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RiZ3R!

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Everything posted by RiZ3R!

  1. Intel's flagship Alder Lake processor pushes past AMD's current offerings. A series of images provided by Twitter user @hw_reveal (via videocardz) allegedly shows Intel's Core i9 12900K processor breaking the 30k score barrier on Cinebench R23. We know that some qualification samples of the Alder Lake CPU have shown up and are being sold in China for over $1,000, not to mention partners are bound to be testing by now, so there is a chance that there may be some validity to these leaked images. What's impressive about the 30,549 CPU multi-core score is that it appears the i9 12900K hasn't been tweaked, modified, or overclocked—as far as we know, anyway. It just passes the AMD Threadripper 2990WX's 30,054 Cinebench score and blows past a non-overclocked AMD Ryzen 9 5950X, which usually scores in the 28k ballpark. This is kind of a big deal considering the 5950X retails for $799: If last week's retail leaks prove correct, Intel's new flagship CPU will be selling for a lot less than that. You can attribute the performance to Intel's hybrid design that combines Intel's high-performance CPU cores with its lower-spec silicon. Hence the 8+8 count because of eight big cores and eight smaller, more efficient ones. We don't see any single-core CPU scores, though leakers claim it to be over 2,000, making it higher than any desktop CPU currently on the market. You can see how other CPUs would stack up against the i9 12900K right here. The motherboard used is a Gigabyte Z690 AORUS Ultra with PCI Express 5.0 and DDR5-5200 memory for more added context. If true, this would be a massive boon to Intel; consider how underwhelming we found the Core i9 11900K in our review earlier this year. We expect to see the first of these Alder Lake CPUs showing later this year but as early as October.
  2. Are you getting this bug too? In the days since iOS 15 has been released, users are reporting an error message that's popping up, saying 'Storage Full', even though their iOS device has plenty of free storage. Others are also reporting iCloud Photos issues, with photos refusing to upload, alongside non-responsive widgets. A major iOS update usually sees some bugs that get past the public beta period, such as iOS 14.2 not showing all incoming notifications, or iCloud syncing issues in iOS 13. With the iPhone 13 series on the cusp of shipping to users, it won't be a surprise if we see an iOS 15.01 release very soon, which will hopefully bring some fixes for these issues. When could iOS 15.01 land? IOS 15.1 is already available to download through the public beta program, which brings back SharePlay. This is a feature that allows you to watch a video or listen to music with a group. A .01 update has usually been brought out within the first two weeks of the major release, so we may see iOS 15.01 arrive by the first week of October.
  3. ¤ Your Nickname (same as in forum): RiZ3R ¤ Your Address Skype, facebook: live:b621caae8b32ea92 Skype ¤ Age: 20 ¤ Languages That You Can Speak: English ¤ Your Location: Pakistan ¤ Experience As Admin (last server GT link): about a year as manager in half life 2 years ago ¤ Can You Stay Spectator Or Playing Between These Hours (24:00 To 12:00 PM): yes ¤ Link Of Hours You Played On Server ( CLICK HERE You Must Write Your Nickname) 29 Hours ¤ Reason That You Want To Be Admin: Playing alot so would like to have admin ¤ Password/key for admin[ Read The Rules to find it] :NewlifeZM2025
  4. But the underlying issue isn't quite what it seems. Bethesda released a new Deathloop patch today that it says will partially fix for the game's occasional stuttering issue. Version 1.708.4.0 is available now on both the Steam and Bethesda launcher versions of the game. Bethesda says the patch "addresses an issue experienced by some players on PC whereby mouse-based camera movement could result in the appearance of 'stutter.'". Bethesda added that a separate stuttering issue seemingly caused by high framerates on PC will be addressed in the future once they have more information. Despite positive reception overall, many of the game's negative reviews on Steam included comments about stuttering during gameplay. While theories about what caused the stuttering ranged from everything including Denuvo DRM to memory write access errors, Digital Foundry's latest video on the subject first indicated that the problem lied with mouse-based movement. As Digital Foundry tells it, the stuttering was simply a result of the camera movement stopping every 14 frames if playing with a mouse on 120 fps. They say it's not really your GPU or CPU struggling to produce a high framerate, it's the camera animation. If you change your framerate to something like 100 fps, the camera actually increases its speed for one frame, adding an unintended (if slight) extra bit of distance to your mouse movement. Variable refresh rate monitors with G-Sync or FreeSync at unlocked framerates would also appear to stutter. less frequent issue Digital Foundry discovered is that when you load up a new map, every 600 frames may be a redundant frame, causing an actual stutter. It appears that a simple reboot of the game or loading a new map may fix the issue. We haven't had too much trouble with stuttering issues in Deathloop up until now, and after a brief test in the new patch, the game seems to be running as well as it was before. If you're still itching to play, check out the best settings for Deathloop on PC or our tips for getting started in Deathloop.
  5. Use of C++ limits our options, Google Chrome developers say The Google Chrome security team has shared that it has no qualms about imposing a slight performance penalty on future versions the web browser if this helps make it more secure. Quoting earlier research that revealed that 70% of all security issues in Chrome concern memory safety bugs, the developers listed the various approaches it could take to improve the security of the browser. In a joint post, the members of the Chrome security team called application security a “cat and mouse game”, before discussing the available approaches and arguing that any practical solution would come with a slight performance hit. Safer development environment In broad terms, compile-time checks, runtime checks, and using a memory safe language, are the three approaches that the developers reason could help make Chrome more secure. In an ideal world, they say they’d have loved to make C++ safer at compile time, if it wasn’t for the design limitations of the language. “So, we’re mostly left with options 2 and 3 - make C++ safer (but slower!) or start to use a different language. Chrome Security is experimenting with both of these approaches,” explain the developers. The developers list MiraclePtr as one of the solutions that will play a significant role in future Chrome security initiatives. Although the solution involves earmarking a portion of memory, which is a precious resource on a mobile device, the solution could help eliminate over half of the use-after-free bugs in the browser, according to the developers. Rust for safety At the same time, the team is continuing to look at how it can use a memory safe language, such as Rust, for parts of Chrome in the future. The search giant has some experience using Rust for this purpose as its Android security team is experimenting using the language in the mobile operating system’s low-level system-code to reign in the number of Android memory-based security vulnerabilities. “We’ve started to land limited, non-user-facing Rust experiments in the Chromium source code tree, but we’re not yet using it in production versions of Chrome - we remain in an experimental phase,” say the researchers, explaining that the use of Rust brings with it its own set of complexities.
  6. Is there such a thing as a display that's too big? LG's new line of Direct View LED Extreme Home Cinema displays are the latest to test that question, and the most expensive setups cost as much as an actual movie theater, or somewhere around the price of the helicopter you might want to use to airlift your new TV through your roof. Yes, these are real products that LG is selling to anyone with a big enough bank account. And while the power draw, nightmarish upkeep, and need for neck stretches before you play Deathloop are all scary to think about, having a stupidly large television with its own orbit is a hell of a flex. The sizes for this family of theater displays start at a massive 81 inches and go all the way to 589 inches of high fidelity overkill with resolutions ranging from 2K to 8K. They're the most absurd displays we've seen from LG since they showed off an $87,000 roll able OLED TV last year. The thing that makes Direct View LEDs better than your usual LED TV is that they offer higher brightness and contrast and are designed for rooms with lots of windows (you know, like your giant glass mansion) and high ambient lighting. “This truly is the supercar of home display technologies, offering hand-constructed quality and performance that appeals to those with luxury lifestyles who want something that is not only immersive but also highly exclusive,” said LG Electronics USA’s vice president in charge of DVLED displays, Dan Smith in a press release. “LG DVLED Extreme Home Cinema Display technology is rated to last 100,000 hours before reaching half-life, meaning that it could deliver stunning visuals for over ten years." Once installed, you'll be given on-location training, twice a year 'health checks' for three years, and LG Connected Care (which lets LG remotely monitor your display performance), and a five-year warranty. These services are valued at around $30,000, according to LG.
  7. Nickname : RiZ3R Age:20 Profile Link :RiZ3R How much time you can be active in Forum & TS3: 8 to 10 hours Link of Reviews you have posted recently: Gadget Review Hardware Software How much you rate VGame Reviewers Team 1-15:15 Why do you want be part of the Reviewer's team: I would like to be a member of this team and help the staff Any suggest you want to make for your Request: I was with the team couple years before
  8. Hello guyz Im proposing this to remove the multi jumps from nemesis As soon as some one uses nemesis everyone gets inside and plants lm which is than very hard to get to them and pretty boring for those who are dead or alive hiding somewhere else When the nemesis has no multi jumps and has the single jump players would fly and try to avoid nemesis using jetpack and would be more fun and challenging for both players and nemesis whats your thoughts
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  10. Google Pixel 6 series will reportedly become available for pre-orders starting October 19 with sales beginning October 28. Ahead of its launch, a couple of reports state that the upcoming Pixel smartphone series will feature 33W wired fast charging and a Live Translate feature — that may also be available on other Pixel smartphones running Android 12. The report also states that even though Pixel 6 and Pixel 6 Pro will support 33W fast charging, Google will not ship the smartphones with a 33W charger in the box. As per sources cited by XDA Developers, Google will add support for 33W fast charging to Pixel 6 and Pixel 6 Pro smartphones. The publication has also shared some regulatory labels for the Pixel smartphones that Google reportedly submitted to Taiwan's National Communications Commission (NCC). The charging label shows that the soon-to-be-launched Pixel smartphones will support 5V/3A (15W), 9V/2A (18W), 9V/3A (27W), and 11V/3A (33W) charging speeds. A report from August also stated that the Pixel smartphones will be shipped without a 33W charging brick. Another report had suggested 23W wireless charging support. XDA Developers have also reported about a Live Translate feature, which is said to debut with the Pixel 6 series but may also be available for other Pixel smartphones running Android 12. The Live Translate feature will reportedly translate captions, messages, text detected in the camera viewfinder, and act as an interpreter based on the language chosen by the user. The report shows how to set up the Live Translate feature on Android 12 — found under Settings > System. The settings show a toggle for turning the feature on or off. It is also said to give users the option to choose the language a user wants the translation in and if they want to download the language pack over mobile Internet. There are more than 50 languages that are said to support the Live Translate feature.
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  11. Apache OpenOffice says a fully patched release is coming soon Cybersecurity researchers have discovered a remote code execution (RCE) vulnerability in Apache OpenOffice (AOO), which can be abused through a malicious file to execute malware on the machine. The vulnerability tracked as CVE-2021-33035 was highlighted by Eugene Lim at HackerOne's Hacktivity online conference, who has just started foraying into vulnerability research. AOO isn’t as widely used as its other open source fork, LibreOffice, and had its last official release back in May. Still, the office suite has clocked hundreds of millions of downloads, leaving virtually all users vulnerable. Interestingly, while the app's source code has been patched, The Register reports that the fix has only been made available as beta software. "We endeavor to roll the release for Apache OpenOffice 4.1.11 within the month, hopefully sooner, and publish the CVE-2021-33035 before the release," said Dave Fisher, on behalf of the AOO Project Management Committee (PMC), in a statement to The Register. Escaping scrutiny Instead of focussing on a particular software, Lim was advised to direct his attention on file formats. A quick search led him to the dBase database file (DBF) format, which was created over four decades ago, but is still used as a data storage mechanism by modern apps such as Microsoft Office, LibreOffice, and AOO. In a technical blog sharing details about the vulnerability, Lim explains how he was able to find the RCE bug in DBF without too much effort. “This begged the question: why did no one discover this bug earlier? As an open-source program, OpenOffice would undoubtedly have been automatically scanned by various static code analysers, which would have easily picked up the unsafe memcpy,” writes Lim.
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  12. The chip shortage could turn into a chip oversupply by 2023, according to analyst firm IDC. That's perhaps not a fix-all solution for those desperate for new graphics silicon today, but, hey, at least it offers some hope that this isn't going to last forever, right? The IDC report (via The Register) notes that it expects the semiconductor industry to see "normalization and balance by the middle of 2022, with a potential for overcapacity in 2023 as larger scale capacity expansions begin to come online towards the end of 2022." Manufacturing capacity is also said to be already maxed out for 2021, meaning every fab is booked up for the remainder of the year. Though it's reportedly looking a little better for fabless companies (i.e. AMD, NVidia) to get hold of the chips they need. Although with that comes warning of material shortages and slowdowns to back-end manufacturing (all the processes needing to be done to the wafer after it's been produced). With the added pressure of the holiday shopping bonanza towards the end of the year, and low supply leading up to the busy period, I'd take a guess that we, as customers, are unlikely to feel the benefits of the somewhat improved supply—I'm happy to be proven wrong, however. But that's still good news regarding next year and into 2023, although largely in line with what we've heard from Intel and TSMC over the past year in regards to supply issues. As for what large-scale capacity expansions are on the way, there are a multitude of fabrication plant projects in the works. Intel, Samsung, and TSMC (to name only the largest) are all planning entirely new advanced chipmaking facilities, including heaps in the US. However, the majority of these fabs won't be powered on and pumping out chips until much later than 2022. So an improvement like the one the IDC report must also depend on investment going into maintaining, improving, and expanding existing foundry capacity. As new process nodes begin to reach volume production that too will also help ease current congestion. Manufacturers will be cautious to going overboard in increasing supply, though. They're selling absolutely everything they can build right now and overdelivering on the supply front could leave them swimming in leftover chips or having to drop prices. That actually happened to Nvidia once, and it did not end well. It's a bit of a tightrope: on the one hand, the massive potential in serving more products to more customers; on the other, the potential to be left with expensive fabs not making as much profit as they could be. As all this correlates to gamers, it's graphics cards that appear the most affected by silicon shortages and massive demand more than any other component. GPU prices have appeared to drop substantially since early year highs, although the latest reports suggest we're not out of the woods yet. So I wouldn't expect major shifts in graphics card supply in 2021, even if the IDC report rings true. I will say, though, that since both analyst and CEO seem to agree that 2023 will be back to normal, I'm quietly hopeful for that outcome. At least that way we might stand a chance of picking up at least an Nvidia RTX 4000-series or AMD RX 7000-series graphics card at MSRP—even if that means leaving this potentially awesome generation as a bit of a damp squib.
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  13. INFORMATION Clash of Clans is a freemium mobile strategy video game developed and published by Finnish game developer Supercell. The game was released for iOS platforms on August 2, 2012, and on Google Play for Android on October 7, 2013. The game is set in a fantasy-themed persistent world[4] where the player is a chief of a village. Clash of Clans tasks players to build their own village using the resources gained from attacking other player's villages; earning rewards, buying them with medals or by producing them at their own village. To attack, players train different kinds of troops using resources. The main resources are gold, elixir and dark elixir. Players can conjoin to create clans, groups of up to fifty people, who can then participate in Clan Wars together, donate and receive troops, and chat with each other. Clash of Clans was released to generally positive reviews from critics. Four spin-off games in the same universe of Clash of Clans were developed by Supercell. The first, Clash Royale, was released in 2016.The other three, Clash Quest, Clash Minis, and Clash Heroes, were announced in April 2021. Gameplay Clash of Clans is an online multiplayer game in which players form communities called clans, train troops, and attack other players to earn resources. There are four currencies or resources in the game. Gold and elixir can be used to build and upgrade defenses and traps that protect the player's village from other players' attacks and to build and upgrade buildings. Elixir and dark elixir are also used to train and upgrade troops and spells. Gems are the premium currency. Attacks are rated on a three-star scale and have a maximum timed length of three minutes. This is a review of 2020 so it will give you a good idea if its still a good game Playable on both IOS and Android
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  14. Hello there If you are getting CL_FlushEntityPacket Warnings this typically means that either: Your internet connection or the server's internet connection is having problems. Your connection is overloaded, for example running a peer-to-peer filesharing application in the background. There are other computers on your local network using your internet connection. The server you are on has its network connection overloaded. You are running on a wireless connection with a poor or inconsistent signal. You have a Virus or Trojan or Internet Worm infection that is generating traffic. You are connected to the internet using a dial-up or other low-speed connection. You have your rate or cl_updaterate or cl_cmdrate settings too fast for your internet connection. You can help to identify and eliminate the source of your problem by: Shut down all unnecessary programs on your computer before playing Disconnect all other computers in your household to see if they are causing the problem. Scan all computers on your home network for virus/trojan and spyware. If you are running on a wireless network, try connecting using a direct ethernet cable and see if the problem goes away. You will probably have to disable the "Wireless Zero Configuration" service while you are playing as well. Safe rates for dial-up connections are typically around 3500-5000, while broadband connections should be able to safely run 30000 or better. You set this in your game console (~ typically) by entering: rate <value> The default cl_updaterate is 20, setting the value to a higher number increases the download demand on your connection. Set this in your console: cl_updaterate 20 The default cl_cmdrate is 30, setting the cale to a higher number increases the upload demoand on your internet connection. Set this in your console: cl_cmdrate 30
  15. Name Game: Dying Light Price: 19.99 to 6.79 The Discount Rate: 66% Link Store: Steam Offer Ends Up After : Nov 4
  16. INFO Star Wars Jedi: Fallen Order is an upcoming single-player action-adventure video game developed by Respawn Entertainment and published by Electronic Arts, set in the Star Wars universe shortly after Episode III – Revenge of the Sith. It was announced during E3 2018 and a more detailed reveal took place at the Star Wars Celebration in April 2019. The game will be released for Microsoft Windows, PlayStation 4, and Xbox One on November 15, 2019. GAMEPLAY Set a few years after Revenge of the Sith, one of the last surviving Jedi, Padawan Cal Kestis, has so far escaped the galaxy-wide purge of the Jedi Order started by Order 66, and is on the run from the Galactic Empire. After attempting to salvage a Venator Class Star Destroyer above a Sarlacc Pit, an accident happens in which Cal has to openly use the Force to save one of his friends from falling into the pit, which is witnessed by a nearby Imperial Probe Droid. The droid transmits the footage to the Empire causing Cal's true identity to be revealed to the imperials. The Empire dispatches the Second Sister, an inquisitor trained by Darth Vader, to hunt down the Padawan and eradicate the remaining Jedi Knights. Jedi Fallen Order is being developed by Respawn, the team behind Titanfall and Apex Legends. The game is solely single-player and story-driven, with no microtransactions. The story takes place after Star Wars: Episode III - Revenge of the Sith and follows a young Padawan named Cal Kestis (played by Gotham actor Cameron Monaghan) who is on the run from the Empire and its Inquisitors after Order 66 was issued, directing all Jedi to be hunted down and killed. Cal is working on completing his Jedi training while also dealing with the tragic events of his past. During an EA livestream at E3 2019, fans also got an in-depth look at Jedi Fallen Order's gameplay, which includes intense lightsaber battles, melee and Force abilities, platforming, and puzzle-solving. Jedi Fallen Order's official pre-order bonuses include cosmetic equipment for your lightsaber and droid companion: an Orange Lightsaber Blade Color, BEE-D-1 Skin, Mygeeto Campaign Hilt, and Umbraran Campaign Hilt. As usual, the PlayStation Store is also giving away a free Jedi: Fallen Order PS4 theme with pre-order purchases. GameStop is now offering an exclusive pre-order bonus: a $15 Fandango promo code for anyone who pre-orders either the standard or Deluxe edition of Jedi Fallen Order. This is conveniently timed around the release of Star Wars: The Rise of Skywalker, which releases in theaters December 20. See more info on how to redeem the offer at GameStop. Meanwhile, My Best Buy members will receive $10 reward credit if they pre-order the game from Best Buy. Pre-order Star Wars: Jedi Fallen Order standard edition The standard edition will include just the base game and any pre-order bonuses. Currently, the cheapest places to buy it are Walmart and Amazon. You can pre-order Star Wars: Jedi Fallen Order at the following retailers: PS4 Pre-order at Amazon -- $50.94 Pre-order at Walmart -- $50.94 Pre-order at GameStop -- $60 Pre-order at Best Buy -- $60 Pre-order at Target -- $60 Pre-order at PlayStation Store -- $60 Xbox One Pre-order at Amazon -- $50.94 Pre-order at Walmart -- $50.94 Pre-order at GameStop -- $60 Pre-order at Best Buy -- $60 Pre-order at Target -- $60 Pre-order at Microsoft Store -- $60 PC Pre-order at Amazon -- $50.94 Pre-order at Walmart -- $50.94 Pre-order at Best Buy -- $60 Pre-order at Target -- $60 Pre-order at Steam -- $60 Pre-order at Origin Store -- $60 TRAILER
  17. RiZ3R!

    [Review] Spore

    INFO Spore is a 2008 life simulation real-time strategy God game developed by Maxis, published by Electronic Arts and designed by Will Wright, and was released for Microsoft Windows and Mac OS X. Covering many genres including action, real-time strategy, and role-playing games, Spore allows a player to control the development of a species from its beginnings as a microscopic organism, through development as an intelligent and social creature, to interstellar exploration as a spacefaring culture. It has drawn wide attention for its massive scope, and its use of open-ended gameplay and procedural generation. Throughout each stage, players are able to use various creators to produce content for their games. These are then automatically uploaded to the online Sporepedia and are accessible by other players for download. GAMEPLAY Spore is an enjoyable game that pulls off an interesting balancing act. On one hand, it lets you create a creature and guide its maturation from a single cell to a galactic civilization through an unusual process of evolutionary development. Because the tools used to create and revise this creature are so robust and amusing, and each creation's charms are so irresistible, it's hard not to get attached to your digital alter ego. On the other hand, this intimacy is abandoned in the long, later portions of the game, when you lead your full-grown civilization in its quest for universal domination. The idea sounds ambitious, though Spore isn't as much a deep game as it is a broad one, culling elements from multiple genres and stripping them down to their simplest forms. By themselves, these elements aren't very remarkable; but within the context of a single, sprawling journey, they complement each other nicely and deliver a myriad of delights. Spore's greatest asset, by far, is its intuitive set of creation tools. If you've played the separate Creature Creator, released earlier this year, you're only seeing a small piece of the puzzle. At various stages, you'll construct, for example, town halls, land vehicles sporting cannons, and aircraft that spout religious propaganda. The creatures are the true stars though, and you can mix and match legs, arms, mouths, wings, and lots of other parts into a beautiful work of art--or a hideous monstrosity. Each part of your creation can be turned, resized, and twisted, so whether you wish to re-create a favorite cartoon character or develop an original concept, you'll probably find what you need in here. You don't need to be a budding Pablo Picasso to make an interesting creature, however; just slapping a bunch of random parts together can result in a truly hysterical beast. Yet even if your onscreen buddy is a three-armed ogre with scales running up his belly, you'll be spending some time getting to know him in the first few hours of gameplay, and you'll probably develop some affection for him in spite of his hideousness. You will need to put some creative energy into Spore, but if you aren't the artistic type or don't find the building- and vehicle-creation tools as interesting as those for your creature, you can use premade designs that ship with the game. Even better, you can utilize Spore's extensive community tools, inserting other players' innovations into your own game in progress. It's actually a lot of fun to sift through others' creations, if only to marvel at the remarkable amount of imagination on display. And you can do this from within the game proper using an online database called the Sporepedia. In Spore, community and gameplay come together in a fresh and user-friendly manner. In fact, to get the most out of the game, you should be online whenever you play. Not only will doing so give you access to the Sporepedia, but most of the other creatures, vehicles, and even entire planets you encounter will have been created by other players. The early release of the Creature Creator has already proven that community involvement is a core aspect of the Spore experience, and the sharing factor is poised to give the game remarkable longevity. In a game of Spore proper, however, you won't start off by molding the creature of your dreams. The game is split into five stages, starting with the cell stage. (However, once you unlock a stage, you can start a new game there and bypass any stage that comes before it). The creation tools at this stage are simple, limited to a 2D cell and a few odds and ends, like flagella and spikes. The accompanying gameplay is similarly minimal, and if you've played Flow for the PlayStation 3 or PSP, you will have a good idea of how it works. You choose the path of a carnivore or an herbivore at the outset, which determines what sort of food bits you can munch on. From here, you maneuver your cell about the screen using the keyboard or mouse, avoiding creatures that are looking to you for their next meal while grabbing a bite or two yourself. If you're an herbivore, you seek out the green algae; if you're a carnivore, you need meat, which means waiting for a fish fight to break out and gobbling up the remains, or starting the fight yourself. You'll also uncover new parts as you swim about, and can then attach them to your organism. To enter the cell creator, you send out a mating call, which lets you get romantic with another member of your species. Then, you add a few bits that make you swim faster or jab harder, and jump back into the gene pool. However, it is all ultrasimple: You swim around eating so you can get bigger, and avoid being eaten. If you do fall victim to a sharp-toothed protozoan, you'll rehatch with no real punishment. All in all, the cell stage may last you 20 or 25 minutes, which is just as well, since it's not very interesting and wears out its welcome quickly. Soon enough, you'll leave the environs of the sea, add some legs, and lumber into the creature stage. You'll still find new parts scattered about, this time hidden within the skeletal remains of other beasts. Again, the gameplay itself is pretty simple: You wander around exploring for other creatures and advance through the stage by either befriending other nests or conquering them. If you want to go the aggressive route, you should equip sharp claws, tusks, and spitters; if you want to make friends with the local duck-billed orangutans, you'll go with parts that let you charm, sing, dance, and pose. Should you decide on violence, the encounter plays out much like a very plain online RPG, in which you click on your target and use one of your four special abilities to do damage. If you want to make friends by singing and dancing, you'll play a little game of Simon Says, mimicking the actions of your hopeful buddies. As you progress through the stage, you build up a little pack of followers, and they will join you in your battles--and your posing routines. The gameplay in the creature stage may be simple, but it's here that you start to see what can make playing Spore such a special and rewarding experience. Seeing your creature slowly evolve from a flat cell to an awkward, gangly land dweller is fun, particularly if he doesn't look as though such a beast in real life would be able to walk, much less bounce around the forest. This is where your relationship with the creature is most prominent, and that connection is what makes the exploration of the creature stage so interesting. When you encounter a towering six-legged atrocity charging at the locals, you'll hightail it out of there--yet still be in awe, just as if you were the little guy himself. It's more about the gawking than the playing, but whether you're joining a pack of polka-dotted parakeets in chorus or catching a glimpse of an overhead UFO, there are some legitimately appealing moments to be had. Once you reach the tribal stage, you will lose some of that connection with your creation. You will no longer be playing as an individual, but rather controlling a tribe, and the stage plays like a slimmed down real-time strategy game. It's disappointing that you can no longer make adjustments to your tribe's main features past this point; you can, however, adorn the creatures with different clothing items for the duration. Fortunately, the charm and personality of the creature stage is still very much evident, and you'll still have the same thrills as you encounter excellent and unusual creatures as you order about your small group of wacky travelers. Conceptually, the tribal stage is similar to the creature stage, only now you focus the violence on an entire village, including structures. If you like that sort of thing, you can go so far as to equip tribe members with torches and set the enemy village ablaze. If you'd rather woo your neighbors with the sweet, soothing sounds of song, there are a few instruments at your disposal. Spore's sound design shines from beginning to end. The creatures themselves sound terrific, and are the source of much of the game's overflowing charm. The creature and tribal stages sound enchanting, from the thumping beat of the drums when you order tribal units to the squawks and squeaks of your creations. The subsequent stages are of similarly high quality. Of particular note is the customizable ambient music introduced in the civilization stage, and the hysterical incomprehensible Simlish spoken by the various galactic leaders. Spore keeps a timeline of events, pinpointing every decision you've made and assigning you into broad categories based on your overall behavior (social, adaptable, and so on), so there's plenty of reason to try a different approach. Not that these varied approaches make for drastically different gameplay, but they do give you a reason to revisit the amusing moments that make Spore unique. Taken on their own, its pieces are nothing special. As parts of a singular ambitious vision, they work far better. Throw in the best customization tools seen in years and an enthusiastic community brimming with creativity, and you have a legitimately great game that will deliver hours of quality entertainment TRAILER
  18. Thats the exact copy of bmw post https://csblackdevil.com/forums/topic/310815-open-furien-server/
  19. Just re install your cs 1.6 and it will be fixed or a better way is Download cs 1.6 warhead from google its free and best cs 1.6 eithout problems
  20. Name Game: PLAYERUNKNOWN'S BATTLEGROUNDS Price: 29.99 to 14.99 The Discount Rate: 50% Link Store: Steam Offer Ends Up After : 30 oct
  21. RiZ3R!

    Prototype

    INFORMATION Prototype (stylized as [PROTOTYPE]) is an open world action-adventure video game developed by Radical Entertainment and published by Activision. The game was released in North America on June 9, 2009 (PlayStation 3 and Xbox 360), in southwestern parts of North America (Microsoft Windows) as well as Oceania on June 10, and in Europe on June 12. Versions for PlayStation 4 and Xbox One were released on July 14, 2015 alongside the sequel as Prototype Biohazard Bundle. Separate versions of the games became available in August 2015. Set in Manhattan, the game follows a powerful amnesiac shapeshifter named Alex Mercer who must stop an outbreak of Redlight, a plague that mutates individuals into hideous violent monsters. During his quest, Alex tries to uncover his past while also coming into conflict with both the US military and a black operations force called Blackwatch. Parallel to the game's storyline is the ability to play the game as a sandbox-style video game giving the player freedom to roam Manhattan. The game was a critical and commercial success, with critics praising the game for its originality and engaging gameplay. Many reviewers compared and contrasted it with Infamous, another open world action-adventure game released one month prior to Prototype. A sequel, Prototype 2, was released in April 2012. GAMEPLAY Manhattan Island has suffered all manner of fates in movies over the years. It was attacked by monsters in Godzilla and Cloverfield, hit by tsunamis in The Day After Tomorrow and Deep Impact, and targeted by aliens in Independence Day and Final Fantasy: The Spirits Within. But though I am Legend comes close, the New York borough has never before been subjected to a disaster quite like that depicted in Prototype. In this fast-paced open-world action game, the military is doing what it can to contain a viral outbreak that's turning the island's po[CENSORED]tion into mutants. As amnesiac Alex Mercer, who's trying to figure out what's going on, you spend much of your time caught in the crossfire. Fortunately, what Mercer lacks in memories he more than makes up for in agility and superpowers, and as a result, he's an incredibly fun character to play as in a game that also counts an intriguing story, varied missions, and some memorable boss battles among its features. At the outset, Mercer is a much easier character to control than he is to understand. Making giant leaps, gliding through the air, and even running up the sides of skyscrapers are effortless actions. You could probably make it from one end of Manhattan to the other in a straight line using nothing more than the sprint button if you really wanted to, since it's the only one you need to scale buildings, barge through crowds, and overcome obstacles like cars and rooftop air-conditioning units parkour-style. No fall will ever hurt you, no obstacle is impassable, and there are very few enemies who can keep up with you when you're at full clip. Combat is also relatively simple early on, but as you progress and learn more about who and what Mercer is, his repertoire of moves grows exponentially until remembering which button combinations trigger which moves in which of his five forms becomes something of a challenge. You certainly don't need to remember how to use every single move you unlock with evolution points, which are earned by doing just about anything, but it's unfortunate that even after picking favorites you might find yourself having to hold down up to three buttons (a trigger and two opposing face buttons) simultaneously to perform them. Regardless, combat in Prototype is a blast. Using a slick radial menu that slows down the game any time you call it up, you can shape-shift into different forms that morph your arms into blades, a whip, and hammerlike fists. You also have the option to use more conventional weapons dropped by enemies and, eventually, to hijack tanks and helicopter gunships. The latter are especially fun, because you can use a whiplike arm to latch onto them in midair--even while falling from another helicopter that you've been shot down in. One benefit of having all of these options available to you, as well as the ability to disguise yourself as any human character that you "consume" (read: absorb) to regain health, is that many of the already-varied story missions (as well as a couple of the boss fights) can be approached in a number of different ways. For example, if you need to destroy an item inside a military base, you could attempt it in one of the aforementioned vehicles, walk right in there and set about killing or consuming everything that moves, stand on a nearby rooftop and throw things, or even disguise yourself as a soldier and distract the real military by pointing at a nearby character and declaring that he's the enemy. As a soldier look-alike you can even call in airstrikes from your unsuspecting comrades, but you get only a very limited number of these. Some missions, and almost all of the optional challenges scattered across the island, force you to play a certain way, but for the most part you're free to use the environment and everything in it however you see fit. It's almost impossible to play Prototype without feeling like Mercer is an overpowered character at some point, but any time you start getting too comfortable, there's a good chance the game is about to change things up on you. To give specific examples would be to risk spoiling the game's story for you, but suffice it to say that new enemies and hazards are introduced, moves you've come to rely on might not always be available or effective, and as time passes, Manhattan becomes an increasingly perilous place to be. The difficulty curve is nigh on perfect, and the fact that you're continuously adding new moves to your arsenal to combat new dangers helps keep the gameplay from getting repetitive. The same can't be said for the scenery unfortunately. Save for a handful of landmarks like Central Park and Times Square, much of Prototype's Manhattan starts to look the same after a while, and because the whole island is yours to explore from the get-go, it never changes. With that said, moving around the island is so much fun as Mercer that you inevitably end up exploring anyway, and there are 200 glowing orbs to find around the city to encourage you to do so. There are a number of other things to do outside of story missions as well. Optional timed and score challenges include checkpoint runs across rooftops, battles in which you must remain disguised as a soldier and use only conventional weapons, gliding toward targets and trying to land in the center, helicopter strafing runs, and more. Perhaps the most interesting challenges are those in which you have a time limit to consume a number of highlighted pedestrians in different areas of the city. These pedestrians, of whom there are more than 130 to find both during challenges and during regular play, are special because they each have some knowledge of what's going on in Manhattan, and when you consume them, you're treated to a brief montage of their relevant memories. Few of these contain much information individually, but they're slickly presented, and unlocking a large number of them adds an extra, dark layer to the occasionally predictable story that's well worth the effort. Similarly, if you choose to infiltrate military bases and consume specialist soldiers inside, you can learn abilities from them (how to fly a helicopter, for example) or improve your effectiveness with guns. Prototype's core story missions can be beaten in less than 10 hours, but you can comfortably double that number on your first play-through if you're not in a rush and take the time to check out all of the optional extras. If those extras include the aforementioned military bases, you'll find that Prototype's camera definitely isn't at its best when Mercer steps inside a relatively small, confined space. It occasionally has trouble keeping up with the action outside too, but it's rarely detrimental to gameplay and you can always pan it down yourself after running up the side of a building if you want to make sure you land on the roof, for example. Furthermore, there's a lock-on targeting system that will keep enemies in view at all times, which is especially useful during boss fights. It can work against you on occasion, though, because on a street crowded with civilians, zombielike infected, and abandoned taxicabs, hitting the lock-on button will almost always default to one of the cabs, or a bench, or a chunk of concrete, or some other inanimate object. That's great if you're looking for something to throw at a troublesome helicopter, but less helpful if you have almost no health left and desperately need to consume some folks. There's at least one achievement to unlock that discourages targeting innocent civilians, incidentally, but Mercer isn't a character who shows any remorse as he tears up Manhattan and is a danger to anyone and anything that's living. And make no mistake: Prototype is a truly brutal game when Mercer is on the warpath. Enemies will be cut in half horizontally, torn in half vertically, have holes punched clean through them, and be decapitated, skewered, and even used as projectiles. And all the while, there's a plentiful (though not overly excessive) supply of blood spilling onto the streets. These particularly gruesome kills are accompanied by sound effects that do a decent job of letting you know exactly when an enemy's flesh is being compromised, and screams from the crowd and radio chatter from the military do an excellent job of reminding you that the trouble in Manhattan isn't always at Mercer's location. Mutants and the military can be played off each other on occasion, and a quick look at the city map makes it easy for you to identify which neighborhoods are controlled by which group and which are contested. Frequently, battles that you're not directly involved in can be seen playing out as you negotiate the rooftops above, as can large crowds of fleeing civilians and mutants shambling toward their prey. Prototype isn't a game in which any one visual element is remarkable, but it looks good, and it's impressive that the frame rate holds up even when the number of characters and the amount of action onscreen border on insane. Furthermore, Mercer is brilliantly animated, which makes the parkour, the combat, the shape-shifting, and especially the gliding between rooftops all the more satisfying. That's a word that can be used to describe almost every aspect of Prototype, and although there's no multiplayer component, you're free to remain in Manhattan long after you've beaten the story or, if you prefer, go through it a second time while retaining all of the powers that you already unlocked. Prototype is good enough that you'll almost certainly want to keep playing either way, and even if you don't, there's more than enough fun to be had here in a single play through for us to recommend the game without hesitatation TRAILER
  22. Back on Monday we saw the surprise announcement from AMD and Samsung revealing a multi-year strategic partnership in which Samsung will license AMD’s graphics IP. Since the announcement, we’ve been working to reach out to sources to try to dig a bit deeper into just what the deal entails. While it seems like AMD and Samsung are holding their most important cards close to their proverbial chest, we’ve managed to find some new high-level details of the deal, and how it looks like AMD and Samsung are setting up for a rather unique collaborative arrangement. Perhaps the biggest outstanding question is just how the licensing arrangement works – what exactly has Samsung licensed? It’s also the trickiest question, and the one that our sources have been the least willing to talk about. So we're going to put a pin in that for the moment, so that we can talk about another few points first. Samsung Goes “Next Gen” In 2022+ (or later) Instead, let’s start with GPU architectures and the timing of the deal, since these factors are closely intertwined. We’ve known for some time now that Samsung has been working on their own GPU design, making it so far as to producing test chips on 10nm and 7nm. While we don’t have detailed information, it does look that things haven’t been progressing quite as fast as Samsung had hoped. From all perspectives, it looks like this AMD/Samsung deal was only more recently finalized, and that the two companies are just at the start of their partnership. In particular, Samsung's VP of GPU development seems to have only a few days ago changed his employment status as no longer being with the company, which is one of a few indicators we're aware of that Samsung only recently changed strategies. This also means that whatever Samsung started working on, it’s going to take some time to bring it to market. Even if this is a crash program – and to be clear, we don’t get that impression here – it will still take Samsung some time to integrate AMD’s GPU IP and tune it for SoC performance and power levels. That would seem to be a minimum of two years, if not longer, so we’re not expecting to see Radeon-powered Samsung SoCs any sooner than 2022. The timing also points out that that this would be a future AMD GPU architecture that Samsung will be working with, rather than something that contemporary to AMD’s current products. While AMD is currently ramping up production of GPUs based on the Navi architecture, and these are going to hit the market in July, we have to keep in mind that these designs were probably locked in 2 years ago. As such, for the 2022 product time frame, it means that Navi would already be four to five years old by the time Samsung’s first SoC ships. So, while our sources have confirmed that Samsung is using a GPU architecture on AMD’s public roadmap, it’s apparently not Navi. Thankfully, AMD’s GPU public roadmap is short and simple. There’s only one architecture on the roadmap after Navi, and that is the enigmatic “Next Gen” architecture. Essentially nothing is known about this architecture other than that its microarchitectures are being developed in a leapfrog style – so it’s the team not working on Navi – and that AMD is focused on continuing to improve their performance and power efficiency. Given what little we know about Navi (even though it’s launching next month) we won’t go into speculation about just what “Next Gen” entails, but regardless it’s going to be the basis of Samsung’s first generation of Radeon RDNA-derived GPUs. Samsung Can’t Compete with AMD: Smartphones & Tablets Only Shifting gears, another piece of information we’ve been able to confirm what the press release’s mention of “complementary products” means, and it’s pretty straightforward. In short, the AMD/Samsung deal is structured so that Samsung is only allowed to use AMD GPU IP in segments that AMD doesn’t compete in. In other words, AMD’s GPU tech can only be used in smartphone and tablet SoCs. For anything else, Samsung is either prohibited from using the tech, or at best, has to get AMD’s permission first. This is an important distinction for both companies, because it ensures that licensing out their IP doesn’t undermine AMD, and it means that Samsung can’t use it to break into new markets. For example, Windows on ARM devices are off the table, as AMD already produces APUs for laptops, and that market is only going to grow for them over time. Similarly, AMD’s lucrative (if small) embedded devices business (think casino machines and the like) would be safe. As for Samsung, this means that while the tech deal stands to greatly improve the company’s GPU capabilities, their reach will be limited. So for the rivalry between Samsung LSI and Qualcomm, for example, while Samsung will be able to better compete against Qualcomm on mobile chips, this isn’t going to turn Samsung into a top-to-bottom competitor for Qualcomm’s SoC business. Without the ability to produce chips for Windows on ARM and other markets, Samsung will only be able to use AMD’s GPU IP to counter Qualcomm’s Adreno GPUs in the mobile market. Which is by no means small, but it’s not Qualcomm’s entire SoC business, particularly with the rising focus of dedicated ACPC SoCs such as the Snapdragon 8CX. Architecture Licensing: Not Semi-Custom, Not A Traditional Architecture License, So Collaborative? Last, but not least, we have the biggest question of them all: just what has Samsung licensed from AMD? The original announcement had explained that Samsung will be licensing “custom graphics IP based on the highly-scalable RDNA architecture”, however those are relatively broad terms as to what exactly is being licensed. Unfortunately, this is the part that our sources have been the least willing to talk about. So, what follows from here is speculation. However, based on what we have heard – and more importantly, what we can rule out – it’s very much informed speculation, and we think we have a pretty good idea of just how Samsung’s licensing deal works. When you look at AMD and Samsung from a high level, what you’ll find is that the two companies have rather different approaches to IP. AMD has embraced IP licensing, but primarily in the form of “semi-custom” work – such as the Xbox and Playstation APUs – where AMD essentially does development work for hire for another company. Meanwhile Samsung’s model as an IP consumer is broadly defined as preferring to take an architecture from an IP supplier and customizing it to fit their needs. So AMD has little experience licensing out an architecture, and Samsung isn’t really interested in licensing finished microarchitecture RTL from another company. Both companies want a finger in the pie, so to speak. Consequently then, we believe we can safely rule out this deal being a traditional AMD semi-custom deal. When AMD inks semi-custom deals, they’ve never been couched in terms of licensing IP. Furthermore – and with no intended disrespect to AMD – AMD’s track record on energy efficiency GPU designs has been poor for the last half-decade or so. So having AMD design a SoC-class GPU on their own seems like a poor idea. Does that mean that Samsung has licensed a complete GPU architecture to do what they want, ala an Arm CPU architecture license? At first glance this would seem to be the case; but the more we dig, the less likely it seems. We have serious doubts over whether AMD would be comfortable with such a thing – just handing over IP and letting Samsung turn it into whatever they want – not to mention the fact that Samsung doesn’t currently have any experience with AMD’s GPU IP. Bearing in mind that Samsung’s own GPU efforts haven’t yet been fruitful, even after years of research & development, Samsung may not want to dive into the deep end of a new architecture all by themselves if they have the end-goal of actually productising the IP. So what’s left then? Would you believe about 11 miles? One of the interesting artifacts of how centralized the technology industry is, is that AMD and Samsung aren’t very far away. In fact they’re downright close. Samsung’s Austin, Texas SARC development office is only 11 miles from AMD’s headquarters, while their GPU-focused ACL team lies in San Jose, California, where AMD also has offices. So while the companies may officially be centred on opposite sides of the world, the reality is that their IP and silicon development efforts are a lot closer. The more thought we put into it and the more research we do, the more that all signs are pointing towards the licensing deal not being semi-custom or a straight-up architecture license, but rather a collaborative deal. A kind of deal where AMD could give Samsung access to their IP, and then the two could work together and combine their strengths to produce a better, more appropriate GPU sooner. This would essentially bridge the gap between the two companies and their preferences for IP licensing – Samsung would still get to work with AMD’s IP and architecture, but they wouldn’t have to go it alone, and AMD wouldn’t be losing control of what’s happening to their architecture. Besides bridging their respective styles, a collaborative deal would also (relatively) neatly resolve some of the technical issues at hand. Samsung would be putting forth a lot of engineering resources themselves, in particular being able to drive the kind of customization they’re looking for in a SoC GPU – incorporating the features that Samsung needs for this kind of a market. At the same time it also means that Samsung could apply their extensive expertise in power optimizations, which has been a weak spot for AMD. And yet Samsung wouldn’t have to come into this knowing every last minor detail of AMD’s architecture and how to change it, as AMD would be there to help them with that. A collaborative deal would also make more sense than a pure architecture license as far as the development toolset and ecosystem goes. One point AMD was eager to mention in their joint press release is that “This strategic partnership will extend the reach of our high-performance Radeon graphics into the mobile market, significantly expanding the Radeon user base and development ecosystem”. If Samsung were allowed to change AMD’s IP at will – to deviate from the Radeon design as they see fit – then the architectures would diverge and Samsung’s SoCs would risk becoming increasingly un-Radeon. Instead, AMD seems rather confident that they’ll be able to count software developers programming against the Samsung SoCs as part of the Radeon ecosystem, which strongly implies that AMD knows that whatever Samsung implements, it won’t be too different from AMD’s own designs. Assuming we’re correct, then what Samsung would be able to achieve is to take full advantage of AMD’s current leading GPU architecture, while still having the freedom to adapt and change it based on their needs and create a microarchitecture that fits the mobile space. Most importantly for Samsung and in contrast to third-party IP providers such as Arm or Imagination, this deal would enable them to achieve (micro-)architecture-implementation co-optimization. This means that based on feedback of their physical implementation work when integrating an IP into a SoC design, Samsung could go back and change the architecture/micro-architecture in order to achieve better implementation results, thus improving on power, performance and area. Importantly, this currently isn’t possible with, say Mali designs, as a licensee isn’t able, nor is he allowed to alter the IP they receive from Arm. Meanwhile a collaboration benefits AMD as well. Such a deal would essentially open up a new revenue stream in the mobile market, but without the company having to actually go ahead and create a full new division and as extensive support framework as a full-blown IP vendor. Nor, for that matter, would they have to do any physical implementation work or create any dedicated mobile microarchitectures. And since the deal is structured to ensure Samsung’s products only complement AMD’s products – all the while Samsung is paying AMD – a collaboration would only benefit AMD. But, even if our assumption is right here, the one question even the crystal ball can’t answer is what kind of role Samsung’s existing IP will play in this new partnership. Even though Samsung’s SGPU project wasn’t productised, Samsung has still developed a pool of talent and IP that they can apply to future projects. It seems likely that significant resources in Samsung’s GPU design-centers both in Austin and San Jose would be needed (if not already) to be shifted to work on the new AMD project. Something that’s equally ambiguous – but could have a big impact on how the deal works – is whether Samsung can use any of their existing IP with the new project, or for that matter who ends up owning any co-developed IP by the partnership. And there’s the big open question of whether AMD can use any IP improvements that were co-developed into their own products, or if they’ll be treated as a work-for-hire and stay with Samsung. In the end, AMD’s licensing deal with Samsung looks to be something unlike we’ve seen in the industry. With a very large emphasis on long term strategic partnering – and, if we’re right, a novel co-development structure – which in general it looks like an absolute win-win for both companies.

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