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Everything posted by Dark
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Rejected
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Feliz cumpleaños beba, espero tu regreso ❤️
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Today is a special day for our friend (And my best friend who would give my life for him) xd, who turns 400,000 years old, I hope you have a good time and that the members of csbd will be with you always HAPPY BIRTHDAY @axelxcapo
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The Ministry of Health (Minsa) reported this Tuesday that given "the indications of the existence of people registered as vaccinated against COVID-19, without having received any dose of the vaccine," it has requested the Attorney General for the sector and the National Police of Peru, a quick investigation. This, in order to detect unscrupulous people who would be profiting illegally from the vaccination registry and initiate the corresponding legal and administrative actions. Likewise, they report that they have taken measures to reinforce the security of said registry. LOOK HERE | Vaccines induce fewer neutralizing antibodies against omicron, study finds "Citizens are reminded that the requirement to present the vaccination card seeks to increase collective protection against COVID-19 and, therefore, they are invoked to apply their two doses of vaccine," they add. The sector also expresses its condemnation of all kinds of acts of corruption and assures that it will take the complaints of the case to the last consequences. LOOK HERE | Pfizer Confirms Its COVID-19 Pill Reduces Hospitalizations By Nearly 90% It is worth mentioning that this Tuesday, December 14, the portal ‘La Encerrona’ denounced that unscrupulous people with alleged contacts in the Minsa offer people in Telegram groups access to the Minsa vaccination system. This, in exchange for payments from 150, 450 and up to 1,500 soles. Mandatory requirement Since last Friday, December 10, the Government has established the requirement of the double vaccine against COVID-19 as a requirement to enter closed public spaces, which must be accredited with the respective card, either physically or virtually. The presentation of the certificate of double dose of vaccine against COVID-19, also includes drivers and collectors of public transport, delivery workers, as well as companies with more than 10 workers, who can only operate in person if all of them credit their full vaccination dose. https://elcomercio.pe/lima/covid-19-ministerio-de-salud-solicita-una-rapida-investigacion-sobre-indicios-de-inscripcion-ilegal-de-vacunados-nndc-noticia/
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The AMD Instinct has destroyed everything seen so far and has been a blow to the table so brutal that overshadowing as a term when referring to it can be an understatement. It is true that it is a GPU intended for DL, but it is a sketch on the other hand of what awaits us with RDNA 3 (in theory at least and saving distances). NVIDIA's answer has seen the light today in the form of a graphics card mysteriously called GPU-N, which is extremely peculiar and would be behind AMD but ... Many months (April) have passed since we talked about the so-called NVIDIA COPA-GPU Exascale, which is nothing other than the name that Huang's give to the so-called Composable On Package, a 2.5DIC or 3D integrated circuit (depending on the design in particular, nothing new needs to be added) that would come with the Hooper architecture. CUP-GPU With this in mind, what could be the new GH100 chip based on this new architecture dedicated to DL and AI has been leaked, especially the first one, where as we already know, low-precision matrix mathematical performance prevails, or in other words , FP16. This chip has been specified with GPU-N and the seen certainly does not disappoint if we do not forget its end. Two designs, two goals, one architecture NVIDIA-Hopper Just to review what we saw at the beginning of the year, what NVIDIA intends is to launch two different architectures focused on each purpose: Gaming -> Ada Lovelace DL and IA -> Hooper (MCM and monodie) But within the latter there will be two different GPU designs that will be COPA and that differ in their capabilities and approaches. This supposed GPU-N would be focused on DL and therefore it would be the natural substitute for the current NVIDIA A100, which is important to understand the data that we are going to see now, since it is not an MCM GPU as such, but one of the modules exclusively, so it is understood that there will be multi die and mono die graphics cards. Why is GPU-N behind AMD? The mysterious GPU-N Note: All benchmarks are run in NVArchSim, simulating GPU-N High Accuracy for MLPerf Workloads Comparison with other DL ASICs (7 / x) pic.twitter.com/mxJExyILbM - Redfire (@ Redfire75369) December 14, 2021 This graphics card is mono die, so from the outset it will be slower than the MI250X, but also its objective is not the AI as such, where for this if we would find MCM designs, this is different, it is one more market specific. GPU-N will have 134 SM, which if the current structure in NVIDIA Shaders with Ampere is maintained, it would give us no less than 8,576 Cores, or what is the same, + 24% compared to its predecessor. Given these data, it is logically speculated with the 5 nm of TSMC, but the frequency would instead remain at 1.4 GHz, curious to say the least. What will change is its L2 that will be increased to 60 MB (+ 50%) which, together with the increase to 100 GB of HBM2E that it will have, would give us a bandwidth (at the same frequency, it is understood) of 2.68 TB / s. This is due to the 6144-bit bandwidth, which could mean sizes of more than twice the memory capacity. The problem with all this is that the comparison with the MI250X is not really fair although they share certain similarities, since this GPU-N would get 24.2 TFLOPs in FP32, only 24% more than the GPU it replaces. Instead, it achieves 2.5 times the performance in FP16 with 779 TFLOPs and here is the important thing for the sector where it is directed. The AMD Instinct MI250X achieves 95.7 TFLOPs in FP32 and 383 TFLOPs in FP16 (-2.15x).
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Game Informations : Developer: Tamoor Hussain Platforms: PC Initial release date: 2018 at 8:56AM PD What truly distinguishes SoulCalibur from its genre contemporaries is a pervading sense of adventure. It tells a grand tale of knights and ninjas, axe-wielding goliaths and pirate warriors, all struggling over mythical weapons of good and evil. It accents this with a rousing orchestral score and grandiose narrations about entwined destinies and inescapable fates. Sure, deep and rewarding mechanics are at the heart of every good fighting game--and SoulCalibur VI certainly has that--but for this series, adventure has always been the soul. That spirit of adventure is most evident in SoulCalibur VI's two story modes. Libra of Souls is the meatier of the two and takes inspiration from SoulCalibur II's beloved Weapon Master Mode. It's part fighting game, part role-playing game, part Dungeons & Dragons campaign; you create and customize your own unique fighter using options that, while serviceable, aren't nearly as robust as the ones in Bandai Namco's other fighter, Tekken 7. From there you embark on a journey that will take you across the world, and along the way you'll cross paths--and swords--with both named characters and generically named bit-parters. Now Playing: SoulCalibur VI Review Libra of Souls tells its story primarily through text, but it's all surprisingly engaging, with dialogue and descriptions setting the stage for the inevitable fight and giving even its throwaway opponents a bit of flavour. The story's conceit for making you travel around the world is that you're "malfested" with an evil energy and must absorb Astral Fissures to stay alive. Although you're ushered between main quest missions, various side-quests pop up around you, with NPCs asking for a hand solving their problems. Naturally, the solution each time is a sword-swinging contest, but the game does a valiant job of world building along the way to give texture to its fantasy universe. You'll learn that Ceylon is a major producer of cinnamon, which is favoured by royalty and thus very precious, and that hamlets are being decimated by a rampaging Azure Knight with a thirst for souls. You'll meet a would-be entrepreneur who, while affable, is mostly after handouts; a weaponsmith who is looking to impress the royal family to win a contract; and a priestess who doubts her abilities, among others. Completing these missions rewards you with experience that levels you up, and this is where the RPG hooks are strongest. As you grow, you'll be able to use stronger weapons that have different visual styles and properties. Enemies also become hardier and, on top of that, special battle conditions spice up fights. These may make one type of attack more effective while decreasing the strength of others, thus forcing you to diversify your skillset within the battle system. Another wrinkle to the RPG mechanics is the ability to select a food item to take into battle. These bestow bonuses such as increased counter damage, a boost to health at the start of a new round, or extra experience for a win, to name a few. If you’d rather let someone else do the dirty work, you can visit the Mercenaries Guild and hire a fighter, outfit them with a weapon and food, then send them into battle. At best the AI will secure a victory; at worst they’ll knock off some health from the enemy before you step in. There are also little touches in Libra of Souls that reinforce the idea that you're a wandering warrior on an epic journey. One of them is an indicator at the top of the world map that ticks down the years as you progress, establishing a passage of time as you bounce between locations and fights in rapid succession. Another is the decision-making moments, some of which will simply dictate how you act towards a character, while others will weigh your soul towards good or evil, impact the story, and decide how the ending battle plays out. The eventual consequence of your actions is small, but it's a neat way to give you a tiny bit of authorship in the story. The main issue with Libra of Souls is the ratio of storytelling to actual gameplay. The mode is very text-heavy, which would be less of a problem if its battles weren't so quick. In the hands of a capable fighting game player, many enemies can be dispatched within as little as 10 seconds, which means time spent in Libra of Souls is heavily skewed toward reading over fighting. And although the loading screens before and after battles are quite short, they can become increasingly tedious. The mode is also lacking in variety, so beyond the occasional battle condition, it does very little to keep you on your toes. For the most part, applying an aggressive strategy will see you emerge victorious. The second mode, Soul Chronicles, is a more typical take on a fighting game story but is still expansive and has an interesting approach to laying out its narrative. It features a main story that chronicles what happens with the legendary Soul Edge but supplements this with 19 character-specific campaigns, drilling down on what they're doing while the broader story takes place. Although they're heavily reliant on static artwork, they're fully voiced and the artwork itself has an eye-catching, sketch-like style. There's a microcosm of Libra of Souls' issues here too, though, as battles can be over in the blink of an eye, and that means more hitting buttons to advance text. Nevertheless, Libra of Souls and Soul Chronicle make for a satisfying single-player offering, with the former lasting upwards of eight hours and the latter taking around four. Idiosyncrasies aside, both give you plenty to do and provide a comprehensive, engrossing story throughout. By the time it's over, you'll have travelled the world, met a variety of colorful characters, and fought all manner of strange creatures. Quite the adventure. SoulCalibur VI doesn't demand hours of study and experimentation ... you can pick up a controller and feel like you're competent in no time The beauty of SoulCalibur's gameplay is its simplicity, and in that respect SoulCalibur VI is a bit like rock-paper-scissors. At its most superficial, the rules of engagement are simple and the pace of battles means decision-making is based on instinct as much as considered tactics and being reactive. Admittedly, the same can be said of most fighting games, but unlike them SoulCalibur VI doesn't demand hours of study and experimentation to do this; you can pick up a controller and feel like you're competent in no time. Although there are complicated systems and techniques to consider, an inability to interact with them doesn't loom over you. Before long vertical attacks will reveal themselves as powerful but slow, you'll quickly realise that horizontal attacks interrupt sidesteps and are a safe way to apply pressure, and kicks are a nice balance of the two but with limited range. It takes little time to internalize those fundamentals, and so their intricacies become apparent quicker than in most fighting games. Throw in blocking and movement, both of which are intuitive, and the pick-up-and-play factor becomes a key strength of SoulCalibur VI. The surface simplicity belies more complex systems beneath, and SoulCalibur VI is mechanically dense. It layers systems from throughout the series on top of each other so even veterans will need to examine the individual pieces and figure out how they fit together. Although each character has a relatively limited range of attacks, the eight-way run movement lets you modify them. Attacks also land at different heights--high, mid, and low--and in turn blocking becomes a three-tiered system. More confident players can react to an attack by executing a last-second Guard Impact to repel and leave their opponent open, but a staggered player can retaliate with a Reversal Impact--a reversal reversal. From there it only gets more complicated. Reversal Edge is a special stance that will counter incoming attacks at any height. It's executed with a single button and the longer it's held the more attacks it can absorb. This makes defending against an onslaught of attacks really easy, but the ease of execution means it also steps on the toes of the more skill-based Guard Impact. Reversal Edge seems to be aimed at casual players as, while a successful Guard Impact places the initiator in a more advantageous position, Reversal Edge establishes a neutral playfield by initiating a clash. Here the action slows, the camera swoops in close, and the two fighters effectively bet on what the other player will do and counter it. This is a useful way to create some breathing room when being smothered, but the guessing game leads to a feeling of randomness that can be frustrating. The workaround here is to land an unblockable break attack to stop a Reversal Edge. Beyond that there are Critical Edges, which are the game's equivalent of super moves. These are governed by the Soul Gauge, which is built up by attacking, defending, and taking damage. Once one level is attained, it can be spent on executing an incredibly powerful and outlandish cinematic attack. A Soul Gauge can also be spent on a Soul Charge, a comeback state of sorts that opens a separate set of moves up for a character to use, powers up normal attacks, and makes them cause damage to blocking opponents for a brief period. Those are just a few of the systems in SoulCalibur VI, so for those that want to become students of the game, it offers plenty to learn. However, at times it can also feel needlessly complex. This is likely a symptom of creating a collection of systems that give the hardcore fighting game players the depth they crave while also enabling casual players to stand their ground against them. On paper that might seem like a good approach, but the end result is a construction that is at odds with itself, as if built out of both K-Nex and Lego--the simpler parts undermine the complex ones, and although it works, it's inelegant. A good player with an understanding of all the systems will almost always triumph over someone only making use of the basic ones, so the biggest issue this superfluousness presents is that it makes the path from casual to expert a little less appealing to walk. That complexity is overwhelming when it doesn't need to be, and if there are simpler and easier options there's less incentive to dig beneath the surface. As with most fighting games, it'll be some time before overly powerful characters or dubious strategies emerge online, if at all. However, from a network perspective SoulCalibur VI's online modes are stable. We played a number of matches online in ranked and casual and had no trouble finding other players, connecting, and having smooth fights. In casual mode, you can search for a room based on customizable parameters such as skill level, round count, region, and language. You can also specify if custom characters are allowed. Alternatively, you can establish your own room and invite others to join or have it open to anyone System Requirements CPU: Intel Core i3-4160 3.6 GHz or AMD Phenom II X4 965 3.4 GHz CPU SPEED: Info RAM: 6 GB OS: Windows 7 64-bit VIDEO CARD: 2 GB GeForce GTX 660 or Radeon R7 370 PIXEL SHADER: 5.0 VERTEX SHADER: 5.0 FREE DISK SPACE: 60 GB DEDICATED VIDEO RAM: 2048 MB
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Done
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Nu @B L e a c H
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1209 1209
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★ GAME ★ - Continue with Last Letter
Dark replied to Mindsphere. 's topic in ♔ NEWLIFEZM COFFEE TIME ♔
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★ GAME ★ - How many clicks in 10 seconds?
Dark replied to Mr.Lucian's topic in ♔ NEWLIFEZM COFFEE TIME ♔
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797
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7780
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★ GAME ★ - Guess what year the other members we're born?
Dark replied to Mindsphere. 's topic in ♔ NEWLIFEZM COFFEE TIME ♔
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3
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6/10
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1974
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1363
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BMW woman/ newlife
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If you have followed the world of microprocessors for quite some time, the surest thing is that you will be familiar with the acronyms RISC and CISC, which are nothing more than a definition of the structure of the set of instructions that a processor handles. Well, in recent years a new paradigm has appeared that has been dubbed VISC. What does it consist of? Most of the processors on the market have become boring, as they bring little on the table. They are based on improving performance by adjusting small parts so that the whole works better than before, but in recent years there has not been a revolution like the one that occurred with the execution out of order in the mid-90s, however this could change thanks to VISC architectures, which represent a new paradigm. Is VISC a set of instructions? Cache The first thing that may come to mind when reading these acronyms and because of their similarity are the words RISC and CISC, which refer to the nature of the set of registers and instructions of the processor, which is not the subject of this article, since under the VISC concept we are not referring to a new way of categorizing the instructions, but to something totally different. To understand how the VISC paradigm works, we have to take into account two different concepts regarding CPU performance. The first of these is the fact that PC CPUs today have an even smaller set of internal instructions than RISC, since what they do is transfer each of the instructions in smaller microinstructions internally during the process. decoding phase. If we are purists, the conclusion today all processors is not that they are RISC, but that they have a very reduced set of instructions that works internally and that serves to build the rest of the instructions. That is, as soon as an instruction reaches the CPU control unit it is broken down into a list of instructions. So the war between RISC and CISC was won by the former, but with the trap that x86, the most widely used CISC architecture, made the trap of behaving internally like a RISC. To this day, except for ARM, the rest of the ISA RISC are missing or on the verge of disappearance. What's more, even ARM has adopted the concept of dividing the instructions into simpler ones, so both paradigms outside of defining the common ISA of a family are already extinct. To understand a program we have to understand that a program has two different parts: The one that can only be executed in series and, therefore, can only be solved by a single kernel by executing a solitary execution kernel. That part of the code that can be executed in parallel, which means that it can be solved by several cores at the same time and the more of them there are in the processor, the faster this part will be solved. If we take into account what was explained in the previous section then you will conclude that some of the processor instructions that become microcode what they do is become a succession of instructions that can work in series or in parallel between several cores, although the usual is that most of the instructions are executed in a single kernel and that it is by shared elements that the code is executed in parallel.