Everything posted by HiTLeR
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Aorus Elite comes to GPUs. Gigabyte is expanding its Aorus lineup of graphics cards with a new tier, according to a tip VideoCardz has received. The Elite label will reportedly join the ranks of the Xtreme and Master series. The Aorus GeForce RTX 3060 Ti Elite appears to feature a new shroud that deviates from the flashier ones Gigabyte employs on the Xtreme and Master SKUs. However, it still features a black exterior and a triple-fan setup for active cooling. According to VideoCardz, the Aorus GeForce RTX 3060 Ti Elite occupies 2.7 PCI slots, but its exact dimensions are unknown. Based on the photos alone, the graphics card looks just as long as Gigabyte's other triple-fan GeForce RTX 3060 Ti models. Besides the RGB-illuminated Aorus logo on the side, each cooling fan has an user-controllable ARGB (addressable RGB) ring. Although the graphics card does arrive with a backplate, it lacks RGB lighting. There's a small cutout on the backplate that shows off the graphics card's heatsink. The Aorus GeForce RTX 3060 Ti Elite's clock speeds are a mystery for now. Given its expected positioning, which is below the Xtreme and Master models, the Aorus GeForce RTX 3060 Ti Elite shouldn't have a boost clock that exceeds the aforementioned SKUs. For reference, the Aorus GeForce RTX 3060 Ti Master, which is the specced to be the best graphics card in Gigabyte's GeForce RTX 3060 Ti lineup, rocks a 1,800 MHz boost clock. The reference boost clock speed for the GeForce RTX 3060 Ti is 1,665 MHz, so it's safe to assume that the Aorus GeForce RTX 3060 Ti Elite's boost clock is somewhere in between that range. Gigabyte seemingly equipped the Aorus GeForce RTX 3060 Ti Elite with one 8-pin PCIe and one 6-pin PCIe power connector, which coincides with its other offerings. As for display outputs, the graphics card looks like it sports two HDMI 2.1 ports and two DisplayPort 1.4a outputs.
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Game Information Initial release date: June 12, 2020 Publisher: Noodlecake Studios Software Developers: Pol Clarissou, Joon, Pol, Muutsch, Char & Torfi, Jonatan Van Hove Main computer: Nintendo Switch, Microsoft Windows, Mac or systems, Mac OS Type: Adventure video game, Simulation game, Independent game Nuts makes a strong start. Its quirky concept and bold art direction are enticing, while its novel yet easily understood core mechanics and hints of mystery offer further encouragement. Unfortunately, Nuts doesn't deliver on its early promise as it struggles to develop its best ideas. Despite a lean playing time, repetition sets in. Nuts opens brightly, but fades all too quickly. Much of your time in Nuts is spent looking for a squirrel and, once found, predicting its next move. The Melmoth Basin Wildlife Reserve is your hunting ground, though as a field researcher you're here only to observe the squirrels, record their movements and file your report. Equipped with a GPS, each day you venture out into the forest to place a few cameras in strategic positions before returning to your tiny caravan to play back the recorded footage and hopefully catch a glimpse of a squirrel or two. It's a delightful premise and the squirrels themselves are adorable, bounding down gullies, clambering up trees, or just perched on a rock, noshing on a nut. Getting footage of these antics is a matter of method and patience rather than any kind of ingenuity. Your handler will first direct you to a specific spot to set up the first camera. When you play back the recording, you need to make a mental note of where the squirrel entered or exited the frame, and then on the next day you return to reposition the cameras and track the preceding or subsequent stage of the squirrel's journey. The convenient laws of nature, according to the world of Nuts, require creatures to perform the same journey every single night. So when you spy the squirrel darting across a field and disappearing around a boulder one night, the next day you know to place a camera beyond that boulder, safe in the knowledge the squirrel will repeat the trick without fail. With only three cameras at your disposal, sometimes you won't have every angle covered and miss where the squirrel went. And sometimes you'll overthink things and try to second-guess the squirrel, only to later realize it must have taken a different turn. In any case, you simply try again the next day, trekking back out and moving the cameras before trekking back in and watching the footage. The stakes feel very low and the work is uninspiring. Back in the caravan, you view the collected footage on three TV screens, one for each camera. There's a procedural pleasure to these scenes as you play, pause, and rewind the footage, scanning the screens for movement and zooming in and panning to verify a hint of a bushy tail poking above the long grass. And there's a tactile comfort in mani[CENSORED]ting these devices via a panel of buttons, dials, and switches, and then finally being able to hit print on the frame you need, pick up the print-out, and drop it into the fax machine to transmit to your handler. I particularly love the attention to detail here. You have a notice board in the caravan to which you can pin documents that outline your current task as well as any printed photos you've taken. When your handler calls on the landline phone, you hold the receiver in one hand while still able to move about the interior, your free hand picking up objects like the fax she just sent you, and all the while the curled cable of the handset is following you around the small room. But over the course of the handful of hours it will take to see Nuts through to the end, little of note is built from these basic elements. Tracking the squirrels becomes tiresome and repetitive: place the camera, check the footage, move the camera further down the path, check the footage, rinse and repeat. A major flaw is that there's no creativity or dynamism to what you're being asked to do. You're not being asked to accumulate information, cross reference data and make deductions; you're merely following a path and checking off boxes as you go. The couple of attempts at switching things up sadly fail to address this fundamental issue and do little other than redress the same simple mechanics in a slightly different outfit. The striking art style meant Nuts held my attention for perhaps longer than merited by its lackluster gameplay. Employing a limited palette unique to each scene lends the various locations a distinct look that is unmistakable, memorable, and pleasingly otherworldly. The clean lines and bold colors dovetail with the mechanics to help distinguish environmental objects and make it easier to spot the movement of a squirrel. Providing further interest is the broader story, a tale of impending ecological disaster in the face of corporate belligerence that is not exactly surprising yet offers just enough intrigue to leave you wondering where it will end up. Told mostly through one-way phone conversations with your handler, the drama escalates nicely and serves as the guiding force behind your objectives. Where it falters is in some pacing issues caused by a hyper-efficient player--I ended up with a series of calls at one point that I suspect were intended to span several days but sounded rather silly when occurring back-to-back. But the ending is sweet and apt, even if it doesn't strictly answer some of the wider questions you may have. These small victories aren't enough to shift the needle, though, and Nuts is left a frustrating, underwhelming experience. The core ideas are full of promise, but there's no follow-through. What ought to be a cheeky, charming celebration of a delightfully furry woodland creature is instead too rote, too dry, a neat idea undone by a lack of imagination. The only thing left to say is, well… nuts to that. Here are the NUTS System Requirements (Minimum) CPU: Intel Core i3 2.00 GHz or AMD equivalent. RAM: 4 GB. OS: Windows 7 or higher 64bit. VIDEO CARD: NVIDIA GeForce GTS 450 or higher with 1GB Memory. PIXEL SHADER: 5.0. VERTEX SHADER: 5.0. FREE DISK SPACE: 2 GB. DEDICATED VIDEO RAM: 1 GB.
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Visual also comes with a free logo maker available Web hosting firm Namecheap has launched its own website builder, offering a suite of easy-to-use creative design tools. The new solution will be known by the name, Visual, although the branding, “powered by Namecheap,” does appear frequently across the new platform. “Today [at] Namecheap, we launched Visual.com,” Namecheap’s head of product, Teddy Worcester, tweeted. “It's not only our first real stab at an easy-to-use website builder but the beginning of an entire suite of products to help individuals and SMBs establish their online presence.” At the moment, the tools packaged with Visual include a free logo builder, a business card maker, and, of course, a website builder. The Site Maker has been designed to be as intuitive as possible and should be easy to use even if individuals have no experience building a website before or no coding skills. Easy-to-use blocks should make the site-building process as straightforward as possible. We've built a list of the best website builders around These are the best domain name registrars Also, check out our roundup of the best free website builder Free trial available With so many website builders to choose from, pricing can be a huge competitive differentiator. Visual has a range of different options available, with its Site Maker available from $38.88 a year. Its logo maker, meanwhile is free of charge, while business cards cost $19.99 for 100 cards. As a nice touch, every Site Maker signup is accompanied by a free .contact or .design domain. Given the competitive nature of the website builder space, Namecheap has certainly managed to get a good name for their new brand. However, it looks as though they may have had to pay a six-figure sum to acquire the “Visual” name. Given that Visual has only just launched it is likely that additional features will be added in the coming months. In the meantime, the Site Maker service comes with a free trial, so website builders can explore what Visual has to offer before committing any of their hard-earned cash.
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Surprised? Nah Although Microsoft and Sony may have launched consoles in roughly the same timeframe, and the Xbox Series X is technically the more powerful console, Sony's pulling ahead in the sales figures. In 2020, the company sold a mighty 4.5 million units, which is an impressive accomplishment if you consider that the console was only out for a month and a half before the year was up. It's unclear where the tally stands now, but it will likely be double that soon enough. However, despite these surprisingly high sales figures, Sony isn't making any money on them. In fact, Sony is taking a loss. The company's earnings documents show that sony has two issues with the PS5 regarding the financials. The most notable is that the company is taking a "loss resulting from strategic price points for PS5 hardware that were set lower than the manufacturing costs." Next to that, Sony also had higher costs for selling, general, and administrative expenses related to the launch that it had anticipated. Was a Loss Really Necessary? Of course, taking a loss on console hardware, especially early in their lifecycle, is nothing new. In fact, it would be surprising if Sony wasn't making a loss. It's a common strategy to price the console hardware low in order to obtain mass adoption, which in turn leads to higher sales of PS5 games and PlayStation Plus subscriptions — because that's where the money is made. currently in short supply, and scalping isn't an uncommon practise. We're still seeing PS5 consoles being sold for well over twice their $499 (disc edition) and $399 (digital edition) MSRPs by scalpers — profiteers who buy the consoles in masses at retail MSRP prices and then sell them for far higher figures because they're out of stock everywhere. And people are willing to pay these prices. Part of me would rather have seen a two-step pricing model. Give us a higher price today, with the promise of lower prices a year from now. I'd rather people put more money into Sony's pockets than the scalpers' (and eBay's) wallets. At least Sony is the company actually making the product. Could Sony Not Just Have Built More? Not really. Nobody could see this pandemic coming, and the resulting extreme demand from it. Sony's PS5 contains AMD hardware, which is manufactured by foundry TSMC — and TSMC is fully at capacity and cannot turn out any more chips. Considering that TSMC also makes the Xbox Series X's hardware, along with CPUs and GPUs for AMD, and lots of chips in the mobile and automotive space... there's not much capacity left to go around. And by "not much" we mean there's zero capacity. TSMC is literally selling every wafer it can possibly make, at premium prices. TSMC is investing billions into new chip foundries around the world, anticipating even higher demand for its services in the coming years. However, each new fab takes years to build, so it will be a while before fabless companies (like AMD, Nvidia, Apple, and more) can start getting more wafers.
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Game Information Initial release date: August 27, 2019 Software Developer: Remedy Entertainment Director: Kasorinin Mikael Awards: BAFTA Games Award for a Supporting Role, Game Award for Best Artistic Direction Basic Information: PlayStation 4, Xbox One, PlayStation 5, Xbox Series X and Series S, Microsoft Windows Nominations: Game Award for Best Game of the Year, Editor's note: Following the launch of the PlayStation 5 and Xbox Series X|S, developer Remedy Entertainment has released Control: Ultimate Edition. This new version of Control includes all of its previously released DLC, including its story expansions The Foundation and AWE, and comes with new improvements over the last-gen version. Below are our impressions of how Control: Ultimate Edition runs on PS5, written by Phil Hornshaw. You can also read our full PlayStation 5 review for an in-depth breakdown of the console. Continue after the break for the original Control review. Control is gorgeous and intense on the PlayStation 4 and Xbox One, but the Ultimate Edition on the current generation of consoles is Remedy Entertainment's excellent 2019 game at its best. Control Ultimate Edition is a prettier, more stable way to enjoy Remedy's strange paranormal world, and on PlayStation 5, it works in the great features of the DualSense to elevate the experience even more. The primary difference between the original edition of Control and the Ultimate Edition is the latter's enhanced graphics. The Ultimate Edition offers two different modes: Performance, which prioritizes frame rate, and Graphics, which leverages the hardware for better textures, lighting, and ray tracing. In both modes, though, the difference between the Ultimate Edition and the standard version of Control is stark. These are drastic improvements over Control on the PS4 and make an already beautiful game look and play even better. The graphics-heavy mode is something to behold. Control is full of reflective surfaces, whether they're glass office walls or puddles of water or blood in its dark, brutalist halls. With ray tracing enabled, the game becomes full of gorgeous, real-world reflections, with protagonist Jesse's face appearing on the screens of TVs as she watches films created by Dr. Casper Darling, and Control's stark lighting and cinematography finding mirrors in wet concrete floors. Control's art direction was already impressive, but it achieves even more on the newer hardware to create endless beautiful frames. Graphics mode sacrifices frame rate for those pretty images, but it never chugs or runs poorly (unlike the base game on PS4 Pro)--its frame rate looks to be on par with the last generation of hardware, but with more stability. Flipping to the performance mode sacrifices those beautiful reflections in favor of a silky 60fps, but Control looks great in both modes. The smoothness afforded by the higher frame rate definitely works to make combat feel a little more intense and responsive, but both modes work extremely well, so choosing one comes down to personal preference. On PS5, Control Ultimate Edition benefits from the DualSense controller's haptic feedback. The intensity of Jesse's footsteps when she's running or walking are translated to the controller, as are the different firing modes of the Service Weapon as you let loose with the automatic Spin or charge up a big blast with Pierce. Best, though, are Jesse's powers, with the controller adding oomph to the massive blast of a melee attack and capturing the whistling catch as you use telekinesis to grab hold of a piece of concrete. The haptics add just a little something extra to Control, helping to make Jesse's powers and weapons feel distinct and impactful. With its graphical add-ons, the stability and performance enhancements, and the inclusion of all of Control's DLC, the Ultimate Edition really is the best way to experience Control--and the PS5's haptics really add an extra layer of intensity to a game that already feels great to play. If you haven't experienced Control yet, this is the best way to do so. If you have, this is a good excuse to jump back into its beautiful, strange, inventive world once again. -- Phil Hornshaw, 2 February 2021. Our original Control review by Peter Brown, first published in August 2019, continues below. When you're so used to games that ease you in, the confronting nature of Control is immediately compelling. There's plenty of time to get to know characters, study the environment, and gradually pick up new mechanics and skills, but Control's sinister atmosphere is impactful, sending a rush of questions through your head from the moment you press start. Who is Jesse Faden? Why does she seem both lost and found on her first day as director at the Federal Bureau of Control? How can she possibly maintain her composure in the face of the haunting ethereal and material distortions that have overtaken the bureau? You may only have some answers to these questions by the time the credits roll. While being vague or opaque could be viewed as a flaw in other games, obfuscation is part of what makes Control so spellbinding. Impressively, the mysteries grip ever tighter as you navigate the bureau's headquarters in search of answers. Knowledge is power, but it frequently opens doors to possibilities you never knew existed--doors that are better left shut, so far as Jesse and surviving FBC members are concerned. If you've played past works from Remedy Games, you will instantly recognize the studio's footprint. Control's story plays with grim truths and strange themes. Everything is a serious matter, except when it isn't and a dark sense of humor creeps in to offer a momentary respite--which, yes, includes plenty of FMV shorts. The combat system is designed for you to be equal parts agile and destructive, bearing a notable resemblance to the studio's Microsoft-exclusive, Quantum Break. Combat aside, that game felt like a step removed from what Remedy does best. Control feels like Remedy has found its footing again. There is one major aspect that is decidedly new for Remedy: Control is non-linear, built in the vein of a metroidvania and filled with reasons to retrace your steps over time. This approach is largely handled well, though if there's any aspect of Control that feels lacking it's the handling of the map. It's an unreliable tool presented in a top-down fashion that often feels like more trouble than it's worth. Multi-level areas overlap with one another (you can't isolate them, or zoom in for a closer look) and it's practically impossible to track specific locations you have or have not visited. Broad areas can be tracked, sure, but not, say, a single meeting room in the executive branch. This would be a major issue if not for two things: The signage in the world is surprisingly helpful, and ultimately, Control makes wandering the halls of "The Oldest House" a consistent pleasure. If you aren't in awe of the architecture, you're probably getting your kicks from a battle that pops up when you least expected it. Referring to the FBC headquarters as a house is a bit misleading, though you'll grow to understand how in time. In practical terms, it is a massive multi-story facility that screams government, with angular interiors formed in stone and metal, with minimal flourish. It has the outward appearance of an orderly place of process, which, while true, undersells the reality therein, or the lack thereof. The dance between fact and fiction is at the heart of Control's setting and a fascinating narrative that unravels in Jesse's mind through a series of inner monologues and psychic projections. There are exchanges between characters that move certain elements forward, but so much of Control hinges on Jesse's discoveries and her interpretations of their meaning. Even though you're clued into her thoughts, there's an underlying element that Jesse fails to explain because, to her, it's matter-of-fact. Whatever it is has always been a part of her, creating a gap of understanding that you, for the most part, can only hope to fill in with your own inferences. There's a constant desire to know more, yet to also maintain distance from the truth in order to preserve the mystery. It's to Control's credit that it effortlessly facilitates this exchange. If it's otherworldly, if it seems to defy explanation, odds are the FBC is running tests to discover the underlying cause and contain the consequences from the outside world. Deep within the guts of the house lie experiments and studies that dig into paranormal disturbances, the collective subconscious, and alternate dimensions. The FBC posits that entities from beyond our realm have used objects of power--archetypical things that we know and take for granted--as gateways into our world. After years of the FBC gathering these strange objects for study, the house has become an amplified conduit for a force known as The Hiss, which can reshape and move matter. The source of this power, a dimension known as the Astral Plane, has crept into the bureau, and some far-off corridors bear its telltale monochromatic, geometric motif. Occasionally, you will get pulled into this strange world to undergo skill trials, but your visits are always short, which helps preserve the mystique in the long run. Back in the "real" world, lowly agents and high-ranking FBC enforcers have been corrupted en masse. Many float harmlessly in mid-air, chanting strange mantras in boardrooms, hallways, and research facilities. Generally, if there's headroom, there are floaters. The more aggressive of the bunch pop into existence before your eyes as you explore the bureau. They, like Jesse, fight with a mix of guns and telekinetic powers. They are generally fun adversaries, and battles are punctuated by some incredible special effects. Furniture and small props are whipped into a frenzy when you hurl a desk from a cubicle and into a group of enemies. Sparks and colorful plumes of energy fill the air when a nearby explosion cuts through the incandescent trails left behind by the hiss. There are only a few unique enemies or bosses to speak of, but by and large the AI, in conjunction with a great variety of architectural layouts, makes every fight feel engaging. Whether a simple encounter or a complex assault, you have to approach combat with a juggling act in mind, shifting between expending ammunition and psychic energy when one or the other is depleted. You also have to learn how to defend against and recover from harm. The only way to heal in combat is to pick up essence dropped by fallen enemies, which often requires you to throw yourself into the fray while also protecting yourself from further damage. New powers come with story milestones, but weapon forms are crafted from collectible materials. Their stats, and Jesse's, increase with the application of randomized ranked mods dropped by enemies and found in hidden containment chests. You will likely come across hundreds of mods, but because you can only hold and use a limited amount, you will end up dismantling most of them to make space in your inventory. Mods can make a tangible difference, especially once you start to find high-ranking ones, but they can't make up for a lack of skill or understanding of Jesse's tools during the game's greatest tests. Control is a great-looking game in general, from the overall art design to the technical execution, but combat is a notable standout in that regard. While the experience on PC can be tuned to run at a consistently smooth frame rate, the PS4 version (playing on a PS4 Pro with supersampling enabled) can exhibit stuttering when fights are at their most chaotic--no issues were spotted with the Xbox One version. This, thankfully, is an uncommon occurrence, but it definitely clues you in to how taxing the special effects and real-time physics are. With a fair amount of extracurricular exploration, it took me about 15 hours to get to the end of Control's campaign. Though I watched the credits roll, there are still plenty of side quests for me to tackle. Jesse isn't the only sane person in the bureau after all, and the handful of key NPCs that po[CENSORED]te each sector have co-workers gone missing or projects left abandoned that might put the bureau at future risk. They not only give you more reason to spend time in Jesse's shoes, but the supporting cast is great across the board, brought to life with excellent voice acting and top-notch character design. They aren't deep characters and your conversations never go very far, but I'm more than willing to help them in their time of need, if only to see what quirky or oddball thing they say when I return. One of my favorite aspects of Control, now that I've got room to breathe, is spending quality time with its collectible texts and videos. I've managed to read most of the in-game materials while pushing through main missions and tackling optional pursuits, but there are so many fascinating threads to pull on that it's easy to imagine new possibilities lying in wait; if only I studied the evidence a little closer, or considered a new angle, maybe the missing pieces of Jesse's story would come into view. These tidbits can be educational, disturbing, and at times wildly entertaining, and they have inspired me to look deeper into topics like Jungian psychology. It's not often that a game invades my thoughts the way Control has. I'm at the point where I want to consume every last thing it has to offer. And if I'm honest, it also makes me want to go back and replay Remedy's past games, too. Sure, it's a faulty metroidvania in some respects, but there are so many exceptional qualities afoot that Control handily deflects any momentary ire. I can't wait to take part in discussions about the game, to see what others have figured out, and to better understand where it all fits into Jesse's story. Control Minimum Requirements CPU: Intel Core i5-4690 / AMD FX 4350. RAM: 8 GB. HDD: 43 GB of storage space. GPU: NVIDIA GeForce GTX 780 / AMD Radeon R9 280X. OS: 64-bit Windows 7, Windows 8, Windows 10. DirectX: Version 11. Screen Resolution: 720p or better. Network: Broadband Internet Connection.
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Make Activity in our sections
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Hello , i think you need more time here and u must be more active in other projects not just GoG For now you have
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As An Active member in Devil Harmony project you will get my GL ❤️
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happy Birthday Bro ❤️
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I got disappointed in you honestly , i told you to not do that and it's not worth but you never listen , R.I.P friend 😛
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It will soon be much easier to share content from Outlook Microsoft is working on a new feature that will provide closer integration between its Teams and Outlook platforms. According to the Microsoft 365 roadmap, Teams users will soon be able share content from emails, including attachments, within Teams chats. “Send a copy of email messages or conversations, including attachments, into Teams chats and channels or start a Teams chat related to a specific email message,” the roadmap explains. “Share to Teams supports Outlook on the web, Outlook for Windows, and the new Outlook for Mac Preview.” The new feature should improve productivity for remote workers, who will now find sharing conversations and email attachments with fellow Teams meeting participants much more straightforward. In addition, a Teams popup window will appear before any content is shared to make sure that the right people have been selected. Here's our list of the best video conferencing services around We've built a list of the best headsets for conference calls Check out our rundown of the best collaboration tools available Returning the favor The coming Microsoft Teams feature will reciprocate another new addition that the company confirmed earlier this month. Microsoft announced that Teams users would be able to share a conversation to an Outlook email without having to leave Teams – making it easier to share information with contacts outside of their team or organization. Since the outset of the COVID-19 pandemic, Teams has seen its user figures skyrocket, and Microsoft has responded by regularly launching new features. In January alone, the collaboration platform has announced the addition of a new storage policy, live captions, and meeting recaps. Given that competition with the likes of Zoom and Cisco’s Webex remains fierce, it is unlikely that Microsoft will slow down when it comes to unveiling improvements to Teams any time soon.
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This project has 'mass' appeal The makers at Hexabitz have been busy piecing together their hexagonal-shaped modules into this awesome Raspberry Pi scale project. It's totally wireless and provides real-time weight readout using load cell sensor data. The project uses a Raspberry Pi with the Hexabitz Raspberry Pi Interface Kit. This PCB plugs directly into the Raspberry Pi GPIO and can support additional Hexabitz add-on boards like the load cell sensor interface module used in this project. The load cell sensor interface module connects directly to a strain gauge load cell which is used to detect pressure between the two plates used in the scale. The system can be programmed to output either metric or imperial units. As we mentioned, the project is wireless and sends the weight information to a cloud server. Users can receive data from the Pi via SMS or access the custom weight tracking dashboard using a browser window.
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Game Information Initial release date: January 29, 2021 Publisher: Deep Silver Corporation Basic Information: Nintendo Switch, PlayStation 4, Xbox One, and more Software Developers: Clever Beans, Clever Beans Limited Type: fighting game, adventure video game, action game I’m pretty sure that Gods Will Fall is the by-product of throwing the “Souls” and “Roguelike” genres into a blender, just to see what in the unholy hell would come out the other side. Pure and simple. As such, there are going to be countless folks that love it for the challenge, and just as many that hate themselves enough to see find endless aggravation enjoyable. Sadly, there’s likely a third faction of folks who share the gut instinct that I had, voicing heaping doses of, “[CENSORED] this shit,” while cursing it with the burning passion of a thousand suns. Fortunately, if you are trying to review a game professionally, you need to put far more effort than a cursory glance at the core mechanics. As someone who has traditionally gotten my dick kicked in by the “Souls” genre, I certainly had my concerns. Fortunately, once I was able to get through the first few hours of wanting to punch the wall, the experience started to grow on me. You know, like in a life-sucking parasite, kind of way. Spinning a yarn The narrative arch reads a bit like a mythical tale, mirroring the likes of the Greek and Norse that preceded them. In this version of history, gods rule over humanity with a brutal, closed-fist of injustice. If you angered these regional deities, you could expect to be dispatched quickly and brutally. Rising in opposition is a band of Celtic heroes, that you control, both collectively as a team and individually in battle. I know that might sound a bit confusing, but trust me when I say it actually makes a ton of sense. As a team, this randomly generated band of misfits will traipse across the countryside, picking fights with whichever holy entity strikes their fancy. The entire map is freely available to explore, and dungeons can be taken on in virtually any order. Any character can either be captured or killed while attempting to individually tackle each of these uniquely designed stages. Seized units are then trapped in purgatory until they are rescued by a fellow team member. Slaying a god actually has a couple of different results. For one, all team members that have already been captured in that specific dungeon will now be freed. Unfortunately, if a party member falls victim to a finishing move, they are now dead permanently. On the other side of the coin, in Gods Will Fall, the death of a god also can have a large impact on the remaining stages, by both leveling up the abilities of remaining enemies and throwing in additional baddies, to boot. Bulking up To help counter the scaling of powers, clearing out a dungeon can either buff or decrease the stats of party members, depending upon what happened in their last run. Teammates will even form relationships amongst themselves, which can also lead to some interesting and unanticipated side effects. For example, if two characters have developed a close bond, if their friend is captured, they suddenly will experience a boost in vigor and/or strength. However, this can also go the other way as well. If a character is scared of a specific god, their stats may temporarily drop while in that one dungeon. Lastly, polishing off a stage will also result in a bevy of new weapons and gear being heaped upon your party, which will once again buff each combatant’s stats even further. The biggest key to success is paying attention to the vigor bar while in battle. Vigor is essentially each fighter’s health bar, except it can be refilled during combat by successfully landing combos. Once these strikes are registered, the vigor bar will rise. However, these increases are essentially “shadow health” that has to be locked in, to become active. It doesn’t matter if your shadow health is through the goddamn roof. If you haven’t locked that health in, you better get your affairs in order. It’s very complicated to describe how I felt while playing through the admittedly brutal aspects of Gods Will Fall. On one end of the spectrum, I found the dungeon crawling aspects of the title to be delightful. Though most adversaries act like they’ve been freebasing arsenic before heading out on patrol, there are a handful of the more powerful units that eventually tone up the difficulty through being big, beefy, hell-raising abominations. The main problem was, it felt like their enemies weren’t actually getting smarter. Instead, they were just getting tougher by having longer health bars and stronger attacks. Learning the ropes The more I became accustomed to my party members and how they wielded their respective weapons, the more I was enjoying the core dungeons. Most times the lower-level opposition were dispatched with relative ease. Though they did admittedly get stronger (notice I didn’t say more difficult) as the campaign went along, I was still able to clear most stages with a full health bar, going into the final boss conflict. Every map comes to a head, concluding with a knock-down, drag-out brawl with one of the previously mentioned gods, hell-bent on making humanity’s life unsustainable. In Gods Will Fall, conflicts proved to be a sliding scale of bullshit that was purely dependent upon if you were carrying the proper weapon to counter a prospective adversary. I say a “sliding scale,” because regardless of whether you were actually properly equipped for a conflict, every boss character felt like it had a couple of cheap, unblockable attacks, that it liked to spam, the lower its energy bar glided. Most of the time, as long as you were able to squeeze in a couple of combo attacks between the spamming sessions and then reclaim/lock in your vigor, the effects of these garbage tactics could be counteracted. That said, there were numerous times where I hurled both obscenities and my controller in the general direction of my screen. There is nothing more frustrating and demoralizing than kicking the ever-loving shit out of an entire dungeon, only to be dismantled by a cheap boss in a matter of seconds. Yet, despite feeling I was being continuously cheated in skirmishes, it only strengthened my resolve. In my life, I can count on one hand the number of times that my personal irritation resulted in more motivation. Normally I would want to run for the exits in favor of something that would offer a bit more positive reinforcement. It feels like Gods Will Fall has somehow hit a sweet spot where I can both hate and enjoy the experience at the same time, which is really saying something. Personally, I found Gods Will Fall to be a rather watershed moment for my gaming career. By all accounts, this should be a game that I loathed. Yet, after a few hours of banging my head against the wall, suddenly everything clicked. And while there were still infuriating moments of cheap bosses and floaty combat, ultimately, the thrill of finally clearing a massive hurdle was hard to beat. This is definitely an experience where you will get out what you put in. Your mileage may vary, but just know that if it doesn’t “click,” it’s likely your own fault! System Requirements OS: Windows 10 x64. Processor: Intel Core i5 or AMD equivalent. Memory: 8 GB RAM. Graphics: NVIDIA GTX 460 or AMD equivalent.
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Inking in Edge has never been smoother Microsoft is making a number of improvements to inking in Edge to give those using a stylus or Surface Pen a better writing experience in its browser. The software giant decided to make the changes to its browser after receiving feedback from users regarding how writing on PDFs in Edge felt a bit jittery. At the same time, there were also complaints about Edge not being able to distinguish between pen and finger input to allow for scrolling with touch while inking with a pen. In order to fix the jittery strokes when drawing on PDFs in Edge, the company has adopted the latest Microsoft inking library on web as it offers smoother strokes. Users running Canary or Dev builds of Edge can test out this improved writing experience now and these changes will roll out to all users in an upcoming release of the browser. We've put together a list of the best VPN services around These are the best Windows 10 VPN services on the market Also check out our roundup of the best business VPN Microsoft also said that it plans to continue working on refining the quality of inking experience in its browser by improving latency even further. Switching off inking with touch In order to allow users to scroll or pan pages with their finger while inking with pen, Microsoft recently added the ability to switch off inking with touch automatically if a digital pen is detected. The company is also adding a new button in Edge's user interface called “Draw with touch” which can manually enable or disable inking with touch. If this option is disabled though, you won't be able to ink using your finger. The ability to have inking switched off with touch will be available on both PDFs and web captures. Microsoft's continued commitment to improving the inking experience in Edge will likely lead to even more upgrades in the future. To help make the browser's inking experience even better, the company is asking users that have tried out the feature to leave feedback using its feedback tool which can be accessed from menu > Help and feedback > Send feedback or by using the keyboard shortcut Shift+Alt+l.
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A bad lot Through a post on the company's forums, Corsair announced a recall on its HX1200 and HX1200i series of power supplies. While the issue isn't life-threatening, i.e., the power supplies won't burst into flames, Corsair still recommends that consumers contact the manufacturer for a replacement unit. The company has also put out the word for retailers to return affected units so none of them can make it to the consumer. Corsair says that some HX1200 and HX1200i units may cause compatibility issues with certain motherboards, but the company didn't go into finer details. Essentially, the power supply will prevent the system from booting. The issue may arise immediately or after installation. Corsair has emphasized that the problem will not damage your hardware, but you should still call in for a replacement unit anyway. The impacted HX1200 and HX1200i power supplies come with lot codes from 2030XXXX to 2041XXXX, which were typically commercialized after July 20, 2020. Corsair has provided a short and simple guide to decipher the lot code for your unit. Since it's an isolated problem and one that only affects a small lot, Corsair didn't issue a full recall on the HX1200 or HX1200i units. Instead, affected owners of one of the aforementioned power supplies should contact Corsair's customer service team through this form to arrange for an advanced RMA.
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Game information Initial release date: December 3, 2020 Publisher: Ubisoft Platforms: PlayStation 4, Google Stadium, Nintendo Switch, and more Software developers: Ubisoft, Ubisoft, Quebec Type: Open-world video game, RPG Immortals Fenyx Rising's first major DLC, A New God, feels like it's calling a bluff. Ubisoft's open-world template has gotten flack over the years for turning its sprawling worlds into a sea of icons that push you to beeline it to the next objective. If that's gotten stale, why not cut out the "open world" part? That's more or less what A New God does: It abandons any pretense about these games being about discovery and traversal in favor of a set checklist of challenges. The idea works in concept; the self-contained puzzles were some of my favorite parts of Immortals, so this DLC is in some ways exactly what I wanted. It, unfortunately, doesn't work as well in practice. Although it introduces some clever ideas to tease your brain, the way these ideas are implemented are extremely hit-or-miss, as agonizingly inconsistent and frustrating as it is clever. A New God doesn't spend much time getting you up to speed with its story or gameplay, so you should probably finish the base game before you jump in. After the events of Immortals, Fenyx is ready to ascend into the pantheon of gods they'd helped free from Typhon--as soon as they prove themselves worthy by completing a number of puzzle and combat trials designed by said gods in Olympos. I'm surprised by how little I miss the parts of Immortals that A New God trims. You don't explore Olympos much, since it's more of a hub than a world. Immortals' eye-rolling humor (which still can't land a punchline most of the time) is also thankfully easier to ignore than it is in the base game, as it's delivered almost entirely through quips from the gods trying to amuse you or impart advice as you play. Instead, A New God's trials quickly throw some new tools at your disposal, like magnetic beams, portals, spheres that instantly replenish stamina, and the ability to swap places with a statue of yourself. These ideas build on the tools you already have, and putting them together in the same puzzle makes for some fun brainteasers; one trial might have you using portals and switches to move a couple of spheres around a maze, while another has you running an obstacle course while also shifting moving platforms around to make sure the ball you launched at the start can follow you. A lot of them are conceptually clever and fun to execute, but once I grokked each tool’s general purpose, these puzzles didn't push me outside my comfort zone much. I didn't get stuck all that often, but I also didn't have too many of those magical a-ha moments that made me feel like a genius, either. The bigger problem is that many of the new puzzles rely on Immortals' unwieldy physics to a fault. Several trials have you whacking objects with your hammer or chucking large metal cubes around. These puzzles are wildly inconsistent; standing next to a metal ball and charging up your hammer might thwack it straight up and over a wall (exactly what you were hoping), while scooting just hair backward might chuck it into the abyss at a 45-degree angle (not at all what you wanted). Throwing a giant wooden block over a gap and onto a platform has a good chance of breaking it altogether based on the angle it lands--something you can't control all that well, and which is immensely frustrating when the game is all but telling you to throw that block. These bouts of random trial and error are compounded by how elaborate some of the puzzles can be, and a broken cube can often mean having to move all the pieces again so you can try that throw again and cross your fingers. At its worst, solving these puzzles felt like rolling a heavy boulder up a steep hill, only for a gust of wind to somehow knock the thing into the ocean. It often took far too long after I'd solved a puzzle in my head to put that solution in action, and I had to hope that when I implemented it, the physics would work in my favor. Oddly enough, I was able to just skip a few puzzles outright with some lateral thinking. A New God gives you an additional jump and a boost to your stamina; since most areas where trials take place are isolated islands that aren't usually walled off, sometimes the path of least resistance is literally jumping over a puzzle. A few of the trials also involve fighting your way through waves of monsters, but they're largely filler. Potions are considered cheating in Olympos, so you can't just fill up on them and brute-force fights, which is a nice change of pace that forced me to think more critically during fights. Unfortunately, only a few of these fights offer anything meaningfully different from the base game. Considering all the new tools I had at my disposal, it's disappointing that most fights didn't take advantage of them or introduce twists of their own. The structure and new ideas in A New God are promising: Despite my frequent frustrations with its physics and many of the puzzles, I had a decent time barreling through all these puzzles without having to discover them on a huge map. But it's hard to ignore how haphazard it felt, the trepidation I experienced trying a solution I knew would work only to have it go wrong for reasons out of my control. System requirements for Immortals Fenyx Rising Operating System Windows 7 (64-bit versions). Processor AMD FX 6300 @ 3.5 Ghz or Intel Core i5-2400 @ 3.1 Ghz. RAM 8GB (Dual-channel setup). Video card AMD R9 280x (3 GB) or NVIDIA GeForce GTX 660 (2 GB). Hard Drive 28GB available storage. Sound Card DirectX 9.0c compatible sound card with latest drivers.
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But make activity in this sections artist-biography & musicians Welcome to the team ❤️
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I Will give you a chance but improve your activity in other section Welcome to the team
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DH1 Better Than DH2 , Amazing Music ❤️