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Mohamed Nasser

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Everything posted by Mohamed Nasser

  1. Run for your life. An endless running game where you try to dodge zombies on the way. In its story mode, you play James, who will have to face the zombies in order to get back to his family. Into The Dead 2, like its predecessor, may be scary at first but once you get used to it, you'd stay for its fun and thrilling gameplay. Soon you get power-ups like weapons and a companion animal who'd take down zombies ahead of you. All in all, Into The Dead 2 is definitely for the folks out there who loves zombies and endless run games. Gameplay: This game is pretty similar to Into The Dead, except this one offers better graphics and a story mode. Your character is running on the zombie-infested lands and you have to steer his running to the left or to the right. The further you go, you run faster and the hordes of zombies become thicker. Through crates, you can acquire weapons like guns, chainsaw, grenades, and more. You can also get an animal companion. Download Into The Dead on the App Storefor iOS users, and Google Play Store for Android users.
  2. Age of Darkness: Final Stand sure has a lot of monsters in its pocket. Age of Darkness: Final Stand might be the most generic game name I've heard in a minute. But there's more than a few tricks to this survival horror RPG, and an absolutely unreasonable number of ghouls. Despite the name, They Are Billions "only" managed to render a mere 20,000 enemies on screen at once. Using what developer PlaySide calls SwarmTech, Age of Darkness more than triples that by rendering over 70,000 clammy undead monsters. Structurally, however, Age of Darkness works much the same as its steampunk survival sibling. Build up a base, RTS-style, gathering resources and amassing troops to defend yourself against the inevitable night-time hordes. Monsters will spawn from an all-consuming fog that covers the map, one that can be pushed back with light sources. The horrors will be at their strongest during Death Nights, which comes with a randomly-selected "malice" such as spawning more basic monsters when an elite enemy is killed. Survive these, though, and you'll be granted three blessings to pick from, strengthening your base with increased XP gain, faster construction times, or the chance to spawn double units. I'm also somewhat fond of the game's aesthetics, painting the undead hordes in an unnerving, neon blue that suggests some kind of massive nightclub infestation. Age of Darkness: Final Stand launches on Steam Early Access Steam EarlY Access on October 7.
  3. Crypto-supporting Tesla and SpaceX CEO Elon Musk firmly believes that there is no death of cryptocurrencies anytime in the future. In a message to governments around the world, Tesla CEO Elon Musk has said that while the advancement of cryptocurrencies can be slowed down, these digital assets cannot be destroyed now. The crypto-supporting tech mogul further went on to reportedly advise the US government to do “nothing” about regulating the crypto-space if the aim is to curb crypto-expansion. The statement by the 50-year-old multi-billionaire came as he was addressing the “Code 2021” conference in the Beverly Hills area of Los Angeles, US. “I suppose cryptocurrency is fundamentally aimed at reducing the power of a centralized government. They don't like that,” news portal decrypt.co quoted Musk as saying on Wednesday, September 29. “It is not possible to, I think, destroy crypto, but it is possible for governments to slow down its advancement”. Musk's suggestion to the governments batting for “no action” against crypto comes days after the world's most po[CENSORED]ted country, China, imposed a blanket ban on cryptocurrencies mining and trading. Post China's ban, the crypto market has witnessed major fluctuations this week, with the prices of highly valued ones like Bitcoin and Ether witnessing more lows than highs. Ads by “Part of it may actually be due to electricity shortages in many parts of China. A lot of South China right now is having random power outages because the power demand is higher than expected. Crypto mining might be playing a role in that,” the Tesla CEO, who also heads space company SpaceX apart from EV-maker Tesla reportedly said, commenting on China criminalising association with the crypto space. In 2019, a study by scientific journal Joule said that Bitcoin production is estimated to generate between 22 and 22.9 million metric tons of carbon dioxide emissions a year in the near future. The environmental impact of Bitcoin mining has raised concerns around the world, and while countries like China and Russia have illegalised the crypto space, other regions like El Salvador and Miami, Florida in the US are trying to find clean energy solutions to facilitate crypto mining.
  4. Tesla says it delivered 241,300 electric vehicles in the third quarter even as it wrestled with a global shortage of computer chips that has hit the entire auto industry. The Palo Alto, California, company's sales from July through September beat Wall Street estimates of 227,000 sales worldwide, according to data provider FactSet. Third-quarter sales rose 72% over the 140,000 deliveries Tesla made for the same period a year ago. So far this year, Tesla has sold around 627,300 vehicles. That puts it on pace to soundly beat last year's total of 499,550. Wedbush analyst Daniel Ives wrote in a note to investors that the pace of electric vehicle deliveries in the U.S. and China has been strong for the past month or so. That means an "eye-popping growth trajectory heading into 4Q and 2022 for (CEO Elon) Musk & Co." Still, Ives estimated that the chip shortage will knock 40,000 vehicles from Tesla's annual delivery number. He estimates the deliveries to be at least 865,000 vehicles, with a bull case of around 900,000. "In a nutshell, with chip shortage headwinds, China demand still recovering from earlier this year, and EV competition coming from all angles, Tesla's ability to navigate these challenges this quarter have been very impressive," he wrote. In the third quarter, the smaller Model 3 sedan and Y SUV led the way with 232,025 sales, followed by the larger Models S and X at 9,275. Tesla said it produced 237,823 vehicles for the quarter.
  5. Biostar took to Twitter yesterday to hint at two new variants of their po[CENSORED]r Racing and Valkyrie high-end Z690 motherboards. BIOSTAR Teases Its Next-Gen Z690 Motherboards In Valkyrie & Racing Series Flavors It is speculated that Biostar is hinting at an Intel Z690 Alder Lake CPU-powered motherboard for the two series. With Intel releasing the Z690 soon, the speculation could be more closer to fact. With other major motherboard manufacturers, such as ASUS, MSI, or GIGABYTE, still silent as far as new releases of products utilizing the Intel Alder Lake CPU, this is the first company to speak up as far as hinting at newer designs. There is no specifications for either Valkyrie or Racing motherboards by Biostar released yet. In fact, there is no full design reveals made by the company. It is also interesting that we do not know the type of memory being used, whether it be DDR4 or DDR5. It is under rumor that the Valkyrie series will be Biostar's "flagship series" and that it will probably require the newest form of memory available, being the DDR5. Intel Alder Lake series is the company's twelfth generation Core processor. With Intel sporting a new design for the LGA socket—the LGA1700 is rectangular in shape, and has required multiple manufacturers to immediately come up with compatibility kits for the newest design—Biostar appears to model the newest Racing and Valkyrie motherboards to fit the LGA1700 socket. In fact, upon closer inspection of the two pictures posted on Twitter, it appears to show part of the socket of the LGA1700. It is a safe bet that these two series are absolutely Z690 motherboards. Intel's design choice for the LGA1700 socket and utilization of DDR5 memory modules are not the only newest technology the company is bringing to the table. The Intel Z690 series is expected to showcase PCIe Gen5 interfacing to be able to utilize newer storage concepts and technology, as well as cater to newer graphics processors—a first for consumer lines. In the Tweet from yesterday, they also placed two hashtags—"#Rena" and "#Amy." This is in reference to the two mascots that Biostar revealed during their 35th-anniversary celebration. Rena is the mascot for Biostar's Valkyrie line, while Amy is the mascot for their Racing line. There is no current release date for the new Racing and Valkyrie motherboards. However, with Biostar's history with cryptocurrency in their technologies, especially making devices more efficient for crypto mining, is it possible that the company will utilize these new boards in the same way? Possibly dual-use—gaming and crypto mining? Right now, that is only speculation, and in no way actual usage of the motherboards.
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  6. Fear what you cannot see. What makes this game terrifying is the fact that your sight is limited by the darkness around you. You wake up in what seems like a hospital infested with flesh-eating creatures. Everything is pitch black except for the beam from your flashlight, so even though your sight is limited, you still have to dodge the creatures that are after you. Gameplay: The game's storyline is being narrated as the game progresses. You wake up in what seems like a hospital where monstrous creatures roam. If you tap on a specific spot of the room, your character will quietly walk into that spot. If you double-tap, your character will go on a quicker pace making noisy footsteps that will alert the creatures on where you are. Your goal for every stage is to find the lit-up door, and sometimes you'll have to look for its key before you can open it to proceed to the next level. What makes the game challenging is that you can only see a portion of the room through the beam of your flashlight, while the rest is pitch black, and so once you panic, it will only create more noisy footsteps and attract more creatures at your heels, only you can't see how close they really are. Dim Light is available for a price in Google Play Store Android users and on the App Store for iOS users.
  7. So it was, with a sense of dark enticement, and not a little foreboding, that I once more stepped from the stultifying interior of the morbid coach, onto the deadened earth of my father’s long-sunken estate. It had been .long years since my last sojourn into that darkest dungeon, the calamitous depths of that abysmal manor. Years had changed the place. I found new horrors waiting for me; after no more than three weeks attending to the nightmarish denizens that had crept out of the dank, festering corners of that rotten estate, a new path was revealed to me… the courtyard! Where once my father, at the apex of his gluttonous celebrations, reveled with coarse harlots and sycophants, now, by a stroke of ill fortune, had opened once more. Beyond its gateway, new terrors awaited, along with the remnants of that sad danse macabre, ever a reminder of the mortality of things… Behold! Crimson Court is the first DLC for the legendary nihilistic roguelike Darkest Dungeon, a parallel campaign experience that offers another tale from the Lovecraftian world created by Red Hook Studios. Coming to us over a year and a half after the official full-release of the main game in January 2016, I couldn’t help but wonder, despite loving the original title, what a DLC could possibly offer Darkest Dungeon, after all, is a premier example of storytelling that leaves room for the player; it was difficult to see how they could possibly expand on what was already such an intense and personal experience. Further to that, Darkest Dungeon’s tone is already so at the limit; so despairing in the absolute and cosmic sense, I couldn’t imagine topping what had gone before without straying into the realm of mindless parody. But expand they have, and, against all the odds, delivered a campaign that not only recaptures the magic of playing Darkest Dungeon for the first time, but augments the main game to provide what must be the best Darkest Dungeon experience yet. What’s most impressive about The Crimson Court, is that it seamlessly integrates with the main campaign. You can choose to add The Crimson Court to your current playthrough, or start a new playthrough from scratch with the The Crimson Court turned on. For the purposes of this review, I started a new game, because I wanted to see how it would change my experience of the early forays into the game’s world. The courtyard “opens” as a new explorable location after a few weeks have passed, and from there, starts to affect your game-world, introducing new town-events that cause problems for your fledgling heroes. You can opt to foray into the courtyard and attempt what seems to be an innocent and innocuous first quest. Of course, if you expect any quest in Darkest Dungeon will be easy, then you’ve already lost your mind. The Crimson Court lives up to Darkest Dungeon’s benchmark difficulty, with a punishing opening that keeps subverting your expectations. Without ruining anything, just when you think the end’s in sight, there’s another monstrous hurdle to overcome. Red Hook has really pushed the boat out. The levels of Crimson Court are sprawling, revealing themselves more slowly than previous dungeons – room by room – and even often offering bifurcating paths that force you to make tough and potentially life-determining decisions in your exploration. The distances between rooms are a lot more varied now, which makes adventuring even more unpredictable and engrossing. The monsters are beautifully designed, a joy to fight, and, to my great surprise, break the usual formulas. Several new mechanics have been introduced too, one of which is bloodsucking enemies. These opponents, once they’ve drained a little vital fluid from your heroes, will change, becoming bigger, tougher, harder hitting, and more aggressive. Whereas Darkest Dungeon’s turn-based gameplay previously encouraged strategic play, now, getting enemies down quickly with a little reckless aggression can sometimes be the difference between failure and success. And speaking of new ways of playing, another hero has joined the roster: the Flagellant. The Flagellant is a high-risk, high-reward class that gets stronger the more damage it takes. Not only does he function incredibly well on his own, with some unique abilities and tactics, but actually integrates really well with existing classes, allowing you to create dazzling new combinations. The Antiquarian’s Force Guard ability, for example, makes your Flagellant take twice the hits, which gets him to a state of rapturous ecstasy all the sooner. I personally love this new hero and he fits beautifully with the world and aesthetic of Darkest Dungeon. It’s amazing just how fresh and new Crimson Court feels despite also conforming to the Darkest Dungeon formulas we know and love. A new disease has been introduced, the Crimson Curse, but this isn’t just another element to be micro-managed. The Crimson Curse is unpredictable; it can spread in different ways, and treatment doesn’t always go to plan. Just when I thought I’d sated my cursed hero’s “thirst”, I had another thing coming. Red Hook boasted some of the most “complex mechanics yet” in its announcement, and Crimson Court has certainly delivered. The new curios offer a disturbing array of interactions: from life-changing conversations with hooded urchins, to bilious infections from porous insect hives, to “glittering gold, trinkets and baubles” drowned at the bottom of a gore-soaked altar. I felt like I had not even discovered half of the possible outcomes after hours and hours of gameplay, and kept coming back for more. The haunting bass of Wayne June’s ghostly narrator returns, perhaps the distinctive hallmark of the game, with some of the most outrageously opulent, and also poignant dialogue yet written for Darkest Dungeon as our Ancestor describes the hedonistic nights spent in the courtyard. With The Crimson Court, I feel like Red Hook is taking us even deeper into Lovecraftian parentage, not just in expanding its supernatural mythos and pantheons, but also by delving deeper into the sense of tragedy, the sorrow of fragile mortality that must be a part of all horror. When I defeated the first mini-boss of The Crimson Court, I was rewarded with a beautiful cutscene, hinting at what might have led the courtyard to have fallen into such a state. This is familiar to us: we’re used to these anecdotes about the Ancestor’s causal acts and how they created the darkness that surrounds the estate. We hate the Ancestor, really: he is selfish, repugnantly power-hungry, obsessive, almost certainly mad, unempathic and weak-minded. But, despite all that, The Crimson Court’s narrative gave me something different: the Ancestor did certain things which made me feel empathy for him, gave me a sense of how he tried to stop the flood of something inevitable, and greater than he could ever be. To feel something new, for a character we have loathed for a year, is an impressive feat, and the writers at Red Hook must be commended. I also sensed, very, very subtly, that the story was also advancing. The narrator was less sarcastic, less taunting. There was a tiredness, a fatalistic exhaustion, which made his commentary ever-slightly tender. Are we moving to a deep catharsis with the Ancestor? Is he, in his state of deathly impermanence, changing somehow? There is so much here to unpack, the depth feels limitless. Last but certainly not least, Chris Bourassa’s artwork has reached new levels. Another defining cornerstone of the game, the beautiful 2D hand-drawn artwork set Darkest Dungeon apart from so many of its peers. And now, journeying into the darkness of the courtyard, we see new levels of deranged imagining. Oh, there are such sights to show you! See the creeping inhabitants, stalking between the leprous grass, their bodies half-conjoined with insects as though in salubrious co[CENSORED]tion. See their bodies swell as their gore-flecked probuscis drains the life-blood of your most cherished heroes. See the mandibles dripping with phlegmy mucosa, see their swollen heads which part, Thing-like, revealing skull-faces drenched in labial fluids. Yes. Yes. See it all. Revel in your return to this fetid seat of degradation. For return you must, you shall. The lure of The Crimson Court is too great. Let the duck-legged caretaker ring the bell of the crumbling abbey. Let the light in the dim brothel be lit so that the ladies of the night may once more prepare to welcome the diseased and deranged into their arms, for but one night of bittersweet relief. For you will gather your heroes to you, those too naive to know what waits, and you will send them, time and again, bleatingly, into the onrushing dark. Yes. Welcome back into your life the crippling grind of stagnant progress, as weeks fall away into years, and all your most beloved heroes are buried beneath rotten stone, forgotten as soon as the next stage-coach of hopeful delinquents arrives, seeking glory, or gain, or perhaps even redemption.
  8. Razer Kiyo X webcam costs $79.99 (roughly Rs. 5,900). Razer Kiyo X webcam and Ripsaw X capture card were launched on Friday, October 1 as entry-level offerings for video streaming. The webcam offers 1080p (full-HD) video recording at 30fps or 720p at 60fps. The Ripsaw X is a plug-and-play capture card that can handle video feeds of up to 4K at 30fps. The Razer Kiyo X USB webcam is equipped with autofocus functionality and offers options for customisation. Razer has provided support for Windows 10 on the Kiyo X, while Ripsaw X card offers HDMI 2.0 and USB 3.0 connectivity. Razer Kiyo X, Razer Ripsaw X price, availability Razer Ripsaw X was launched in the US with a price tag of $139.99 (roughly Rs. 10,300). Razer Kiyo X webcam is priced at $79.99 (roughly Rs. 5,900). Both the products are now available for purchase in the US via Razer's official website. Razer said that it is providing up to one year of warranty and tech support for the new webcam. The company adds that customers purchasing the Kiyo X webcam directly from its online store will be eligible to get 14 days of risk-free returns. There's no word on the new device's India availability as of yet. Razer Kiyo X webcam specifications, features The Razer Kiyo X webcam can stream at 1080p resolution at 30fps, or 720p at 60fps. The webcam comes with Razer Virtual Ring Light software, which utilises the PC monitor as a source of illumination for optimised lighting during streaming and video calls. The webcam comes with autofocus and fully customisable settings. The webcam is compatible with computers running Windows 10 with 64-bit support, Open Broadcaster Software, and Xsplit. Razer says the Kiyo X works with the company's Synapse 3 and is compatible with po[CENSORED]r streaming programs. It offers an 82-degree field of view and a 1,920x1,080 pixels still image resolution. The mounting options include an L-shaped joint and Tripod, but Razer is not providing these accessories with the Kiyo X webcam. The Razer Kiyo X webcam offers USB 2.0 connectivity bundled with a 1.5 meters braided cable that can be used to connect the webcam with a PC. Razer Ripsaw X capture card specifications, features The new compact, dedicated capture card Razer Ripsaw X can capture feeds at up to 4K resolution. It offers 3840p video recording resolutions at 60fps or 1920p at 120fps. It features HDMI 2.0 and USB 3.0 connectivity. With Razer Ripsaw X capture card, streamers can send camera footage straight to the hard drive or direct it to a streaming software for livestreaming. It works with Open Broadcaster Software and Streamlabs. Users can turn their DSLR or hand-held camera into a webcam with the Razer Ripsaw X. Razer says it is compatible with models of brands including Nikon, Canon, Sony, Panasonic, Fujifilm, and GoPro.
  9. Researchers at Universitat Politecnica de Catalunya in Barcelona have recently developed Baby Robot, a robotic toy that could be used to enhance the motor skills of toddlers. This system, presented in a paper pre-published on arXiv, can interact with toddlers in ways that encourage them to move around, either to try grasping the robot or to run away from it. "Our study first emerged as a university project," Alba M. G. García and Eric Cañas, the two master's students who carried out the study, told Tech Xplore. "We were living together while completing an MSc in artificial intelligence in Barcelona. One of the subjects we were taking, called "Cognitive Interaction with Robots," and delivered by our lecturers Anaís Garrell and Cecilio Angulo, gave us the perfect opportunity to have a bit of fun during COVID-19 lockdown measures." The main objective of the recent study conducted by García and Cañas was to develop a system that could enhance classical 'crawling toys," toys that many toddlers and babies play with while they are still crawling or as they are learning to walk. The researchers wanted to make crawling toys more interactive and entertaining, by giving them the ability to react to a toddler's behavior, instead of just having them randomly repeat a set of predefined movements. Baby Robot is essentially a car-like toy with a small camera and some sensors integrated in it. The robot's movements are planned by a series of computer vision algorithms that can detect a toddler, calculate a robot's relative position to it and plan movements that will increase a toddler's levels of engagement with the toy, while also avoiding collisions with other objects. First experimentation with the prototype. This video also shows the limitations of the cheap chipset it mounts. Delays between each action are due to the board limitations, which is both calculating its actions and sending images to an external PC. These problems would solve by either updating to a more powerful board or updating to a camera with a more luminous lens, that would allow capturing images with a low motion blur while Baby Robot is moving, so movement and processing steps could overlap, in order to produce a fluid movement. Credit: Cañas et al. "With the information collected by the robot, the algorithms compute the current state of the play session and how the robot should behave to motivate the baby to chase it (i.e., coming closer, escaping, demanding its attention, etc.)," García and Cañas said. "Meanwhile, the robot can connect to an external device (such as a PC or a smartphone), not only for delegating some computations if needed, but also to stream the play session or even record it." Baby Robot has numerous advantages over existing crawling toys. The most noteworthy is that it is based on computer vision techniques that allow it to respond to a toddler's movements instead of performing random movements that are unrelated to a toddler's behavior. As a result, the robot allows toddlers to experiment more as they play, while also encouraging them to practice their motor skills. García and Cañas evaluated their robot in a real-world environment, comparing how a group of toddlers in kindergarten interreacted with it to how they played with conventional toy cars. This experiment was organized by their lecturer, Garrell, who reached out to a pedagoue and arranged for them to visit a kindergarten to conduct their evaluation. Interestingly, they found that the toddlers played with Baby Robot longer than they played with the conventional crawling toys. In addition, the robotic toy appeared to enhance the children's mobility skills over time. "During our experiments, we observed that the engagement of the babies that were playing with the Baby Robot toy substitute significantly increased, leading them to be in movement 3.1 times longer and to travel 4.4 times more meters than those in the control condition," García and Cañas said. "This finding opens an interesting line of research about how crawling toys could process the baby's feedback and motivate them to have longer and more efficient crawling sessions, as well as how computer vision can help to achieve this." So far, Baby Robot has proved to be a very promising toy for increasing the motor skills of toddlers. The researchers are thus considering whether to approach toy manufacturers who could make the system they developed accessible to the public. "We have thought several times about associating with a toy manufacturer, but we have not taken the first step yet," García and Cañas said. "Getting support from a toy market expert would allow us not only to transform our prototype into something that babies could actually play with, a resistant and approved toy, but also to develop more solid studies about how our robot improves a baby's crawling sessions." One of the reasons why García and Cañas have not yet approached a toy manufacturer is that their current prototype was built using very cheap components. As a result, it might not yet be ready to be presented to potential investors. "We broke by accident a 60€ board while experimenting, since then, we decided to prototype it with the cheapest components we could find," García and Cañas said. "We thus ended up using lightweight and accessible products -without cost optimization, the total cost of the hardware does not surpass 70€-, but being able to experiment with more powerful boards or more luminous cameras would really improve the experience." As the robot is designed for toddlers, the researchers are also weary of the fact that is should be safe for children. Before the toy is commercialized, it would thus need to undergo a series of tests, which they are not currently able to fund. "You cannot give to a toddler a toy that is full of visible wires that could end in its stomach," García and Cañas said. "For this reason, in our experiments, we have managed to simulate its behavior using other remotely controlled toys that were already approved for babies. However, the most appropriate experimentation would require an expert manufacturer to build a resistant case that would let infants play directly with Baby Robot, rather than a surrogate version of it." In the future, García and Cañas would like to find investors interested in supporting their efforts to develop a whole line of computer vision-powered toys. These would include robots for children at other stages of development, such older infants and primary school students. In addition, the researchers hope to carry out new pedagogic studies that could help to fine-tune their toy's behavior. Baby Robot's design allows it to produce lights, colors, sounds and cute facial expressions presented on a small screen. While these interactive elements can enhance a toddler's experience while playing with the toy, the team did not implement them in their prototype yet, as they preferred to specifically investigate the effects of its reactivity to the toddler on the resulting playtime. "In future studies, we would like to progressively include the rest of the stimuli in order to observe how each one of them affect the baby engagement separately," García and Cañas said. "Nevertheless, to be really conclusive, these further studies would require the inclusion of a toy manufacturer that could build a safe case for the toy, in order to directly experiment with it instead of surrogates."
  10. Sneak peek at DDR5 overclocking Twitter user REHWK has shared a screenshot of Intel's unreleased Core i9-12900K alongside some pretty fast DDR5 memory. The 16-core hybrid chip will lead the charge for the chipmaker's 12th Generation Alder Lake army as it takes on the best CPUs. There isn't much to see from the processor side. The CPU-Z screenshot seemingly confirms that the Core i9-12900K is a 125W chip with a 30MB L3 cache. We've already know these specifications for some time now, but it's always good to get some confirmation. What's also evident from looking at the list of instruction sets is that Alder Lake lacks AVX-512 support. While the Golden Cove cores support AVX-512, the Gracemont cores don't. Therefore, Intel simply disabled the AVX-512 instruction set in the Golden Cove cores on Alder Lake to maintain uniform ISA support. Alder Lake arrives with native for both DDR4 and DDR5 memory formats. The default supported data rates are DDR4-3200 and DDR5-4800, respectively. Therefore, memory that abides by those specifications, including some of the best RAM, is practically plug-n-play on Intel's 600-series motherboards. The Core i9-12900K in question was tested on Gigabyte's forthcoming Z690 Aorus Tachyon motherboard with matching Gigabyte DDR5-4800 (GP-ARS32G62D5) memory. It's plausible that the screenshot is from an overclocker that's testing the boundaries of the DDR5 memory kit. Therefore, exotic cooling was probably used to push the memory to DDR5-8000. Natively, the DDR5 memory runs at DDR5-4800 with timings set to 42-39-39-77 at just 1.1V. There are two XMP 3.0 profiles for DDR5-6200. The one with relaxed timings configures the memory to 40-40-40-80 at 1.35V, while the one with optimized timings drops the timings to 38-38-38-76 but bumps the DRAM voltage to 1.5V. Apparently, the memory module also carries a third XMP 3.0 profile for DDR5-6400 with 42-42-42-84 timings, pulling 1.45V. With Rocket Lake, Intel introduced gear modes, similar to AMD's Infinity Fabric Clock (FCLK) for memory overclocking. In short, gear modes made it possible for the memory controller and memory frequency to run at different speeds. For example, Gear 1 maintains a 1:1 ratio, while Gear 2 cuts the memory controller's frequency down to half, achieving a 0.5:1 ratio. A recent patch to HWiNFO64 implies that Intel will implement the same gear modes in Alder Lake whereas a benchmark leak reveals a potential Gear 4 option to drop the memory controller down to a quarter of the memory frequency. The overclocker got the memory from DDR5-4800 to DDR5-8000, which represents an impressive 67% improvement. Obviously, the overclocker set the timings to 50-50-50-100. In the screenshot, the memory controller's clocked at 2,000 MHz whereas the memory's at 4,000 MHz. It is pretty remarkable that overclocker managed to hit DDR5-8000 in Gear 2 mode. Alder Lake has been rumored to launch on November 4, therefore, Intel's 600-series motherboards and DDR5 memory shouldn't be far behind. While DDR5 brings many improvements, it still remains to be seen just how much faster it is when compared to the best DDR4 RAM.
  11. I see them so much more than 4 lines But the subject has changed, my friend #Ragards
  12. Everyone remembers when their friend brought Five Nights at Freddy’s to a party and left several of their friends scarred for the next few weeks. The game is now available on Android as well as iOS, which guarantees that more players can now enjoy the terrifying brilliance of this internet phenomenon. Five Nights at Freddy’s, much like Eyes, has a brutally simple concept at its core – but its execution is so flawless – that it rarely ever feels simple. The game is a true masterclass in jump scares in video games as it has plenty of those – but not without good reason. Five Nights at Freddy’s is like that fun, 80s B-movie horror that you can’t help but keep coming back to – purely because it never stops being fun.
  13. The controller scheme for Battlefield 2042's open beta has fans of the franchise concerned that EA DICE has made a serious mistake. Video game players are open to developers taking risks and trying new things, but one subject that's certain to cause controversy is moving the default "Throw Grenade" button on a controller. Yet that's exactly what Battlefield 2042 has implied it's doing according to its recently released console controller scheme. Admittedly, it may just be a misconception, but that hasn't stopped a lot of those looking forward to Battlefield 2042 to exclaim their disappointment with EA DICE's decision. A thread on the subject of Battlefield 2042's controller scheme has climbed to the top of the franchise's most po[CENSORED]r subreddit. The thread title reads simply, "Grenade button on console.." with an attached image of Battlefield 2042's controller scheme for its upcoming open beta. Accruing more than 2,500 upvotes and nearly 400 comments, Battlefield fans are questioning what EA DICE is thinking, as the grenade button appears to have been moved to a very awkward button. The controller scheme shows that the grenade button in Battlefield 2042's open beta is set to the up button on the PlayStation 5 DualSense's directional pad. To repeat, the throw grenade button is on the directional pad on the left side of the controller. To use this button, players will have to remove their thumb from the joystick responsible for movement, forcing them to pause to throw a grenade. Alternatively, they can make a "claw," using their index finger to press the directional buttons and second and third fingers on the left bumper and trigger. Traditionally, the throw grenade button is assigned to either the right bumper or trigger. However, on this controller scheme, R2 is reserved for shooting and R1 is reserved for the Battlefield franchise's "call-ins." Pressing L1 and R1 will open the call-in menu, where players can call in vehicles, supply drops, and other similar content. Battlefield players are crossing their fingers that there's been some confusion. The top comment says that they hope Battlefield 2042's controller schemes are remappable. The next most po[CENSORED]r comment says they think pressing up on the directional pad will charge a grenade, which can then be thrown with R2. It isn't clear if either is accurate. Odds are, things will work out in Battlefield players' favor, one way or another. It's tough to imagine EA DICE deciding to experiment with a new controller scheme and not offering players a different option. Of course, game publishers including EA have made surprisingly unpo[CENSORED]r decisions in the past. Expect further details as the open beta begins in early access on October 6. Battlefield 2042 releases November 19 on PC, PS4, PS5, Xbox One, and Xbox Series X/S.
  14. Ookla said only 0.5 percent of the fixed broadband subscribers did not have access to the 512Mbps speed that TRAI proposed to increase to 2Mbps. Over 97.5 percent of fixed broadband connections in India meet the 2Mbps speed threshold recommended by the Telecom Regulatory Authority of India (TRAI) earlier this month, telecom network intelligence firm Ookla said on Thursday. The regulator proposed to revise the minimum broadband speed to 2Mbps from 512Kbps. Ookla stated that the revision didn't shift the needle much. As per the data shared by the Seattle, Washington-based company, as much as 60 percent of the Indian broadband consumer base received the basic 2- to 50Mbps speeds in the second quarter of 2021. In a report, Ookla said that only 0.5 percent of the fixed broadband subscribers did not have access to the 512Mbps speed that TRAI recommended to increase to 2Mbps. TRAI categorised fixed broadband services into four speeds: namely Slow, Basic, Fast, and Super-Fast. Ookla's data, based on its proprietary Speedtest Intelligence platform, shows that 60 percent of Indian broadband consumers came under the Basic category in the second quarter, with speeds not more than 50Mbps. However, 2.4 percent of the broadband base fell in the Slow category, with less than 2Mbps speed. Finally, 36.7 percent of the total broadband po[CENSORED]tion in the country had ‘Fast' speeds of between 50 and 300Mbps in the quarter as per Ookla. Ads by In addition to giving the overall view, Ookla's data shows that states such as Delhi, Rajasthan, Tamil Nadu, Chandigarh and Karnataka are amongst the ones falling in the Fast category. Over 70 percent of connections in Gujarat and Maharashtra came into the Basic speed category, while the Super-Fast broadband was quite low, ranging from a 1.5 percent of connections in Delhi to 0 percent in Sikkim, the company said. The data released by Ookla also suggests that the urban-rural performance gap in the country is not very wide despite the low penetration of fixed broadband services in rural areas. The company said that 58.7 percent of connections in urban areas came within the Basic speed category, compared to 61.7 percent in rural areas. “We're fully aware that reporting on network speeds helps spur network operator competition and infrastructure investment,” Ookla said in a statement. “Introducing speed categories by TRAI will go one step further, as operators in countries that have implemented this will naturally begin to include these speed categories in their marketing and products. They will also target network investment at increasing the proportion of their footprint that supports higher-tier broadband speeds.” Ookla's data uses the Speedtest Server Network that uses servers across the world to test the maximum sustained throughput of the user's connection and examine their download and upload speeds.
  15. in its first big move to expand into a software company, General Motors is introducing a new software platform it created called Ultifi. The automaker will begin putting Ultifi (all-tee-fy) on some internal combustion and electric vehicles starting with the 2023 model year with the hope that it helps boost consumer loyalty to GM cars and opens up new channels to revenue beyond car sales. "Ultifi is a big, big step in our software strategy," Scott Miller, GM's vice president of software-defined vehicles said Wednesday. "Today, cars are enabled by software, with Ultifi, cars will be defined by it." Last week, Alan Wexler, GM's senior vice president of innovation and growth, announced that GM has a new business model that extends beyond the hardware of building cars, to becoming a software platform innovator. Wexler said GM's vehicles will merely be a platform to deliver GM-developed software to offer consumers services beyond driving. Those services can then be used in their homes and other areas of their lives. Wexler called GM's new business model, "a potential game-changer for delivering subscription services that create recurring revenue." Ultifi is the first step in GM's new business model, Miller said. It builds on GM's current vehicle intelligence platform (VIP). Think of VIP as a smartphone and Ultifi as the operating system that provides the functions. Ultifi holds the potential for more cloud-based services, faster software development and new ways GM can increase customer loyalty. "At our core, we're going to make great cars, trucks and vehicles," Miller said. "What we're talking about is adding a platform with Ultifi. (Customers) will love it when they buy it, but they'll love it even longer as it gets better. When the next new thing comes out they can add it to their vehicle and not have to go buy a new car so this improves the relationship with them." Similar to software on a smartphone, Ultifi can provide regular updates and let customers choose from a variety of over-the-air upgrades, personalization options and apps. For example, imagine a camera inside your car that recognizes your face and starts the engine for you. Or, the camera can detect if there's a child in the back seat. Miller said those services would not be subscription. Another example would be a weather forecast with the ability to close a vehicle's windows if it's parked in an area where it's expect to rain, Miller said. Or an alert that warns drivers of specific icy spots on roads. GM will open Ultifi up to allow third-party developers to create content for it and there will be the chance to add subscription offerings, for added revenue for GM. But Miller declined to say how much revenue GM expects it will generate. A GM spokesman said the automaker will discuss revenue in more depth next week, most likely at its Investor Day on Oct. 6. But Miller said GM will work out a revenue sharing formula with third-party software providers, noting, "They're not going to come to our platform for free, but we're not going to give up our platform for free either, so that's a solvable issue we'll address in the future." A customer will buy a car with Ultifi on it and then choose various plans with it or levels in terms of the number of upgrades they will get, the kinds of services and software or apps they want to access. "The key thing about Ultifi is we like to call it continuous integration," Miller said. "We're separating the software from the hardware so we can continuously upgrade apps. It will allow us to be very agile and constantly learn how to make it better."
  16. The U.S.-EU Trade and Technology Council released its first joint statement The U.S.-EU Trade and Technology Council (TTC) released its first joint statement reaffirming its commitment to exploring solutions to large-scale issues such as the West's reliance on other regions for much of its tech supply chain. The council has a broad area of focus that covers everything from encouraging cross-Atlantic trade agreements to combating the climate crisis. That's where the "trade" part comes in. As for the "technology," well, the TTC's statement also revealed a wide variety of global problems it's going to explore on that front. Read: "We share a strong desire to drive the digital transformation that spurs trade and investment, benefits workers, protects the environment and climate, strengthens our technological and industrial leadership, sets high standards globally, boosts innovation, and protects and promotes critical and emerging technologies and infrastructure. We intend to cooperate on the development and deployment of new technologies in ways that reinforce our shared democratic values, including respect for universal human rights, advance our respective efforts to address the climate change crisis, and encourage compatible standards and regulations. We intend to cooperate to effectively address the misuse of technology, to protect our societies from information mani[CENSORED]tion and interference, promote secure and sustainable international digital connectivity, and support human rights defenders." Many of those goals are nebulous—there are many ways to use technology to "address the climate change crisis," for example, and "the misuse of technology" is such a broad statement that it borders on meaningless—but the TTC did identify a few specific tech-related problems it's planning to explore in the months ahead. The TTC started with AI technologies, which it said "can threaten our shared values and fundamental freedoms if they are not developed and deployed responsibly or if they are misused," so the council's members will "affirm their willingness and intention to develop and implement AI systems that are innovative and trustworthy and that respect universal human rights and shared democratic values." Next up: addressing the chip shortage. This has been a significant problem for nearly every industry on the planet, and the U.S. and EU have both explored ways of increasing domestic semiconductor production so they can reduce their reliance on Asia, which currently accounts for almost the entire market. Companies such as Intel and TSMC have also committed to building new fabs in the regions as a result. The TTC said the U.S. and EU were reaffirming their "commitment to building a partnership on the rebalancing of global supply chains in semiconductors with a view to enhancing respective security of supply as well as their respective capacity to design and produce semiconductors, especially, but not limited to, those with leading-edge capabilities." (Just in case anyone thought they'd stopped caring.) "This partnership should be balanced and of equal interest for both sides," the TTC said. "We underline the importance of working together to identify gaps in the semiconductor value chain, and strengthening our domestic semiconductor ecosystems." The council announced the formation of 10 working groups devoted to exploring specific areas of its stated mission, and of those, eight are directly tech-related. These range from the Technology Standards group "tasked to develop approaches for coordination and cooperation in critical and emerging technology standards including AI and other emerging technologies" to a new Export Controls group. More information about some of the TTC's specific concerns, particularly those involving AI and the semiconductor supply chain, is available via the joint statement. The U.S. Department of State has also published a fact sheet about the council, and the Office of the U.S. Trade Representative has shared more information about its involvement with several of the working groups announced Wednesday as well.
  17. Eyes: The Horror Game is said to be the first independent horror title on Android that is played from first-person perspective. The target is to get inside an abandoned mansion, collect the money and get out. But while this sounds all so simple, you need to defy ghastly places. The dark environment, impeding sound manages to create sheer nervousness. The objective is to collect bags and avoid being touched by the ghosts haunting the abandoned mansion. We would recommend you to keep a small torch on the side just in case you are playing in a completely dark and silent room.
  18. Playing as a two-year-old brings a sense of wide-eyed wonder and some pretty tight restrictions on the actual gameplay. In my personal experience, there’s nothing more frightening than when the two-year-old in a horror movie or video game starts making cryptic drawings or saying ominous things about death or dead people. Kids are just naturally terrifying and spooky, right? Well Krillbite Studio decided to expand on this traditional horror concept by allowing us to actually play as the innocent toddler in Among the Sleep. But while the first-person explorative horror game is great on the atmosphere, does playing as a two-year-old have one too many limitations from a gameplay perspective? Among the Sleep starts out simply enough, with players assuming the role of a nameless and silent toddler protagonist on his second birthday. After your affectionate mother puts you to bed, it isn’t long before the game’s surrealist elements start to emerge, as your creepy new teddy bear Teddy starts talking and walking around, and serves as your guide through a warped and twisted journey through your own memories. While Teddy offers some sparse commentary along the way, his primary purpose in the game is to provide a fleeting light source when hugged to help you navigate the darker corners of the world. The story was actually my favorite part about Among the Sleep. While it doesn’t seem like much at first, the surprising and rewarding ending sheds some crucial details that will cast the world around you in an entirely different light, and gives a new sense of depth to the protagonist’s journey through these fragmented memories. It might even warrant a second playthrough of the incredibly brief game, to experience this world with a newfound sense of enlightenment. For what it’s worth, the game’s atmosphere does do its job of putting you in the shoes (or footsy pajamas) of a two-year-old toddler. Everything seems abnormally taller around you, and there’s a certain sense of wonder in exploring familiar locations like a bedroom or a kitchen and seeing where you can actually go with your limited skills: pulling out drawers and using them as footholds to climb up a dresser is a key component to progressing through the game. Even the surrealist locations are mesmerizing to look at, from dark playgrounds and forests, to a dilapidated playhouse with peeling paint on the walls. And the best part is that it all makes sense coming from the perspective of a toddler. I especially liked the fact that you move faster when crawling, as opposed to when walking upright. While this mechanic is realistic and serves to add to the story’s believability, it also allows you to crawl under tables to hide from the sinister things that are lurking in the shadows. But while the presentation is great, there’s a reason why the two-year-old is never the main character in your favorite horror flick or game: there’s not all that many interesting things that a toddler can do. As a result, the gameplay in Among the Sleep really suffers, if you could even call it gameplay. Aside from moving objects and climbing on them to access new areas, the majority of the gameplay involves collecting a handful of items and occasionally avoiding a monster that roams a given room, much like a Slender game. Among the Sleep can be completed in well under two hours, and there really isn’t anything else to see or do in the game outside of the primary and very linear main pathway. The only time I ever needed to restart a section was when the game glitched on me, jamming up a platform I had to cross in order to continue. Other bugs in the game are just more disrupting, like one which casts the background visuals in a bright and demonic shade of red. But glitches aside, the game and its limited puzzles are still so easy that a two-year-old could do it. Oh wait a minute… In the end, Among the Sleep is a brief but interesting experience of playing a horror game from a completely different perspective. While not particularly fulfilling in a gameplay sense, there’s still something that’s worth exploring here in the poignant and minimalist story, as well as the surrealist and often captivating worlds as they appear in the eyes and the mind of a child.
  19. The future of package delivery, taxis, and even takeout in cities may be in the air—above the gridlocked streets. But before a pizza-delivery drone can land safely on your doorstep, the operators of these urban aircraft will need extremely high-resolution forecasts that can predict how weather and buildings interact to create turbulence and the resulting impacts on drones and other small aerial vehicles. While scientists have been able to run simulations that capture the bewilderingly complex flow of air around buildings in the urban landscape, this process can take days or even weeks on a supercomputing system—a timeline far too slow (and a task far too computationally expensive) to be useful to daily weather forecasters. Now, scientists at the National Center for Atmospheric Research (NCAR) have demonstrated that a new kind of model built entirely to run on graphical processing units, or GPUs, has the potential to produce useful, street-level forecasts of atmospheric flow in urban areas using far fewer computing resources and on a timeline that makes real-time weather forecasting for drones and other urban aircraft plausible. In a study published recently in the journal AGU Advances, the NCAR team describes the use of a microscale model called FastEddy to simulate atmospheric conditions in downtown Dallas. "GPUs have really matured in recent years, and they hold a lot of potential to accelerate modeling," said NCAR scientist Domingo Muñoz-Esparza, lead author of the study and one of the principal model developers. "To take maximum advantage of GPUs, we built FastEddy from scratch." This study was funded by the National Science Foundation, which is NCAR's sponsor, the Defense Threat Reduction Agency, Uber Elevate, and NASA. The simulations used for the study were run on the Casper system at the NCAR-Wyoming Supercomputing Center. Traditional weather forecasts are often run at a resolution of about 10 to 15 kilometers (six to nine miles), meaning that anything smaller than that—buildings, streets, and any of the other complexities of the urban landscape—are not directly captured. Even high-resolution weather models are run with a spacing of 3–4 kilometers (1.8–2.5 miles) between grid points, which can reduce entire towns to a handful of pixels. The future of package delivery, taxis, and even takeout in cities may be in the air—above the gridlocked streets. But before a pizza-delivery drone can land safely on your doorstep, the operators of these urban aircraft will need extremely high-resolution forecasts that can predict how weather and buildings interact to create turbulence and the resulting impacts on drones and other small aerial vehicles. While scientists have been able to run simulations that capture the bewilderingly complex flow of air around buildings in the urban landscape, this process can take days or even weeks on a supercomputing system—a timeline far too slow (and a task far too computationally expensive) to be useful to daily weather forecasters. Now, scientists at the National Center for Atmospheric Research (NCAR) have demonstrated that a new kind of model built entirely to run on graphical processing units, or GPUs, has the potential to produce useful, street-level forecasts of atmospheric flow in urban areas using far fewer computing resources and on a timeline that makes real-time weather forecasting for drones and other urban aircraft plausible. In a study published recently in the journal AGU Advances, the NCAR team describes the use of a microscale model called FastEddy to simulate atmospheric conditions in downtown Dallas. "GPUs have really matured in recent years, and they hold a lot of potential to accelerate modeling," said NCAR scientist Domingo Muñoz-Esparza, lead author of the study and one of the principal model developers. "To take maximum advantage of GPUs, we built FastEddy from scratch." This study was funded by the National Science Foundation, which is NCAR's sponsor, the Defense Threat Reduction Agency, Uber Elevate, and NASA. The simulations used for the study were run on the Casper system at the NCAR-Wyoming Supercomputing Center. Traditional weather forecasts are often run at a resolution of about 10 to 15 kilometers (six to nine miles), meaning that anything smaller than that—buildings, streets, and any of the other complexities of the urban landscape—are not directly captured. Even high-resolution weather models are run with a spacing of 3–4 kilometers (1.8–2.5 miles) between grid points, which can reduce entire towns to a handful of pixels. The FastEddy model, on the other hand, can be efficiently run at a resolution of just 5 meters (16 feet), fine enough to accurately simulate the swirling eddies and other turbulent flow features that arise in the wakes of buildings and in street canyons. Other models, including NCAR's Weather Research and Forecasting Large Eddy Simulations (WRF-LES) modeling system, can also produce similarly high-resolution simulations, but they use vastly more computing resources. These traditional simulations are highly detailed and remain important for basic research, but they are not practical for day-to-day forecasting. WRF-LES and other similar models rely on more traditional computer chips, known as central processing units. CPUs excel at performing multiple tasks, including control, logic, and device-management operations, but their ability to perform fast arithmetic calculations is limited. GPUs are the opposite. Originally designed to render 3D video games, GPUs are capable of fewer tasks than CPUs, but they are specially designed to perform mathematical calculations very rapidly. To benefit from the increased speed offered by GPUs, NCAR and other modeling institutions are working to retrofit existing modeling code—including NCAR's Model for Prediction Across Scales, a global weather model—to partially use GPUs. The result can be more efficient and faster than the original versions, but there will always be lingering inefficiencies due to bottlenecks created by the CPUs in these hybrid approaches. To take full advantage of the promise of GPU acceleration, a model's code must be written so that all the model's calculations are performed by GPUs. FastEddy was written from the ground up, primarily by NCAR scientists Jeremy Sauer and Domingo Muñoz-Esparza, to do just this. The result is a model that has a prediction rate that is six times faster under similar power consumption—or a power consumption that is eight times lower for the same prediction rate—than an equivalent CPU model. "If you want to do microscale forecasting in real time, you need to be as fast as the GPUs can be," Muñoz-Esparza said. A change in the winds: Shifting building wakes For the new study, the scientists used FastEddy to simulate the urban weather in downtown Dallas for over 50 selected weather scenarios in 2018. The results confirmed the potential dangers of relying solely on significantly coarser-resolution weather forecasts for aerial operations in the "urban canopy." For example, the scientists found that in the afternoon, when Sun-heated air at the surface is rising, cooling, and falling again, creating a vertical circulation, the winds in the urban canopy at 26 meters (or 85 feet) above the ground tend to be aligned with large-scale background wind direction at the same height. But at night and in the early morning, when the atmosphere is more stable, the winds through the urban canopy are actually offset from the direction of the large-scale background winds. In fact, the wakes behind the buildings can shift up to 45 degrees clockwise from the direction of the incoming weather. Broadly, the modeling effort also showed how the weather in the urban canopy changes, on average, through the seasons, but also that individual days can display marked variation within the same month, and even within the same 24-hour period, underscoring the importance of real-time forecasts rather than relying on averages. Such forecasts could help aircraft operators determine whether they can safely accomplish their objectives, as well as how much battery charge will be needed. Turbulence in the urban canopy can cause batteries to drain as much three times faster than they otherwise would, according to Muñoz-Esparza, which could leave an aircraft stranded in the city. Beyond modeling turbulence and wind direction in the urban canopy, the FastEddy team is working on other possible applications for the model, including a new project to model how the sound produced by air taxis might propagate through a city. They are also working at adding more detail and more physics into the model. For the Dallas experiment, the model runs were kicked off using the output from a traditional weather model with a resolution of 3 kilometers (1.8 miles), including wind velocity and direction, as well temperature. FastEddy then took those large-scale variables and downsized them to simulate the microscale atmospheric flows. Now the FastEddy team is working to extend the model's capability by adding moist dynamics and clouds, which will make these microscale weather predictions even more realistic. In addition, the extraordinary efficiency of FastEddy makes it possible to run the model multiple times for the same period, a technique known as ensemble forecasting. This allows scientists to have a better understanding of how certain (or uncertain) a forecast is and to generally provide more robust and reliable guidance to aircraft operators. "We want to have the possibility down the road of a full weather forecast but at the microscale—something complete," Muñoz-Esparza said. "It's a really exciting time to be involved with this kind of GPU model. There's so much potential."
  20. Massive savings on a gaming laptop beast. It's fair to say that, when looking for the best RTX 3080 laptops available right now, nobody expects to pay less than $2,000. That’s why today's Newegg and MSI deal caught us off guard! At Newegg for today only, you can get $300 off the MSI GP66 Leopard and pick up this seriously powerful portable powerhouse for just $1,999. More: Best gaming laptops Best gaming laptop and PC deals Best gaming mice Newegg coupons Alongside its seriously stacked list of internal components, there's plenty of other great features on this laptop that we were quick to praise in our MSI GP66 Leopard review. The comfortable keyboard, replaceable components and subtle design make this a great unit for on-the-go-gaming. This laptop maintains optimal cooling with its Cooler Boost 5 thermal management, including six heat pipes and two fans that work harmoniously to maximize airflow. Plus, its variety of I/O, including both HDMI 2.1 and Mini DisplayPort 1.4, makes this easy to slot into any home setup. If you’re a PC gaming enthusiast looking for a great RTX 3080 laptop for less than $2000, this is the kind of deal that doesn't come around very often.
  21. Price: Free to play Dead Effect 2 is a creepy sci-fi shooter. You play the role of one of three characters. Your goal is to level up, find new weapons, and defeat the bad guys. It features tons of alien bad guys, lots of dark corridors, and a 20-hour campaign mode to play through. The graphics are pretty good on their own. However, they do get a boost if you’re using an Nvidia Shield device. It’s not typically what you’d think of when it comes to horror games. However, it’s about as close to a horror shooter as it gets on mobile. (DOWNLOAD⬇) http://andauth.co/dnOKOI
  22. Dead by Daylight, the multiplayer horror game that pits one player as a nigh-unstoppable killer and four others as resilient survivors, has seen more than its fair share of downloadable content. The lone killer setup is just begging for horror icons, which is exactly what the game has been getting since release. Players have been able to inhabit Michael Myers, Freddy Krueger, Leatherface, Ghostface, and more horror icons. Even the Demorgorgon from Stranger Things has made an appearance. Along with these killers, the DLC also brings the appropriate survivors, like Laurie Strode from Halloween and Steve Harrington from Stranger Things. With the new Silent Hill DLC, players can hunt Silent Hill 3 protagonist Cheryl Mason as the dreaded Executioner, otherwise known as Pyramid Head. PYRAMID HEAD COMES TO DEAD BY DAYLIGHT AND KONAMI DROPS SEVERAL SILENT HILL SOUNDTRACKS ONTO SPOTIFY TO CELEBRATE Pyramid Head Comes To Dead By Daylight And Konami Drops Several Silent Hill Soundtracks Onto Spotify To Celebrate Jun 17, 2020 Dylan Duarte 0 815 Pyramid Head Comes To Dead By Daylight And Konami Drops Several Silent Hill Soundtracks Onto Spotify To Celebrate Credit: Steam Next Article Dead by Daylight, the multiplayer horror game that pits one player as a nigh-unstoppable killer and four others as resilient survivors, has seen more than its fair share of downloadable content. The lone killer setup is just begging for horror icons, which is exactly what the game has been getting since release. Players have been able to inhabit Michael Myers, Freddy Krueger, Leatherface, Ghostface, and more horror icons. Even the Demorgorgon from Stranger Things has made an appearance. Along with these killers, the DLC also brings the appropriate survivors, like Laurie Strode from Halloween and Steve Harrington from Stranger Things. With the new Silent Hill DLC, players can hunt Silent Hill 3 protagonist Cheryl Mason as the dreaded Executioner, otherwise known as Pyramid Head. The Silent Hill downloadable content became available yesterday. Along with the characters, the pack also includes Midwich Elementary School as a new map. Pyramid Head wields his trademark giant sword and is just as terrifying here as he is in the Silent Hill series. The DLC is only $6.99 on Steam, though it’s $7.99 on the Microsoft store. In celebration of Dead by Daylight: Silent Hill, Konami has dropped a total of seven soundtracks from the series on the Spotify music service. If that seems like a high number to you, keep in mind that there are almost a dozen games in the series. So that’s only a little over half of the soundtracks. All of the soundtracks are from the main series, starting with the second entry. That’s Silent Hill 2, Silent Hill 3, Silent Hill 4: The Room, Silent Hill: Origins, Silent Hill: Homecoming, Silent Hill: Shattered Memories, and Silent Hill: Downpour. Akira Yamaoka composed the music for every entry in the series, with the exception of the last game, Silent Hill: Downpour. Daniel Licht, perhaps best known for the soundtrack to the Showtime show Dexter, took over music duties on that installment. Spotify is a bit of a mess. If you try to search for the soundtracks, you’re going to get a lot of user playlists from people trying to piece together the soundtracks before they were officially available. While that’s a noble effort, and I personally have a lot of user playlists saved for when I can’t find official soundtracks, it makes it difficult to find specific things. Luckily, you can just search for Konami Europe’s Spotify profile and find all the soundtracks there (along with the Castlevania soundtracks). Do we have any Yamaoka fans here with any particular favorites? I’m personally partial to You’re Not Here off of the Silent Hill 3 soundtrack.
  23. The Beats Studio 3 Wireless — A-COLD-WALL Limited Edition headphones come with a price tag of $349.95 (roughly Rs. 25,900). Apple has introduced limited-edition Beats Studio 3 wireless headphones that are designed in partnership with the fashion brand A-COLD-WALL owned by British designer Samuel Ross. Called Beats Studio 3 Wireless — A-COLD-WALL Limited Edition, the headphones feature a slate colour palette that features a “speckled cement” application covering both build and ear cushions. Apart from the fresh design, the new Beats Studio 3 are identical to the existing headphones that Apple first launched back in September 2017. The headphones come with Beats' proprietary Pure Active Noise Cancelling (Pure ANC) technology and are powered by the Apple W1 chip. Beats Studio 3 Wireless — A-COLD-WALL Limited Edition price, availability The Beats Studio 3 Wireless — A-COLD-WALL Limited Edition come with a price tag of $349.95 (roughly Rs. 25,900). The headphones are initially limited to Apple's online store in the US, with a “coming soon” tag. Details about the global pricing and availability of the new Beats Studio 3 headphones are yet to be revealed. The listing for the new Beats Studio 3 headphones was initially spotted by Macotakara. In 2017, the Beats Studio 3 Wireless launched at the same price of $349.95 and came in Blue, Matte Black, Porcelain Rose, Red, Shadow Gray, and White shades. Beats Studio 3 Wireless — A-COLD-WALL Limited Edition specifications The Beats Studio 3 Wireless — A-COLD-WALL Limited Edition feature a slate colour palette with a “speckled cement” application to deliver a distinct design. The headphones also carry an ACW bracket logo and onyx stroke on each side. Further, the inner band of the limited-edition Beats Studio 3 come in a clay colour. Ads by Apple has wrapped the new headphones in a packaging made of wood fibre. This is claimed to be either recycled or sourced from responsibly managed forests. The exterior box and debossed band are also claimed to be made using recycled fibre content. In terms of hardware, the Beats Studio 3 Wireless — A-COLD-WALL Limited Edition are the same as the regular Beats Studio 3 headphones. They'll include the Pure ANC technology that is claimed to actively block external noise and use real-time audio calibration to preserve clarity, range, and emotion. There are also soft, over-ear cushions that help reduce ambient noise. Under the hood, the new Beats Studio 3 headphones include the Apple W1 chip to enable seamless setup and switching between Apple device users. The chip also includes Class 1 Bluetooth (Bluetooth v4.0) connectivity. The new Beats Studio 3 headphones are claimed to deliver up to 22 hours of music playback on a single charge. The battery can be extended to up to 40 hours by turning off the Pure ANC feature. There is also a Fast Fuel technology that helps deliver faster charging support — three hours of playback time in just 10 minutes of charge. Apple has bundled the Beats Studio 3 Wireless — A-COLD-WALL Limited Edition with a 3.5mm RemoteTalk cable, USB-A to USB Micro-B charging cable, and a carrying case. The headphones weigh 260 grams.
  24. You've probably heard a lot about NFTs in recent months. Record-breaking sales have skyrocketed, as millionaires and billionaires worldwide open their pockets for digital treasures with giant price tags. To recap: an NFT, short for non-fungible token, is essentially a piece of data that verifies ownership of a digital item—from famous artwork or a clip of an NBA game-winning shot, to the original code used to create the World Wide Web. They are created and recorded using blockchain technology. In addition to bragging rights, each NFT is unique and cannot be directly exchanged. Copies may be made, but the blockchain authenticates the NFT, showing who owns the original—which makes their purchases all the more valuable. So, why do people buy NFTs? Reasons can be similar to purchases of valuable objects in the physical world. "Why do people collect baseball cards? Why do people collect wine? Why do they collect art? You can collect [NFTs] because it's a hobby, and you can collect because some people look at it as an investment," said Dr. Merav Ozair, a FinTech professor at Rutgers Business School and Blockchain expert. "The uses of NFTs go above and beyond the hype," she added. "Will everything be worth millions of dollars? Probably not. But I think the trend will be that everything is going to be NFTed [one day], because that's the power of authentication... We are moving to the digital world in everything that we do." Looking at auction prices for some of today's biggest NFT sales can feel pretty distancing for most. But Ozair stresses that the NFTs should be approachable for everyone. "There are NFTs that are not that expensive. You just have to look for them," she said. "You can [create] NFTs yourself and sell something, and I hope that NFTs will eventually have the power to democratize society... [For example] if you're taking a video and posting it on Facebook or Instagram, you can NFT it and immediately monetize it. And maybe it will not be worth thousands of dollars, but you can make a little bit of an income." So far, giant sales have dominated headlines. Here are some of the NFT purchases that have reached the thousands, millions and beyond. $69 million: 'Everydays: The First 5000 Days' In March, Christie's announced that the NFT for "Everydays: The First 5000 Days," a digital work of art by artist Beeple, née Mike Winkelmann, sold for over $69 million—the third highest price for any living artist. The winning bidder was MetaKovan, the founder and financer of Metapurse. According to Christie's, "Everydays: The First 5000 Days" is a compilation of 5,000 digital images that Beeple created and posted online for 5,000 days straight, starting in May 2007. "I almost look at it now like I'm a political cartoonist," Beeple explained in the Christie's Lot Essay. "Except instead of doing sketches, I'm using the most advanced 3D tools to make comments on current events, almost in real-time." $6 million to raise climate change awareness: 'Ocean Front' Also in March, another NFT for a Beeple work sold for millions. "Ocean Front" was purchased by Justin Sun, Founder of TRON Foundation and CEO of BitTorrent, for $6 million. The NFT was part of the Open Earth Foundation's Carbon Drop collection, which auctioned off 8 unique, carbon-negative NFTs inspired by Earth and the climate crisis. All proceeds were to go towards the nonprofit's efforts, which include helping to spread awareness and transparency about the realties of climate change in the digital space. Beeple celebrated "Ocean Front's" sale on Twitter, writing "SIX MILLION DOLLARS for climate change. THIS is what we need to enact real meaningful change." $5.4 Million: Original Code for the World Wide Web At the end of June, the NFT of the original code used to create the World Wide Web (WWW) was sold for $5.4 million at Sotheby's auction house. The NFT was offered by WWW code creator Sir Tim Berners-Lee himself. "The process of bringing this NFT to auction has offered me the opportunity to look back in time to the moment I first sat down to write this code thirty years ago, and reflect on how far the web has come since then, and where it could go in the decades to come," said Berners-Lee in a statement. Also in the press release, Oliver Barker, Chairman Sotheby's Europe, added, "While the source code to the web itself is a digital artifact that has existed since 1990, it is not until the emergence of NFTs that something like this could ever have been harnessed for sale." Nearly $400K: LeBron James top shot clip In April, the NFT of one of the most coveted moments minted by NBA Top Shot was sold at auction for nearly $400,000. The moment—a highlight of LeBron James dunking on a fast-break with a finishing move reminiscent of the late Kobe Bryant, who had died less than a month earlier—was secured for $387,600 through Heritage Auctions. It's a record for a Top Shot auction. $11.8 million: 'CryptoPunk' Another Sotheby's June auction sold the NFT of "CryptoPunk 7523" for almost $11.8 million. According to Sotheby's, "CryptoPunk 7523" is one of nine Alien Cryptopunks, created by Larva Labs in 2017. But #7523 is the only one that wears a medical mask, which has served as a symbol amid the ongoing COVID-19 pandemic.
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