying down roots there. The latter is a much more fundamental part of Beyond’s gameplay loop. It’s the difference between Next telling you that yes, now you can build bases and here’s how, versus those bases being more of a necessity to sustainably start traversing the universe. The way menus and options are streamlined for you in Beyond make it easier to create, leave, and return to a place of solace and safety, and to depend on a planet, your base, and the resources within. It’s a much stronger experience, and the undercurrent of humanism running throughout the Atlas Path lands much harder as a result. Beyond’s biggest improvements are all in favor of fostering that relationship between players and the universe around them, and that includes its people, playable and non-playable. No Man’s Sky has long had one of the more positive and welcoming online communities in the gaming landscape, and there was always the worry that removing the barriers between players would invite the worst elements of online play into what’s typically a place of zen. This is far from the case. The new Anomaly, summonable to any galaxy at any time, is no longer a sparse, glorified save space, but a bustling 16-player hub of activity, full of greetings, proud ship captains, aliens who look upon you with curious eyes, and players more than happy to bring you to the worlds they call home. Just like the first spoken line of the game, so much of the Anomaly’s layout, from its menus to the way it presents the current state of the area, is about reminding you that you’re never fully alone out there. Beyond has made it so much easier to find allies to either assist in their mission or share what you have from your own inventory. Everything you pick up and mine may have a price, but the game quite often reminds you via the descriptions that those items can also be given to others. Clicking an item while on the Anomaly gives you a list of everyone in range that you might possibly hand it off to. Checking mission boards reminds you there are people who may be looking for the same thing you are, and when it’s the other way around, the request shows up in the lower left. During my time with the update, there were good Samaritans everywhere in the Anomaly, giving out extra rare items to whoever wandered into range. That’s a rather huge and heartening factor, not just because you can now jump in and help strangers shoot things down and collect loot, but because it creates a strong sense of community in what was previously a fairly lonely adventure. The Anomaly feels like the petri dish for No Man’s Sky to develop an actual culture, a place of cooks, pilots, space frontiersmen, and traders looking for the next big score. It feels alive and connected in all the ways the game used to feel isolated and cold. And it does so without overshadowing the fundamental element of peaceful solo exploration if you so desire. That new emphasis on connection is never so obtrusive that it prevents you from performing one simple task or speaking to one specific NPC and leaving, but it also doesn’t feel arduous to connect with another human being the way it did before this update. There's still some legwork involved, though. While joining games and having others join yours is a quick and simple matter (and much less finicky than it was in Next) players can occasionally spawn on drastically different locations on the same planet. That said, searching for stranded partners wound up being a weirdly fun adventure all its own. A much bigger caveat is that for a new player to party up with friends, they still have to get out into space on their own, which makes sense. There's a lot of ways for someone who doesn't know what they're doing to irrevocably screw up a galaxy by accident, or waste a resource, or piss off a planet's Sentinels, or ruin your relationship with a species of animals. The tutorials do important work of not just showing you how to play the game, but respect the game. If you want to give a partner some of your resources, you can. But if an objective given by the game tells you to build something, giving them the exact item the game wants won’t clear that objective. That’s a limitation the game is all the better for keeping in place. Choosing to assist someone can’t be the same as beating the game with or for them. If you’re with someone, you’re there for the experience. That’s not all necessarily new for a multiplayer experience, but it does feel rare when the game is pushing you to connect with other people for what tend to be for more mercenary reasons. For my part, I remained a solitary player, only choosing to put down sparing roots on the most beautiful worlds and never building more than I needed. I’m very much a city boy in real life. In No Man’s Sky, I’m a happy recluse with 40 acres and a species of chubby elephantine space mules I named Horace. I’ve been harvesting eggs and milk from the animals on the strawberry-pink and white world I’ve been calling home for the past year or so. Even as the universe got bigger, I would go to the Anomaly to trade, buy new ships, and hang out with aliens, but home remains solitary. So few of the self-sufficient agrarian aspects of my little home were even possible in previous updates. Beyond has made me feel more empowered to sustain that life, have a place to return to and maintain, and make improving it for the laid-back alien assistants who reside with me much easier to accomplish. The larger technical problems with Beyond come down to problems with VR platforms in general. Despite the visual beauty, my time with the Oculus version was plagued with flaws and odd bugs and glitches. By comparison, the PSVR version caters to performance. Frame rate and gameplay are pristine there, but at the cost of clarity, especially when it comes to the various screen displays in-game. In addition, the PSVR’s old nemesis, the camera drift, rears its ugly head here, and the Recenter VR Camera option in the Pause menu does less to solve it than it should. As of this writing, however, there have been additional patches every few days, and more and more of these bugs vanish with each one. These tiny frustrations utterly dissolve away in flight, however. No Man’s Sky’s most consistently powerful experience of seamless space travel nearly reduced me to tears as the upper atmosphere melted away into the silence and deep wonder of the galaxy. It’s the kind of thing I dreamt of as a kid. As part of an expanding experience and seemingly impossibly ever-larger universe, No Man’s Sky continues to deliver on the promise of being a space traveler--and VR assists in making it a more immersive experience. The drastic improvements made to No Man’s Sky in its Beyond expansion are the new gold standard for how to gracefully cope with a game’s flaws post-release. The game laid the foundation with its release, but it took Beyond to elevate it into something magnificent. Successfully transitioning to VR is a creative victory on its own, but realizing just how full and vibrant and rewarding an experience this game has now become is almost poignant. Beyond represents the courage of convictions, a concept that has not only met the lofty expectations it set forth, but transcended them. System Requirements CPU: Intel Core i3 CPU SPEED: Info RAM: 8 GB OS: Windows 7/8.1/10 (64-bit versions) VIDEO CARD: nVidia GTX 480, AMD Radeon 7870 PIXEL SHADER: 5.0 VERTEX SHADER: 5.0 FREE DISK SPACE: 10 GB DEDICATED VIDEO RAM: 1536 MB
  22. Things seem to be going from bad to worse for Micro Focus: its shares took a bath this morning on the back of a $1bn plus loss, largely due to a whopping goodwill impairment charge made to account for uncertainty caused by COVID-19. The retirement home for legacy software brands was already facing internal challenges, a hangover from the buy of the much larger HP Software business that it swallowed for $8.8bn in 2017 and has struggled to integrate. Now the external threat facing Micro Focus is one that everyone, everywhere is confronting too. Revenues reported for the first half of fiscal 2020 ended 30 April were down 12.2 per cent year-on-year to $1.45bn, with declines across all areas of the business. "The group identified a slowdown in customer buying behaviour in April 2020 resulting in a deferral of projects involving new licence and service revenues as well as delays to some maintenance renewals. The impact of this is estimated to be at least 2 per cent on revenues in the period," said CEO Stephen Murdoch. Application Modernisation & Connectivity was down 5.3 per cent to $226.1m; Application Delivery Management (ADM) fell 12.3 per cent to $315m; IT Operations Management (ITOM) plunged 20.5 per cent to $411.8m; Security was down 3.9 per cent to $306.2m; and Information Management & Governance fell 6.3 per cent to $194.5m. Some $400,000 of this revenue was deferred. Licence revenue was down across all product groups by 21.3 per cent to $268m, and was the business area most impacted by the customers' spending pause. Maintenance dropped 7.4 per cent to $966m, mostly caused by ITOM and ADM business units. SaaS decreased 12.4 per cent to $125m, and Consulting was down 14.8 per cent to $96.1m. “We have continued to rationalise unprofitable SaaS operation’s and practises and refocused resources and investments. This has to led to a revenue decline in all product segments and geographies as we reposition offerings and deliver product enhancements,” said the company. Consulting, it added, was also hit by "delays in certain customers products where physical access to customer sites is required". Micro Focus said sales were in line with earlier expectations. Profit before tax, excluding exceptional items, was $12.4m but taxation turned that into a loss of $11.7m. Heap on a series of exceptional items including a $922m goodwill impairment charge, and other things such as severance costs, and Micro Focus was left with a loss on its Profit and Loss accounts of $1.032bn. Micro Focus, which over the years has wolfed down multiple buys including Borland in 2009, Attachmate in 2014, Serena Software in 2016 and HPE Software in that same year, said 70 per cent of its revenues are recurring in their nature with “broad based and longstanding relationships”. Murdoch said the initiatives put in place to turnaround its fortunes are progressing, “albeit with the additional complexity and impact of the COVID-19 pandemic, which may require us to adapt our approach in response to the opportunities and threats arising from continued market disruption. “Progress over the coming months will be focused on simplifying and strengthening our business operations, improving the way we sell to and serve our customers, and ensuring our product development is as relevant and effective as possible,” he said. The plan is to stabilise revenue by 2023 but that looks to be challenged by the virus. Micro Focus expects to exit fiscal '20 with revenue 6 to 8 per cent lower than the prior year's $3.35bn, but that also now looks in doubt. More than 90 per cent of Micro Focus' 12,000 employees are working from home during the crisis, the company revealed, and just 10 of its 101 offices remain open, mainly in Asia.
  23. There are many reasons why businesses would want to invest in the best large format displays (LFDs) their budgets can afford. These large screens can be used by businesses to display adverts and information in clear and eye-catching quality. The addition of the best large format displays can quickly make any shop, office or business place feel modern and vibrant. But don't just think that Large format displays are simply giant monitors. They range in size from 32-inches to over 100-inches, and they often have super-thin bezels. Not only does this mean that single LFDs can display videos and still footage without any distracting surrounds, it also means they can be linked together to create an (almost) seamless giant display. Buying the best large format display for your business can be a tricky process, so let us show you the top LFDs on sale in 2020. Most of the best large format displays aren't cheap, but they offer a premium experience that brings out the best of content thanks to dazzling panels, a wide range of connectivity options and useful integrated online services. We picked out the best large format displays for companies that won’t want to compromise, and for those that do, we’ve also thrown in a few budget or two. Want your company or services to be added to this buyer’s guide? Please email your request to desire.athow@futurenet.com with the URL of the buying guide in the subject line. Best large format displays - at a glance Sony FWD-85Z9G 85-inch 8K Smart Commercial IPTV NEC MultiSync X981UHD-2 98-inch 4K Sharp 8MB70AUU 70-inch 8K Commercial Monitor LG 84WS70B 84-inch 4K UHD NEC MultiSync E905 SST E Series 90” LED Samsung QM85D 85” 4K Ultra HD LED iiyama ProLite LE8640UH-B1 86” LED 4K Ultra HD BenQ ST430K 43-inch 4K
  24. Nicola Porcella decided to speak about the controversial moments she lived in Peru and her trip to Mexico, given the speculations that she had left the country on a humanitarian flight in the midst of quarantine. The member of "Guerreros 2020" clarified that just as there were humanitarian flights, there were also "charter" (private non-commercial flights). "People said that I had left on a humanitarian flight, which is not true. Yes, there were private flights for businessmen. Just like me, there were more Peruvians who had paid for their tickets, which were not cheap tickets, ”said journalist Sebastián Reséndiz in an interview by IGTV. The reality boy claims that his agents contacted the company, presented their papers, and managed to get out. "You send them your papers and you say 'look, I have this job opportunity, I need to go out' and they verify that everything is in order," he added. Another of the themes in the interview that Porcella gave a Mexican journalist was due to the controversial fame that he gained as a result of the scandals. “I didn't know how to carry it, I didn't know how to handle it. I have had bad meetings, I do accept that, and I have made mistakes due to my immaturity. Fame rises up to you until you don't know how to handle it ”, she was sincere. For this, he apologized to the people he offended and thanked those who believed in him. "I have fallen, I have risen. I've been up, I've been down Thanks to God and the productions of Peru, to Pro TV, to my producers who always believed in me (...) This is starting again, "he said. Finally, the former member of “Esto es guerra” was surprised by his son Adriano, who asked him live not to hit himself very hard again. “Adriano is everything in my life and the reason why I do everything. The reason I got up from my falls (...) I explained to him that it was not what they were talking about me. He is such a smart kid that I was wondering. He is a genius ”, he concluded.
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