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Everything posted by Dark

  1. AMD has surprised locals and strangers, including Intel with its new vertical stacking technology for its processors, where as we know this technology comes from TSMC. The novelty is that it will hit the market earlier than expected and in current Zen 3-based CPUs, so the provision of the new microarchitecture will arrive soon and well before Zen 4. What is AMD's 3D Chiplet technology called 3D? V-Cache Stack and what does it consist of? It has been at Computex 2021 where AMD has surprised everyone with the new announcement in its range of gaming CPUs for the end of 2021 to compete against Intel's Alder Lake-S. The novelty is only one, but it will skyrocket the performance of the processors and has given us another clue about the design of Zen 3. This will be 3D V-Cache Stack with TSMC at the helm. AMD 3D V-Cache Stack, TSMC's X3D implementation for Zen 3 The company already warned in 2018 that it was working on a new layered development model in the purest Intel Foveros style called X3D, and since then we have only seen brush strokes. At least until AMD has pulled the canvas and shown nothing less than a prototype Ryzen 9 5900X with vertical stacking technology for SRAM as an L3 cache. The data is partly concrete, but also partly concise and we will surely talk more about this technology in the future. But the novelty is the novelty and the data is starting to come out and it's really interesting. On the one hand, AMD confirms that this 3D V-Cache Stack technology will reach current CPUs with Zen 3 architecture, but to be more specific, it will reach Ryzen CPUs exclusively, at least for now and waiting for Zen 4. This excludes the new Milan server processors and the Threadripper, so AMD seeks to stand out in the sector where there is more competition today: in gaming or maistream. The CPUs are not yet in production, but are expected to come shortly with TSMC to be released at the earliest in late 2021 or early 2022, curiously around the Alder Lake-S presentation and launch dates. At the same time this shows that AMD will take at least 6 more months to launch Zen 4 as such. On the other hand, it is curious how these statements do not affirm or deny if we will see them only on the desktop or this technology will also be extended to laptops with monolithic die, and by default, it is not specified whether they will reach the new APUs. The Physical Limits of 3D V-Cache Technology Revealed What we also know for sure is that in said die a SRAM stack will be interposed vertically as a cache with an exact size of 64 MB in the form of L3, which added to the 32 MB that Ryzen with two dies already have will do a total of 96 MB of L3 cache. But we go further, since AMD specifies 1 3D V-cache stack for each chiplet, that is, in the Ryzen 9 we have a total L3 amount of 192 MB. Most surprising of all, AMD itself claims that V-Cache stacks can go up to 8 stacks, also called 8-hi. Logically, in the future we would be talking about no less than 512 MB of L3 plus the cache that the CCDs have, a real outrage that can boost the performance of any processor to limits that right now we can't even imagine. The current problem and for which no more stacks are implemented is the height. AMD has had to reduce the overall height of the CCD and SRAM to maintain the heights that the original Ryzen had for the IO die. Die size, heat and unknowns It is not the first design as such in 3D that we see, but it is the first that is shown in a CPU that is currently on the market as an evolution of it. The doubts are being generated and as such, the speculations continue their course. But in the meantime we have confirmation of the size of the AMD 3D package: 6 x 6 mm, that is, an area of 36 mm2 is what the 3D V-Cache technology will occupy in the new Ryzen. As the SRAM is on top of the CCDs, AMD has had to add two silicon brackets to the sides of it, welded to the dies, which equalizes the height of the assembly and also allows the heat output of the cores to be optimal and it hardly has a negative effect. This is possible because unlike the added Cache, the two spring silicons do not include TSV, while logically the first does. This hybrid approach according to AMD itself allows the density of the interconnections to be increased 200 times and the overall efficiency of the interconnects is improved up to 3 times, so we can imagine the number of pipes that have been created for that purpose.
  2. Facebook has recovered its annual developer event this Wednesday under the name of 'F8 Refresh', which has focused its 'software' news on tools to enhance the relationship between business and customers through the company's messaging applications . With a single day, and in a digital format, the company has celebrated the inaugural 'keynote' of F8 Refresh, an event that seeks to be a return to the roots of this annual meeting after its cancellation last year due to the pandemic. The company has highlighted the role of developers in the past year with the pandemic, both to keep people connected to their loved ones and to keep businesses moving forward. Messaging tools have had a special role, since they are the means with which the company seeks to enhance communication between businesses and customers. According to the shared data, 75 percent of people want to be able to write messages to businesses, while 64 percent prefer to communicate through messages rather than with an 'email' or a call. Today, 500 million businesses globally use messages to communicate with their customers and 3 million advertisers use the 'click to message' format to direct people to Messenger. In this context, the company has announced Messenger API for developers. And to know the response of customers, Facebook has presented the new 'customer feedback template' for Messenger chats. F8 Refresh has also embraced Facebook's roadmap with augmented reality (AR) technology. The developments of functions and capabilities with this technology are carried out in Spark AR Studio, established in 2017. From it the decorative elements in augmented reality of applications such as Instagram have come out. Although they have assured that they are working on 'wearables', wearable devices, based on augmented reality, they have also indicated from the company that this work is long-term, and for the moment they are investing in AR camera technology, with which they have developed new body tracking capabilities, to align effects with body movement in content like Stories, and Multipeer API, for developers to actually create enhanced experiences ...
  3. Game Informations : Developer: Greg Kasavin Platforms: PS2 Initial release date: June 9, 2004 at 2:27PM PDT Following up on last year's Medal of Honor games, Pacific Assault and Rising Sun, Electronic Arts has chosen to bring the series back to the European theater of war with Medal of Honor: European Assault. The game's wide-open levels actually encourage players to explore, giving the series a fresh feel compared to past games and other World War II shooters. Unfortunately, a very brief campaign and no online multiplayer means the fun doesn't last long. In European Assault, you take the role of William Holt, an American intelligence officer. As a sort of freelance operative, your missions take you to four different areas during the campaign. You'll begin by riding shotgun with the British SAS on their famous St. Nazaire raid, and then you'll be whisked to North Africa where you'll assist General Montgomery and the Desert Rats against Rommel's Afrika Korps. The third campaign has you helping Russian partisans and the Red Army on the eastern front, and the final campaign will put you back with US forces during the Battle of the Bulge. While your adventures cover a lot of ground in a geographic sense, there are only 11 missions in European Assault that are scattered across those four areas. Counting mission restarts, it only takes about eight hours or less to beat the game. A skilled player could conceivably blow through the entire thing in just five or six hours. While the game isn't very long, you'll still probably have a lot of fun while it lasts. Don't expect the multiplayer element to keep you busy for long either. While the game does include four-player split-screen action on all platforms, there is no online action available on the PS2 or Xbox versions. This is rather disappointing, as these days, online multiplayer is pretty much a requirement for action-oriented shooters such as European Assault. If you're into split-screen, you can enjoy some deathmatch and objective-based modes with three of your best buddies. But the strength of the game still lies in its brief single-player campaign. One of the biggest changes that European Assault brings to the Medal of Honor series is with its level design. Unlike previous games in the series, which felt as though they were built on rails, European Assault's levels are generally wider. This means you can make different choices as far as the path you take when you assess the battlefield. For example, if one side of the battlefield is blocked by a tank, and you don't have a bazooka, you can skirt around to the opposite flank and take on a machine gun nest instead. Many levels also take you through small villages with several buildings, and you can choose the order in which to assault the various structures. It is also possible to make "wrong," or less than ideal, choices. If you penetrate too deeply into an enemy line without regard for your flanks, for instance, you may find yourself nearly surrounded by enemy forces. Each of the levels includes one or more primary objectives, and several hidden secondary objectives. The more you explore a level, the more secondary objectives you uncover. Completing all of the objectives in a level makes you eligible for more medals and gives you more power-ups for the next level. One of the secondary objectives in every level is to take out a named German opponent. These named targets serve as minibosses. While it's possible to complete many levels without encountering the miniboss, it doesn't make much difference in most cases. These minibosses may take a lot of bullets to defeat, but they are still quite easy to take down as long as you keep them at distance. This open-endedness of the levels in European Assault doesn't mean the game has sacrificed the exciting scripted sequences that are a signature of the Medal of Honor series. You'll still see and trigger some gripping scenes, like blowing up a strategic bridge or seeing a teammate die an explosive death. This of course means that at times during the levels you'll still be forced along certain pathways. But, in general, the parts of the levels that do afford you options make the game feel less constrained than most World War II shooters. Squad control is another new feature in European Assault. Your three teammates will usually follow along with you, find their own cover, and will fire back at the enemy with varying degrees of effectiveness. Sometimes, however, they get into trouble by standing out in the open, as they're not perfect at keeping themselves behind cover. You can give simple move and recall orders to your squad, which means you can let them scout ahead into a room, or into what might be a dangerous area. You'll need to be careful with how you use them, though, as each of your squadmates has his own health meter. You can heal them with a precious medikit if you choose, but the more medikits you use on them, the less you have for healing yourself. The nice thing is that keeping all your squadmates alive is not a requirement for victory. But the more guys you have left at the end of a level, the more medikits you get at the start of the next level. As far as the actual shooting mechanics, not a whole lot has changed from earlier games in the series. The weapons, which range from Thompson and MP40 submachine guns to M1 Garand rifles to bazookas and sniper rifles, all feel quite solid. You'll move from cover to cover, leaning out from behind corners or popping up from behind low obstacles to fire at the enemy. You die rather quickly if you stay out in the open, so you're pretty much forced to shoot from protected positions. One thing that has changed is that as you kill enemies, you build up an adrenaline bar. Once the bar is full, you can unleash a brief adrenaline mode, which gives you unlimited ammunition and invulnerability for a short period of time. The adrenaline boosts are useful for certain parts of levels that force you to run into heavily fortified areas, such as the narrow corridors of a bunker. The adrenaline and the new cartoony icons used to denote medikits, ammunition, and other power-ups also give European Assault a slightly more arcadelike feel than past Medal of Honor games. One thing we were a little bit disappointed with was the uneven graphics in European Assault. On the positive side, the levels and environments are all laid out quite nicely, the cutscenes look pretty good, and frame rates on all platforms hold up well during battles. The main disappointment is with the character models, which look rather blocky and lack detail. The sharper textures on the Xbox version make this platform the best-looking one, but overall, the graphics still leave a little something to be desired. European Assault's presentation fares much better with its sound. An epic music score punches up the game's menus and level transitions, and the weapon effects all have the requisite "oomph" you've come to expect from the Medal of Honor series. The voice acting in the game is also quite decent. For console shooter fans, European Assault is definitely a step in the right direction after the forgettable Rising Sun. We liked the more-open level designs, and fans will definitely enjoy exploring the new levels, as well as completing every last secondary objective. But even if you spend the time to do that, the adventure doesn't last very long, and the lack of online multiplayer further limits the game's value. Still, longtime fans of the series will at least want to rent this one, as it delivers some solid WWII shooter action. System Requirements CPU: Pentium 3 or Athlon equivalent. CPU SPEED: 500 MHz. RAM: 256 MB RAM required for Windows 2000 or XP. OS: Windows 95/98/ME/2000/XP. VIDEO CARD: 16 MB OpenGL capable video card (NVIDIA TNT+ / ATI Rage 128/Radeon+) TOTAL VIDEO RAM: 16 MB. 3D: Yes.
  4. ★Nickname: Marauder ★CSBD username: @Diablo006 ★Rank: Helper ★Nickname: YilberGuerrero ★CSBD username: @YilberGuerrero ★Rank: Helper
  5. I liked your avatar but more activity in the avatar requests section, the coordinator of this project will give you some design tests, GL #PRO
  6. Welcome feo, remember activity MEDIA 😄 

  7. Rejected. If you want tag, talk to me privately
  8. ★Nickname: rAUR ★CSBD username: @rAUR ★Rank: Helper ★Nickname: Orange ★CSBD username: @OrangeOG ★Rank: administrator
  9. 4/10 I give you in your designs that I saw in your gallery, you can improve in the future and help our team. You need to do activity in the avatar request section. #PRO for the moment
  10. Many times we have told you that having an original license in the operating system is imperative in order to have access to the latest security patches that fix the latest vulnerabilities that appear, and that is why it is the best way to be protected. If you still do not have your original Windows 10 or Microsoft Office licenses, we are going to talk about some offers with which you will not have to think twice. In addition to being protected against vulnerabilities with security patches, the original Windows 10 and Office licenses also guarantee you have access to the new corrections and functionalities that are added to both the operating system and the Microsoft office suite. It is always recommended, therefore, to have both things updated, and for this you will have no choice but to have an original license, especially because lacking them no longer makes sense given the price they cost today.
  11. Google Cloud announced this Wednesday during the 'Data Cloud Summit' three new solutions within its portfolio of databases and data analysis to offer companies a unified data platform. The company has highlighted in a statement that companies are looking for ways to centrally manage and govern their applications and to integrate data in real time. To address these needs, it has announced Dataplex, Analytics Hub, and Datastream. Datastream is a new serverless data capture and replication service (CDC). It allows real-time replication of data flows from Oracle and MySQL databases to Google Cloud services such as BigQuery, Cloud SQL, Google Cloud Storage and Cloud Spanner. For its part, Analytics Hub exchanges data and analytics assets between companies. It is designed to solve the cost and reliability problems of current data exchange practices. Google Cloud has indicated that it offers a simple and secure way to access and share data, based on the way customers currently use BigQuery to share data assets. BigQuery ML Anomaly Detection is also available to all customers. This solution helps detect normal data patterns versus problematic patterns, and has applications such as bank fraud detection and manufacturing defect analysis.
  12. Game Informations : Developer: Greg Kasavin Platforms: PS2 Initial release date: June 9, 2004 at 2:27PM PDT Kheops Studio must have a thing for Jules Verne. Voyage: A Journey Beyond Reality is the second adventure based on a classic tale by the 19th-century novelist that the developer has released in less than a year. And just like last fall's Return to Mysterious Island, Voyage takes up where Verne left off, reimagining one of the author's now-legendary sci-fi epics. Unfortunately, Voyage does it much less successfully, reducing the French author's tale of a trip to the moon in 1865 to a series of clumsily arranged logic puzzles geared to try the patience of adventure-game veterans. Where Return to Mysterious Island was written as a modern sequel to Verne's The Mysterious Island, Voyage is a revamped edition of Verne's From the Earth to the Moon and Round the Moon. The main difference between the game and the novels is that the space capsule fired from a big gun in Baltimore, Maryland, lands on the moon this time instead of simply orbiting it, and passenger Michel Ardan has a chance to get out and stretch his legs. Aside from an opening preamble in the capsule en route to La Lune, the entire game takes place in a lunar crater and the mountains that surround it, with Ardan exploring the ruins of an ancient alien race called the Selenites. Ardan clocks a lot more time on the moon than Neil Armstrong ever did. Where Neil was satisfied with his one small step for mankind, the French adventurer leaps all over the lunar landscape and solves dozens of head-scratchers that test logic, memorization, and your tolerance for frustration. There isn't a whole lot of standard collecting and combining of objects here, which is good. But puzzles generally involve fairly complex mathematics or the memorization of color patterns, sounds, and pictographs called ideograms, which is bad. To open doors, for example, you need to figure out the system of dots and lines that the Selenites use for numbers. To scare off the Little Shop of Horrors rejects that pass for flora on the moon, you have to crossbreed other plants based on a formula provided by scanning cave walls and examining color patterns more closely than Martha Stewart does. Immediate solutions are never available to problems, so you have to do a lot of exploring and a lot of backtracking to figure things out. You rarely encounter problems in the order in which they need to be solved, so a lot of them appear to be inscrutable at first glance, or solvable only by trial and error. Solutions often have to be repeated for no obvious reason, which lends tedium to the frustration. When you need to activate the pipe organ to summon the Selenite exiles, for instance, you need to solve the same problem in two locations to get water flowing. And when you play this pipe organ to unlock a door, not only do you have to memorize three different tunes à la Simon, but you also have to repeat entire songs from scratch if you mess up a single note. Too many moments like this cause Ardan's exploits to feel more like a rainy Sunday afternoon than a once-in-a-lifetime lunar expedition. At times, anyway. Even though many of the puzzles cross the line into monotony due to repetition, both the surreal storyline and the character of Ardan perfectly mimic the whimsical, if a touch foppish, personality of 19th-century sci-fi. Even though Verne stopped well short of Luna in the original From the Earth to the Moon, Voyage really does seem like a tale that the French author could have penned. A sense of wonder fills every pixel of the graphic design. The Selenites look nothing like stereotypical aliens, with elongated stalks for torsos that make them look more like walking shrubbery than the usual Close Encounters-inspired knockoffs. Brightly colored sentient plants and ancient ruins also dot the lunar landscape, further adding to the game's dreamlike personality. Audio isn't as flashy, though. Ardan's dialogue is somewhat lame and is occasionally recited flatly, and sound effects include failure blats more appropriate to a TV game show than a fantastic adventure. At least the music is appropriately spooky and understated, the perfect companion on such a strange trip. Design innovations top up the immersiveness. While Kheops hasn't strayed far from the traditional "boots nailed to the floor, but you can swivel" point of view, Ardan can use the lunar gravity to leap from one scene to another. Also, some puzzles feature time limits, and there are arcade challenges in which you need to gather objects. None of these features add much to the game, however. Jumps are accomplished simply by clicking on a meter similar to those used in old golf games, and the arcade minigames involve easy tasks like clicking on floating globs of potassium hydroxide to collect them with a funnel before they mess up the inside of your space capsule. But appealingly weird cinematography and inventive design quirks just aren't enough to compensate for Voyage's puzzle problems. Although the game is ostensibly about an expedition to the moon, it plays more like a static series of logic puzzles no different from those you can find in dozens of magazines on every newsstand.
  13. Accepted As Administrator. Talk me private foroum.
  14. oe perra mis likes apurate 🙂

    1. SougarLord

      SougarLord

      proximamente prro

  15. ★Nickname: Li Yeong Hyeon ★CSBD username: @Li Yeong Hyeon ★Rank: semi-elder
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