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  2. Seems pretty good, most of these ports from Capcom are pretty low effort, but its cool to have remasters non the less just for accessability of new hardware.
  3. My side? I don't have a horse in this race. Are you implying that DynamiteCop is a leftist because he also sees no issue with this? lmfao He is as far right as anyone on this board and had no issues with this.... yet somehow.. both you and Bodycount's fragile asses are crying up a storm about it So what's your problem with now? All those words and you haven't stated what the actual problem is. You seem more fragile than usual these days bro
  4. I mean that doesn't come close to maxing out a single 80MHz channel even without MIMO.
  5. All 3 are ports of the PS4/XBO versions. Resident Evil Remake: -Docked: 1080p. Portable: 720p @ 30fps -Loading times are longer than PS4. - Some Bad frame pacing (Same as PS4) and occasionally some scenes drop a few frames. Resident Evil Zero: - Docked: 1080p. Portable: 720p @ 30fps - Loading times are longer than Re remake. Resident Evil 4: - Docked: 900p. Portable 600p - No gyro controls - Targets 60 FPS. - Docked stays there pretty often but with drops. - Portable still has some slowdowns but performance is slightly better than Docked.
  6. https://www.gigabyte.com/us/Motherboard/GC-WB1733D-I-rev-10#ov
  7. Today
  8. The majority of immigrants to Russia come from surrounding nations and former USSR members like Ukraine, Uzbekistan, Tajikistan, Azerbaijan, and Moldova. Lol. And it's not, it's number 3, and it's just left over Russians in outlying countries moving back to Russia. On another note, I guess canada, us, Australia, new Zealand should all rejoin the UK cause they aren't real countries.
  9. Phil's engaging in Progressive Fragility whereby progs exaggerate "oppression" in order to increase their control over society. Here's the lie he uses to justify increased control: "But it also comes at a time when digital life includes a growing toxic stew of hate speech, bigotry and misogyny." The data overwhelmingly shows the West is more tolerant of protected classes than ever before. And you can bet the farm that this line means "we're going to staff the Defenders of Joy (dear God) with SJWs, and it has nothing to do with viewpoint diversity: "We are also intent on expanding the composition of our safety team so wide-ranging perspectives can help us identify future safety problems and solutions." Dude, your side has been playing this faggot game for years now.
  10. Third most migrated to country in the world. https://www.worldatlas.com/articles/highest-immigrant-population-in-the-world.html
  11. lol this is the only way Russia can grow it's population since no one actually wants to move there.
  12. Got back into MHW too. Switched to dual blades...just finishing up the last bits of the story (killed Negrigante now looking for the other Elder Dragon's). This games so good, can't wait for Iceborne.
  13. Because these regions want to be part of Russia. Most importantly the people there. Ukraine as a historic project needs to be closed. Period. It's a misunderstanding on the map, a Frankenstein of polish and Russian lands and different people. It's not a country.
  14. The current Oligarch that came to power with the new president Zelensky is dismantling the "army" on the front lines.
  15. this is worse than the batwoman trailer and dynamte actually defending this bullshit like "dey real peple i swear "
  16. http://www.freepatentsonline.com/y2017/0097897.html Copy pasta It talks about the limitations of simply using a SSD 'as is' in a games system, and a set of hardware and software stack changes to improve performance. Basically, 'as is', an OS uses a virtual file system, designed to virtualise a host of different I/O devices with different characteristics. Various tasks of this file system typically run on the CPU - e.g. traversing file metadata, data tamper checks, data decryption, data decompression. This processing, and interruptions on the CPU, can become a bottleneck to data transfer rates from an SSD, particularly in certain contexts e.g. opening a large number of small files. At a lower level, SSDs typically employ a data block size aimed at generic use. They distribute blocks of data around the NAND memory to distribute wear. In order to find a file, the memory controller in the SSD has to translate a request to the physical addresses of the data blocks using a look-up table. In a regular SSD, the typical data block size might require a look-up table 1GB in size for a 1TB SSD. A SSD might typically use DRAM to cache that lookup table - so the memory controller consults DRAM before being able to retrieve the data. The patent describes this as another potential bottleneck. Here are the hardware changes the patent proposes vs a 'typical' SSD system: - SRAM instead of DRAM inside the SSD for lower latency and higher throughput access between the flash memory controller and the address lookup data. The patent proposes using a coarser granularity of data access for data that is written once, and not re-written - e.g. game install data. This larger block size can allow for address lookup tables as small as 32KB, instead of 1GB. Data read by the memory controller can also be buffered in SRAM for ECC checks instead of DRAM (because of changes made further up the stack, described later). The patent also notes that by ditching DRAM, reduced complexity and cost may be possible, and cost will scale better with larger SSDs that would otherwise need e.g. 2GB of DRAM for 2TB of storage, and so on. - The SSD's read unit is 'expanded and unified' for efficient read operations. - A secondary CPU, a DMAC, and a hardware accelerator for decoding, tamper checking and decompression. - The main CPU, the secondary CPU, the system memory controller and the IO bus are connected by a coherent bus. The patent notes that the secondary CPU can be different in instruction set etc. from the main CPU, as long as they use the same page size and are connected by a coherent bus. - The hardware accelerator and the IO controller are connected to the IO bus. An illustrative diagram of the system: At a software level, the system adds a new file system, the 'File Archive API', designed primarily for write-once data like game installs. Unlike a more generic virtual file system, it's optimised for NAND data access. It sits at the interface between the application and the NAND drivers, and the hardware accelerator drivers. The secondary CPU handles a priority on access to the SSD. When read requests are made through the File Archive API, all other read and write requests can be prohibited to maximise read throughput. When a read request is made by the main CPU, it sends it to the secondary CPU, which splits the request into a larger number of small data accesses. It does this for two reasons - to maximise parallel use of the NAND devices and channels (the 'expanded read unit'), and to make blocks small enough to be buffered and checked inside the SSD SRAM. The metadata the secondary CPU needs to traverse is much simpler (and thus faster to process) than under a typical virtual file system. The NAND memory controller can be flexible about what granularity of data it uses - for data requests send through the File Archive API, it uses granularities that allow the address lookup table to be stored entirely in SRAM for minimal bottlenecking. Other granularities can be used for data that needs to be rewritten more often - user save data for example. In these cases, the SRAM partially caches the lookup tables. When the SSD has checked its retrieved data, it's sent from SSD SRAM to kernel memory in the system RAM. The hardware accelerator then uses a DMAC to read that data, do its processing, and then write it back to user memory in system RAM. The coordination of this happens with signals between the components, and not involving the main CPU. The main CPU is then finally signalled when data is ready, but is uninvolved until that point. A diagram illustrating data flow: Though I wouldn't read too much into this, in most examples it talks about what you would need to support a end-to-end transfer rate of 10GB/s. The patent is also silent on what exactly the IO bus would be - that obviously be a key bottleneck itself on transfer rates out of the NAND devices. Until we know what that is, it's hard to know what the upper end on the transfer rates could be, but it seems a host of customisations are possible to try to maximise whatever that bus will support. Once again, this is one described embodiment. Not necessarily what the PS5 solution will look exactly like. But it is an idea of what Sony's been researching in how to customise a SSD and software stack for faster read throughput for installed game data.
  17. i'd like to see some of these studies he's pulling his stats from, because they reek of being pulled out of his ass. 'Girls who play vidjagaymez are 3X more likely to become scientists we gotta get more gurlz palying our SJW games' sure, asshole. whatever you say. Maybe they play videogames because they already have an interest in tech. That's not a 'gendered' thing at all nor do they deserve special treatment.
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