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Everything posted by Agent47
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Hello @The GodFather 🙂 Thanks for asking. Ok so im describing a day from my life. First I wake up from 8 O'clock RO Time ( 7 O'clock Macedonian Time ), and sleep at 12 RO Time ( 11 Macedonian Time ), First when I wake up, Of Course I go wash my face and brush my teeth, and after that, I go on my personal computer, and check if 24 Hours passed to post my topics in the sections of my ranks. And then after i post my topics, I have online classes of my university at 15:30 RO Time, after I finish my classes, I check to post a battle in GoG. And of course pray. After i pray all the times in a day, I go in TeamSpeak3, with my friends : @Hossam Taibi @-Apex @YaKoMoS etc etc.... , to talk with them and other things like that. And before I go to sleep I open Cs 1.6, because I have to make sure to stay at nights in my server #HighLifeZM. And then I go to sleep, same like this the other day starts with this schedule. Thanks for asking again 🙂 #Regards
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Pro You have experience in photoshop
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Hello @Ru-gAL.™🙂 Firstly Of course i care for the project. Secondly I deleted cs 1.6 because due to some pc problems, but i fixed that issue and now Im back Thanks for asking. #Regards
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V1 - Its text and effects brushes
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“In investment terms, no other Mercedes model comes close,” says Jürgen Weissinger, the man charged with the development of the seventh-generation S-Class and its upcoming new sister model, the electric EQS. The Mk7 S-Class isn’t just new; it also represents an entirely different engineering and technical philosophy to the car it replaces. It’s one centred on electrification, digitisation and connectivity, albeit within the flagship model’s traditional values of comfort, refinement and performance. It’s the first Mercedes developed to drive fully autonomously without a driver, if only within the confines of a suitably networked parking garage, where it will search for empty bays and park itself fully remotely. This is part of a newly developed Park Pilot system that draws on level-four autonomous driving technology not yet offered by any competitor. Furthermore, the S-Class now supports level-three driving at an EU-prescribed top speed of 37mph (at first only on selected sections of German autobahn) as a function of a new Drive Pilot system that uses lidar, short- and long-range radar, ultrasonic sensors, cameras and, it’s claimed, the most advanced GPS yet to feature in a production car. Another first is over-the-air capability, which allows remote software updates to be made for more than 50 different components via an embedded SIM card. It’s a bold leap in technical terms even by S-Class standards, driven by recent advances made by rivals such as the latest Audi A8, BMW 7 Series, Lexus LS and Tesla Model S, no less, and Mercedes knows it. We could sense the nervousness of its normally self-assured engineers during the car’s launch in Germany last week. Not since the very first Mercedes-Benz models started rolling off the production line in 1926 to set the brand on course for global luxury car prominence has Stuttgart attempted to produce something approaching the engineering complexity and sheer technical ambition of the new S-Class saloon. Although the new S-Class heralds many new developments, it will rely on some tried-and-trusted powertrains as it enters the market. From the start of UK deliveries in December, it will offer two straight-six engines, both carried over from its predecessor with mild upgrades. Included is a turbocharged 2.9-litre diesel developing 282bhp in the S350d (available in standard rear-wheel-drive and optional 4Matic four-wheel-drive guises) and 335bhp in the S400d 4Matic. It’s joined by a turbocharged 3.0-litre mild-hybrid petrol making 435bhp in the S500 4Matic, which we’re driving here. Further options are planned to follow, including a new twin-turbocharged 4.0-litre mild-hybrid petrol V8 in the new S580, as well as a newly developed plug-in hybrid powertrain that’s claimed to provide the new S580e with an electric-only range of up to 62 miles – more than double that of its predecessor, the S560e – on the WLTP test cycle. And that’s not all: the upcoming Maybach S650 will maintain an S-Class tradition started in 1992 by continuing with a twin-turbocharged 6.0-litre petrol V12. There will certainly be no lack of choice, then. But what of the looks, which are always a key S-Class identifier? The evolutionary styling changes brought to the exterior should go down well within the conservative realm of luxury car buyers. It’s a predictable update that brings a much bolder grille, more angular headlights (which offer as an option Mercedes’ outstanding Digital Light technology), traditionally smooth and unadorned flanks and new LED tail-lights that extend into the rear of a sloping bootlid to set up a rear-end appearance similar to that of the CLS. In the UK, every S-Class will get the sporty AMG styling pack as standard. For the first time on any Mercedes, customers can choose between two different types of door handles. Conventional grip handles similar to those used by the current generation of Mercedes models come as standard, while new flush-fitting electrically operated handles that pop out when you approach the car with the key fob are an option. These optional handles are part of a wide range of aerodynamic developments made to the S-Class, including an almost flat underbody, that combine to provide the car with a class-leading drag coefficient of 0.22Cd, down from 0.24Cd. This improvement in efficiency comes despite a moderate increase in dimensions: the S-Class is 34mm longer, 55mm wider and 12mm taller than before overall. It also receives a wheelbase extended by 51mm over its predecessor, up to 3216mm, in long-wheelbase guise. The basis for the new S-Class is a heavily re-engineered version of Mercedes’ MRA (Modular Rear Architecture) platform. A key development is the new Rear Wheel Steering system, which buyers can specify with two different levels of steering assistance to the rear wheels: one bringing a steering angle of up to 4.5deg, as fitted to our test car, and another, more advanced arrangement, an angle of up to 10deg.
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After seeing it in photos and videos for months, we’ve finally had a chance to try out the PS5 – we’ve had extensive time playing with the new DualSense Controller and built-in game Astro’s Playroom, and we can tell you what you can expect when you open the box. We’re able, for the first time, to talk about what it’s like to play games on the console – actually, make that game, singular, as we’ve only been able to try Astro’s Playroom. Nonetheless, it’s given us a good feel for how the console will play games. It’s too soon to discuss what the console is truly capable of, and what it’s like to navigate around the PS5’s interface, but we can finally talk about the console itself, its design, and – most importantly – our first impressions of Sony’s next-generation gaming hardware. Welcome to the future of console gaming – this is our first look at the PS5. The PS5’s box is fairly inconspicuous. There aren’t any screenshots of next-gen games or cool, cutting-edge visuals, but it does do its job of providing key information: for example, it reaffirms that we’re getting 825GB of storage space on the console itself instead of a full 1TB, and the PS5 box talks about the 3D Audio technology in passing detail. While the Xbox Series X’s exterior packaging touts its Dolby Vision and Dolby Atmos support, the PS5 only hits you with three key numbers on the front: 4K/120 and 8K, followed by the acronym HDR. Those details prove that it’s a powerful console, certainly, but otherwise specs-related info is mostly minimal – the back of the box mentions the console’s SSD and custom CPU. Inside the box you get the console, a wireless controller, the base, an HDMI cable that’s almost certainly HDMI 2.1-compliant (it’s actually the same one that shipped with the PS4 Pro), plus the power cord, a USB-C-to-USB-A cable to charge the DualSense controller, and the user manual / warranty info. You’ll also, technically, get one game inside the box – that’s Astro’s Playroom, which, as mentioned, comes pre-installed on every PlayStation 5 console. If gaming consoles had weight classes, the PS5 would be in the heavyweight division: we measured it at around 38.8 x 8 x 26cm or 15¼ x 3 x 10¼ inches (H x W x D) – though the curved surfaces make getting an exact measurement kind of difficult – and weighed it at nearly 10 pounds (4.5kg or around 9.92 pounds). Because of its size and weight, you’ll need to put it on a sturdy base (included with the console) that can both bear the weight of the console and has enough space for the PS5. The disc tray makes the PS5 a little thicker on one side towards the base of the console – though if you're buying the PS5 Digital Edition, your console won't have a disc tray at all and will be even on both sides. While it’s on the larger side, the PS5 still looks pretty sleek with its curved edges, bicolor design and eye-catching LEDs that run along the inside lip of the console. The all-white shell encloses a reflective black center that looks, to some of the TechRadar team, like a reverse Oreo cookie. In terms of ports, the front has USB-A and USB-C ports, while the back sports two USB-A ports, an HDMI 2.1, Ethernet and a power port. There are no proprietary ports on the console, but that actually feels like a good thing this time around. It’s almost identical to what you’d find on the Xbox Series X, but the X also has a slot for expandable storage that the PS5 doesn’t have. Sony says it’s possible to upgrade the internal storage with an NVME SSD, but we’re hopeful the PS5 will get external SSD options, too. Our least favorite part of the PS5’s design so far is that the stand can be fairly tricky to figure out at first. Yes, it can go on either the bottom or the side of the console, but finding exactly where the console is supposed to sit on the base is a bit unclear. We’re also not super-keen on the vents on all sides of the console, but the benefit to this is that the PS5 is a fairly quiet console, and keeps surprisingly cool. We haven’t been able to put it through a rigorous gameplay test quite yet – we’ll likely need Spider-Man: Miles Morales or the Demon’s Souls remake for that – but so far the system has run whisper-quiet and hasn’t generated too much heat.
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Hello @axelxcapo, and thanks for asking 🙂 Well, I can say it like my activity on me based since last request has been improved a lot, and many other good things too. #Regards
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The Nvidia GeForce RTX 3070 Founders Edition is here — or at least it will be on October 29, and we can provide a full review today. Following in the footsteps of the GeForce RTX 3080 and GeForce RTX 3090, this is the third of the new Nvidia Ampere architecture GPUs. In terms of performance, price, and features, these new GPUs rank at the top of our GPU benchmarks hierarchy and are some of the best graphics cards right now. Except, they're still almost impossible to find in stock. Will the RTX 3070 suffer the same fate at launch, and how does it stack up against the other current and previous-gen GPUs? That's what we're here to find out. Fundamentally, the GeForce RTX 3070 will be similar in a lot of ways to the RTX 3080 and 3090 … except, not really, because changes to the core counts, memory capacity, and memory speed can all have a pretty significant impact on performance. Nvidia claimed during the Ampere reveal in September that the RTX 3070 was "faster than the RTX 2080 Ti," which would be an impressive result if it's true. It has more cores and higher TFLOPS ratings, but less memory and bandwidth. Here's the block diagram for GA104 along with the full spec sheet for the Ampere GPUs, along with the RTX 2070 / 2070 Super that the newcomer replaces. The RTX 3070 is both a big step up from the previous-gen cards it replaces, as well as a relatively large step down from the RTX 3080. On paper, it has about 32 percent less compute than the RTX 3080, and 41 percent less bandwidth. For comparison, the 2070 had 25 percent less compute than the 2080 but had the same bandwidth. Compared to the RTX 2070, however, the 3070 should be a significant jump in performance. It has over 150 percent more FP32 compute and 67 percent more RT TFLOPS, though it still only has the same 448 GBps of bandwidth. Going into the review, we were very curious to see how the 3070 would stack up against the previous-gen cards in real-world benchmarks, and Nvidia's claims of beating the RTX 2080 Ti seemed unlikely. It's also interesting to note the massive difference in power requirements compared to the RTX 3080. There's a 100W gap in TDP, and we know from our testing that the RTX 3080 and RTX 3090 can use every bit of their power budgets. This is the first Ampere GPU where we have a basically direct TDP comparison point with the previous-gen Turing GPUs. Both the RTX 2070 Super and RTX 2080 have 215W TDPs, so this will finally be Nvidia's chance to prove that, yes, Ampere actually can be significantly more power efficient than Turing. The design and aesthetics of the GeForce RTX 3070 Founders Edition are similar in many ways to the RTX 3080 and 3090 Founders Editions — it's just nowhere near as large. You get the finned radiator look on the main body, with dual fans that include a built-in rim to improve static pressure, all in a dark gray color with silver highlights. There are several noteworthy differences between the 3070 FE and the 3080/3090 FE, however. First, both fans are on the same side of the cooler (the side that normally faces down in a typical ATX case). There's also no 'X' silver cross on the side that faces up. Instead, a large grooved rectangular piece with a cutout at the back of the card allows the air to still flow through the radiator fins. Nvidia talked a lot about redesigning the 3080/3090 to handle the higher TDP. Obviously, the 3070 isn't in the same category of power and heat, and being a smaller card, it perhaps wasn't as beneficial. The card still runs cool and quiet, as we'll see later. The other big change in terms of aesthetics is that there's no lighting at all, RGB or otherwise. The GeForce RTX logo on the top of the card is pretty tame compared to some graphics cards, though for some people, this would be a positive change. There's also only a small RTX 3070 logo on the side of the card, which is a bit weird to me as there's a ton of room for a larger logo. All of Nvidia's previous-gen 20-series Founders Edition models at least had a green GeForce RTX logo on the top edge, and the 3080 and 3090 have RGB logos (though the tool to configure the RGB lighting still hasn't been released). The RTX 3070 eschews all such nonessentials and just provides the basics as far as looks go.
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[Winner Axelxcapo] [Battle] Seuong Vs Axelcapo
Agent47 replied to S e u o n g's topic in GFX Battles
V2 - Resize, and text ! -
Nick: Agent 47' Real name: Nuredin How old are you?: 19 Which Games you play? and for how long?(each of them): CS 1.6 5-6 hours, Among Us 2 hours, Fortnite 30 mins. Where are you from?(country and city): North Macedonia / Skopje Describe yourself(at least 50 words): I am a helpful person, I never forget them who helpled me before, My sport is Karate and I've reached the Black belt so far, My nationality is Albanian but I live in North Macedonia, My favourite food is called Chicken Salad, I am also friendly to them who would like to be friends with me. Note some of your qualities: Helpful, Friendly, Active etc.. Tell us some of your defects: I hate people who would like to be my friends for only 1 thing and then leave. Had you before any kind of responsabilities(describe it): Yes I had, and I still have, and it is about closing/checking/editing topics in the sections of my ranks. On which category/categories have you been active lately?(describe your activity): Journalists, Devil Harmony, Design, VGame Reviewers, and GoG. Which category/project you want to care off?: Journalists, Devil Harmony, Design. VGame Reviewers. How well you speak english?(and other languages): English 8/10, and Albanian 10/10 . Do you use TS3? Do you have an active microphone?: Yes of course I use TeamSpeak3, and sometimes I speak with Microphone. For how long can you be active after you get accepted?(days, weeks, months, years): As long as I can, but I believe that I can stay for years. Contact methods: TeamSpeak3 / Private Mesagge . Last request:
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McLaren will transition to an electrified era in earnest next year with the first truly all-new series-production car since the 2011 MP4-12C – and it’s a plug-in hybrid. The new model will be launched in the first quarter of next year and go on sale in mid-2021. It will serve as a replacement for the long-established Sports Series range, which includes the 540C, 570S and 600LT. That range will end with the imminent introduction of the GT4-racer-inspired 620R. Few details of the powertrain’s key specs have been revealed, other than that it will feature “medium-range” pure-electric running, which, Autocar understands, will be a touch under 20 miles. Total system output will be greater than the 562bhp offered by the 570S and is expected to be well in excess of 600bhp. A substantial increase in torque, enabled by the electric motors and available instantly from low revs, is also on the cards. The downside will be an increase in kerb weight due to the battery and powertrain complexity. However, McLaren boss Mike Flewitt has been candid when previously speaking to Autocar. “I’ve always said my ambition was to launch the hybrid at the same weight as the outgoing car. We’re not going to hit that, but we’re going to be within 30-40kg,” he said. As such, a kerb weight of around 1500kg is expected. For reference, the hybrid Honda NSX is 1725kg. The key ingredient to keeping weight down will be the all-new McLaren Carbon Lightweight Architecture (MCLA). It replaces the Monocell carbonfibre tub that made its debut on the MP4- 12C, although it was further developed as the MonoCell II for 2015. The MCLA tub will, like the Monocell, combine a carbonfibre central structure with aluminium subframes. It was designed and developed at McLaren’s Composites Technology Centre in Sheffield, where it will also be produced. Flewitt claims the ultra-light new chassis is “every bit as revolutionary” as the MonoCell was when it was introduced and has “greater structural integrity and higher levels of quality”. It is also said to allow greater bodystyle and powertrain flexibility to help McLaren further differentiate models in each range and offer everything from pure-combustion models to fully electric powertrains. Although pretty much every internal aspect of the new McLaren is revolutionary, the design will take a more evolutionary approach. It’s believed that some inspiration will be taken from the Elva speedster, particularly at the front, and that car’s interior design is also meant to provide a hint to the forthcoming range. A question mark remains over the name. McLaren has registered a number of name patents with the global brand database over the past 12 months, including Artura, registered in the UK, and the likes of Vion, Arkon and Veo in the US. In 2019, GTZ was also applied for. It’s highly likely that one of these names will grace the new hybrid model when the covers come off next year. Why McLaren has form when it comes to hybrids The hybrid revolution at McLaren is one born of necessity rather than desire, as it is with pretty much every car maker that wishes to sell a reasonable volume of cars in the 2020s without battling stringent regulations. Will that make the new Sports Series replacement a half-cocked compliance car? I very much doubt it. Leaving aside the extraordinary engineering talent within its Woking HQ and beyond, it’s not as if McLaren hasn’t dabbled (to put it mildly) in electrification before. The P1, one of the modern-day hypercar icons, featured an in-house-developed electric motor and could even travel six miles without ever awakening its twin-turbo V8. The 250mph-plus Speedtail may not have had a discernible EV range, but most people would forgive it that. Arguably, the challenge here could be the brand’s trickiest yet – packaging all that know-how and at least some of the extraordinary performance into a car that is (in relative supercar terms) affordable, usable and quite easily mass produced. The price is a big question: will it be a true successor to the 570S or nip uncomfortably at the heels of the 720S? That remains to be seen.
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Russian air strikes in northern Syria have killed more than 50 Turkish-backed militia fighters in the mainly rebel-held province of Idlib, reports say. Many others were wounded in the attack, which marks an escalation of violence in the region. A training base for an Islamist group called Faylaq al-Sham was hit. The assault puts at risk a ceasefire in Idlib, brokered and monitored by Russia and Turkey, which back opposite sides in the war. UK-based monitoring group the Syrian Observatory for Human Rights put the number of dead at 78. Why does the battle for Idlib matter? SBrutal endgame in Idlib risks spilling over Some of the wounded were in a serious condition, and the death toll was likely to rise, the Observatory added. It described the attack - in the Harem region north-west of Idlib city - as the deadliest since the ceasefire came into force in March. The truce brought to a halt a Syrian government offensive on the region which had displaced almost a million people, and has largely held since then. When the ceasefire was announced, Turkey said it reserved the right to "retaliate with all its strength" against any attack by forces allied to Syrian President Bashar al-Assad. Idlib is the last province held by rebels and jihadists, who have been beaten back in a nine-year-long civil war.
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Accepted !
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The Red Lantern (Nintendo Switch [reviewed], PC) Developer: Timberline Studio Publisher: Timberline Studio Released: October 22, 2020 MSRP: $24.99 There was a brief time in my childhood where I was obsessed with the Iditarod. The allure of that type of competition, just a guy and his dogs traveling the snowy wilds of Alaska, was enticing to a more youthful version of me. My obsession with it resulted in Iron Will finding its way into my family's VCR on an almost weekly basis. Like most of the things I fancied in my youth, the call of the wild eventually stopped speaking to me. I outgrew the childish notions of becoming a world-famous dog sled racer and settled for more realistic goals, like becoming a Pulitzer Prize-winning author. I'd even forgotten how often I watched that movie in the '90s until a little trailer for The Red Lantern popped up on my YouTube feed and reminded me that, oh yeah, I'm still kind of obsessed with this. If you've read Timberline Studio's description of The Red Lantern as a "story-driven, rogue-lite, survival game" and are not quite sure what they mean by that, what they're basically saying is it's The Oregon Trail but in Alaska. Players take up the role of the unnamed Musher, who sets off to start her new life in the picturesque wilderness of America's 49th state after failing to find her purpose in San Francisco. Joining her on this discovery quest is her dog Chomper and four other dogs you'll choose to guide her to her new home. The wilds of the Yukon are not kind to an unprepared newcomer, so choosing the right dogs may mean the difference between getting to your destination safely or starving to death to become food for wolves. As you meet each dog and accept or reject them to your team, you'll get a good idea of how they'll assist you on your trip. Some dogs are good trackers, some are big and intimidating, and others have strong noses that catch elusive scents. Every dog has its upside, but you'll discover downsides as well, depending on the random events you encounter on your journey. Like The Oregon Trail, The Red Lantern is a largely passive experience. The Musher will monologize her thoughts and feelings on this abrupt change in her life while the dogs steer the sled along randomly generated paths. Player input is only required when choosing to go left or right at a fork in the road, engaging in an event or encounter, or tending to your dogs and the Musher whenever you set up camp. For everything else, you can just sit back and enjoy the stunning scenery Timberline Studio has crafted. Your first few attempts in the wilderness will ultimately result in failure, save for anyone who draws the luckiest random encounters right off the bat. Failure is baked into the core of the experience as each failed run is a daydream in the mind of the Musher. Her experiences in those dreams will change how she'll pack for her next run. So if you find an ax in the wild during a failed run, she'll be sure to pack an ax at the start of the next one. It dawned on me an hour into my journey to her new home that she has everything she needs to succeed stocked up in her van. She's just incredibly ignorant and unprepared for the realities she's about to face. There are a couple ways to die out in the wild, but the death most common on my attempts was starvation. The Musher and her dogs each start out with half-full stomachs, but every time your dogs pass a point marker, they'll lose a notch on their hunger meter. The same happens to the Musher every time she engages in a random encounter. Food tends to go quickly when you dine at camp, so constant hunting is a necessity here. You may not like shooting a deer right in the face as it stands blissfully unaware of its fate, but you need to do it to survive. But don't worry, the Musher will make you feel very bad about it. One thing I was looking for in The Red Lantern was moments of quiet introspection as I glided along the snowy trails laid down before me. But quiet is not really in the Musher's vocabulary. She talks a lot: to herself, to the dogs, to the animals she encounters. And while Ashly Burch does a fine job of pouring emotion into the Musher's words, at around the fourth or fifth time I'm hearing the same lines at the camp, the same worried monologue at the halfway point of the trip, and the same observations on how this hole in the ice would make a great fishing spot (if I only brought a pole), I kind of just want her to stop talking and take in the beauty of her new home. The landscapes, surprisingly, are something she never really talks about in all her self-conversations. More variety in what she has to say would make each subsequent run a bit more pleasant. The game could also use some adjustments in how it paces itself. Each leg of the journey, labeled at the beginning and end with a point marker, is randomly generated. Some of these legs are quite long, especially if the Musher has a lot of dialog she needs to get out. Others are short, so short that you can complete a random event, get back on her sleigh, and before the dogs even have a chance to get to full speed, reach the end of the leg and set up camp. We're talking seconds here, and that type of wham-bam-thank-you-ma'am pacing undermines the profound nature of her journey. Even when my runs feel fleeting, I do enjoy hitting the trails again and again. There are a lot of events to witness and different outcomes depending on the choices you make. There are also different outcomes depending on the dogs on your team. One such example I encountered is the wolf attack. With my original team, whenever I encountered this wolf in the wild, it would attack the Musher, leaving her injured and in need of bandages at the next camp stop. But on my second save file containing a different set of dogs, one of the pups came to the Musher's rescue when the wolf jumped her way. That alone is enough to get me to have multiple save files, something I rarely do with any of my games. It's always reposeful when a video game can connect me with the experiences of my youth, and The Red Lantern does just that. It can be breathtaking at times, and it can also be pretty banausic, but the Musher's journey to her new home has enough beauty, adventure, and adorable dogs I just don't want to stop petting to make each trip worthwhile. Release Date: 2020. Q4 (PC) Po[CENSORED]rity: ~1300# ■ Genre: Adventure, Survival Developer: Timberline Studio Publisher: Timberline Studio
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Huawei was one of the first manufacturers to enter the foldable phone market with the Huawei Mate X in 2019, but all we've seen from the Chinese company since is the slightly tweaked Huawei Mate Xs follow-up. Newly published patents suggest another Huawei foldable could be on the way though, this time adopting a clamshell design. Documents spotted by the ever-watchful LetsGoDigital outline a foldable phone very much in the style of the Motorola Razr or the Samsung Galaxy Z Flip – one that folds down from top to bottom rather than from left to right. There's a secondary display on the back of the phone, which is visible when it shuts – we presume that's for quickly checking messages, notifications and the like. Again, it's what we've seen from the other clamshell foldables from Motorola and Samsung. Rumors around the Samsung Galaxy S21 Ultra iPhone 12 Magsafe – everything you need to know We might see a foldable from HTC as well When the phone is fully opened out, we get a long and narrow display, which doesn't seem to be encumbered by any kind of notch or selfie camera. If there is a fingerprint sensor on the device, it may be built into the screen or perhaps integrated into the power button. It's not the first time this year that Huawei has filed patents for a clamshell-style foldable, though the design here differs significantly from what we've seen previously. The secondary display on the outside of the phone is a lot larger, for a start. As ever with patent filings, this isn't a guarantee that a device like this will actually head to production – patents don't always lead to finished gadgets. However, it is a telling sign of what Huawei is thinking about regarding how to develop its foldables in the future. We haven't heard much about Huawei's plans for future foldable phones to date: a Huawei Mate X2 is believed to be on the cards, but it may fold in the opposite direction to the two Mate X devices that Huawei has put out up to this point. Having both a traditional foldable phone and a clamshell foldable in its range would give Huawei parity with Samsung, though it doesn't look as though the company is going to unveil anything soon – we might have to wait until 2021 for this to show up.
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In addition to the high-level specs, both boards provide six SATA ports and a slew of USB connectivity on the rear IO. One other difference between these two outside of price, looks is the integrated Wi-Fi and Thunderbolt 3 connectivity: The Vision D has three M.2 slots, while the Vision G has two. Before we get to a detailed look at layout and performance, below is a complete list of specifications on both motherboards, from Gigabyte. Motherboard makers are coming up with some innovative ways to distinguish their motherboard product lines. From overclocking series to creator boards, each company has something different, including Gigabyte, with its creator-focused Vision brand of boards. Here we’re covering the Intel side of the lineup, with the Z490 Vision D ($289.99) and Z490 Vision G ($199.99). As usual, we’ll be comparing their hardware, included features and performance, to see which motherboard is better for the creator these boards are designed for. Gigabyte states its Vision line offers “...a no-compromise platform that excels in performance, functionality, and stability… paving the way for creators to work faster and efficiently...” The Vision D is higher up the product stack than the Vision G, bringing more features to the table including integrated Wi-Fi, Thunderbolt 3 ports, and RGB lighting. The Vision G, on the other hand, is priced about $90 less and doesn’t include the features mentioned in the previous sentence. Outside of that, both motherboards offer users solid power delivery, premium integrated audio, and more. Performance between these two boards in our tests was nearly indistinguishable, as we would expect. Both have the same power delivery and utilize the same behavior for Intel boost. Compared to other boards, our Vision samples also mixed in well with the competition. Overclocking went well, with both able to take our Intel Core i9-10900K to 5.2 GHz and memory to DDR4 4000 speeds without issue. The VRMs ran a bit warm, but still well within operating parameters. Vision D and Vision G Features Vision D Gigabyte’s Vision D includes enough accessories to get your system up and running. It comes with the usual slate of SATA cables, Wi-Fi Antenna and more. Below is a complete list of what is included in the box along with the board. ● User manual, Installation Guide ● Four SATA cables ● WiFi antenna Starting off with appearance, the Vision D in many ways looks like most boards sitting around the $300 price point. It comes handsomely appointed with large black-and-silver heatsinks on the VRMs, heatsinks on all three M.2 slots, and a large chipset heatsink as well. RGB lighting is included on this board, with accents under the IO shroud as well as the chipset heatsink. If what exists isn’t enough, there are four headers onboard for RGB expansion. Zooming in on the top half of the board, we’re able to get a closer look at the heatsinks, shrouds, and other business going on. The VRM heatsinks are connected via heatpipes in order to share the load. The left heatsink sports a brushed-aluminum look (as are all the silver/aluminum-colored heatsinks) while the top has a high-gloss black brushed appearance. Between them is a reinforced 8-pin EPS (required) plug and an (optional) 4-pin for powering the CPU. To the right of the CPU socket are four reinforced DIMM slots capable of running up to 128GB of RAM. Speeds are listed up to DDR4 4400 for this motherboard which is on the lower side of speed support (the Vision G is up to DDR4 5000). Unless you’re benchmarking competitively, this shouldn’t be a problem for most users. The board is designed for creators, and for those types of users, stability is more of a key than ultra-fast RAM speeds/bandwidth support. Note that due to the primary PCIe slot’s location, it’s difficult to reach the bottom locks for the RAM, as they bump into the video card. Gigabyte should use single-sided locking mechanisms if RAM slots are going to be that close to the GPU. Wedged between the DRAM slots and top VRM heatsink is the first (of eight) 4-pin fan headers. There are plenty of headers by count. However, the manual doesn’t seem to mention how much power each of these is capable of. To that end, assume they are all 12W/1A to avoid issues. On the right edge of the board on top, we find the first of four RGB headers. Just below it is the 2-character debug LED, a nice value add for this class of motherboard. Below that is the reinforced 24-pin ATX power plug for the motherboard, two system fan headers, and one of the 2-pin temperature headers. Continuing down the right edge is a front panel USB 3.2 Gen 2 Type-C port and a USB 3.2 Gen 1 header.
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Another new 3 Series drives off the assembly line at Regensburg, north-east of Munich. It carries M division’s latest 3.0-litre straight six, but given the narrow hips and Touring body, it’s clearly no M3. Neither is this shade of green one you’ll find in BMW’s brochures. Nor, for that matter, is the car going by train to the port of Bremerhaven, where most of the 1100 cars that leave Regensburg daily head for export. Instead, it’s loaded onto a carrier trailer and taken 120 miles south down Autobahns 93 and 9, and west along Autobahns 99 and 96, destined for Buchloe. Here, already benefiting from the fettled M motor and other driveline upgrades, more good things happen. It gains soft leather, the aero needed to travel seriously fast and some stripes that add another 5mph to the claimed 186mph top speed. The VIN is then neatly crossed out and a new sequence of numbers and letters etched into the engine bay. After this, the finished car is test driven on local roads, valeted and finally parked up next to a similarly hued B5 Biturbo in the glassy reception area of Alpina Burkard Bovensiepen GmbH & Co KG, its drilled brake discs and blue calipers visible through forged 20in wheels. This machine is our ticket back to London. It’s the first right-hand-drive B3 Touring of the new G20 3 Series generation, painted Alpina Green and with the Deco-Set pinstripes limited to the draping chin spoiler rather than running in full extrovert-spec down the entire length of the car. Mumbling behind our masks on the flight over this morning, photographer Olgun Kordal and I debated whether the new B3 would look as subtly lust-worthy as this most junior Alpina model frankly always has in the past. The G20 is fiddly in its details and bulbous in its features, not least that grille, but honestly, we need not have worried. In the metal, the B3 Touring has perhaps lost some elegance and simplicity but gained something in presence. At a standstill, it has every ounce the desirability you’d expect from a 3 Series Touring costing – deep breath – almost £70k, even before you start to customise the interior. Which you will. In fairness, it also has the performance to blow away more expensive sports cars that have only a fraction of the B3’s comfort and practicality, but we’ll get to these attributes in due course. First, the bigger picture. This year hasn’t been easy for Alpina. A mere four cars were finished before BMW shut its plants due to Covid-19 (this car, Touring No 007, wasn’t one of them), and that’s why Alpina’s typical annual volume of around 1500 cars will be lower this year. In an attempt to make up numbers, the company is now aiming to build 1000 cars in the second half of the year. Such numbers are nothing in the context of Regensburg but are something Alpina, which starts and finishes its cars by hand either side of their general assembly under BMW’s watch, has never before achieved.
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When you're designing your battlestation, you've obviously factored in for one of the best gaming PCs with all of the parts you chose, as well as monitors, peripherals and, if you didn't have one, a desk. Oh, and you'll need a chair. If you get a really cheap one, you may not be comfortable. For some streaming cred, you might go with a racing-style gaming chair. But now there's a luxury option. Herman Miller, known for premium ergonomic office furniture, got into the... gaming game this year, with a $1,495 collaboration with Logitech G. The Herman Miller X Logitech G Embody Gaming Chair is the priciest gaming chair we've ever tested, and eschews much of the gamer styling that you often see, in favor of more subtle aesthetics -- indeed, it's practically identical to Herman Miller's Embody chair meant for offices. There are a few twists for extra comfort for long gaming sessions. But ultimately, the Embody is a very expensive, very comfortable gaming chair. For many, the price will be the point that stops them in the tracks. But regardless, the Embody shows what a gaming chair could -- and arguably should -- be: something focused on comfort and performance, rather than a gaming status symbol. Design of the Herman Miller X Logitech G Embody Gaming Chair The Herman Miller X Logitech G Embody Gaming Chair (which I’ll refer to as the Embody from here on out) looks like a chair I’ve seen before, but like no gaming chair I’ve ever seen before. Specifically, it doesn’t have the throne-style, racing seat aesthetic seen on gaming chairs used by streamers on Twitch or by many professional esports players. There’s no head pillow, lumbar pillows, no massive logos, and no black pleather. No, the Embody looks like a very modern office chair. That’s because it is largely the same as an existing Herman Miller chair by the same name. There are a ton of similarities: The gaming chair has the same backrest that reduces in width as it hits the top, while the back has a spine and a series of supports that look like ribs. It sits on a sturdy aluminum base with five wheels designed for either hard floors or carpets.
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Adoption of Nvidia's ray tracing and DLSS technology is starting to pick up steam, thanks in no small part to increased support from Unreal Engine 4. Last week, Nvidia had a blog post about 12 games still set to release in 2020 that will include ray tracing and/or DLSS support. That's in addition to the maybe dozen or so games that already support the technology. Some of these games are well-known titles, like Cyberpunk 2077 and Watch Dogs Legion. Others, not so much, but one that caught my eye was Pumpkin Jack, a solo developer effort that's been in the works for four years. First, you should know that I studied computer science and had dreams back in my younger days of creating games. Then I discovered that it's quite difficult, life caught up with me, and after working a few years as a software developer and then an IT person, I ended up as a tech journalist. So when I see a decent quality game from a single person, I'm always impressed. I reached out to Nicolas Meyssonnier to ask some questions about the whole process, particularly regarding ray tracing and DLSS support. Those are technologies that often seem to cause issues for big-time developers, so I wanted to know more about how easy/difficult it was to get them working. Nicolas has a blog post covering some of the details, but I connected with him on Discord to dig a bit deeper. He's basically a self-taught game developer, and apparently an artist as well. Not surprisingly, the process of creating a game like Pumpkin Jack is one of iteration and refinement. What released today may not be the exact idea he started out to create, but after playing through the first few game levels, it's an enjoyable platformer and perfect for anyone looking for some Halloween fun. It's also kid-friendly, which is great for the spooky season if you've got littles creeping around. As far as adding ray tracing was concerned, it was both good and bad. Nvidia initially asked Nicolas about adding the technology, and he was pretty excited about it. Shadows and lighting apparently didn't take too much effort, but getting reflections and transparent reflections to work was a month-long process. Part of the difficulty was that the documentation for ray tracing in Unreal Engine 4 isn't really complete right now, so there was simply a lot of trial and error. Nvidia also worked with Nicolas to help get things working, or at least pointed him in the right direction.
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The Raspberry Pi Camera is great fun to play with. It can be used for silly photos, stop motion animation and for computer vision projects. To introduce how to use the camera as part of a Bash script we are going to use the camera with a push button that will choose a random filter for the image. Some of these filters enhance the image, some alter it to be a cartoon others create artistic effects. On a recent episode of The Pi Cast we created a version of this project using Python. Here you can see all of the image effects possible with the official Raspberry Pi Camera. The Bash terminal is our programming environment and it is a great way to introduce the powerful scripting language which is often overlooked in favor of other languages. We used the Raspberry Pi 4 for this project, but the project can also be created using any other model of Raspberry Pi running the latest Raspberry Pi OS. For this project you will need: Any Raspberry Pi Any Raspberry Pi Camera module (no USB webcams, though) The latest Raspberry Pi OS A breadboard 2x Male to female jumper wires A push button All of the code, and high resolution images for this project are available via a GitHub repository at https://github.com/lesp/LXF269-PiCamera-Bash/archive/master.zip If you're already familiar with how to set up a Pi camera module, you can skip ahead. These steps will work for all Raspberry Pi camera modules (including third-party ones). 1. Open the camera port by gently lifting the plastic lock upwards. 2. Insert the ribbon connector with the blue tab facing the USB / Ethernet ports. 3. Close the lock on the connector and give it a very gentle pull to make sure it is in place. 4. Power up your Raspberry Pi and then go to Preferences >> Raspberry Pi Configuration. 5. Click on the Enable button for the Camera found in the Interfaces tab. 6. Click Ok and reboot the Pi. 7. Open a Terminal and type the following command to take a quick picture to test the camera. $ raspistill -o test.jpg After five seconds has elapsed, an image will be taken and saved as test.jpg. Using the file manager check that the image is correct before moving on.
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Contra
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Brave new world, meet same old world. Electric cars once stood alone (dear early adopter, here is a vehicle unlike any other), but they certainly don’t any more. At the launch of the new Volkswagen ID 3, potential buyers could make a shortlist of several similarly priced, similarly specified battery-powered cars. As it is, we’ve chosen just the one to pitch it against. Volkswagen says its new zero-emissions family hatchback heralds a third generation for the company, after the eras of the Beetle and Golf. Like the Golf, the ID 3 is joining an established class. A legend of Volkswagen history, the Golf arrived with a transverse-front-mounted petrol engine, driven front wheels and MacPherson-strut/torsion-beam suspension – specifications that were considered sufficiently ‘so what?’ that the Citroën CX beat it to the 1975 European Car of the Year award. So joining a game rather than changing it is clearly no barrier to success. Changing it can work too, mind, as Nissan has found since launching the Leaf in 2010. Built in Sunderland and now in its second generation, it has become the world’s most successful electric car to date. It also looks like it has acted as a strong benchmark for the ID 3. Hence it’s here, as the Nissan Leaf e+ 3.Zero (but I will just stick with Leaf, if that’s okay). The specification sheets of the new Volkswagen and the familiar Nissan exhibit the kind of closeness that you would find in any other family car twin test. Power is about 200bhp apiece; the front seats, back seats, boot space and equipment levels are competitive with each other; and the price is £35,215 (ID 3) versus £36,970 (Leaf). This test isn’t an ‘EV thing’. It’s just car meets car. And that’s all we can decide for now, by the way. It will take 20 years for us to know for sure whether the ID 3 has firmly established its own piece of Volkswagen heritage. It looks new, though, yes? Beetle, designed by Ferdinand Porsche, Mk1 Golf, lines by Giorgetto Guigiaro, meet Klaus Zyciora’s ID 3: attractive, slightly familiar yet also strangely not so, as if somebody has made a squeaky dog toy of a Golf in 1:1 scale. I’m told that it’s quite aerodynamic. Underneath is the kind of EV architecture that’s becoming familiar and has tremendous flexibility (of purpose, not structure). There’s a relatively long wheelbase for this Golf-sized hatchback, with a phalanx of batteries mounted low and level between the front and rear axles. This 1st Edition of the ID 3 has a single motor at its rear, driving its rear wheels, but the platform can host one at the front instead or as well, and fewer or more batteries.