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Cinderella 乡

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  1. https://www.pcgamer.com/halo-infinite-devs-plan-to-roll-out-a-fix-for-big-team-battle-matchmaking-next-week/ Big Team Battle multiplayer hasn't been completely unplayable for the last month, but it's definitely had problems: larger matchmaking parties often have difficulty getting into games, and disconnects were commonplace even when you could catch a match. After trying to solve Big Team Battle's issues over the holiday break, 343 now has an hotfix going through certification. "As long as no issues arise, we are targeting releasing this hot fix middle of next week," wrote Halo community director Brian Jarrard on Friday. As an apology for the BTB woes, 343 is also giving all players who log in 5 XP Boosts and 5 Challenge swaps when the hotfix goes live. Jarrard said that the freebies would be available for "about a month," so there's no rush to log in and grab them. "We continue to work towards the mid-February patch and will share details as we get closer," Jarrard continued. "Additionally, work continues on plans/updates to other key topics we know are top of mind for the community (economy, armor customization, ranked, cheating, networking, etc.)." Wes has been covering games and hardware for more than 10 years, first at tech sites like The Wirecutter and Tested before joining the PC Gamer team in 2014. Wes plays a little bit of everything, but he'll always jump at the chance to cover emulation and Japanese games. When he's not obsessively optimizing and re-optimizing a tangle of conveyor belts in Satisfactory (it's really becoming a problem), he's probably playing a 20-year-old RPG or some opaque ASCII roguelike. With a focus on writing and editing features, he seeks out personal stories and in-depth histories from the corners of PC gaming and its niche communities. 50% pizza by volume (deep dish, to be specific).
  2. https://www.techspot.com/news/92934-unofficial-half-life-ray-tracing-mod-coming-year.html Adding ray tracing to classic games has been an excellent way to show off the difference it makes. Last week a modder posted a YouTube trailer that shows the feature employed on the original Half-Life. The modder plans to have it playable this year, though no specific date was mentioned. Sultim_t says in the description of his trailer for Half-Life: Ray Traced that he will add real-time path tracing to Valve’s seminal 1998 first-person shooter. The ray-traced effects include global illumination, reflections, refractions, and soft shadows. Path tracing is similar to ray tracing but far more comprehensive and computationally expensive. The ray tracing in games like Cyberpunk 2077 or Resident Evil Village is mixed with traditional rasterization, only handling effects like global illumination or reflections. By comparison, path tracing renders the entire scene with ray tracing. It takes so much horsepower that only games with relatively basic or aged graphics like Minecraftor Quake II RTX can use it at Playable framerates. However, even those games need upscaling methods like DLSS to do it. Sultim_t doesn’t mention any upscaling feature for Half-Life: Ray Traced. Sulim_t previously developed a ray-tracing mod for Serious Sam, although this mod is based on a previous attempt to add ray tracing to Half-life. Sulim_t plans to releaseit on GitHub along with the source code when done. In 2019 Nvidia said it planned to bring ray tracing to more classic games but hasn’t revealed any since.
  3. https://www.techspot.com/news/93006-intel-sgx-deprecation-impacts-drm-ultra-hd-blu.html Today's technology has made high quality video available at the push of a button. But while streaming provides the ultimate in convenience, factors ranging from superior A/V quality to a need for physical media due to poor connectivity has kept the Blu-ray community alive and well if only niche. Unfortunately, Blu-ray enthusiasts using modern Intel hardware just received some not-so-great news regarding 4K UHD Blu-ray support. A datasheet released by Intel this month provides an in-depth look at the changes behind Intel's Core processor lineup. The sheet details the most recent technologies and performance behind the new family of processors as well as a short list of deprecated features. The latter list includes the removal of Software Quard Extensions (SGX), a requirement for protected 4K UHD content. Digital rights management (DRM) solutions, such as those used in Ultra HD Blu-ray. discs, rely upon SGX to facilitate secure communication and computation within a user's system. The removal of SGX in Intel's 11th and 12th-gen series CPUs means that Intel-based users leveraging their PC for 4K UHD Blu-ray content will no longer have the ability to display the expected 3840x2160 resolution offered by the high definition format. Introduced with Intel's Skylake line of processors, SGX is a specific set of security-related instruction codes designed to support secure computing, browsing, and DRM. SGX-enabled trusted hardware creates a secure container, or enclave, designed to protect the confidentiality and integrity of any data sent to that secure container. A cryptographic hash is used to prove the authenticity of any interaction with the container and computational data within it. Based on this requirement no data can be processed through this enclave if a matching cryptographics hash is not provided. Though the removal of SGX means that UHD DRM-protected content will no longer be accessible to many late-model Intel users, the overall ability to display the format is not lost. Based on the information available it appears that 4K formats and data not leveraging DRM solutions should still function as expected. Functionality would also be restored if the Blu-ray Disc Associationever opts to remove DRM or other SGX-related protections from their format. The SGX deprecation and inability to display the 4K UHD format is one more in a string of Alder Lake's DRM-based challenges. For a few weeks after launch, the new processor lineup had rendered a group of DRM-protected PC games unplayable, however as of this month all of those DRM-based game issues have been resovled.
  4. i don't know what's the problem , but maybe its language problem. Put screenshot.
  5. Happy birthday dear @aRbi~ I wish you a beautiful day and have a new year full of good. Stay Blessed.
  6. https://www.techspot.com/news/92991-lovelace-inbound-nvidia-graphics-card-supply-improve-second.html We’re all sick of the GPU market being in such shambles, but could things change this year? Nvidia chief financial officer (CFO) Colette Kress says that the company expects to increase supply of its cards in the second half of 2022, which likely coincides with the arrival of the RTX 4000 ‘Ada Lovelace’ series. Speaking at the virtual 24th Annual Needham Growth Conference (via Seeking Aplha), Kress said that demand for Nvidia’s GeForce products far outweighed supply last year, as we know, but team green is optimistic that the situation will improve later this year. "We are working, as we've mentioned, in terms of longer-term, getting that supply. In the second half of calendar '22, we believe we'll be in a great position with our overall supply in terms of our estimations of what we will need going forward," Kress explained. Why the sudden increase in GPU supply? The obvious answer would be the arrival of Ampere’s successor, codenamed Lovelace—we previously heard that the new series of cards would arrive in the third quarter of 2022. Expect these to be replaced with RTX 4000 cards later this year This is the second time Kress has claimed Nvidia would improve the supply of its graphics cards in the second half of 2022. At the UBS Global TMT conference last month, the CFO said, “The company as a whole will take the appropriate work to continue to procure more supply. We’ve been able to grow quite well during this year, each quarter, sequentially growing. And we do continue to plan to do that for Q4 […] So we believe we will be in a better situation in terms of supply when we look at the second half of next year.” Nvidia tends to release a new graphics card family every two years, so we can expect to see the RTX 4000 series in September if it follows that same cadence. Nvidia is rumored to be moving away from Samsung’s 8nm node, which it uses for the RTX 3000 series, and tap TSMC's 5nm process node. used by Apple, AMD, and others. We’ll have to wait and see if there really is enough supply of RTX 4000 cards to meet consumer demand. TSMC recently committed to spending up to $44 billion on upgrading capacity this year, and lowering demand from miners is obviously a good thing, but scalpers aren’t going away anytime soon. Moreover, the supply of RTX 3000 cards could get even tighter if Nvidia puts more focus on producing its latest generation of products.
  7. https://www.techradar.com/news/twitter-finally-lets-you-save-your-spaces-to-use-as-a-podcast If you regularly host a Twitter Spaces room, but were frustrated that you couldn’t save it for future use, Twitter has good news for you. Back in 2020, Twitter announced the Spaces feature, where you could chat to others about any topic in a virtual room while your followers could listen in, similar to a live podcast. It’s available to use on iOS and Android where you can access it through the navigation bar, or at the top of the app if a follower is hosting one (access to Spaces when using Twitter in a web browser is still in development). But once you were done hosting a Spaces room, there was no way to save the chat as a file and upload it to a podcast feed for those who may have missed out on the discussion. However, there will soon be a ‘Record Spaces’ option when you’re about to chat. Once you’re finished with the Space, Twitter will hold it for 30 days, or you can download it as an audio file, which opens up many possibilities. Having a local audio file is the natural next step for Spaces. With apps such as Clubhouse offering similar features but having fallen into obscurity recently, Twitter has an opportunity to make its own mark in distributing Spaces as podcasts. While the company has been testing Tickedted Spaces. which is a way of paying for access to Spaces in order to listen or to add to the conversation, exporting Spaces to an audio file can make the process of creating a podcast much easier for new users. Spaces offer an easy way for a discussion to be held about a certain topic, without having to set up Skype or Zoom, though you would still need to use another program to record the conversation. Spaces can cut these steps further now, with the offering of recording, but it also lowers the barrier for anyone on the social media platform to try their hand at podcasting about their favorite topic. Users can become speakers and leaders of their own Twitter Spaces. They can be inspired to host their own Spaces to talk about other topics that they’re passionate about while meeting new followers who share the same interest. This alone gives Twitter a big opportunity and could open up a new avenue to make Spaces a great platform for its own curated podcast library. But for many users, it could also go some way towards making the platform fun – and genuinely useful – once again.
  8. Happy birthday @BeeNoXz I wish you a beautiful day and have a new year full of good. May the bright Colours paint Your Life and You be Happy Forever. Stay Blessed.
  9. V1- Text & effects.
  10. You have opportunity to win V.I.P
    Join the Contest 

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    Good luck everyone.

  11. https://www.techradar.com/news/alttab-in-windows-11-is-about-to-get-much-better Microsoft is improving the appearance of switching windows using the Alt+Tab shortcut in Windows 11. Switching windows through a keyboard shortcut has been a po[CENSORED]r option with users, and it’s particularly useful if you’re using a full-screen app that becomes unresponsive. By pressing Alt+Tab on your keyboard, you can quickly switch out of the problematic app. Switching between apps in Window 11 has seen the whole screen become blurred, while in Windows 10 you merely saw a menu of apps you could switch between to, without a blurred effect. This can look strange if you’re on a monitor bigger than 24-inches, and which will also hide the content you may have been working on. In an upcoming build that’s in testing for Windows Insider users, which allows you to test upcoming Windows 11 features early, such as a refiend taskbar. the Alt+Tab interface looks cleaner, with a blurred appearance around the feature itself, instead of taking over the entire screen. Every major Windows update has had a codename attached to it. Windows XP had Whistler, for example, while Windows 8.1 was called Blue. The codename for the next major Windows 11 update is Sun Valley 2. If that sounds familiar, it’s because the released version of Windows 11 had the codename Sun Valley. This upcoming update will be full of refinements, but also improvements to what users have been getting used to for the last few months since the release of Windows 11 back in November. From the new looks of Paint. Clock and the upcoming reboot of Window Media Player. Sun Valley 2 looks to be a significant update. Alt+Tab already looks easier on the eye in this new build, so you can switch between apps and still see the content in the active window that you were previously looking at. Sun Valley 2 is scheduled for May, roughly one year since Windows 11 was announced, and we may finally see Android apps from the amazon App Store. appear on the Microsoft Store. It’s encouraging that we’re already seeing these small improvements to many apps, alongside updates to the appearance of Windows 11, which will add up to a significant update in May that’s going to benefit users, even if you’re merely looking forward to using Notepad in dark mode.
  12. https://www.pcgamer.com/god-of-wars-no-cut-camera-made-adding-ultrawide-support-surprisingly-challenging/ God of War's PC port is an enhanced version of a fantastic game, with a few features we love to see on PC like DLSS upscaling, a flexible FPS limiter, and ultrawide support. That last one was a no-brainer inclusion for God of War's developers as they started work on the PC version of the game, lead UX designer Mila Pavlin told me. "I think this is just a tremendous game for the widescreen format," Pavlin said. "It has those huge vistas, the big sweeping moments, and the cinematics that play to that… So I think that was something that was really important to the team, as we were looking at how to present the game in the best possible way." For UI designers, making a game work well in ultrawide includes some fairly obvious tasks. You have to ensure that UI elements that are 'pinned' to the corners of the screen in 16:9 aren't uncomfortably out of view on a 21:9 monitor. But that's just one of the considerations developers have to deal with to make ultrawide work. The field of view at that wider aspect ratio can be a big problem for games that were originally only built to support standard widescreen. "It's not just setting resolution and done. I wish it was that easy," said Matt DeWald, the senior technical producer on God of War's PC port. If you widen the aspect ratio without increasing FOV, it just doesn't look quite right to our brains. But once you widen the FOV, you start seeing things that you were never supposed to, like in bad 'HD remasters' of old TV shows. "Now there's all this stuff that was on the edge and cut off on 16:9 that now is in the scene," DeWald said. "Like 'Oh no, Atreus is warping through the scene because he's getting into position.'" "So you had to go back and animate all those things. It required playing through the entire game. And not just cinematics because we're a no-cut camera, right, it's the one shot the entire way. So it's really playing through the entire game… all these controlled camera moments, like when Kratos is trying to kill something and he goes into a locked animation, the camera's controlled to that scene, or there's some gameplay moment where something shows up like the Draugr popping out and Kratos whipping out the axe and it frosting up. "Those aren't cinematics per se, they're just gameplay moments. You've got to go through all of those and check to see: Was there a Draugr on the side of the screen that popped into visibility because he's going to be attacking from behind? Is Atreus warping around? Is Kratos's skirt flipping around because the cloth simulation isn't working properly? There's all that kind of stuff that you have to go through and tweak. It was literally just hand effort to go back and fix up all those things." The only way to ensure God of War looked just right with a wider FOV was to play it in ultrawide. A lot. "Because it's hard to systematically find these issues, it requires a human being to look at it and watch it, you can imagine playing through not only a 30 hour game from the core game elements, but also all the exploration spaces and all that stuff, you're talking about 80-plus hours to play through the entire game to find the visual things," DeWald said. "And you've got to run through that multiple times." God of War's PC port was developed by a small team at Santa Monica Studio alongside Jetpack Interactive, while most of Santa Monica is still devoted to development on the upcoming sequel God of War Ragnarok. As QA logged visual bugs, the PC port team would pull in animators to fix them. "As much as I would love to say that we planned appropriately and it took exactly that amount of time, it didn't," DeWald said. "QA would find some new issue that we missed the first time around. Once they opened up the hundreds of bugs ,the amount of work it took to fix all of those, it was quite a bit of effort." These sorts of animation issues certainly aren't exclusive to God of War's "no-cut camera" design—pretty much any game built for a locked FOV is going to exhibit some problems when you widen the lens. But it's emblematic of how much more complicated life gets for games designed around a fixed console spec when they're brought over to the PC. Wes has been covering games and hardware for more than 10 years, first at tech sites like The Wirecutter and Tested before joining the PC Gamer team in 2014. Wes plays a little bit of everything, but he'll always jump at the chance to cover emulation and Japanese games. When he's not obsessively optimizing and re-optimizing a tangle of conveyor belts in Satisfactory (it's really becoming a problem), he's probably playing a 20-year-old RPG or some opaque ASCII roguelike. With a focus on writing and editing features, he seeks out personal stories and in-depth histories from the corners of PC gaming and its niche communities. 50% pizza by volume (deep dish, to be specific).
  13. https://www.techspot.com/news/92944-ultraram-breakthrough-could-finally-fuse-ram-storage-single.html For the longest time, memory and storage have been working as separate parts of a computing device. Manufacturers have tried combining the advantages of RAM and NAND into a single package, but only with limited success. A new type of non-volatile memory called UltraRAM is showing potential, but it'll be a while before it can be integrated into a commercial product. Fusing random-access memory (RAM) and storage isn't a new idea. but so far no company has managed to materialize this concept into a successful, widely-used commercial product. However, that doesn’t mean research on this topic has gone cold. Earlier this month, researchers from the Physics and Engineering Department of Lancaster University in the UK published a paper detailing important progress that’s been made into bringing UltraRAM closer to mass production. UltraRAM is described as a memory technology that “combines the non-volatility of a data storage memory, like flash, with the speed, energy-efficiency, and endurance of a working memory, like DRAM.” If that sounds familiar, it’s because Intel has already tried bridging the gap between DRAM and flash storage with Optane. albeit with limited success. Samsung has something called Z-NAND. and Kioxia and Western Digital also want to integrate XL-FLASH into future consumer and enterprise storage solutions. The materials used to make UltraRAM are the same compound semiconductors used in optoelectronic devices like LEDs, lasers, photodiodes, and phototransistors. The latest breakthrough made by the scientists behind it was in improving its performance when built on silicon substrates as opposed to Gallium Arsenide wafers, which can be up to 1,000 times more expensive. This means UltraRAM has the potential to be a cost-effective memory solution. The scientists claim the prototype devices they’ve tested can offer 1,000 years of data retention and “degradation-free endurance” of more than 10 million program/erase cycles. The last figure alone is likely enough to pique the interest of tech companies, especially if it can really be as fast as traditional RAM Another advantage of this new technology is that it exploits the quantum mechanical effect of resonant tunneling to allow a barrier to switch from opaque to transparent when voltage is applied. This process is very energy efficient when compared to switching technologies used in RAM and flash storage, so it could lead to better mobile devices that last longer when used on battery power. The same process allows for a highly compact architecture with a high bit density, which in theory should allow manufacturers to cram more memory capacity into a single chip. The Lancaster University researchers said they need to further improve the fabrication process of the memory cells, but this is nevertheless an interesting technology with a lot of potential for in memory computing, as it would remove the need for data to go back and forth between the processor, memory, and non-volatile storage of a device.
  14. Good Night ❤️ Sweet dreams

    Who replied he will win something 😛

  15.  

    ❤️T8lLjcD.jpg❤️

    1. KM-Rose

      KM-Rose

      Thank you sister 

  16. Happy Birthday!
  17. https://www.pcgamer.com/this-minecraft-map-turns-the-blocky-builder-into-a-rad-doom-game/ You can run Doom on absolutely anything these days pregnancy tests, ATM machines, Twitter. if it exists, you can play a '90s shooter on it. They're all perfectly fine and cool, but this Minecraft adventure map may be my new favourite way to play Doom. Doomed: Demons of the Nether was created by solo developer Sibogy over two years and roughly 1,200 hours. It takes a decent amount of inspiration from the newer Doom games, but Sigoby told PCGamesN that they still wanted there to be a clear cut difference between id Software's shooter and their own interpretation. "I didn't want to make a 1:1 copy because you might as well play Doom at that point. If something seemed fun I looked to implement it," they said. The single-player map has four levels that take place through Mars, The Foundry, the UAC Facility and The Nether. Sigoby has implemented a bunch of stuff across the map, including cutscenes, boss fights, collectables and weapons with ammo you have to manage. They said how "Minecraft's limitations were the main challenges," with staple neo-Doom features like glory kills and dashing having to be benched. Considering this is an adventure map and not a mod, Sigoby has done a fantastic job of working within the game's limits and creating an awesome piece of work. The map is out now and you can grab it from Planet Minecraft, along with a handy how-to on installing it on the map's websites. As Sigoby previously mentioned, this is an adventure map and not a mod, meaning you should be able to get it working with relatively little ease. It's always impressive to see just what people are capable of in a game as seemingly simple as Minecraft—like this recent replica of Genshin Impact's Mondstadt which took a whopping five months to build.
  18. https://www.techradar.com/news/microsoft-teams-update-will-level-the-playing-field-for-all-users Microsoft will soon roll out updates for Teams that will benefit users running the collabaration sofrware in a virtual machine (VM). As per three new entries to the company’s product roadmap, Microsoft Teams will soon allow users of Azure, Citrix and VMware virtual desktop services to utilize give and take controls during video meetings. Give controls allow Teams users to recruit fellow attendees to help them present, make changes to a file and perform other actions. With take controls, meanwhile, people can request they be given these kinds of administrative privileges. As many organizations migrate to a hybird working, model, whereby workers split their time between the home and office, video meetings and virtual presentations will continue to play a major role in professional life. It’s also common for companies to use virtual desktop infrastructure to enable secure remote work. But so far, people running Microsoft Teams in a virtual machine have not had access to the full breadth of functionality, including give and take controls. The effect of this upcoming round of updates will be to create greater consistency across Microsoft Teams environments, and open up access to core presentation functionality to those required to use virtual desktop services by their IT teams. Support for Azure Window Desktop and Citrix services is due to arrive in March, with support for VMware’s hypervisor set to follow one month later. TechRadar Pro has asked Microsoft whether users of other po[CENSORED]r virtualization services (Amazon WorkSpaces, Nutanix XI Frame etc.) can expect to benefit from similar updates in future.
  19. https://www.techspot.com/news/92916-benchmarks-show-core-i3-12100-better-than-ryzen.html ntel confirmed the long-rumored non-K Alder Lake desktop chips at CES last week, including the Core i3-12100. It may be classed as an entry-level CPU, but one of the first reviews of the processor has shown it can hold its own against the Ryzen 5 3600, outperforming AMD’s offering in gaming benchmarks. As with the Core i3-12300, the Core i3-12100 features four Golden Cove Performance cores and no Gracemont Efficiency cores. It also has eight threads, 12MB of L3 cache, a base frequency of 3.3GHz, and can single-core turbo to 4.3GHz. The Core i3-12100 retails for about $122 - $129, or around $100 for the F version that lacks integrated graphics. Art of PC put team blue’s chip up against AMD’s previous-gen Ryzen 5 3600, which features six cores, twelve threads, a 3.6GHz base, and a 4.2GHz boost. It still sells for around $290 - $299. The publication used a test setup consisting of 32GB of 3600MHz DDR4, a ROG Strix Z690-A D4, Dark Rock Pro 4, and GeForce RTX 3080 GPU. The Ryzen 5 3600 benchmarks swapped the motherboard for an Asus ROG X570 Crosshair VIII Hero. The Alder Lake chip outperformed the 7nm Zen 2 CPU in all the tested games, including Microsoft Flight Simulator, Forza Horizon 5, and Cyberpunk 2077. On average, Intel’s CPU beat AMD’s chip by 7.85% across all the titles. Additionally, Art of PC notes that only three games were unable to offer at least 144 FPS@1080p with Alder Lake: Warzone, Flight Simulator, and Cyberpunk 2077, all of which are very CPU-intensive. The results will likely make the Core i3-12100 an enticing option for gamers looking to save money on a new processor, especially with the F version priced around $100. It seems like we could have a new budget CPU king on our hands.
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