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  1. game information: Developed by:KonamiK CET Published by:Konami Genre(s):Adventure.Survival.3DAction Platforms: PC, PlayStation 3, PlayStation 2, Xbox Release date Sep 7, 2004 Silent Hill is a town where pure evil permeates the air and the soil and eventually consumes the people. It's a soothing vacation spot that masks demon-worshipping cults and dark purpose. Each of the previous titles in the Silent Hill series of horror games has either outright taken place in the titular small town or has gradually been pulled there through some terrible inertia. Silent Hill 4: The Room breaks this trend, because it takes place in the neighboring city of South Ashfield and centers mainly on an ill-fated apartment building, a cursed apartment, and the man who lives in it. That's not the only series tenet the game breaks. Silent Hill 4 pairs third-person and new first-person gameplay with an emphasis on combat and item management. The resultant hybrid has some flaws, but The Room retains the dark, disturbing soul that is the unsettling center of the Silent Hill experience. The unfortunate hero of Silent Hill 4 is Henry Townshend, a man living what used to be a content life in the city of South Ashfield. One night, Henry begins to experience intense, recurring nightmares and terrible headaches concurrent with his apartment apparently becoming cursed. His phone is dead, his neighbors can't hear him when he calls, his windows are sealed shut by a mysterious force, and his door is blocked as well, albeit by a not-so-mysterious force. Thick chains thoroughly web the only exit, with an important additional detail: They're bolted to the inside of his apartment. Scrawled in red on the door's interior is a note that only says, "Don't go out!! Walter." While exploring the confines of his single-bedroom apartment to fuel his confusion and despair, he discovers a ragged, man-sized hole in his bathroom wall. Faced with a dearth of other options, Henry gathers his courage and crawls through the strange portal, hoping to find an escape route. What he finds instead will lead him on a convoluted journey that will reveal the sordid past of his apartment--Room 302--as well as the identity of Walter, the man responsible for sealing Henry's room. As mentioned previously, Silent Hill 4 encompasses two gameplay modes: a first-person mode that you'll use to guide Henry around his apartment and a third-person mode that you'll use to explore the alternate worlds Henry will visit by entering portals. While in Room 302 and in first-person, you can look around wherever you'd like. When you position Henry's view over an area of note or over an item that he can interact with, a small eyeball icon will appear in a corner of the screen. You can press a button to investigate further. Sometimes you need to be careful about what area you're viewing, because certain parts of the room will have multiple focal points. For example, you can either test a window to try to open it, or you can peek out the window to check out the lovely South Ashfield skyline and the windows of apartments opposite you. At the chained door, you can test the doorknob, check the area at the base for notes slipped underneath, or look through the peephole to keep an eye on what might be going on outside. You can miss certain perspectives if you're not careful, so you'll need to experiment with views at various levels to make sure you're seeing everything, which can get tiresome when you're trying to use the peephole and instead keep reading the message on your door. The apartment itself gradually changes over time, making repeated peeks at various objects in your room worthwhile. In fact, Room 302's degradation as the game progresses is an integral part of Silent Hill 4's experience, since new information slowly comes to light, and things become decidedly more sinister. The more traditional, third-person action sections of Silent Hill 4 take place in various dreamlike, alternate worlds that you'll reach by squeezing through one of Room 302's portals. You'll explore the environs of a subway, a forest cult compound, a hospital, and more as you move on, picking up a number of different weapons, healing items, keys, and other useful knickknacks. Something you'll notice very quickly is that you've got a limit to the number of items you can carry at one time. The game attempts to justify this with a vague statement about not becoming overburdened in this alternate universe, but the outcome is that you're going to spend a lot of time picking things up and then finding a return portal to your room (which contains the only storage solution in the game) so that you can re-sort and then go back. Furthermore, items don't stack. Want to carry two healing drinks of the same type? They each take up a space. Want to bring along 20 additional rounds for your pistol? That's one space for the pistol, and two spaces for the two 10-bullet reloads. As the game wears on--and you've got to carry various keys, puzzle items, a weapon, and a healing item to and fro--this starts to become a chore. You can't discard items, either, so it's not even an option to drop something that's perhaps expendable to pick up something you might need. And when your room becomes a more dangerous place later in the game, having to revisit it often can be a hazard. At least you can try to insure yourself when you go back--Room 302 also has the only save spot in the entire game. All this exploration isn't smooth sailing. Silent Hill 4 sports some creepy-looking baddies that attempt to foil you at every turn. Unlike previous Silent Hill games, in which fighting ultimately could be said to take a backseat, Silent Hill 4 throws enemies at you in sometimes great numbers, forcing you to engage in lots of combat. While avoiding enemies remains an option, it's an increasingly difficult feat to pull off, because you've got what are oftentimes narrow spaces, multiple foes, and an aggressive artificial intelligence that can make blitzing through enemy-ridden areas more health-costly than just squaring up with your steel pipe or pistol and clearing your way. In the later parts of the game, you'll be escorting someone through all this danger, and you'll want to keep her from being attacked too much, so you're painted into a bit of a corner. If you run, you can end up leaving her behind--and she'll get gnawed on. Your fighting abilities are rudimentary. You can choose from a selection of melee weapons (an obscene number of which are golf clubs) or a very small number of firearms. You'll press the right trigger to get into a battle stance, and then you'll press a button to whack or shoot away. Henry will aim automatically at whatever happens to be closest at the time, and you can execute a jump-dodge move to try to avoid incoming attacks. When you manage to get an enemy down, you'll have to stomp on it to ensure that it's dead, which ends up making combat seem like a bug-crushing simulation after you've stepped on your 20th foe. Some of the enemies in the game are actually spirits, which happen to be unsettled ghosts that float around and don't even have to attack you to cause damage. When a ghost appears, you'll hear a high-pitched static whine (roughly equivalent to the radio static you'd hear in other Silent Hill games), and your screen will start to turn red and become grainy. If you just stand around doing nothing, Henry will clutch at his temples, and his health will begin to drain. Additionally, ghosts cannot be killed permanently without a special item to actually impale them to the floor, so you'll be trying to avoid most of them anyway. Like the vast majority of console games that make it to the PC, Silent Hill 4 is meant to be played with a gamepad (more specifically, in this case, it's meant to be played with a dual analog gamepad similar to the ones found on console systems). The default keyboard and mouse controls just don't fare that well in an environment of constantly shifting perspective views that can make navigation frustrating. With all the nasty, demonic critters running around, the ability to maneuver and strike them with as much precision as possible is of utmost importance, as is the ability to quickly change weapons or use items. The default control scheme is simply not sharp enough for effective combat, though it's perfectly adequate for roaming around your apartment. For all the mobs of enemies and constant item-ferrying, the game takes about 10 hours to complete on normal difficulty. You will receive one from a possible four endings that are based on a combination of what condition your apartment is in by the end of the game and how the character you had to escort about has fared. Finishing the game once allows you to get an additional weapon and alternate character outfits, though there are not many of these extras. Most people who go through the game again will likely be trying to get the best ending possible rather than shooting for a nurse outfit, anyway. Survival horror games often indulge themselves in graphical detail, and Silent Hill 4 is no exception. The game looks its best in corroded, bloody, gritty environments, like the damp, steel halls of the water prison or the subterranean subway layers that, at one point in the game, are walled in living, moving flesh. There are only a couple of areas in the game that employ any of the notorious Silent Hill fog, and those seem to do so as an homage to previous titles by accenting a long, spiraling climb or blocking your progress when you're carrying a cursed item. The characters in the game are often very well detailed facially, though their movements seem somewhat stilted, and the animation is not quite as smooth as it could be. The room itself sees some great effects, from the warping of a small section of paint in the shape of a face, to a cluster of wailing demon children plastered to a wall, to a spirit crawling out of a dark, dripping portal. There's certainly no lack of unsettling imagery, which stays true to the Silent Hill formula. The game has been optimized well for the PC, and aside from the odd wall or floor texture that doesn't look so good up close, the visuals in Silent Hill 4 are great. This version, in particular, is the best for counting all that stubble on Henry's bemused, world-weary countenance. It's worth noting that all this detail comes only on a DVD disc, so if you want to check out the Silent Hill experience, you'll need a DVD-ROM drive on your PC. The ambient and creature sound effects are often very important to horror games as well, and the sound in Silent Hill 4 is great, for the most part. Creatures all have their own distinct calls, footfalls, and death rattles, and the environments are peppered with nice ambients like dripping water and gusting wind--or even something as simple as an object clattering to the ground. The voice work in the game is uninspired but solid, with the exception of Henry himself, who has an incredibly milquetoast delivery and seems to never get emotional about anything, despite the fact that his apartment is horribly cursed. The haunting main theme is one of the only pieces of music you'll ever hear in the game, and the times that it plays are few and far between. That's fitting, though, for a horror game that seeks to create mood through subtle sounds in the environment rather than through music. Silent Hill 4: The Room is an interesting sequel; it attempts to branch out in several areas of gameplay and setting, while remaining true to the psychological thriller style that's always set the Silent Hill series apart from more action-oriented scares. While not all of the changes made necessarily serve to enhance the series, the dark, gripping storytelling is what allows this game its Silent Hill credentials. If you're an existing horror fan or a Silent Hill fan, Silent Hill 4: The Room is certainly worth looking at. Just make sure you bring along your dual analog gamepad to ensure that all your terror is generated from the cursed setting--and not from the controls. Leave Blank System Requirements: (Minimum) CPU: Pentium III or Athlon equivalent CPU SPEED: 1 GHz RAM: 256 MB OS: Windows 98/ME/2000/XP (NT & 95 not supported) VIDEO CARD: 32 MB 3D video card (NVIDIA GeForce 3 Ti/ATI Radeon 8500 or better) TOTAL VIDEO RAM: 32 MB 3D: Yes HARDWARE T&L: Yes PIXEL SHADER: 1.1 DIRECTX VERSION: 8.1 SOUND CARD: Yes FREE DISK SPACE: 3 GB DVD-ROM: 2X DVD-ROM Recommended Requirements: CPU: Pentium 4 or Athlon XP CPU SPEED: 2 GHz RAM: 512 MB OS: Windows 2000/XP VIDEO CARD: 64 MB 3D compatible video card (NVIDIA GeForce 4 Ti/ATI Radeon 8500 or better) TOTAL VIDEO RAM: 64 MB 3D: Yes HARDWARE T&L: Yes PIXEL SHADER: 1.3 VERTEX SHADER: 1.0 DIRECTX VERSION: 8.1 SOUND CARD: Yes FREE DISK SPACE: 3.7 GB DVD-ROM: 4X DVD-ROM
  2. Artist : 50 Cent Real Name: Curtis James Jackson Birth Date /Place : July 6, 1975 in Queens in New York, Age: 44 years Social status ( Single / Married ) : single Artist Picture : Musical Genres : Hip Hop Awards :Billboard Music Awards (For Work: Get Rich or Die Tryin ') (2003) Adjusting a property's value (P166) in a data wiki Top 3 Songs (Names) :IIn da Club, Get Rich or Die Tryin' · 2003 , Candy Shop , The Massacre · 2005 , Many Men (Wish Death) , Get Rich or Die Tryin' · 2003 Other Informations : 50 Cent, real name Curtis James Jackson III, born July 6, 1975 in Queens in New York, is an American rapper, music producer, actor, composer and businessman. Date and place of birth: 6 July 1975 (Age: 44), South Jamaica, Albums: Get Rich or Die Tryin ', The Massacre,
  3. this song for you @#PREDATOR




  4. Music Title : Usher - I Cry (Global Goal: Unite for Our Future Concert Performance) Signer :Usher Release Date : June 27, 2020 Official Youtube Link : Informations About The Signer : Usher, his full name Usher Raymond IV, born October 14, 1978 in Dallas, Texas, is an RnB singer, dancer, lyricist and American actor Your Opinion About The Track ( Music Video ) : i give this song 6/10
  5. waving your hands in front of a webcam. But what if you don't have use of your hands? Smyle, an upcoming Windows application from startup LAS VEGAS -- Over the past several years, we've seen all kinds of gesture-control software that lets you navigate around a computer desktop by Perceptive Devices, lets users control the mouse pointer and click, drag or even right-click items with simple facial movements. Due out later in Q1 for an undisclosed price, Smyle is designed not only for disabled users, but for professional users such as surgeons or food preparers who might need to operate a computer while using their hands for another task. Here at CES 2016, Perceptive Devices' Uday Parshionikar demonstrated how Smyle can take simple facial movements, like a quick smile, and turn them into mouse clicks. As we watched, Parshionikar calibrated the software to his face by grinning. After a few seconds of setup, he smiled briefly to activate navigation mode, then rotated his head to move the mouse pointer around the screen. He was able to click on objects such as icons by doing a very quick smile. We were particularly impressed by his ability to play Angry Birds using Smyle's facial controls. With head and face movements alone, he was able to not only launch the game and navigate through its menus, but accurately pull back on a slingshot and hit some pigs. The software we saw was very much still in beta. When he tried to calibrate it to work with my face, it detected my mouth, but failed when I tried to navigate around the screen. Parshionikar performed the entire demo on a 2nd-generation Microsoft Surface Pro, which has an older Core i5 processor and a standard 720p webcam. He told us that when Smyle ships, it will run on any reasonably-powered modern Windows 7, 8 or 10 PC, and that it doesn't even require an HD webcam. Though the Smyle application is designed for Windows PCs, Parshionikar has much larger ambitions for his technology. He said the company also wants to license its technology to smart-glasses vendors who can use sensors, rather than a camera, to detect users' facial movements and help them navigate around wearable UIs. Imagine using Google Glass or Microsoft Hololens without having to lift a finger or say a word.
  6. Easy on the eyes, but it needs more storage space. Today's best Razer Blade Pro 17 Gaming Laptop 2020 and deals The Razer Blade Pro has long been one of the more mature-looking gaming laptops on the market, eschewing heavy RGB and space-age decoration for a minimal look that would be as at home in an office as it would in a basement. 2020’s refresh of the Razer Blade Pro 17 ($2,599 to start, $3,199 as tested) continues the Blade line’s trend of offering sleek visual appeal and a thin form factor, this time adding new CPU and GPU options to the laptop’s specs. Its Intel Core i7-10875H processor and optional Nvidia Geforce RTX 2080 Super Max-Q graphics card give it respectable gaming performance for its small footprint, though it only offers a middling amount of storage unless you pay up for a 4K display. This time around, there are a few new tricks, including the 300 Hz screen we’ve started to see on some of the best gaming laptops, as well as a redesigned keyboard with a more sensible layout. However, unless you buy the top-of-the-line model, you're stuck with only 512GB of storage (unless you upgrade). Razer Blade Pro 17 (2020) Specs Design of Razer Blade Pro 17 The Razer Blade Pro 17 maintains the sleek, professional look of the Blade line of laptops, with the only features visually distinguishing it from most thin and lights being the green detailing on the USB ports and the green triple snake logo on the back. Aside from these features, the Blade Pro comes encased in an otherwise blank matte black metal case that feels sturdy to the touch. The laptop’s fans are relegated entirely to its underside. Opening the Razer Blade Pro 17 preserves its minimal aesthetic. There’s little decoration to speak of here, with the stereo speakers and full per-key RGB keyboard being the only deviations from an otherwise obelisk-like appearance. To keep up this aesthetic, the computer’s power button is even hidden among the right speaker grills. This year’s Blade Pro 17 does feature a redesigned hinge with vents pumping out air just beneath the screen, but even this doesn’t intrude on the design, as the vents aren’t in view when using the laptop. The Razer Blade Pro 17's ports are spread evenly across the laptop’s left and right sides. The left side has two USB 3.2 Gen 2 Type A ports, one USB 3.2 Gen 2 Type C port, RJ-45 Ethernet and a 3.5mm combination headphone and microphone jack. It also plays home to the charging connection. The right side, then, houses an additional USB 3.2 Gen 2 Type A port, Thunderbolt 3, one HDMI 2.0B port and a UHS-III SD card reader. It’s also got a slot for a Kensington laptop lock. Razer advertises the Blade Pro 17 as an ultraportable, thanks to its 15.6 x 10.2 x 0.8 inch dimensions. That makes it much smaller than other powerful gaming machines like the Asus ROG Strix Scar 17 G732, which comes in at a thicker 15.7 x 11.05 x 1 inches, and the Alienware m17 R3, which is 15.7 x 11.6 x 0.9 inches. Still, it has strong competition from other thin laptops like the MSI GS66 Stealth, which has an even smaller 14.2 x 9.7 x 0.7 inch footprint, though that’s a 15-inch laptop. Gaming Performance of Razer Blade Pro 17 The Razer Blade Pro 17 unit we reviewed makes a few compromises to its power to earn its thin size, but still comes in strong enough to compete with other dedicated premium gaming laptops. That’s thanks to its Intel core i7-10875H processor (which is the same across all configurations, see below) and its Nvidia GeForce RTX 2080 Super Max-Q GPU. It’s also got 16GB of DDR4 RAM and a single 512GB M.2 SSD, which seems paltry given the price. An RTX GPU means ray tracing support, so I started my testing on the Blade Pro by playing Control on high settings at 1080p for about a half hour. Without ray tracing on, I maintained a pretty steady 80 fps regardless of the level of activity on screen. Turning the high ray tracing preset on lowered this to a range of 40 - 50 fps depending on how many effects were present on screen. Moving on to benchmarks, the Razer Blade Pro 17 generally landed around the middle of the pack when put up against other gaming machines. This meant its performance stats were usually lower than the thicker Asus ROG Strix Scar 17 G732 and Alienware M17 R3 gaming laptops, both of which pack a Core i9-10980HK processor, a full-size RTX 2080 Super GPU and 32GB of DDR4 memory. Still, the Pro did tend to beat MSI GS66 Stealth, another slim computer that uses a Core i7-10750H CPU, an RTX 2080 Super Max-Q GPU and 32GB of DDR4 RAM.
  7. game information: Developers:Konami TYO Publishers:Ingram Entertainment, Konami Release Date:August 5, 2003 Platforms:PlayStation 2, PC First thing about this game...and be warned, it's a four-letter word: "Port." Go on, desensitize yourself now: Port, port, port. As with Silent Hill 2 before it, Silent Hill 3 for the PC is an essentially straight port of the console version, mechanical issues and all -- but it's no less creepy for all that, and that's what you're here for, after all. In this wonderfully loose, versatile language of ours, "port" can have a number of meanings. In addition to covering the translation of a gaming experience from one platform to another, it can also mean, among others things, A) a place of safe haven, or B) a form of alcoholic beverage. Both good things to have on hand after a few hours in the Silent Hill universe. The Silent Hill series has been pretty nasty from the outset -- that old PS1 game (that now looks so comparatively crunchy) still has some baaaaad moments, even in the first few minutes of gameplay (the first time I came across that wheelchair in the alley, my girlfriend pointed at the screen and muttered "That's not good," a phrase which thenceforth became my personal mantra for anything I didn't like the look of in Silent Hill games). In this third game, the story revolves around a fundamentally everyday main character; still no elite, paramilitary cops here, thank you kindly. This time, however, our protagonist is an unwilling participant who could hardly be less like her two game-hero predecessors: Instead of being a male (and somewhat bland) thirtysomething entering the haunted town of Silent Hill of his own free will to address a real or perceived wrong, our 'hero' is instead a moody girl named Heather who A) doesn't live anywhere near Silent Hill, B) only begins to suspect something is out of whack when a middle-aged stranger in a trenchcoat accosts her in the corridor to a public restroom, and C) only wants to hang out at the local shopping mall, like any other by-God American teenager. By-God." Yes, that's a recurring problem here... particularly when the mall in question goes suddenly and inexplicably straight to Hell, taking Heather--and the player--with it. While Silent Hill 2 took a while to get rolling, Silent Hill 3 immediately finds Heather in an "amusement park" that gives the whole notion a bad name. The mall, too, soon 'goes bad,' its clean, capitalist confines suddenly becoming ruined, hellish doppelgangers of themselves -- dark, rusty, bloody, unpleasant in all major respects. Before long, Heather's entire world is crawling with monsters. Much has remained mechanically true to the series (the menus, the difficulty levels, the viewpoint), but Silent Hill 3 boasts improvements across the board. At least Silent Hill 3 is a little more generous with the weapons: In addition to pipes and a less-than-ideal knife, Heather has relatively quick access to more serious weapons, including a pistol, an Uzi, a shotgun, and a stun-gun. Heather can strafe left and right as she confronts the monstrosities of Silent Hill, and if she bookends her attacks with well-timed, single-button blocks, the katana is surprisingly-effective weapon once you get the hang of it, even on tougher enemies. Monsters are everywhere, their proximity announced by the shrieking static of Silent Hill's now-famous malfunctioning pocket radio. Some players may find the radio annoying and turn it off, while others will find that it adds a level of aural tension. Silent Hill 3 benefits greatly from its new PC platform, offering 1920x1440 screen rez, even greater texture rez, and various toggleable lighting/dynamic-shadow options; if your rig has the guts, it looks quite a bit better than the PS2 version (no graphical slouch to begin with), and has some top-notch character modeling. Things are somewhat less hopeful on the control front: There's the 2D keyboard control scheme as an option, and the default 3D control... but neither is ideal, so expect to do a little remapping. Better still, consider the option of a gamepad. In any case, Heather still maneuvers like a lithe, mini-skirted barge, and will still be more vulnerable and less-maneuverable than she ought to be, especially when some wrong-looking thing is shambling down a dimly-lit corridor in her direction, but that's become a survival-horror staple by now; some would even consider it a dramatic tension bonus. All of this is well and good, but a horror game does and should come down to one main question: Is it scary, or at least continually disturbing? Oh yes, on a number of levels. Firstly, Silent Hill 3 very obviously and deliberately goes back to its gaming roots in terms of sheer gore and nastiness -- rooms and other chambers are streaked with blood, hideous, limping things that can no longer be called 'nurses' wobble through dark corridors, and the high-end visuals allow the very walls to throb and bleed. Secondly, the game is rather more directly occultic than its previous incarnation (which, while also great, opted for a more internalized horror-story), and there's a lot of dark religious imagery floating around that just adds another disturbing dimension (it certainly feels a lot like the first game in this regard, with many oblique and direct visual references to classic horror movies, Jacob's Ladder chief among them). Thirdly, Silent Hill 3 isn't afraid to just shut the hell up and use silence, the most of ominous of warnings. Lastly -- like any good horror-flick -- Silent Hill 3 knows when to occasionally drop the brooding, high-minded artsy stuff... and go for the good, solid, reliable cheap-jack scare; Designers Ito Masahiro and Yamaoka Akira are geniuses, but they aren't too proud for that. And if you're playing the game the right way -- alone, in the dark, with a good sound system and/or headphones -- you'll jump for it like a good little chump, like you were wired for electro stimulus, every time. I'm not even worried about warning you, because it doesn't matter one bit. Enjoy. One final note: The difference between the easy and hard settings is as day to night, both in terms of dexterity and mentality. Hope you're up on your mythology, symbolism and classic literature. Seriously. Verdict Yes, the nigh-eternal foibles of cinematic horror games are still here, scattered about, but the product as a whole is still one of the best things going in horror gaming. Really superstitious and/or ADD-afflicted types might want to steer clear for their own special reasons. Everybody else with a reasonably high-end gaming rig, the residents of Silent Hill welcome you. They're just dying to have you. System Requirements Minimum OS: Win 98 Processor: Intel Pentium III 1133MHz / AMD Athlon MP Graphics: AMD Radeon 8500 Series 64MB or NVIDIA GeForce 3 Ti 200 System Memory: 256 MB RAM Storage: 5 GB Hard drive space DirectX 8 Compatible Graphics Card Recommended Requirements Processor: Intel Pentium 4 1.4GHz / AMD Athlon XP 1700+ Graphics: AMD Radeon 8500 Series 64MB or NVIDIA GeForce 4 MX 440 System Memory: 1 GB RAM Storage: 6 GB Hard drive spac
  8. As anyone who's used Apple's Mac App Store can tell you, it's not that great for finding apps. Its search engine is hard to use, there's tons of junk in it and some apps cost a lot of money. Enter Setapp, an alternative to Apple's own store that offers a curated library of premium-quality apps for a monthly fee of $9.99, making it the Netflix of apps for your Mac. I've tested Setapp, currently out in an invite-only beta program, and find it an elegant solution to an annoying problem. More importantly, Setapp provides users with a set of 49 high-quality third-party apps (such as the $45 writing app Ulysses, the $20 duplicate deleter Gemini and the $49 research management tool Findings), taking the work of finding and vetting programs away from the user, so you're free to actually use them. MORE: Best Mac Apps Setapp comes from the Mac App developer MacPaw, and while the company includes its own apps (such as Gemini 2 and the $40 CleanMyMac) it's also got apps from other developers. Setapp's also appealing to those looking for premium-grade experiences, as its well-designed programs don't bog you down with ads or in-app-purchases that limit functionality. How does it work? Setting up Setapp couldn't be easier, as I just downloaded it, installed it and signed in. After that, a folder of its 49 apps appeared in my menu bar, dock and applications folder, as if I'd installed all of them. Programs won't install on your system automatically, you need to double-click an icon and click Open in the app's description window to actually download the program. Figuring out what the Setapp programs do is pretty easy, as their well-designed icons do a good job of suggesting what they do. The to-do-list app TaskPaper's icon is a sheet of paper with a T and a check-mark, Archiver's backpack icon suggests it's going to pack and unpack files and bill-management app Chronicle's got a paid-stamp icon. App description pages look a lot like the average product page on an app store, but cleaner. Each preview window shows the name, description, features and developer of an app, as well as screenshots so you're familiar with the program. It's enough to help you decide whether or not the app will suit you, without giving you too much information to digest. Once Setapp's on your system, its apps are easy to find, as you can even search by what the program does, such as when typing in "productivity" brings up Be Focused, a timer-based app. From there, managing your apps is carefree and easy. Minor updates install automatically, and Setapp will give users free access to major updates as well. Should you get Setapp? After spending some time with Setapp, I've realized the company isn't kidding about its selection of high-quality apps. From the system monitoring iStat Menus to Paste, an excellent clipboard manager, Setapp does the work of finding useful apps for you and these selections offer clean interfaces that aren't cluttered with ads and other nonsense. Personally, as someone who has stared at the $45 Ulysses text editor in the Mac App Store like Mike Myers staring at the guitar in the window in Wayne's World, this was a no-brainer. When I spoke to Yaroslav Stepanenko, the product marketing manager at Mac Paw, the indie developer behind Setapp, he explained to me that the company "intends to grow the store as user demands for new apps rise up." This way, Setapp will continue to replenish itself with the latest and greatest titles. MORE: Best Touch Bar Apps for Your New MacBook Pro Growing the selection makes sense, because if Setapp only offers you $100 worth of apps you want, you might feel better off buying those outright instead of springing for years of monthly payments. Setapp will also include upgrades to new release versions that you'd normally have to pay for, something I run into as a user of the TweetBot twitter client, which relies on users paying for its major updates, such as when it went from version 3 to 4 last October. Setapp is free during its invite-only beta testing and will offer a 1-month trial for all programs once it goes live, so it's a great way to try out software to see if it's worth buying.
  9. Big capacity in a small drive Today's best Sabrent Rocket Q 8TB deals Sabrent's new Rocket Q series offers a great mix of value and performance, but it also offers a big first: The first 8TB SSD for us normal folks in the M.2 form factor. That massive capacity will slot right into a notebook for those on the go, or you can just slap one into your desktop PC and never worry about the size of your game folder again. Well, you won't have to worry for at least a few years. That massive slab of storage capacity comes with a big price tag, though, with the 8TB Sabrent Rocket Q weighing in at a hefty $1,500. You get some of the best performance we've seen from a QLC SSD in exchange, so splurging on Sabrent's 8TB SSD is worth it if you're after the highest capacity possible. Sabrent also serves up high-performance and high-capacity SSDs for enthusiasts with any need, too, so we also have the 2TB Rocket Q model in for review today. Up until recently, your only option to go beyond 2TB was to get a 2.5” SATA SSD, like the Samsung 860 series or WD Blue 3D, but those drives are limited to about 4TB and are slower than NVMe SSDs. QLC SSDs bring higher capacities at a lower price-per-GB than TLC SSDs, but manufacturers haven’t put much effort into bringing higher-capacity M.2 NVMe drives to the consumer market. This is tied into the choice of matching lower-performing, lower-endurance QLC flash with inexpensive four-channel NVMe controllers. Until now, no company tried pushing the performance boundaries with QLC NAND by pairing it with an 8-channel NVMe controller, so we didn't have an option for both high-performance and high-capacity QLC M.2 NVMe SSDs. With a high-performance Phison E12S NVMe controller and Micron’s Latest 96L QLC NAND flash, not only does Sabrent’s Rocket Q come in capacities that double and even quadruple the Intel, Samsung, WD, and Crucial drives, it has the performance to keep up with the best of them, too. Specifications Features Sabrent’s Rocket Q comes in capacities as low as 500GB and span up to a massive 8TB. The pricing on most capacities is affordable compared to many TLC and DRAMless SSDs, although the larger capacities are a bit pricey. The sample we're reviewing today comes in at a moderate 2TB capacity and features one of the lowest price-per-GB ratios at its $239.99 price point. Sabrent’s Rocket Q’s performance places it well above its QLC SSD competition. Sabrent rates the Rocket Q at up to 3.2/3.0 GBps of sequential read/write throughput, but write performance is dependent on its dynamic write cache. About one-quarter of available capacity is set aside as cache space, but beyond that, write performance will degrade to much slower levels. We'll measure that impact on the next page. When taxed with random workloads, the Rocket Q is rated to deliver up to 550,000 / 680,000 read/write IOPS. The device supports Trim, secure erase, and S.M.A.R.T. data reporting like most SSDs. It also has multiple power states to help save power in mobile devices. Although the Rocket Q uses Low-Density Parity-Check (LDPC) ECC to help ensure data integrity over time, its endurance ratings are low compared to TLC SSDs. In general, it offers about one-half to one-third of the endurance per capacity point. If you opt for the big bad 8TB model, you can still get very good endurance coverage during the five-year warranty, though. But that's only if you register for it: Sabrent’s Rocket Q comes with a one-year warranty that only transitions to a five-year warranty if you register your device within 90 days. Software and Accessories The SSD comes bare of any accessories, but the company includes plenty of software support. Downloads include Sabrent’s Sector Size Converter (SSC) in case you need to change between 4Kn and 512e sector formats, a Control Panel app to monitor the device and update the firmware, and a free-to-use copy of Acronis True Image OEM for drive cloning and backup. Sabrent's Rocket Q is a PCIe 3.0 x4 NVMe SSD that comes in an M.2 2280 single-sided form factor, which is especially impressive for a 2TB drive. While we typically dislike the blue PCBs some SSDs have, such as the Rocket Q, not many companies try to tie the color into the aesthetic like Sabrent's design does. Sabrent even left the ugly barcode and compliance stickers on the backside of the device. Kudos to Sabrent for the attention to detail. Like the Sabrent Rocket NVMe 4.0, the Rocket Q has a copper label on top of the components to aid with cooling. The SSD uses a Phison E12S NVMe controller, which is the latest variant of the po[CENSORED]r Phison E12. It packs a lot of performance while taking up a smaller footprint on the PCB, enabling the single-sided form factor at this capacity. The newer controller is built on a 12nm manufacturing process node, which helps to tame power and temperatures. The dual Cortex R5 CPUs and dual co-processors (CoXProcessor 2.0 technology) operate at the same 666MHz frequency. For the 2TB model, four NAND packages with four high-density 1Tb Micron 96L QLC NAND flash dies interface with the controller over eight flash channels at 666 MT/s. The SSD has 16 dies total, thus po[CENSORED]ting about half of E12S's chip enables. The 8TB drive features 64 1Tb dies, which is two dies per chip enable. This NAND's operating speed is a nice little bump up compared to the Phison E12 and lower density BiCS3 64L TLC NAND based SSDs we have reviewed in the past that operate at 533 MT/s. About 9% of the Rocket Q's raw space is used as overprovisioned space for garbage collection and other background activities, too. The 2TB SSD has a 512MB NANYA DDR3L 1600MHz DRAM chip for FTL table buffering. The typical DRAM:NAND ratio is 1MB:1GB, so the company must use FTL table compression and/or prioritize hot and cold metadata.
  10. game inforamtion: Developers:Traveller's Tales, TT Games Publishers:Warner Bros. Interactive FranchisesLEGO Release Date:June 1, 2015 Platforms:PC, Xbox One, PlayStation 4, Nintendo Switch In concept, LEGO Worlds seems like a total home run: You explore Minecraft-like, procedurally-generated worlds made entirely of LEGO bricks with total freedom to build, paint, copy, paste, reshape, and destroy anything you see. Actually getting my hands on it, though, I found that for almost every really cool moment of accomplishment or discovery, there was another moment of frustration, confusion, or bugginess to clip the wings of my inner child’s imagination. From its blocky foundations, LEGO Worlds is two games with two different goals that don’t always harmonize. One is a journey of exploration and adventure across a potentially infinite number of randomly generated worlds that can be traveled between at will by means of a snazzy spaceship. The central goal is to collect golden bricks by finding hidden chests and completing quests for NPCs - from building a treehouse to giving a fire station a fresh coat of paint to fighting off zombies. Enough golden bricks will allow you to level up and gain more character abilities or world generation options, which serves as the only real motivator to continue pursuing these increasingly repetitive activities when you’d rather be building a skyscraper. The other half is respectably versatile editor that lets you build just about anything you can think of, either brick-by-brick, using a 3D copy/paste tool to grab things you see in the generated worlds (like, say, a wizard’s tower) to save them for later, or by placing prefabricated structures that can be earned by completing quests and exploring. What’s truly impressive is that there’s no trickery going on here: everything in the world, including dirt, rocks, clouds, clock towers, and even lava, is made entirely out of LEGOs and can be built, disassembled, or copied one brick at a time. There's nothing stopping me from deleting walls to get around hazards. Where the two halves really clash are in scripted areas where it’s apparent you’re meant to complete a task in the manner of an adventure game, but the unlimited use of the creative tools makes any challenge easy to circumvent. On a medieval-themed world I came across a handcrafted dungeon, complete with monsters, fire traps, dead ends, and a reward of a rare weapon at the end. It seemed like I was meant to progress through this area like a swashbuckling adventurer… but there was never anything stopping me from deleting the walls to get around any potential hazards. Another time, I found a giant beanstalk in a fairy tale area that could be climbed to reach a castle full of treasure in the clouds… except that I’d already unlocked a helicopter that could be spawned anywhere, so I just used that instead. When I saw a hidden treasure chest on my minimap, it became standard procedure to simply delete the ground under me until I reached it rather than looking for a cave entrance and traversing the depths to uncover its reward. The variety of biomes and imaginative LEGO creations to discover is truly admirable. On the other hand, the variety of biomes and imaginative LEGO creations to discover is truly admirable. Just when I thought I’d seen it all, I’d wind up on a world with several city blocks’ worth of a modern-looking town, complete with a bank, a laundromat, furnished houses, and empty lots for adding my own new homes and businesses. On the outskirts of that town was a spooky forest full of witches and zombies, terminating at a span of sea that held sunken temples beneath its surface. Spotting land on the far side of the strait, I found myself coming ashore in a dry, windy gulch straight out of the Old West, with cowpokes and rustlers to match. Across the dozens of hours I’ve played so far, I’m still finding new things and feel I may only have scratched the surface of what’s out there, which is genuinely exciting. It’s just hard to get away from the feeling at the back of my mind that I have godlike cheat code-level powers available at a whim that can trivialize the sense of place these scenes might otherwise provide. Interacting with the array of LEGO worlds isn’t as simple or intuitive as snapping blocks together, either. The mouse and keyboard controls on the PC, especially in the menus, are fiddly and take a lot of getting used to. Building brick-by-brick is straightforward and intuitive enough, but becomes tedious for larger projects. Sooner or later, you’ll have to learn to use tools like copy/paste, which aren’t always forgiving if you hit a wrong key or don’t know exactly what you’re doing. Similar problems crop up while adventuring. Combat, though diverse and offering everything from swords to six-shooters to bows with explosive arrows, is one of the few systems I’d call outright bad. There’s no precise aiming for any of the weapon types, so you pretty much have to point your character in the right direction, click furiously, and hope you hit the thing you were trying to hit. Sub-par controls across the board are definitely the primary reason I didn’t have more fun with LEGO Worlds than I did. I also experienced some significant performance drops on my system (Intel Core i7-4770K, GeForce GTX 1070, 16GB RAM) consistently in two scenarios. First was any time I was deforming a lot of terrain at once, either with the included terrain tool or just trying to blast my way through a mountainside with a bazooka. The other was when moving quickly across a world, especially in any kind of aircraft, which would lead to significant visual lag and lots of cases of world chunks not loading in until I was more or less right on top of them. Verdict LEGO Worlds is commendable for its environmental diversity and the power of its creative tools to build anything you can dream of or mani[CENSORED]te every castle, hillside, and forest in sight. Unfortunately, fiddly menus, a pretty terrible combat system, and at times clunky and unfriendly construction controls weigh down on the wonder of finding and creating. Despite all this, I still find myself drawn back into it to discover what more the designers have hidden in the world-generation code, as coming across a massive ruined castle or an active volcano for the first time is always a treat - and an inspiration for what I want to build next. SYSTEM REQUIREMENTS MINIMUM: OS: Windows 7 Processor: Intel Dual Core 2GHz Memory: 4 GB RAM Graphics: 512MB GPU with Shaders 3.0 DirectX: Version 9.0 Network: Broadband Internet connection Storage: 10 GB available space RECOMMENDED: OS: Windows 7 Processor: AMD or Intel Quad Core running at 2.6GHz Memory: 4 GB RAM Graphics: NVIDIA GeForce GTX 480 or ATI Radeon HD 5850 or better DirectX: Version 11 Network: Broadband Internet connection Storage: 10 GB available space
  11. Dozen different vulnerabilities could let hackers hijack your PC If you have an Nvidia graphics card in your PC -- as we do -- it's time to update the driver and the GeForce Experience (GFE) GPU-management application. No less than 12 different security vulnerabilities exist in older versions of the driver and the GFE software, says Nvidia in two advisories posted yesterday (Nov. 6). Attackers could use the flaws to steal information, run malicious code, take over the system or stop GPUs from functioning properly. The saving grace is that most of the attacks would require "local system access," i.e. access to the machine itself or perhaps to a locally networked one. To make sure your Nvidia GeForce GPU driver is up to date, go to the Nvidia driver download page and either plug in your graphics card's specs or have the page detect the graphics card. You'll be taken to the appropriate page, from which you can download the updated driver, which should have version number 441.12 or later. To update your GeForce Experience software, go to the GeForce download page and download the patch. It should update your GFE software to version 3.20.1 or later. Driver patches for Nvidia's professional (Quadro), enterprise (NVS and vGPU) and supercomputer (Tesla) graphics cards and virtualization software aren't all quite ready yet, but should be available the week of Nov. 18.
  12. Zalman’s new cooler offers stiff competition for the air cooling giants, with caveats. The Zalman CNPS20X is currently priced higher than other premium, big air cooling solutions at $100, although by comparison, it does offer excellent thermal performance with polarizing aesthetics. The massive, dual-140mm fan cooler features 3-pin, 5v aRGB lighting accents and challenges other top-tier air cooling towers in both sheer size and cooling performance. The CNPS20X is a solid alternative for those with a few more dollars in their pockets seeking a large air cooler with aggressive aesthetics. Zalman CNPS20X Specifications Features of the Zalman CNPS20X Zalman ships its flagship heatpipe cooler with the common assortment of nickel-plated mounting studs, bolts, a universal backplate and crossbar hardware to cover the majority of common AMD and Intel CPU sockets. Thermal compound and a pair (each) of PWM and aRGB extension splitters round out the included accessories for the CNPS20X. Missing is a standalone aRGB controller, so you’ll need to use your motherboard’s 3-pin (5v) aRGB header or another compatible lighting solution. Zalman covers the CNPS20X with a 1 year warranty, although details were difficult to find from included documentation and on the product website. Zalman advertises the unique heatsink fin pattern and design as a “4D Stereoscopic Corrugated Fin” layout, which appears to consist of alternating protrusions and slightly opened and angular air channels, rather than parallel fin stacks. Aluminum cooling fins are stacked above and below copper fins, creating an appealing contrast between metals on the pair of cooling towers. Six heatpipes rise up through the cooling fin stacks, one side parallel to the other, collecting at the base of the cooler. The fin layout and angular structure provides larger channels for airflow to move through the cooling tower. The base of the CNPS20X features a milled baseplate, which acts as the absorption surface for the CPU IHS. The mounting collar wraps across the top of the heatpipes and is secured to the baseplate with a set of machine screws, creating an integrated base unit for thermal conductivity and installation of the cooler. The pair of 140mm aRGB fans are shipped with the primary support frame not mounted to the fan’s cross frames. Once the support frames are secured to the fans with screws, the pivoting metal clips which secure the fans to the cooling fins can be attached on their hinges. While these steps are very simple, they seem unnecessary and make us question why Zalman doesn’t just ship the fans fully assembled. Using a steel straightedge, we see the milling of the CPU baseplate contact surface is uniform across the entire face. A view of the contact patch shows consistent distribution of thermal compound, with the thinnest and most uniform coverage in the center of the CPU, which represents the typical location for the CPU cores. Having the tension screws built into the mounting plate would have been the ideal approach, making installation of the CNPS20X much easier, but that’s not the case here. Mounting and securing large air coolers shouldn’t be a balancing act and alignment exercise requiring more than one set of hands. In order to tighten the tension screws, the CNPS20X must be correctly centered on the CPU and aligned with each threaded hole in the cross brace mounts below. Then you need to carefully lower the screws into place while applying enough pressure to start the threads while also not allowing the base to move, which could cause cross threading of the machine screws. Once the tension screws are secured, the 140mm fans can be clipped into place and the aRGB (3-pin, 5v) connector can be plugged into your compatible motherboard header or aRGB controller. Since the fans can be clipped into place at any interval up the height of the cooling fins, adjustment for memory DIMMs is possible for those with taller heat spreaders on their RAM.
  13. game information: Release Date: February 25, 2020 Platform: PC, PlayStation 4, Xbox One, Nintendo Switch Man oh (mega) man do I love this collection. Its six excellent Mega Man spin-off games bring with them exactly the kind of gameplay and story my body craves and I’m thrilled at how well they hold up and stand on their own. But it’s the extras, including a new competitive mode with online leaderboards, that really seals the deal. Mega Man and Mega Man X are some of my favorite series in all of gaming, but I slept on the Mega Man Zero series when it came to Game Boy Advance starting in 2002 and first realized what I was missing when the Zero Collection came out on DS in 2010. The Mega Man Zero/ZX Legacy Collection for Nintendo Switch, PS4, Xbox One, and Steam is even better, because it brings all four of the original Mega Man Zero GBA games and both DS games into one convenient package. They're wonderful. If you're not familiar with the plot of the Mega Man Zero series, here's a quick rundown: 100 years after the events of the Mega Man X series, legendary warrior Zero is reactivated to help fight in the war between humans and Reploids, a race of human-like robots based on the original Mega Man X. Mega Man ZX and Advent are set even further in the future, in the year 25XX, when humans and Reploids exist in harmony... until the revival of the Mavericks. Throughout the entire series there's a lot of talk of cyber-elves and Neo Arcadia, Bio-Metals, Reploids, E-Crystals, sacrifice, and betrayal… in other words, it rules pretty hard. It's exactly the kind of corny, jargon-heavy anime storyline I love in my video games. Unfortunately dialogue is largely unskippable, which can be real annoying when you're trying to beat a boss. There's a lot of talk of cyber-elves and Neo Arcadia, Bio-Metals, Reploids, E-Crystals, sacrifice, and betrayal… in other words, it rules pretty hard. The gameplay itself follows the Mega Man Zero formula, and on Switch it feels great in both handheld mode and on my TV. Holding down the R-button to fire the alternate weapon on the Joy-Con doesn't feel the best, but the Pro Controller is a much better fit. You can remap the controls to fit your preferred playstyle, which is a welcome option. None of these old-school platformers are easy, but to help remedy any of the frustration Capcom has added two new options to ease the sting of repeated failure. Save-Assist drops save locations at key points in the levels, meaning you can lose to a boss and start right back up again from the nearest save point instead of starting the whole level over like back in the day. These aren't save states, though, so they still require a certain amount of raw skill if you want to make it through the levels. There's also a “casual mode” which removes the threat of instant-death from spikes and pits and beefs up your character and weapons. Casual mode has to be set at the beginning of a game, so you need to be committed to your choice: you can't switch back and forth between normal and casual modes. I have no problem admitting I played with the Save-Assist mode turned on, but only tried out Casual Mode for the purposes of this review. I have my pride. On modern displays, the Zero/ZX series' pixel art graphics are absolutely beautiful. There are three different filters to choose from: a "soft" filter blurring the pixels a bit, "no filter," showing off every pixel in its full, razor-sharp crispness, and a filter that makes the graphics look like they're on a GBA or DS screen. That last one puts a very subtle, but noticeable, static effect on the screen, giving it just a hint of old-school grittiness inherent in earlier handheld displays. It's far and away my preferred way to play. The Zero/ZX series' pixel art graphics are absolutely beautiful. Apart from the filters, there are different screen layouts you can choose from, the number of which differs whether you're playing Mega Man Zero or ZX games. The ZX games, originally released on DS, have several layout options for the DS' second screen, but there's no portrait mode for use on the Switch, which is a massive bummer. The two DS games would benefit enormously from compatibility with something like the Flip Grip, a $12 plastic device that allows you to hold the Switch sideways. Tons of other retro games on Switch support the vertical orientation, including individual games on collections like the SNK 40th Anniversary and SEGA Ages. Capcom, if you're reading this, please patch in a vertical orientation for ZX and ZX Advent in handheld mode! There are also loads of wallpapers to choose from, and I didn't find a bad one in the bunch, to be honest. The Zero/ZX art style is a personal favorite, so I found myself swapping out wallpapers fairly regularly just to enjoy a change of scenery. When a collection has games as strong as these, it lives or dies by the quality of its extra content, and I'm happy to say Mega Man Zero/ZX Legacy Collection does... a decent job. My one gripe is it plays it pretty safe: it has exactly the kind of bonus content you've come to expect at this point, and only scratches the surface of the series' history. I would love to see more in-depth bonus features delving into the series' development. There is a massive gallery of art for all six games, with high-resolution images available to scroll through and enjoy. There are also bonus cards you unlock through playing, and you can activate them to unlock extras in the games themselves. For example, turning on some of the earlier bonus cards adds plants, paintings, and other touches to the Resistance Base in Mega Man Zero 3. It's a cool cosmetic touch I didn't expect, and with 100 unlockable cards there are many more secrets I haven't unlocked. There is a massive gallery of art for all six games, with high-resolution images available to scroll through and enjoy. On top of the bonus art, the soundtracks for every single game are accessible from the main menu right from the start, so you can cycle through your favorites (my absolute favorite is Departure from Mega Man Zero 2, followed by Green Grass Gradation from Mega Man ZX). The new Z-Chaser mode is a competitive speed-running mode with online leaderboards. It's really well done, with the ability to choose your "ghost" from a selection of other, actual players who've set records and compete against them for glory. If you'd rather compete locally, Z-Chaser has a head-to-head mode, too. Even though I'm not into competitive speedrunning at all, I did find myself enjoying running Mega Man Zero levels against the ghost of an online stranger. Verdict The Mega Man Zero/ZX Legacy collection is great thanks to the quality of its six included games. Capcom's addition of new modes to help people play these classics at whatever difficulty they feel comfortable with is a great way for anyone to enjoy the wild sci-fi stories of these Mega Man X spin-offs without making it a walk in the park. The bonus features are great, but aren't anything more than what you'd expect to find in a retro gaming collection, although the Z-Chaser adds a new level of competitiveness to the games. Playing handheld games on a 55" screen is fun enough on its own, but these games in particular look and play amazingly well. System Requirements: (Minimum) CPU: Intel Core i3 550 3.2GHz or AMD equivalent or better CPU SPEED: Info RAM: 2 GB OS: Windows 7 (64bit) VIDEO CARD: NVIDIA GeForce GTX 660 or ATI Radeon HD 7850 PIXEL SHADER: 5.0 VERTEX SHADER: 5.0 FREE DISK SPACE: 7 GB DEDICATED VIDEO RAM: 1024 MB
  14. Putting new Nvidia drivers to the test Nvidia just released its latest 451.48 drivers for Windows PCs. These are the first fully-certified DirectX 12 Ultimate drivers, but they also add support for WDDM 2.7—that's Windows Display Driver Model 2.7. New to Windows 10 with the May 2020 update, and now supported with Nvidia's drivers, is hardware scheduling. This new feature shows up in the Windows display settings, at the bottom under the Graphics Settings, provided you have a Pascal or later generation Nvidia GPU. Could this help the best graphics cards perform even better and maybe shake up the GPU hierarchy? Probably not, but we decided to find out with empirical testing. First, it's important to note that this is not a new hardware feature but rather a new API feature. GPUs, at least as far as we understand things, have been able to support GPU hardware scheduling for some time. The description from Microsoft is vague as well. Enabling the feature is simple. In the Windows Settings section, under Display, you can click "Graphics settings" to find the toggle. It says, "Reduce latency and improve performance. You'll need to restart your PC to have your changes take effect." Information circulating on the web suggests GPU hardware scheduling could be quite useful, but we decided to investigate further. We selected five games out of our current GPU test suite, then ran benchmarks with and without hardware-accelerated GPU scheduling enabled on a few test configurations. We used an RTX 2080 Ti as the main test GPU, and ran the benchmarks with both Core i9-9900K and Ryzen 9 3900X. Thinking perhaps a low-end GPU might benefit more, we also went to the other extreme and tested a GTX 1050 card with the 9900K. Obviously there are a ton of potential combinations, but this should be enough to at least get us started. We also tested with every possible API on each game, just for good measure. All testing was conducted at 1920x1080 with ultra settings, except for Red Dead Redemption 2 on the GTX 1050—it had to use 'medium' settings to run on the 2GB card. We ran each test multiple times, discarding the first run and then selecting the best result of the remaining two runs (after confirming performance was similar, and it was). Spoiler alert: the results of GPU hardware scheduling are mixed and mostly much ado about nothing, at least in our tests. Here are the results, with charts, because we all love pretty graphs. Borderlands 3 showed a modest increase in minimum fps on the RTX 2080 Ti using the DirectX 12 (DX12) API, while performance under DX11 was basically unchanged. The Ryzen 9 3900X showed improved performance with both APIs, of around 2%—measurable, but not really noticeable. The GTX 1050 meanwhile performed worse with hardware scheduling (HWS) enabled, regardless of API. The lack of a clear pattern is going to be the only 'pattern' it The Division 2 basically flips things around from Borderlands 3. Hardware scheduling resulted in reduced performance for both the 9900K and 3900X under DX12, and made little to no difference with DX11. Meanwhile, the GTX 1050 shows a very slight improvement with hardware scheduling, but not enough to really matter—it's about 3% faster, but at sub-30 fps. Initial Thoughts on Hardware Scheduling Advertisement What to make of all of this, then? Nvidia now supports a feature that can potentially improve its performance in some games. Except, it seems just as likely to hurt performance as well. This is a new API and driver feature, however, so perhaps it will prove more beneficial over time. Or perhaps I should have dug out a slower CPU or disabled some cores and threads. I'll leave that testing for someone else for now. At present, across five tested games using multiple APIs, on average (looking at all nine or ten tests), the change in performance is basically nothing. The 9900K with RTX 2080 Ti performance is 0.03% slower, and the GTX 1050 with the 9900K performed 0.73% slower. The 3900X with RTX 2080 Ti did benefit, but only to the tune of 0.06%. In other words, the one or two cases where performance did improve are cancelled out by performance losses in other games. If you're serious about squeezing out every last bit of performance possible, maybe for a benchmark record, you can try enabling or disabling the feature to see which performs best for the specific test(s) you're running. For most people, however, it appears to be a wash. Your time will be better spent playing games than trying to figure out when you should enable or disable hardware scheduling—and rebooting your PC between changes.