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By monitoring the cosmos with a radio telescope array, an international team of scientists has detected radio bursts emanating from the constellation Boötes -- that could be the first radio emission collected from a planet beyond our solar system. The team, led by Cornell postdoctoral researcher Jake D. Turner, Philippe Zarka of the Observatoire de Paris -- Paris Sciences et Lettres University and Jean-Mathias Griessmeier of the Université d'Orléans will publish their findings in the forthcoming research section of Astronomy & Astrophysics, on Dec. 16. "We present one of the first hints of detecting an exoplanet in the radio realm," Turner said. "The signal is from the Tau Boötes system, which contains a binary star and an exoplanet. We make the case for an emission by the planet itself. From the strength and polarization of the radio signal and the planet's magnetic field, it is compatible with theoretical predictions." Among the co-authors is Turner's postdoctoral advisor Ray Jayawardhana, the Harold Tanner Dean of the College of Arts and Sciences, and a professor of astronomy. "If confirmed through follow-up observations," Jayawardhana said, "this radio detection opens up a new window on exoplanets, giving us a novel way to examine alien worlds that are tens of light-years away." Using the Low Frequency Array (LOFAR), a radio telescope in the Netherlands, Turner and his colleagues uncovered emission bursts from a star-system hosting a so-called hot Jupiter, a gaseous giant planet that is very close to its own sun. The group also observed other potential exoplanetary radio-emission candidates in the 55 Cancri (in the constellation Cancer) and Upsilon Andromedae systems. Only the Tau Boötes exoplanet system -- about 51 light-years away -- exhibited a significant radio signature, a unique potential window on the planet's magnetic field. Observing an exoplanet's magnetic field helps astronomers decipher a planet's interior and atmospheric properties, as well as the physics of star-planet interactions, said Turner, a member of Cornell's Carl Sagan Institute. Earth's magnetic field protects it from solar wind dangers, keeping the planet habitable. "The magnetic field of Earth-like exoplanets may contribute to their possible habitability," Turner said, "by shielding their own atmospheres from solar wind and cosmic rays, and protecting the planet from atmospheric loss." Two years ago, Turner and his colleagues examined the radio emission signature of Jupiter and scaled those emissions to mimic the possible signatures from a distant Jupiter-like exoplanet. Those results became the template for searching radio emission from exoplanets 40 to 100 light-years away. After poring over nearly 100-hours of radio observations, the researchers were able to find the expected hot Jupiter signature in Tau Boötes. "We learned from our own Jupiter what this kind of detection looks like. We went searching for it and we found it," Turner said. The signature, though, is weak. "There remains some uncertainty that the detected radio signal is from the planet. The need for follow-up observations is critical," he said. Turner and his team have already begun a campaign using multiple radio telescopes to follow up on the signal from Tau Boötes. In addition to Turner, Jayawardhana, Griessmeier and Zarka, the co-authors are Laurent Lamy and Baptiste Cecconi of the Observatoire de Paris, France; Joseph Lazio from NASA's Jet Propulsion Laboratory; J. Emilio Enriquez and Imke de Pater from the University of California, Berkeley; Julien N. Girard from Rhodes University, Grahamstown, South Africa; and Jonathan D. Nichols from the University of Leicester, United Kingdom. Turner, who laid the groundwork for this research while earning his doctorate at the University of Virginia, received funding from the National Science Foundation.
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What just happened? TeamGroup has stated today that they are the first DRAM company to enter the validation process of a consumer DDR5 memory module and are currently working with motherboard manufacturers to finalize the long-awaited chips. The DRAM modules are slated for a Q3 2021 release, but they must have CPU support, which won't be featured by AMD or Intel chips until Q4 or beyond. TeamGroup has announced today that it is the first DRAM producer to enter the validation process of a consumer-grade DDR5 memory module. The company stated they are working closely with the R&D divisions of motherboard manufacturers to perform validation tests on their chips and finalize consumer-facing clock speeds. These first sticks will contain 16GB chips running at 4800MHz at 1.1V per module. SK Hynix was the company to launch the first DDR5 DRAM modules back in early October, but these were for enterprise use. We will likely see other manufacturers come out with their consumer-facing products soon.DDR5 is expected to reduce power consumption and double bandwidth relative to DDR4, as well as some other significant improvements under the hood. Clock speeds should see a dramatic improvement as well, with SK Hynix stating in April that it was working on a DDR5-8400 module. But these won’t be released for some time, and the first few modules probably won’t peak over 6000 MHz. If you are planning a build in the coming months, though, do not hold out for DDR5. Support for the next-gen memory is quite far-off, rumored to release with Alder Lake in Q4 next year and with AMD’s Zen 4 in 2022. Earlier this month, TeamGroup boasted that its first 16GB DDR5-4800 modules would be rolling out in 2021. The company indicated that it would be coordinating the release of these blazing faster modules with next-generation CPU platforms from leading PC processor manufacturers AMD and Intel. In the lead-up to an expected Q3 2021 debut, TeamGroup says that it is now in the process of validating its first run of DDR5 modules. As previously reported, these are 16GB modules rated at 4,800MHz with an operating voltage of 1.1V. There is also baked in Error Correcting Code (EEC) support, which is a big upgrade for consumer-level DRAM. At this time, the DDR5 modules are being tested in prototype motherboards from leading enthusiast companies including ASRock, ASUS, Gigabyte, and MSI. And at this point the first consumer CPU platforms to adopt DDR5 memory will be Intel's 12th generation Alder Lake hybrid processors and [likely] AMD's Zen 4-based processors. "Through the collaboration of R&D teams, TeamGroup was able to accelerate the development of its DDR5 memory by adjusting the initial parameters," the company states. "The successful completion of the validation phase will confirm that the frequencies of standard DDR5 products surpass those of overclocked DDR4 products, and will represent another big step forward in the evolution of computer memory." One other intriguing side note is that TeamGroup says that users won't need to boot into BIOS in order to turn on DRAM overclocking (think Intel XMP). Instead, the DDR5 modules will automatically perform at their rated speeds without that extra step. TeamGroup isn't the only company that has its eye on DDR5 modules; as we reported in October, SK Hynix is developing modules with speeds ranging from 4,800MHz to 5,600MHz operating at 1.1V under JEDEC ratings. SK Hynix also says that it will introduce DDR5 modules up to 256GB in capacity using through-silicon-via (TSV) technology.
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Among us Game information GENRE: Casual DEVELOPER: Innersloth PUBLISHER: Innersloth RELEASE DATE: 16 Nov, 2018 Among Us first launched in 2018, but the suspenseful multiplayer party game truly took off in 2020. No one predicted that pandemic-induced social distancing would leave us all desperate for new ways to virtually interact with friends, including lying to them on spaceships. More than just the right game for the right moment, Among Us is a genuinely and immensely entertaining online and offline multiplayer game. It’s an Editors’ Choice award-winning iPhone game for anyone with a stomach for deception.I played Among Us on an iPhone 11, but the game is also available on Android and PC. On mobile, you can play for free if you sit through an ad after each round. You can pay to remove ads and unlock cosmetics, such as pets that follow your character around. On PC, the game costs $4.99, but you start with more cosmetic items that you must pay for on mobile. The game also supports online or in-person (if everyone connects to the same local network) crossplay, so everyone can play against each other regardless of platform. Matches typically end in less than 15 minutes, and with so many people playing, you can always find and jump into a new one. Among Us only works if you can easily find or gather large groups, so having an easy barrier to entry is key. Set in an isolated spaceship, Among Us asks up to 10 players to work together as a crew to avoid getting picked off one by one…unless you’re the imposter picking them off. As a crew member, you must complete tasks while watching out for the suspicious imposter and building consensus for an accusation. As the imposter, you must murder crew members while staying incognito and convincing survivors not to vote you off the ship and into the abyss. In other words, don’t be sus. Roles are randomly assigned and you should take what you’re given. If you purposefully disconnect too many times trying to get the role you want, you get locked out for a few minutes.At times, Among Us reminded me of horror games like Friday the 13th, despite the cute and colorful characters. Among Us is part of a wonderful tradition of asymmetric party games about bluffing, deception, and paranoia. If you’ve played card games like Mafia or Werewolf, you’ll easily understand the importance of smart deduction and playing into or against mob rule. Recent Jackbox Party Pack games also dare friends to lie to each other in very similar ways. Among Us elevates ideas you may have seen before with a clever and original execution. It makes the gameplay surrounding each murder engaging enough so that you’re not just twiddling your thumbs waiting to vote someone off. The spaceship repair busywork has some of Spaceteam's excellent, sci-fi, cooperative charm. Opening your map to find your next objective and figuring out the minigame required to complete it can take up so much of your attention that you won’t even notice an imposter sneaking up behind you, a distraction that seems very much intentional. Some tasks may veer too far into traditional video game territory for casual players—quickly solving an unexplained puzzle recalls WarioWare—but they add depth that makes each session unique. They keep the game from feeling like a glorified minigame. One round you're attaching wires to restore power, the next you're blasting away pesky asteroids with the weapons system. Plus, the game never requires that much speed or precision. I never felt disadvantaged by using the touch screen instead of a mouse-and-keyboard control scheme. Even if you don’t find the imposter, the crew wins if everyone completes all their tasks.Meanwhile, imposters have more than enough tools to carry out their dark deeds. As with any other stealth game, you should take the time to learn each map’s rooms and hallways, so you can skillfully navigate the environment and take out vulnerable stragglers. The biggest clue and the first question the group asks after a kill, is almost always “Where did it happen?” So, having a strong location-based alibi is key. Imposters have other perks, too. You can sabotage equipment to force crew members to waste time fixing it, pretend to do fake tasks, and hide in or escape through vents so you don’t get seen next to a corpse. But your greatest talent is your own ability to lie, deny, and blame others if you get called out. Crew members can summon everyone to emergency meetings even before dead bodies get reported, so you always need to be ready to play innocent.Among Us doesn’t need any more exposure. Before we published this review, Congresswoman Alexandria Ocasio-Cortez broke viewership records playing the game on Twitch...after some technical difficulties setting up voice chat. The game’s lingo has already seeped into broader online gamer culture, too. Among Us is more than just a fad, and its delightfully devious deception should earn this Editors’ Choice award-winning iPhone game a permanent spot in your party game rotation. Even dead players can lend a ghostly helping hand. While you can’t accuse anyone (since you already know who killed you) you can float through walls to help finish tasks faster. You can also chat privately with other ghosts to laugh about the mortals still struggling. Among Us draws huge audiences on video game live streaming services, and it’s because the game still entertains passive participants alongside active ones.When you play physical party games in person, you and your friends can tweak rules however you like. Among Us gives you similar flexibility when creating your own public and private rooms. You can adjust values as granular as the number of imposters, the number and length of tasks, and even the movement speed. You can also practice against dummies offline to get a better feel for each map, as well as learn tasks and imposter skills. Unfortunately, Among Us has no built-in voice chat. Normally, I never want to talk to anyone when playing an online game, especially untrustworthy strangers. However, Among Us requires communication to function. By default, everyone types in the chat. That’s serviceable, but so much vital emotion and nuance and performance gets lost that the game is legitimately less fun. So, I highly recommend friends use a Discord server to talk to each other, since it’s still too dangerous to meet up in person. Just make sure to play honorably and not spoil the imposter's identity.This next, more arguable flaw is less tangible, but still one worth considering. Having played other games about lying and mani[CENSORED]ting social dynamics in addition to Among Us, I sincerely think they may be too stressful for some players. Even in a game, the pressure and paranoia of accusing and being accused can honestly raise anxiety. I enjoy the cerebral and thrilling tension, but I also get why others may feel differently. Less fun are the saboteurs who aren’t supposed to be there. Like any po[CENSORED]r multiplayer game, Among Us now has its fair share of cheaters and hackers, folks who spam the chat with political propaganda or links to their websites. This is a problem the developers at InnerSloth are thankfully addressing. InnerSloth canceled a sequel to invest more in this first game and keep up with the ballooning player base. That’s great because I did encounter some technical issues, such as sound not playing or my character loading into nothing but a black screen. Still, that roughness is also part of the game’s humble, working-class, sci-fi charm, as is the flat sketchy art style reminiscent of a Newgrounds cartoon. Among Us minimum requirements Memory:1 GB Graphics Card:NVIDIA GeForce 510 CPU:Intel Pentium 4 2.00GHz Among Us File Size:250 MB OS:Windows 7 SP1+ Among Us Recomended system requirements Memory:2 GB Graphics Card:NVIDIA GeForce GT 610 Among Us CPU:Intel Core i3-2120 File Size:1 GB OS:Windows 10
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Google has partnered with Harvard Medical School to launch an app that allows anyone with an Android phone to participate in medical studies. The Google Health Studies app, available now, will train it sights first on respiratory illnesses such as COVID-19 and the common flu. With this new app, participants can provide data either through response to surveys or through sensory readings such as heart rate and temperature obtained through the phone. The project is being joined by Boston Children's Hospital. Dr. John Brownstein, Chief Innovation Officer of the Boston Children's Hospital and a professor at Harvard Medical School, emphasized the importance of such a potentially powerful tool in the effort to combat the epidemic. "With COVID-19 emerging alongside seasonal respiratory pathogens, research is now needed more than ever to develop more effective treatments and mitigation strategies," Brownstein said. "Google Health Studies provides people with a secure and easy way to take part in medical research, while letting researchers discover novel epidemiological insights into respiratory diseases." Emphasis will be placed on privacy and security, Google stated in a blog post this week. The app uses an approach called federated learning and analytics, which means that rather than collecting massive amounts of data on a single server, the Google Health studies app will hold data in a decentralized system without sharing the data. This will help provide greater control over data privacy, security and access rights, ensuring participant anonymity. Open to all adults, the program will examine data from participants as it tracks their movements within a community or as they travel. Participants will routinely report how they feel, what preventive measures they may have taken and any medical exam test results. Demographics data will be tapped as well, including age, gender and race of participants. "Researchers in this study can examine trends to understand the link between mobility (such as the number of daily trips a person makes outside the home) and the spread of COVID-19," the Google post said. Apple initiated a similar project last year with its Research app. Those studies collected data on menstrual cycles, hearing and heart health. Apple provided a ResearchKit program that allowed researchers to craft their own iPhone apps. Brownstein noted that the Android project will tap into a po[CENSORED]tion that is sometimes overlooked in studies, one that differs from the typical iPhone user. Observing that Android phone users tend to have lower median incomes than iPhone users, he said the Google Health Studies app opens a valuable avenue into new research. "Android represents probably a more diverse dataset [than iPhone]. We're pretty excited about the ability to leverage that," he said. Along with strict security measures, the new app allows participants to view all data they are providing. Google prohibits the sharing or sale of data to anyone. Participants will be able to access research findings as studies are completed.
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The Shark Pressure II Ergonomic Gaming mouse attributes a exclusive style and design, showcasing angular contours and 3 various shade choices. The Ergonomic gaming mouse features a unique structure, acquiring curved sides towards the back again of the mouse. This mouse capabilities a cable duration of 180 cm and a gold-plated USB plug to be certain a trustworthy link. The incorporated cable attributes a Textile-Braided cable to assure that this cable will never be snagged or caught on any portion of the desk. The style and design of this mouse assures that moving this mouse is quick and productive for players.These selections consist of a white, grey, and black shade solution. This variety of colour solutions makes certain that this gaming mouse will match with practically any Pc set up. This mouse also functions RGB lights on both equally the DPI button and toward the bottom of the mouse, which has the Shark Power emblem illuminated. The put in buttons offer you a lifetime of 10 million clicks, which assures a more time life span for avid gamers. This mouse features a whole of six buttons with element two buttons on the side of the mouse to be activated by the thumb, allowing for for a considerably far more ergonomic style and design for players. The Shark Drive II Ergonomic Gaming mouse utilizes a PixArt PAW3519 optical sensor. This sensor capabilities a highest polling rate of 1,000 Hz, making certain that the gamer’s actions are reflected in-video game. The Shark Drive II Ergonomic Gaming mouse is at this time obtainable through Sharkooon’s web site and options a price tag of €9.99 or around $12.14. This decreased cost could make this mouse a great choice as a Xmas reward or a surprise stocking stuffer. The Shark Drive II Ergonomic Gaming mouse now has a product page, showcasing the capabilities that this mouse gives. The write-up Sharkoon Produced The Shark Pressure II Ergonomic Gaming Mouse by Evan Federowicz appeared first on Wccftech. Tags: Cheap Gaming Mouse, Cheap Mouse, christmas gift, ergonomic, Ergonomic Gaming Mouse, Ergonomic mouse, Force, Force II, Gaming, gaming christmas deals, Gaming Mouse, Hardware, mouse, News, PAW3519, pixart, PixArt PAW3519, Shark, Shark Force II, Sharkoon has released the Shark Force II Gaming mouse, featuring an ergonomic design that features mouse curved and is designed for right-hand gamers. This mouse features a rubberized surface, which allows for a firm hold while still reducing the wrist strain if used for a longer time. The Shark Force II Gaming mouse is currently available for a price of €9.99 or roughly $12.14. The Shark Force II Ergonomic Gaming mouse is currently available through Sharkoon's website for a price of roughly $12.14 The Shark Force II Ergonomic Gaming mouse features a unique design, featuring angular contours and three different color options. The Ergonomic gaming mouse features a unique design, having curved sides toward the back of the mouse. This mouse features a cable length of 180 cm and a gold-plated USB plug to ensure a reliable connection. The included cable features a Textile-Braided cable to ensure that this cable won't be snagged or caught on any section of the desk. The design of this mouse ensures that moving this mouse is easy and efficient for gamers.These options include a white, grey, and black color option. This range of color options ensures that this gaming mouse will fit with nearly any PC setup. This mouse also features RGB lighting on both the DPI button and toward the bottom of the mouse, which has the Shark Force logo illuminated. The installed buttons offer a lifetime of 10 million clicks, which ensures a longer life span for gamers. This mouse features a total of six buttons with feature two buttons on the side of the mouse to be activated by the thumb, allowing for a much more ergonomic design for gamers. The Shark Force II Ergonomic Gaming mouse uses a PixArt PAW3519 optical sensor. This sensor features a maximum polling rate of 1,000 Hz, ensuring that the gamer's actions are reflected in-game. The Shark Force II Ergonomic Gaming mouse is currently available through Sharkooon's website and features a price tag of €9.99 or roughly $12.14. This lowered price may make this mouse a perfect choice as a Christmas gift or a surprise stocking stuffer. The Shark Force II Ergonomic Gaming mouse now has a product page, showcasing the features that this mouse provides.
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Rocket Arena Game Informations Developer:Final Strike Games Publisher:Electronic Arts Platform:Microsoft Windows PlayStation 4 Xbox One Release July 14, 2020 Genre:Third-person shooter Hero shooter The rocket launcher is one of the most recognizable weapons in multiplayer shooters. From Quake to Team Fortress, its function as a weapon morphed into an alternative means of traversal, with the risk of a self-inflicted death and the reward of superior map positioning enticing players to become proficient at rocket jumping. In Rocket Arena, both the rocket launcher and rocket jumping are core to the action. But without suitably satisfying shooting and the mitigation of all the rewards associated with its core mechanic, Rocket Arena lacks a compelling and lasting appeal. Rocket Arena features a roster of 10 playable characters, each equipped with their own version of a rocket launcher and some auxiliary abilities. The variations go from basic, such as Jayto's straight-shooting launcher and multi-missile secondary attack, to complicated, like Kayi's ability to speed up friendly rockets and slow down enemy ones. Whether you settle on the lobbed rockets of space pirate Blastbeard or the trickster abilities of mage Mysteen, Rocket Arena's characters all feature enough mechanical variety to make them stand out from each other despite all featuring the same type of main weapon. Their cartoonish designs and bursting costume colors look great, but their uninteresting backstories and few voice-lines limit the extent of their personalities.These weapon and ability differences feed into the 3v3 team play in each of Rocket Arena's competitive modes. A team cannot feature duplicates of a character, so you're encouraged to work around the selections of your teammates. Although the very brief and basic tutorial doesn't teach you about it, attacks can be combined between characters to form more powerful combos. Ability effects can be transferred onto rockets fired by teammates, for example, but attempting to coordinate both the timing and positioning for such a move is often not worth the payoff.Instead, Rocket Arena feels best when you're playing it as a regular, run-of-the-mill team-based shooter. The freedom of movement afforded by each character's triple jump lets you stay in the air and nimbly maneuver around more than having your feet on the ground, letting you dodge incoming projectiles and fire off attacks from any direction. The frenetic nature of the action combines well with the absence of traditional health bars; Rocket Arena adopts a system like that of Super Smash Bros. Ultimate, where each player has a bar that builds up when hit. The fuller the meter, the harder each hit will feel, with a well-placed shot on a player with a full bar knocking them out of the arena for a short time.Your rockets, along with those of your teammates, won't damage you, letting you experiment with the timing for rocket jumps without ending up as a mess on the floor. Chaining together shots against an adjacent wall also helps you hop vertically up it, which can mean the difference between respawning or not if you find yourself off the map. But while Rocket Arena makes the skill shot almost trivially easy to pull off, it also doesn't give you many reasons to use it. Where other shooters reward the risk of a rocket jump with the advantage of map position, Rocket Arena's map layouts and liberal vertical character movement render it almost meaningless in moment-to-moment play. Rocket jumps are still satisfying to pull off, but without any advantage to them there's no reason to perform them. Matches are therefore mostly straightforward and one-note, not encouraging the use of complex strategies to win. The different game modes break up the monotonous action to an extent, with Rocket Arena collecting all of them under its single Arena playlist. Here you play through a handful of common multiplayer match types, including deathmatch, point control, and a rocket-ball spin on capture the flag. None stand out as particularly exciting and don't capitalize on the rocket-based shooting in any fun or novel ways. Outside of Arena, Rocket Arena offers a straight deathmatch playlist, Ranked Arena play, and a forgettable cooperative wave survival mode.Rocket Arena mixes traditional character progression and some of the trappings from free-to-play shooters, including cosmetic items up for purchase via microtransactions and a season pass with additional in-game unlocks. New characters are promised for each new season of competitive play, all of which will be free to all players too. It also features standard character progression, with additional cosmetics such as alternative skins, banners, and more locked behind each character's individual level. Items that influence gameplay cannot be purchased, and only a handful of skins require either real-world money or a large portion of the in-game currency you earn while playing. Passive character perks are unlocked irrespective of individual character levels, and can be shared between characters too. They don't make a large enough impact on gameplay to make new players feel at a disadvantage, but they are good rewards for sticking to the character you like to play as most.Rocket Arena's approach to being a more approachable shooter, from its colorful, whimsical characters to its forgiving rocket launcher mechanics, makes it easy to appreciate at first glance. Its frenetic mix of explosive-based shooting and easy-to-understand character abilities let you start having fun fast, but its lack of depth and uninteresting modes don't maintain the momentum. Rocket Arena undermines its main rocket-jumping hook by making the strategy meaningless amongst its other mechanics, and its shooting grows stale in the process. There's limited fun to be had with its frenetic and fast shooting action, but it's lacking strong lasting appeal.Electronic Arts put out a new PlayStation 4 game earlier this week and there's a pretty good chance you never even knew it existed. Rocket Arena is a 3v3 online multiplayer experience seemingly designed for the younger Fortnite crowd that takes Quake’s rocket jump and designs a game around it. That may be a pretty cool concept, but a questionable pricing structure will stop this one from hitting the mainstream.Rocket Arena borrows heavily from the likes of Overwatch with 10 different heroes to choose from, each packing their own abilities and weapon. Unlockable artefacts containing stat boosts can be used to customise a character and make them your own, and then it's time to sample the game's four modes. Team Deathmatch is a mainstay while Rocketball, Treasure Hunt, and Mega Rocket supply objectives to focus on. No matter what the main task is, however, you'll always find yourself rocket jumping about the place and lining up projectiles to ensure they collide with their designated target. The modes themselves are all completely competent in their own right, but there's not enough here to support more than a few hours of fun. Rocket jumping and blasting an opponent into the sky always comes with a quick dose of satisfaction, but the overall experience starts to wear thin much quicker than we were expecting.The game will also struggle to maintain a significant player base at a price of £24.99/$29.99. Rocket Arena would have had a much better shot at success as a free-to-play title, especially so when it launches with a store already packing a premium currency. Skins, cosmetic patterns, and return trails — you know the drill by now. However, perhaps the most audacious aspect of it all is that players are currently being asked to pre-order a Battle Pass. I wish it weren't so hard to find a mellow multiplayer shooter. All of my current favorites are hyper-competitive tactical games that tense up my entire body. I want more of the opposite—a laid-back shooter that goes down so smooth that eight matches can fly by before I know it. That’s definitely not what I thought I was getting into with Rocket Arena, a shooter that presents itself like yet another contender in an increasingly crowded pile of hero-based service games. It kind of is one of those, but it's also a throwback to when shooters weren't so cutthroat.With a name like Rocket Arena, you might expect something similar to the original Quake mod, but the resemblance ends at rockets. This is a team-based shooter that's really obsessed with those classic fire-propelled projectiles. Final Strike Games has essentially deconstructed the rocket launcher and crafted a tasting menu of its various interpretations. Not every hero shoots literal rockets, but the spirit of rockets is there throughout. Kayi’s crossbow? Sharp rockets with a long windup. Mysteen’s throwing cards? Magic bundles of burst-fire rockets. Boone's blunderbuss? Sniper rockets!Triple jumps and movement abilities make nailing that perfectly led shot a lot more challenging than it was in my Halo days. Instead of one-shot showdowns, Rocket Arena's weapons and abilities are tools to knock each other out of bounds. Taking continuous damage fills a meter that makes each subsequent hit knock you farther into the sky until you can't recover and get “megablasted” through the map barrier. It's basically Super Smash Bros’s knockout mechanic in a full 3D space, and it's a perfect fit for the lighthearted fun that Final Strike Games is going for. After being knocked out, you’re slowly floated back to a designated respawn point and back in the fight. It's a small detail, but staying with my character during these respites helped me learn maps faster and plan my next move from a bird's-eye view.There's a lot of great visual and audio feedback that sells its concussive rocket blasts without the need for blood squibs or meat chunks. Repeatedly hitting enemies plays rising musical notes that build the tension of a close fight. When you finally build their damage meter enough to score a megablast, you hear the intoxicating crack of a bat as they soar out of the map like you've hit a home run. I've gushed over Valorant’s post-kill violin stings and Call of Duty: Modern Warfare's overpowering impact sounds, and this also releases the good brain chemicals.Combat is (slightly) deepened by unique secondary attacks, movement abilities, item pickups, and simple upgrades equipped out of game. The random item pickups can grant you a small speed boost or throwable bomb in a pinch, but they don't hand you the fight. Some movement abilities feel overpowered, like Rev's freeform flight ability that lets her quickly reposition in any direction or recover from a near-knockout better than anyone. Her mobility sticks out especially because it's so easy to get juggled by multiple enemies without a good chance of recovery. You can dodge rockets with a well-timed press of Q (again, very similar to air dodging in Super Smash Bros), but the cooldown is so long that it rarely feels useful. The entire combat dynamic could be more interesting with more skill-based ways to avoid fire. Right now, follow-up shots in midiar are so punishing that trying to recover feels like a waste of time. It's often faster to just fall out of bounds and reset.I dig how each of the 10 launch characters distinguish themselves in action, but on the whole, Rocket Arena looks forgettable. It has a cutesy fantasy-tech look that's starting to blend together into a lot of hero games. Rocket Arena Minimum Requirements OS: Windows 7 64-bit Processor (AMD): Phenom X3 8650 or better Processor (Intel): Core i3 or better Memory: 4 GB Graphics Card (AMD): Radeon HD 4850 or better Graphics Card (Nvidia): GeForce GTX 460 or better DirectX: 11 compatible video card or equivalent Multiplayer Online Connection Requirements: Broadband internet connection Hard Drive Space: 30 GB Rocket Arena Recommended Requirements OS: Windows 10 64-bit Processor (AMD): Phenom II X3 or better Processor (Intel): Core i5 or better Memory: 6 GB Graphics Card (AMD): Radeon RX 480 or better Graphics Card (Nvidia): GeForce GTX 1060 or better DirectX: 11 compatible video card or equivalent Multiplayer Online Connection Requirements: Broadband internet connection Hard Drive Space: 30 GB
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DH1 i like this song
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Earlier this year, Amazon bought Zoox, a relatively unknown company, who was working toward autonomous vehicles. At the time, Amazon consumer business CEO Jeff Wilke stated that “Zoox is working to imagine, invent, and design a world-class autonomous ride-hailing experience,” and now they have something to share. Today, Zoox posted on Twitter the first look at its all-electric ride service vehicle. After playing Cyberpunk 2077 and then seeing this video, it feels like we are taking one step closer to that future. The Zoox vehicle is setup for up to four passengers facing each other on cloth bench-style seats. Inside, riders will find touch screen displays to customize your ride by setting the music and temperature. There are also cupholders and a center console area on each side of the car for wirelessly charging devices. Look at the video for yourself, but this thing seems pretty cool.According to Zoox’s website, under the hood is a 133 kWh battery paired with a wireless charging solution to make fleet charging easy. There are also dual motors and four-wheel steering to make the already small vehicle easy to maneuver. For the passengers, there is an active suspension system, so it should feel incredibly smooth wherever your taxi is taking you.As for the passengers' safety, there is a redesigned airbag that should protect all riders equally should there be an accident. It is unlikely for that to happen, though, as the vehicle has plenty of cameras, LIDAR sensors, and RADAR sensors for a full 360-degree scan of the surroundings up to 150m away. It uses this data to compute what could happen next and then adjusts accordingly. If you are still concerned about the vehicle's overall safety, Zoox has uploaded 45 videos of autonomous driving on YouTube alongside the reveal trailer below.The vehicle, which Zoox describes as a driverless carriage or robotaxi, can carry as many as four passengers. With a motor at each end, it travels in either direction and maxes out at 75 miles per hour. Two battery packs, one under each row of seats, generate enough juice for 16 hours of run time before recharging, the company said. To commercialize the technology, Zoox plans to launch an app-based ride-hailing service in cities like San Francisco and Las Vegas. “This is really about re-imagining transportation,” Zoox Chief Executive Officer Aicha Evans said in an interview with Bloomberg Television. “Not only do we have the capital required, we have the long-term vision.” The company also plans to launch ride-hailing services in other countries, Evans said. Executives didn’t say how much rides would cost but that they would be “affordable” and competitive with services operated by Uber Technologies Inc. and Lyft Inc. Nor did they say when the service would launch but confirmed it wouldn’t happen in 2021. In a video released Monday, Evans used Zoox’s app to hail the vehicle outside San Francisco’s Fairmont hotel and took a spin around the block. Acquired by Amazon in June for an undisclosed sum, Zoox is one of several companies racing to put fully autonomous vehicles on the road, an effort that’s taking longer than anticipated. Most are testing retrofitted conventional cars on public roads, and few are commercially deployed. In October, Alphabet Inc.’s self-driving unit Waymo started a fully driverless taxi service in suburban Phoenix. General Motors Co.-backed Cruise LLC is also testing autonomous cars -- recently without safety drivers -- in San Francisco, using a fleet of electric vehicles based on the Chevy Bolt.Zoox isn’t the first to unveil a fully autonomous passenger vehicle. GM’s Cruise showed off a battery-powered shuttle in January. Called the Origin, it also does away with many of the controls present in conventional cars: pedals, rearview mirrors, steering wheel. Cruise plans to commercialize the Origin through a ride-sharing service and says it’s cheaper to run than a conventional car. Zoox’s vehicle is similar but smaller. On each corner a “sensor pod” houses a spinning laser sensor and other lidars and as well as cameras to help it navigate. A pair of front-facing cameras sit atop of the vehicle, with other less-visible sensors mounted on the sides. Each corner pod has a 270-degree field of vision, enabling the car to see more than 360 degrees of terrain at once.The vehicle’s safety features include airbags that form a cocoon around each passenger in the event of a crash, which Zoox says is unlikely given its confidence in the technology. The company can manually operate the vehicles remotely and communicate with passengers in real time. For those worried about privacy, Zoox says passengers will have the option to blur images captured by the on-board camera. When Amazon acquired Zoox, industry watchers speculated that the e-commerce giant eventually planned to deploy fleets of driverless delivery vehicles. In the interview, Evans said there are currently no plans to do so but acknowledged that “at some point we could move packages.”
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Apple is halving the commission it takes from the sale of apps and virtual goods sold within them from many of the smaller developers using its stores.From January, any existing app-maker who earned $1m (£830,000) or less from Apple's marketplaces in 2020 will only have to give up a 15% cut in 2021.That compares to the standard rate of 30%. New developers also qualify.It follows widespread criticism by developers of the fees Apple charges, and coincides with anti-trust scrutiny.Chief executive Tim Cook was questioned several times about the rates his firm charges when he appeared before US lawmakers at a competition hearing in July. It emerged there that Amazon had negotiated a special 15% rate for in-app charges within its Prime Video app.And the preceding month the European Commission opened its own probe into the marketplace's rules.Apple, however, has characterised the move as being a natural evolution of its policies, which it had made after listening to feedback from its developer communities.About 28 million developers use Apple's store, and the firm says the vast majority of those who charge fees will benefit.But it has not provided a figure for how many it forecasts will be affected.One of those who will earn more told the BBC he welcomed the move, but said that might not be true of everyone."Earlier in the year, Apple faced a lot of bad PR because it was seen to be capitalising on the pandemic by charging its 30% cut on small businesses - like those offering fitness training or classes - that had gone virtual via an app," said Benjamin Mayo, creator of the Daily Dictionary and Bingo Machine apps."So they and others of us in the indie community will see this as a good thing."But the bigger apps like Spotify and Epic will likely see this as unfair as they're being excluded despite earning the App Store more money."Video game Fortnite's developer Epic later confirmed this point.This is a clever move by Apple to try to show both developers and regulators that it is responding to concerns that it abuses its dominant position in the iOS app market. But there is less to this change than meets the eye. Sure, the cut in commission will probably benefit the vast majority of its 28 million developers. But as Apple won't be transparent about how many of them release paid apps but earn less than $1m a year from them, we can't put a number on how many will be affected. Similarly, the company won't tell us what proportion of its App Store revenue comes from developers earning more than $1m who will continue to pay a 30% commission. What we do know is that services now make a very important contribution to Apple's bottom line and it's thought it earned $50bn from the App Store in 2019. You can bet that this move is not going to affect that flow of cash in any material fashion. Cynics will say this is a divide-and-rule strategy to quieten the complaints from smaller developers. But don't expect the giants - or indeed the EU regulators - to turn down the volume.Under the new scheme, the 15% rate applies if their total earnings from apps sold via Apple fell below the $1m threshold the previous year. But it rises to 30% again for any additional sales made beyond $1m during 2021. The $1m figure is calculated on the basis of the developers' post-commission earnings rather than the total revenue of their products. And Apple intends to continue the initiative in later years. Cut-off point One quirk of the scheme is that it gives developers an incentive to pull products or make them free towards the end of the year to avoid crossing the cut-off point. This is because if a software-maker earns $1,000,001 they would face the full 30% rate the following year, but if they made $999,999 they would qualify for the discount. An alternative would have been to simply let all developers benefit from the lower rate on the first $1m of their earnings. But the tech giant has indicated it wanted to limit the scheme to its smaller, independent developer community and believed this was the best way to do that. Market research firm Sensor Tower told the BBC its data suggests about 4.9% of the App Store's total revenue in 2019 came via those earning less than $1m. "Other platform holders who have yet to budge on their own 30% cut will be taking note and may now feel the need to act," said Craig Chapple, a strategist at the firm. "This would be something to celebrate were it not a calculated move by Apple to divide app creators and preserve their monopoly on stores and payments, again breaking the promise of treating all developers equally," said the firm's chief executive Tim Sweeney.Sole storeBy design, the scheme will exclude the highest-earning software creators for Apple products.At present, the only way for developers to offer native apps - rather than those that run via a web browser - for iPhones, iPads, Apple Watches and the Apple TV set-top box is via the firm's App Store.By contrast, they can sell their products directly to consumers or via alternative marketplaces on its Mac computers.
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Ash Of Gods Game informations PLATFORML:PCPlayStation 4Switch DEVELOPER:AurumDust PUBLISHER:Ravenscourt REVIEWED ON:PlayStation 4 I always find it a little bit odd in fantasy stories like the one in Ash of Gods: Redemption that people who deal with dragons and magic and curses on a daily basis steadfastly refuse to believe in very specific things like, I don’t know, the resurrection of an ancient evil, for example. “The Bogmonsters have returned? Pull the other one – they’re not real!” they cry, whilst literally using magic to clean the dragon blood off their mithril underwear.It’s for the audience’s benefit, of course, in that it gives us something to relate to in our boring old, decidedly enchantment-free, world. But it’s still trite. If just once one of these vaguely Western European-slash-Dark Age British civilisations was actually prepared for the second coming of the Bogmonsters, we might get an original story.Ash of Gods: Redemption, based on the works of Russian author Sergey Malitsky, has its own version in the Reapers, former angel-like beings who have turned on the mortals of the world of Terminus in the absence of an overseeing God. Quite surprisingly to the people of this world, the Reapers have returned – which is a bit weird as everyone talks as though such a return was inevitable and they’ve all been waiting for it.As the Reapers lay waste to the land with fire and sword, they also spread a lethal plague, identifiable by a black mark on the back of the neck, that eventually sends common people into a homicidal rage. The story, split into three narratives, isn’t too bad at all as a concept. The issues arise due to how its told. It could be down to the translation from Russian novel to English-language video game, but there are certainly problems with delivery. Some of the lines are noticeably clunky, and some are just plain cringeworthy, not least due to the exposition clumsily shoehorned into even the most pedestrian of conversations.Thats an exaggeration, but not an overly facetious one. Oftentimes the exposition is incredibly ham-fisted, which isn’t helped by the unnatural way characters talk to each other. Each of the three narratives follows a different character: Captain of the Guard, Thorn Brenin, whose daughter is infected by the Reaping sickness; troubled Immortal Hopper Rouley who seeks redemption for failing humanity; and the brooding badass assassin Lo Pheng. There are multiple branches leading from each, some of which are heavily signposted but some of which you can’t possibly plan for, and so feel a little cheap. For example, a seemingly insignificant choice made as Thorn in the opening moments directly decides which character dies later in the act and there’s no possible way to know that at the time which, while oddly reflective of the chaos of real life, makes the choice meaningless because you don’t know it has stakes at all. It’s almost as if AurumDust were trying to outdo a certain other game that Ash of Gods is worryingly similar to.Which it is, quite blatantly. I’ve avoided talking about the big curly-horned giant lurking in the corner of the room, but there’s no way to nonchalantly sidle past it anymore: Ash of Gods is very much like The Banner Saga. And by “very much like”, I mean “almost exactly the same as”. There are differences, which we’ll get to, but in terms of the aesthetics and the combat mechanics, they could be part of the same series. The art style is almost identical, using 2D rotoscoping and identically directed dialogue scenes. The combat is so similar I actually double-checked who developed Ash of Gods during the tutorial to be sure it wasn’t Stoic. Ash of Gods attempts to one-up The Banner Saga’s branching interactive story, offering more decision points, some of which have severe consequences (almost everybody, even major characters, can die in this game). Sounds fine in theory, but the game provides very little context to base your decisions on and no way to track the outcome of your choices. For example, the gift you decide to buy your wife near the very beginning of the game will decide whether a completely unrelated character lives or dies several hours later. It doesn’t feel like there’s much point in trying to choose the smart or morally right/wrong answer when the outcomes are often so arbitrary. Ash of Gods’ devs claim this is an example of intentional “roguelike storytelling,” which is cute branding, but a tad disingenuous. Randomly-generated dungeons are fine, but randomizing storytelling just results in incoherence.Ash of Gods’ battles are, like everything else in the game, nearly identical to The Banner Saga. After choosing a party of up to six characters, you take to a grid-based battlefield for turn-based combat. Characters come in several classes (basic swordsmen, tanks, archers, healers, and so on) and possess a variety of abilities that unlock as the turns pass. Kill the bad guys before they kill you – basic stuff.Unfortunately, Ash of Gods unthinkingly replicates some of The Banner Saga’s worst mechanics – your characters, annoyingly, block each other on the battlefield, and the turn system is a mess. You and your opponent take turns moving your fighters and you can only return to a character once everybody else on your team has moved. There’s no speed stat or Active Time Battle system that lets faster characters act more often. This means it’s actually a disadvantage to field a full team – you’re often better off sending only one or two strong characters into battle, as they’ll be able to get more attacks in and won’t get beaten up on when waiting for their turn. Ash of Gods exacerbates this exploit with its poorly-balanced roster (seriously, never use anybody but Lo Pheng during his chapters) and by removing Banner Saga’s Ash of Gods does tweak battles in a few small ways. Banner Saga’s armor and willpower (used for extra movement and activating abilities) stats are combined into the single “energy” stat. This simplifies things, and adds a new strategic layer – unlike Banner Saga, where you pretty much had to chip away an enemy’s armor before taking them down, you can directly attack your opponents’ health in Ash of Gods, but reducing their energy will make them more vulnerable and limit their ability use. It feels like a more meaningful choice. Ash of Gods also adds a card-based magic system, but it’s too simple to make much difference. It feels like Ash of Gods’ developers wanted to add a bullet point to their game, but Despite all the issues, Ash of Gods’ battles have their gratifying moments. The smooth animation and splashes of gore make scoring kills undeniably satisfying. Ultimately though, this is, in almost every aspect, a slightly paler version of a battle system that had its issues to begin with. Serviceable, but a far cry from truly great strategy RPG series like Fire In between battles and story bits, you’ll have to deal with some light party management and survival elements. Lots of games borrow from others, but the problem with lifting the battle mechanics from The Banner Saga in such a wholesale way is that they’ve carried over the faults, too. The occasionally fiddly, turn-based clumsiness of Stoic’s game is fully present in Ash of Gods, which tries to make up for aping everything down to the animation style by inserting a superfluous battle card system that even the characters don’t seem to understand. That said, the array of skills and abilities possessed by each character offer some variety, and the fact that nothing is based on luck makes for some decent tactical challenges. It’s also fair to say that Ash of Gods’ dual stat system is better implemented, replacing Armour and Health with Strength and Energy, and having the former suffer when the latter is damaged. It adds a little more depth to combat than simply hacking at armour before hacking at If you’ve never played The Banner Saga, chances are very few of Ash of Gods’ shortcomings will bother you. The laboured dialogue can be forgiven, as can the expositiom, to a certain extent, and the combat is genuinely good. But because its so similar to Stoic’s game and because Stoic’s game is so beloved, the imitation actually does it harm. Despite a similarly grim setting, The Banner Saga’s writing is emotive and often strangely beautiful.For its low price (£25, even on Switch) Ash of Gods is a decent game with plenty of story and incentive to run through it a few times and make different choices. Howewer, unless you’re really enamoured by the story set-up, I’d still recommend The Banner Saga to genre newcomers as it remains the better choice. But if you’ve already played Stoic’s trilogy and are looking for a similar experience, AurumDust have produced the next best thing.Then, there's the card element. Instead of attacking or moving, you can also play a card (from a hand that you choose) during combat. These cards contain options such as restoring health or upping your defence. While it did add something unique to the experience, the game would have worked just fine without it. We're not complaining, but it felt like just another So, now we've had our little moan, let's get back to talking about something more positive. Ash of Gods: Redemption is stunning. Graphically it has a lot in common with The Banner Saga, and a lot of people have pointed out the visual similarities. For our part, we were also reminded of Dungeons & Dragons, the po[CENSORED]r animated kids show from the 1980s. The cartoon style worked perfectly for us, though, and not just the characters that look good, the textures and backgrounds are also well done. The visuals perfectly set the scene for this tale of a land cursed by the reaping, yet it seems only right that we also offer a nod to the amazing soundtrack. At times it sounded like Enya had made an apocalyptic themed So, to sum up, this story-driven adventure has a beautifully written narrative, and if story games are your thing, then cast your eye here. It can be a little heavy at times, but there's plenty of a reply value if you get into things. For those who just want some quality turn-based combat to mull over, this might not be the best option because even if the combat works well it can feel clunky and uninspired. All in all, Ash of Gods: Redemption is a stunning game with a great soundtrack that tells some interesting stories, but it's not a tactical masterpiece and it tries to do just a bit too much for its own good. Ash of Gods System Requirements (Minimum) CPU: Intel Core 2 Duo 2.5 GHz CPU SPEED: Info RAM: 1 GB OS: Windows 7, 8, 10 VIDEO CARD: Nvidia GeForce 9600 GS / ATI Radeon HD 2600 PIXEL SHADER: 4.0 VERTEX SHADER: 4.0 SOUND CARD: DirectX9 Compatible FREE DISK SPACE: 5 GB DEDICATED VIDEO RAM: 256 MB Ash of Gods Recommended Requirements CPU: Intel Core i5 3.0 GHz CPU SPEED: Info RAM: 2 GB OS: Windows 7, 8, 10 VIDEO CARD: NVIDIA GeForce GTX 760 / AMD Radeon R9 280X PIXEL SHADER: 5.0 VERTEX SHADER: 5.0 SOUND CARD: DirectX9 Compatible FREE DISK SPACE: 5 GB DEDICATED VIDEO RAM: 2048 MB
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ahahahha look what happend.i told i will quit you from here and i already did.About proofs of you abbused me with my name you can keep them and try this to another server because you are too weak for newlifezm.As i am already alive i will not allow you anymore to distrub my server newliife.Good bye and enjoy your sweet ban
Maybe i will be the next but i stayed clear as i can.
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problem is already solved Special thanks to @TheDark™ G/L
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Cat Informations:She is about 3 years and her name in english is Beautiful I founded her in a street when she was young and very hungry. Dog Informations:He is boy.His name is Teo and is 2 years.He likes to play all time with ball or attacking some peoples when he is not good.I buy it in capital of Albania when he was about 4-5 months i LOVE BOTHS OF THEM
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Your Nickname: Rei Your Problem: when i open cs it says:The game will now run in software mode I changed many times in cs from software mode to openGL but when i open it again it doesnt work and i dont know why.I searched some solutions in you tube but they didnt help me Screenshot: