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Everything posted by Dark
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★Nickname: Luffy m.o.n.k.e.y ★CSBD username: @luffy m.o.n.k.e.y ★Rank: Administrator
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Gigabyte Technology has presented today, under the embrace of its AORUS gaming division, two new complete systems for games that stand out for being equipped with the latest processors from both Intel and AMD. These are the AORUS Model X and Model S, two high-end systems that adopt the best components and materials to provide extreme performance and durability for the most demanding gamers. As is often the case when it comes to complete preconfigured OEM equipment, the hardware configuration is variable so that the user can choose certain components to adapt the equipment to both their needs and their budget. The novelty in these AORUS Model X and S is that they incorporate the latest Intel X570 platform with processors of the 11th Generation of the brand, as well as the AMD B550 platform for the latest AMD Ryzen processors of those in red. AORUS Model X, a top performance gaming device Enhanced with strict Gigabyte verification and validation, these machines feature a system with improved cooling and excellent acoustic control; the system stays cool and quiet even when overclocked, and the manufacturer promises that these machines will emit 40 dBA of noise at most. In addition, instead of the usual two-year warranty, the manufacturer gives them a three-year warranty with full service and remote support for greater peace of mind for users. AORUS Model X The AORUS Model X has a fairly aggressive and colorful chassis with a most effective heat dissipation design: its front air inlet exhibits elegant aesthetics while encouraging unrestricted airflow for excellent flow. internal air. This box is offered in two designs, one with a tempered glass side and the other with a metallic one so that users can choose what suits them best. AORUS Model S, big performance in a small format The AORUS Model S features a unique all-in-one thermal design that significantly improves cooling by maximizing usable space on the thermal fins within the chassis. The hidden air inlet maintains an elegant aesthetic in a box that only occupies 14 liters and emits only 36 dBA of maximum noise, according to the manufacturer. AORUS Model S Obviously inside these Model S we find a system in mini ITX format but, as you can see in the promotional image that we have placed just above these lines, it is capable of accommodating an entire RTX 3080 to have extreme gaming performance. even at high resolutions. Technical characteristics As we have said before, the configurations are variable and AORUS offers these two computers with both Intel and AMD CPUs. Starting with the Intel alternatives, in both cases a motherboard is equipped with a Z590 chipset and an 11th Generation Intel Core i9-11900K processor, accompanied by 16 GB DDR4 at 4400 MHz in the case of Model X and up to 32 GB DDR4. at 4000 MHz in the case of the Model S. In both cases, up to an RTX 3080 is also integrated as a dedicated graphic, and the storage stands out in both cases for incorporating a 1 TB PCIe 4.0 SSD and another 2 TB capacity NVMe. They differ in the power supply, since in the Model X it is 850W and in the Model S it is 750W. In the case of the AMD variant, the Model X equips an X570 motherboard while the Model S integrates an AMD B550, although in both cases the chosen processor is an AMD Ryzen 9 5900X. In both cases the RAM costs 32 GB DDR4 at 3600 MHz (in the Model X it has RGB and in the S it does not), an RTX 3080 as dedicated graphics and the same storage as the Intel variant (a 1 TB PCIe 4.0 SSD and another 2 TB NVMe). The source also differs, being 850W for the Model X and 750W for the Model S. Unfortunately, Gigabyte has not said when these PCs will be available or at what price; for now they have only been announced and we have to wait for them to issue a statement indicating the date of availability and the price at which we can buy them. However, seeing their top-of-the-range technical characteristics, you don't have to be too knowledgeable in the matter to guess that they will be quite expensive.
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Microsoft has announced that it will permanently remove the Adobe Flash Player component from its Windows 10 operating system, with an update that will be released to all users starting in June. Official support for Adobe Flash ended on December 31, 2020, and since the beginning of December the service has not received security updates and Adobe itself blocks its reproduction. Microsoft has now announced that Windows 10 will receive a specific update to remove Adobe Flash Player, with the technical name KB4577586, which will begin to be disseminated among users of the operating system in versions 1809 (October 2018 update) and later from June. . Microsoft has recalled that users who go to the next big update of Windows 10, 21H1 or 'May 2021', will already have Flash removed, and has also announced that this will be extended to all their systems with support. For Windows 10 versions 1607 and 1507, as well as monthly updates for Windows 8.1, Windows Server 2012, and Windows Embedded 8 Standard, the update that completely removes Flash will be released in July. The new version of the system without Flash can now also be installed manually.
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Game Informations : Developer: Ryan Davis Platforms: PS2 Initial release date: October 11, 2006 at 6:17PM PDT For the average person, it would be easy to dismiss the vast majority of console and PC poker games available at retail price as hackneyed cash-ins on a trend that, as of now, is falling by the wayside. For serious poker enthusiasts, it's even easier to dismiss most of these games, since they all tend to suffer from the same silly issues. The presentation always sucks, the opponent artificial intelligence is frequently exploitable, the list of features is never deep enough, and so on and so forth. Stacked with Daniel Negreanu is the first poker title from developer 5000 Ft., and a quickly hacked together poker game this is not. Stacked takes a laserlike focus to the game of Texas hold 'em, exclusively building its multifaceted artificial-intelligence routines around the workings of that specific variation of the game and then building a video game around it that functions pretty well as a learning tool for would-be hold 'em players. By no means is the system perfect, and due to a few rough edges, the PSP version isn't the ideal one of the bunch. However, for what's currently available on the PSP, Stacked plays the smartest game of poker around. The basic premise for Stacked is that the game's AI model is built off of a system called Poki. It's some kind of superscientific computer system that doesn't just react to your play style using a few different canned reactions--it's actually built to learn what you do as you play and react based on what it learns from you. For example, if you throw in a bet with nothing, the AI comes back over the top with a big raise, and if you bow out, it'll learn that you're not necessarily the type to throw down when you don't have a made hand. Conversely, if you play things a little bit recklessly, throwing out big bets on lousy hands to try to make a bluff, the AI will start to challenge you more and more to the point where it simply won't buy your load of malarkey. There are purportedly eight different AI bots in the game, each of which plays a little bit differently, though you'll have a hard time discerning all but the most extreme personalities. There's always at least one guy at the table who plays superaggressively and one who plays a Dan Harrington-esque tight game. Everyone else is somewhere in between and tough to pick apart. Though Stacked includes both cash-game and tournament-style play, the AI seems built more specifically for tournament games. Low-stakes cash games with small blinds yield the type of cautious play seen more often in high-stakes tournaments with frequently increasing blinds. Of course, that also means that the AI plays those tournaments realistically, but if you're the type who just wants to play a leisurely cash game for little money, you might be a little flustered by the AI's frequent tendency to fold out before the flop even comes down. There are also some ways to exploit the AI's learning tendencies by playing like a complete jerk for long stretches, going all-in constantly, raising like a lunatic, and so on. But even then, the AI will react improperly only if you're magically successful at this methodology. If you start getting called on your nonsense and lose frequently, no exploits present themselves. So if you play the game as if your chips actually matter, you won't run into any such troubles. All told, despite a few quirks, Stacked's AI is the best currently available in a console or PC poker game. It plays a smart, varied game that can be challenging if your game isn't tight. Fortunately, after enough time spent with the game, it will almost certainly teach you a thing or two, both through its basic gameplay and through the helpful hints provided by cover boy Daniel Negreanu. Negreanu's presence is felt throughout much of the game. There's a poker-school feature with pretaped educational segments hosted by Negreanu, as well as a number of in-game hints that advise you on what you ought to do for a hand. For the most part, this advice is great. Negreanu gets fairly detailed on what kinds of actions you should take. For instance, if you get a small pair dealt down, he'll tell you to take a stab at the pot with a bet, without building you up too high on your hand. After the flop, if someone else comes over the top with a sizable bet, he'll advise you differently depending on whether you hit the flop or missed it entirely. The advice doesn't get terribly granular in that he doesn't go out of his way to explain why you should take a specific action, but for the most part he's usually right--emphasis on usually. There are moments where he'll inexplicably tell you to go all in with nothing but rags at totally random times, and others still where he'll fail to recognize someone trying to push you all in and simply tell you to call on the hope that you'll get something on the turn or the river. But these incidents aren't the norm when it comes to getting advice from the pro, and usually it's good information. However, there is one odd bug with the PSP version's in-game hints. Specifically, Negreanu's voice is very clearly pitched too highly, making him sound like he's been huffing helium in a back room somewhere. This wasn't an issue in any of the other versions of Stacked, so something got busted in translation here. The other ancillary elements of the game are mostly pretty good, if a bit slow and clunky in spots. The general interface is a good one, with a one-button pop-up to show you your hole cards at any time and a quickly accessible bar menu that lets you access Negreanu's tips, as well as display a couple of different emotional reactions when you want to. These smiles and frowns are basically an extremely rudimentary tell system that has next to no impact on the game, and they're just not worth using. One nice feature the game includes is the ability to see a percentage meter that measures your hand strength against the general card odds and the number of people still in the hand. It's not like it tells you what everybody else has, or anything, but it gives you a sense of where you likely stand in the hand. Getting through a hand that you've folded out of quickly simply involves pressing a button to quickplay through it (although you might miss out on some key intel by doing this). However, as a whole, Stacked is a very slowly paced game. Tournaments can sometimes take upward of a couple of hours to complete, which is a little taxing given the lack of any real background music or useful banter to keep you entertained while you're sitting around. The player dialogue only pops up in short bursts at random intervals, and it's all mindless, terrible stuff. The PSP version also happens to be the slowest version of all. Apart from the lengthy load times that pop up when you start a new game, there are also a number of weird hitches where players will pause for a second or two after they make a decision to call, raise, or fold. Stacked's tight focus on making a realistic offline game of Texas Hold 'em is entirely admirable and mostly successful. However, those who have come to expect much in the way of features in their poker games might be a little disappointed with Stacked's package. The requisite career mode and online play are available, with the career spanning a whole host of tournaments and cash games against no-name players and a few licensed pros, and the online play includes similar types of games to be played against real-life opponents, as well as a number of hosted tournaments. The career mode and online play are sure to keep players busy for a good long while, but beyond them, there's just not much here in the way of variety. The character-customization element of the game is pretty underwhelming, only letting you change the basic hairstyles and clothing-color schemes of a little over a dozen different character models. There are also no variations of poker available apart from Texas Hold 'em. Yes, it is the Cadillac of poker, but even having a few draw or stud variants would have been nice. Perhaps Poki hasn't learned those games yet. Graphically, Stacked isn't much better or worse than any of the other poker games on the market. The character models found in the game are a little more detailed than you tend to find in poker titles, but the animation is still kind of stiff. There also aren't an awful lot of casinos or different environments to play in, so you tend to see a lot of the same poker rooms over and over, and they're not really that great looking. Worst of all, the chip stacks look awful. You'd think a game called Stacked would at least get the chip stacks right, wouldn't you? The game has a couple of available camera angles, but the frame rate does occasionally bog down. Understandably, the game on the PSP looks like a scaled-down version of the PlayStation 2 version, but beyond the overall frame rate being lower and the aforementioned hitches and load times, not much was sacrificed in translation. What it ultimately comes down to with Stacked is just how much you want to play a realistic, offline game of Texas Hold 'em. There's certainly no shortage of ways to play this game for free on the Internet, but playing against random online players for fake money doesn't always provide you with much tangible feedback on how your game stacks up in a real cash game or tournament environment. Admittedly, Stacked's AI system doesn't always pull this off either, and there are holes in its game, but there are far fewer than most other poker titles, and it's the best measuring stick for your personal poker skills available in the realm of entertainment software.
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Yes @The Wild
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★Nickname: Mikulika ★CSBD username: @Mikulika ★Rank: Moderator
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Already in the past we have discussed and defined what is AMD's Infinity Fabric, the method of interconnection of the different components that make up AMD Ryzen processors. This interconnection method also entails a new parameter in the processors, called FCLK or Infinity Fabric Clock, and that is what we are going to talk about in this article today: what is it and how can it be used to improve performance on the PC ? As you probably already know, modern processors are no longer made up of a single chip literally speaking, but actually consists of a series of interconnected subsystems, such as the CPU itself with the cache or the memory controller. This method of interconnection, when we talk about AMD processors, is called the Infinity Fabric and has its own clock that dictates its operating performance. What is Infinity Fabric on AMD processors? Let's start at the beginning to put things in context, so let's define what Infinity Fabric is first of all. Also known by its acronym IF, we are facing a whole system interconnection architecture patented by AMD (this means that we cannot see it in Intel, for example) that is responsible for the transmission of data and control through the components that it has linked , which as we have put before as an example, can be for example the cache or the memory controller. This connection architecture is used in all modern AMD microarchitectures since 2017 and not only in CPUs, since it is also used in GPUs. In essence, Infinity Fabric is the "technology" (although it really is an entire architecture) of interconnection of the internal components of an AMD processor, including the iGPU if you have one, the memory controller, the cache, USB controller and even the network card. If you want to know how Infinity Fabric works, we have an article dedicated to it. What is the Infinity Fabric Clock or FCLK? As we have explained, Infinity Fabric is really nothing but a communication bus that, as such, is controlled by a clock speed that dictates its operation, and this is precisely the Infinity Fabric Clock or FCLK. In the Zen and Zen + processors, the FCLK could not be configured independently but was associated with the speed of the RAM memory, which is why there were large differences in performance when opting for higher frequency RAM memories. For example, a first generation AMD Ryzen processor required RAM modules of at least 3200 MHz speed to not significantly affect the performance of the Infinity Fabric. FCLK However, since the introduction of AMD's Zen 2 architecture processors this changed and now the FCLK has been decoupled from memory and can be controlled independently (at least on X570 chipset motherboards) from the system BIOS, being able to adjust its speed so that the system does not suffer such a performance penalty when the RAM memory is too slow. Currently, in the Ryzen 5000 processors of Zen 3 architecture the FCLK is limited to a maximum of 2,000 MHz, which would correspond to the operation of 4,000 MHz in the RAM (remember that the RAM is DDR, Dual Data Rate). Operating modes Keep in mind that in AMD Ryzen processors, in addition to the normal clock frequency we have three others: Infinity Fabric Clock (FCLK) of which we have already spoken, the UCLK (memory controller speed) and MCLK (speed RAM itself). Infinity Fabric determines how fast the processor cores can communicate with each other when they are on a different die or with the I / O section of the processor itself. By default, these three frequencies have a 1: 1: 1 ratio, or in other words, all three work in sync, so the FCLK will be linked to the RAM frequency as well, but as we have said before, now we have the option to modify this rule. FCLK Starting with AMD Ryzen 3000 processors, the use of a RAM of 3733 MHz or more causes the FCLK to reduce its speed, or in other words, that the ratio we have talked about before goes to 2: 1 with respect to to the MCLK. Thus, if we install 3733 MHz RAM, its frequency will be 1866 MHz and the FCLK will become 933 MHz. Explained in other words, this means that the higher the speed of the RAM, the lower the performance of the Infinity Fabric, at least reached a certain limit (the 3733 MHz that we mentioned before).
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The Javascript programming language is the most widely used today, and almost 14 million developers in the world program with it especially on the web and for the cloud, followed by other languages such as Python, Java and C ++. This is extracted from the twentieth edition of the State of the Developer Nation report, carried out by SlashData and for which more than 19,000 developers from 155 countries have been surveyed between November 2020 and February 2021 to know the status of programming and data science. During the first quarter of 2021, there were a total of 24.3 million active 'software' programmers in the world, according to the study's estimates. Among those who responded to the survey, 79 percent were men, 20 percent were women, and the rest did not specify their sex. Of all the existing programming languages, Javascript continues to be the most widely used of all since 2017. In early 2021 it was used by 13.8 million developers, and it was especially po[CENSORED]r on the web and in the cloud. In the last three years, more than 4.5 million professionals joined the JavaScript community and even in sectors where JavaScript is not the most used, such as data science or embedded development, about a quarter of programmers use it in their projects. Among the codes that register the highest growth, the survey has highlighted the Kotlin language, the one used by default by Google on Android, which with 2.6 million doubles the figures of the end of 2017 and slightly exceeds its rival Swift, from Apple (2.5 million). The survey has also asked programmers about the effects of the Covid-19 pandemic, and 37 percent of them affirm that their way of working has not changed, something in which 43 percent of students also agree.
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Game Informations : Developer: Ryan Davis Platforms: PS2 Initial release date: October 6, 2006 at 6:40PM PDT If there is one force that can be credited for jump-starting the current mass po[CENSORED]rity of the street racing culture, it's the 2001 film The Fast and the Furious. The Vin Diesel/Paul Walker movie's slick sense of style and glamorization of illegally racing highly modified production cars were cribbed almost verbatim by games like Need for Speed Underground and the handful of uninspired also-rans that followed in NFSU's wake. Five years after the film's release, Namco Bandai and Eutechnyx have finally squeezed out a game based on The Fast and the Furious, and ironically, it feels like one of those uninspired also-rans cribbed from The Fast and the Furious in the first place. It's not an entirely bad street racer, but it does nothing new, and it makes pretty lousy use of the license. The game takes a stab at relevance by basing itself largely on the most recent film in the franchise, The Fast and the Furious: Tokyo Drift, and accordingly, all of the driving takes place in and around Tokyo. Though you'll see the names of characters from the films dropped on occasion, the connection isn't overt, and the game doesn't really have a story of its own. You play as some nameless street racer, and your existence revolves around beating each member of all the different crews in Tokyo, along the way earning a lot of money to be spent on more cars and upgrades. The Fast and the Furious is strictly about one-on-one races--which take place either on the Tokyo freeway system known as the Wangan or in the winding hills outside Tokyo known as the Touge--and where you race influences the racing style. The Touge is filled with the kind of hairpin turns that make drifting a necessity, while the Wangan is mostly straightaways littered with traffic. All across the city you'll find various hot spots where the different street racing crews are based, and from these different hot spots you can challenge anyone in the crew to a race of his or her choosing, though there aren't that many race types to choose from, and most are finished in well under four minutes. On the Wangan there are basic point-to-point races, as well as top-speed races that simply challenge you to achieve a higher top speed than your opponent before the end of the track. On the Touge, there are drift battles, where you're scored based on how well you drift around corners, and grip battles, which is really just another name for the same type of point-to-point races you'll do on the Wangan. For a game called The Fast and the Furious, the game is frustratingly slow from the start. The cars you can initially select are painfully sluggish, and it's nearly impossible to do any worthwhile drifting. Additionally, there are only a few crews for you to challenge from the beginning. It can be frustrating as you bang away at opponents who simply outmatch you, though just because you beat an opponent doesn't mean you can't race that opponent again. With a little patience, you can take on the same inferior opponent over and over again, racking up the necessary bankroll to get a better car with some high-end upgrades. In fact, there's an early top-speed race that pays well enough that after a half-dozen repeated victories you can buy a car that will beat any of your opponents in the foreseeable future. The game encourages you to maintain two separate rides, one for straight racing and one for drifting, but by gaming the system, you can easily build a single car that capably suits both needs. And just like that, the game goes from feeling incredibly punishing to offering no challenge whatsoever. There's kind of an open-world thing going on in The Fast and the Furious, and in between crew challenges you can just drive around the city, hitting various hot spots, dealerships, and tuner shops, though you can just as easily pull up the game's city map and instantly warp to a specific location, further shrinking the game's already streamlined, miniaturized take on Tokyo. There are a total of 80 different crew members for you to challenge, as well as 40 racers you'll meet out on the open road, whom you can challenge to a race on the spot by flashing your headlights. It's a good amount of racing, but even early on it seems like you're just racing on the same strips of road over and over again. The game also has a simple online component that lets up to four players race at once, though our experience with it wasn't particularly favorable. The game seemed to stutter when all four cars were in close proximity, which made for a lot of jumpy starts. Though there's no damage model for the cars in The Fast and the Furious, a little nudge from another car can easily cause a spinout, so most of our online races seemed to start with a lot of bumping and spinning out and one car coming out unscathed and so far ahead that the other cars had no chance of catching up. To its credit, the game does feature a great variety of licensed production cars and aftermarket parts, with a focus on Japanese makes and models, which adds an air of authenticity to the game. In addition to loads of performance enhancements, you can customize the look of your cars with body kits, rims, spoilers, layer upon layer of vinyl decals, and a veritable rainbow of paint colors. For all the visual customizing you can do, though, in the end it's not very satisfying, due to the game's jagged presentation. As is rather po[CENSORED]r within the genre of street racers, it's eternally nighttime in The Fast and the Furious, and artistically, the game does a decent job of presenting you with a cool, neon-tinged vision of Tokyo. Unfortunately, on the technical side, the game can't support that vision. Cars tend to look like boxy approximations of their real-world counterparts, and the colors always seem to look kind of flat, with lots of color-banding and low-res textures in the environments. There's some wicked aliasing, too, which fuzzes up the perspective to the point that it's difficult to tell where the road goes beyond a couple hundred yards ahead of you. The frame rate is also wildly erratic, something that the game tries to cover up with a screen rattle effect, though the constant shaking just makes it that much harder to look at. Save for some really unnatural-sounding squeals that you can get out of your tires, the sounds of the cars are unremarkable. The licensed soundtrack gets dragged down a bit by some songs that sound like they're there on behalf of the marketing department, but there's also some good dark electronic music and Asian hip-hop that seems in line with the tuner feel. More than anything, The Fast and the Furious evokes a sense of indifference. The PlayStation 2 already has a wealth of similarly styled street racers, several of which offer a greater variety of driving, some semblance of a story, and a slicker presentation. Those looking for an extension of the films will be sorely disappointed, and those just looking for some solid street racing have no shortage of other, better options. System Requirements CPU: Intel Core 2 Duo 2.6 GHz or AMD Phenom X3 8750. CPU SPEED: Info. RAM: 2 GB. OS: Windows XP/Vista/7. VIDEO CARD: GeForce 8800 GT series with 512 MB RAM ATI Radeon HD 4850 with 512 MB RAM. PIXEL SHADER: 3.0. VERTEX SHADER: 3.0. SOUND CARD: Yes.
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