#and as far as i can tell only a bit got onto the GPU
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🙏🙏🙏🙏🙏 pray for my GPU y'all I am in disTRESS 🙏🙏🙏🙏🙏
#accidentally pushed my mug over 😭😭😭#the pc was off#and only a bit of water got into the actual case#and as far as i can tell only a bit got onto the GPU#so i dabbed it off#and stupidly tried turning it on#white screen#😭😭😭😭#hopefully the other components are fine#again#i think i only got water on the gpu#its pretty dusty in there#so any other liquid would be pretty obvious#took the gpu out#and my cpu has an integrated graphics card#but im too sacred to try and turn it on again#might take the rest apart just to be sure
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X plane world traffic
The new graphics setup only has few controls, but I think with more controls I could get better frame rates while still having the details Id like to see.ĪMD GPUs have historically had really bad OpenGL support, so frame rates have been poor. I dont have to tell you what happens when fog rolls in, clouds or rain come up: Fps drop to 12 or worse.īefore buying the Radeon I had Intel onboard graphics (Intel(R) HD Graphics 4600) which had about the same frame rates. What if AI traffic would follow some real flight plans, picked from a library of flight plans The AI would be required to pick a flight plan that starts or ends at an airport nearby, and the flight plan has to match the plane being used and the weather (not to start or land with the wind).īut my main concern is: Its very hard to get a decent frame rate without having a (climate) killer GPU: With a Radeon RX 560 I only get about 26 fps with a clear sky. Usually they circle around, going up and down (not touch-and-go, just changing altitude). So some dust clouds, and finally it was airborn AI traffic isnt very sophisticated: When you watch an AI pilots flight, ATC sends resume own navigation as soon as the plae is somewhat away from the airport, and the AI pilot dont seem to have a plan where to go. Once Ive seen an autogen Kingair or a Baron (hard to say from the distance) that was up to take off, but it hit the end of the runway without doing so. Should I delete my preferences folder I played last night on 1.34 and was 55-60 FPS.Īt my community, Bora Simular (facebook group) lots of people report it. So they updated the Steam Beta to the release for those who dont want to wait.Ĭheck the Bug Fix and tell me if you see something realted to the contrail problem. Please try the updater again later or contact Laminar research tech support etc The technical problem was: no such file or directory. Youll most likely see her answering bug reports or making video tutorials. In order for the lines to merge when they cross. My lines, like the default lines, use two layers X-Plane) and I really would hate to lose it to WT3's ATC (which may be brilliant as far as I know - I haven't tried it).X-Plane World Traffic Impact On Fps By candpackvaspa1974 Follow | Public I also hope that others who use PF3 would also appreciate it working as fully as possible in XP11 and its addons, 'cos if I am about the only one here who has switched to XP11 (surely not!) then things don't look too good for me! PF3 is like an old friend in a new environment (i.e. If there is currently a way to fix this latter issue that I am unaware of, I'd be grateful to know what it is. For instance, WT3 and PF3 do not 'speak to each other', so that PF3 clears me onto occupied runways, or AI traffic from WT3 lands and takes off oblivious to the fact that my aircraft is on the runway. WT3 does have its own ATC element, but since I am very keen to stick with PF3 (the loss of FDC when I moved to XP was enough!) I am hoping that some things are being worked on. Well, I would like to ask what steps (I understand there are some?) are being taken to integrate PF3 with World Traffic 3 (AI traffic programme in X-Plane). With the installation of the (third-party) PFEtoXplane plugin, many things in PF3 work just as they did in FS9 (although updating the PF3 database for XP is still not possible via PF3). I am sure that Dave M must share my views on X-Plane (at least I hope he does, to some extent at least!) and be looking for ways to further allow PF3 to work with that programme. The one programme that I very much want to keep from MSFS though is PF3 - another developing bit of software. I have flown nothing else for almost a year now and feel I have hardly scratched the surface of its possibilities. I don't think I can be the only one who, although very grateful for the years of pleasure I got from FS9 (and to a far lesser extent, FSX!), has realised that even FSX is now old technology and that the ever-developing X-Plane (now v.11.21) brings levels of sophistication undreamed of in the Microsoft sim.
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Horizon Zero Dawn’s PC port is deeply disappointing • Eurogamer.net
Horizon Zero Dawn has its own particular place of honour in a phenomenal line-up of PlayStation 4 first-party exclusives – an open world delivered with some of the best technology in the business, combined with the gameplay finesse and polish of a more linear experience, humanised with some of the most impressive character rendering of the generation. When Hideo Kojima went shopping for a game engine to deliver his vision for Death Stranding, it was Guerrilla Games’ Decima technology he settled upon – and can there be any higher praise than that? In the wake of Kojima Productions’ generally excellent Death Stranding PC port, expectations were sky-high for Horizon’s PC conversion. With that in mind, it’s both baffling and extremely disappointing to see the port fall so far short of expectations.
Make no mistake, the core game is all there. It is indeed the Complete Edition. It’s still a unique experience for PC users, simply because multi-platform projects and even the odd PC exclusive aren’t built quite like this. Horizon Zero Dawn looks and feels a class apart in many ways – and yes, you can increase graphics settings and improve resolutions and frame-rate compared to the PlayStation 4 and PS4 Pro originals. However, where the game falls short is in its many technical failings.
When a game is content-complete but requires polish and bug-testing, it’s considered beta code – and that’s the impression we got from this conversion when we tested it, to the point where much of the reviewing process has been a case of testing and re-testing the game on multiple pieces of hardware to answer a simple question – is there something wrong with our kit or is the game at fault? It’s a little bit of one and a lot of the other, but the bottom line is that there are many technical issues that need addressing to the point where not all of them can be included in this article. A 35GB day one patch arrived on the same day as the embargo lift – hence the delay in publishing our review – but the many and varied problems are still in effect in the code that makes its way to players.
It starts with the initial ‘optimisation’ phase on boot. Like a number of DX12 and Vulkan titles, shaders are compiled and stored the first time you play the game – as opposed to generating them during play, potentially inducing stutter. It’s an extended process to say the least, it adds to the storage footprint, and if your drive fills up during this procedure, the game crashes to desktop – sometimes with an ominous ‘fatal error’. While testing and re-testing across systems, the process could often stall and lock-up even when required storage was available. Beyond that, when I booted the game on my 4K screen in full-screen mode, something didn’t look right. It turned out that Horizon was rendering at 4K, downscaling to 1080p, then upscaling to 4K again. Switching to the borderless display option fixes this (albeit introducing other issues), as does swapping back to full-screen mode from borderless. Bizarre.
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The Digital Foundry PC tech review for Horizon Zero Dawn.
Once past these issues, things do look up. Horizon Zero Dawn offers a large amount of options to tweak, scaling graphical elements both higher and lower than the default PlayStation 4 presentation. Better still, the inclusion of an ‘original’ graphics preset is a great touch – and it’s similar to the ‘default’ option on Death Stranding, where the settings are essentially a match for the PS4 version. You can define the console experience as the baseline and scale up – or down – from there. However, similar to Death Stranding’s PC port, while the settings are there to push to higher quality levels, the actual improvements to visuals are thin on the ground.
So, for example, the reflections setting improves the quality of screen-space reflections – and the high preset is indeed of a higher quality than console-standard medium. However, the practical difference is minimal and the main disadvantages of SSR are not mitigated. A game based mostly in nature has very little in the way of reflective surfaces meaning that where there is a gain, it’s not really significant. Similarly, the only real difference in shadow quality at the highest setting comes in the first cascade right in front of Aloy. It helps a touch with self-shadowing but not to any great degree. It doesn’t change the range of shadow cascades or the distances at which they ‘pop’. Even the texture setting is a little strange. Pushing the setting up increases texture quality further into the distance. There’s the perception of increased detail, but it can also produce aliasing issues – leaving it on console quality medium is just fine. Speaking of texture quality, the anisotropic filtering setting simply does not work. My advice? Set it manually to 16x in your GPU control panel for an actual quality boost.
Various anti-aliasing options are available but of all of them, only TAA really does a good job – and thankfully it has a minimal performance hit. Two settings I do recommend boosting from console quality are model detail and volumetric clouds. The former increases the distance at which certain patches of grass or objects render further away from Aloy, reducing the pop-in effect – and it also increases the distance at which the higher quality versions of a model are rendered. So trees into the distance will look less cardboard and ‘2D-like’ and show off more individual branches and leaves. Guerrilla’s cloud rendering system is brilliant but computationally expensive. The default medium setting has some artefacting, but there are obvious improvements shifting to high and ultra. High delivers the best balance of bang vs buck.
If you were looking to utilise the game’s dynamic resolution scaling for balancing performance, I do not recommend it at all, as it is overzealous to the extreme and coarse in its application. I observed a scene rendering at 55fps using native 4K at ultra settings on an RTX 2080 Ti, where DRS should deliver full frame-rate with a minimal resolution drop. Engaging dynamic resolution scaling did indeed get me to 60fps but pixel-counting saw that the game had switched resolution to 1080p to get the job done. To claw back a mere 5fps, the game had quartered resolution to do it. I’d recommend leaving DRS disabled.
Let’s talk optimised settings – my selection for the best bang for the buck across the game’s many tweakables. As things stand, console quality ‘original’ – with 16x anisotropic filtering forced via the control panel and TAA – will do just fine, but feel free to add ultra model quality, high shadows and high clouds. Ultra settings are nice and appreciated, but there are few meaningful visual returns. You’re better off spending that performance elsewhere, which brings me onto the crucial matter at hand: I’m privileged enough to run high-end hardware and put simply, I had a hard time getting this game looking good and running well, even on a Ryzen 9 3900X paired with an RTX 2080 Ti. Meanwhile, performance on my mainstream class rig was way off pace.
Average frame-rates from the benchmark don’t tell the full story. Apparently, I can run Horizon Zero Dawn at native 4K at an average of 78 frames per second on an RTX 2080 Ti. What it doesn’t tell you is that the actual game experience will be a fair bit lower than that, with frequent stutters. Stutters in excess of 40ms, 70ms or over 100ms can happen as a cutscenes starts or ends, when a camera changes position in a cutscene, when a UI element updates for a quest, or when you are just walking around in the world not doing anything special in particular. This happens reproducibly across multiple graphics card and CPUs and chosen resolutions, impacting the fluidity of the game, producing an experience less consistent overall that the PlayStation 4 version, which has no such stutter.
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Decima should be running much better on PC – as the PC port of Death Stranding demonstrates.
I thought that dropping to console-level 30fps might solve the issue but the problem is that the 30fps cap within the game actually runs at 29fps, producing even more stutter. Also, if you are experiencing profound performance problems, make sure you have your mainboard properly configured for 16x PCIe bandwidth for the GPU. This one’s on me but I didn’t – my slot was set to 8x bandwidth and it hobbled performance, while switching up to 16x solve that particular problem. Going back to Death Stranding, PCIe bandwidth made no difference at all.
Even with the game running in what I think are optimal conditions, performance is not where it should be. Death Stranding would deliver 1080p60 on a GTX 1060 or RX 580 system. Horizon Zero Dawn – based on an older iteration of the Decima Engine – does not, far from it. The lack of a day one driver from Nvidia is also curious. Horizon certainly seems to need it as GTX 1060 performance up against RX 580 – its perennial rival – is remarkably poor. Indeed, on optimised settings, the GTX 1060 can drop beneath 1080p30 with highly erratic frame-times, meaning that it’s performing worse than a PlayStation 4 with only a small visual uplift. The Steam hardware survey cites the GTX 1060 as the most popular gaming GPU around and yet it is clearly not performing as it should be, which means that a large proportion of the PC market could have issues. By extension, it comes as no surprise to see that the brilliant DLSS 2.0 support we saw in Death Stranding is not present in Horizon.
There are other issues that need to be addressed. Cutscenes run at arbitrary frame-rates but facial animation is locked to 30 frames per second – it doesn’t look right, with an almost Wallace and Gromit-like effect. Another problem in cutscenes is how they were not authored around the idea of interpolated frame-rates above 30fps, so in some cutscenes you can see characters warp around during scene cuts. Mismatches in animation refresh are evident elsewhere: Horizon’s tall ‘stealth grass’ runs at the correct frame-rate at all times, but the new dynamic plants and foliage added to the PC version are locked at 30 frames per second refresh instead. An unlocked frame-rate needs to mean just that – picking and choosing what can meet the limits of PC hardware and what remains locked to 30Hz shouldn’t be an option. What’s so baffling about this is that Guerrilla Games are perfectionists – I can’t help but feel that intrusive stutter and mismatched animation would never make their way into one of their PlayStation products so it’s disappointing to see that happen here.
Our feedback was submitted to the developer and we understand that addressing the stutter and fixing the broken texture filtering is a priority, while essential features like full frame-rate animation are being looked into. But to see such an amazingly polished console experience transition to PC with so many issues and with depressed performance is a problem. Death Stranding set the bar with a technically solid (if not especially scalable) port and to see Horizon Zero Dawn fall so far short by comparison is such a let down. We will be waiting to see if these issues are addressed over time, but right now, while the game itself is highly recommended, we can’t say the same for this PC conversion.
from EnterGamingXP https://entergamingxp.com/2020/08/horizon-zero-dawns-pc-port-is-deeply-disappointing-%e2%80%a2-eurogamer-net/?utm_source=rss&utm_medium=rss&utm_campaign=horizon-zero-dawns-pc-port-is-deeply-disappointing-%25e2%2580%25a2-eurogamer-net
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Winrar Serial Key
KaziBongo
Whilst we users of private computers putter about on laptops with a measly 4GB of RAM, the globe of specialist workstations is making a large leap forward. So we freshened up on the most recent Intel Xeon processors and bought the following hardware. The Test Center has taken a appear at Hewlett-Packard’s HP xw6600 Workstation it came to us against the backdrop of headlines about Intel’s Core i7 processor – a chip and platform that smashed all records we previously held for CPU and method functionality on desktops and in the information center. Be that as it may possibly, nowadays, men and women take into account furnishings as a query which updates the inner components. – Standard concern furnishings: The normal furnishings for an office worker contain a desk, chair and pc. Skylake X has landed with a bang, bringing substantial efficiency improvement to an already over-reaching CPU family members. If you have enhanced safety which needs a username and password to login to the micros applications follow the under methods.
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The Application Licensing Service reported that the license could not be located or was invalid. And if you are going to be making use of CPU rendering, I would not personally suggest going for something below an Intel Core i3. The Computer software Licensing Service determined that the version of the offline Confirmation ID (CID) is incorrect. Make a bold statement with black and white workplace furniture workstations. And 1 of the ways that they are doing it is that they intercept goods in transit, such as if you order a laptop or other forms of Internet routers or servers and the like, they intercept it in transit, open the box, implant the malware, factory-seal it and then send it back to the user. Remember when calling customer service that you have got anything in typical with the representative you are going to speak to on the telephone.
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It is supported by Dell Technical Assistance Precision Workstation T1700.,Dell is a direct partner to firms and buyers that delivers innovative technology and solutions.,The Dell T3400 Workstation is a shining instance of what a reliable laptop should be!, evaluation by rgathright. HP Mobile Workstations are shipped with a selection of application titles which includes: HP Efficiency Advisor, HP Remote Graphics Software program, HP Velocity, HP Client Safety, HP Drive Encryption (FIPS 140-two), Microsoft Safety Essentials, HP ePrint Driver, HP Recovery Manager, Foxit PhantomPDF Express. I also like the concept of getting 2 separate memory subsystems in a high end workstation like this even if we aren’t employing all of the cores for 1 operation.
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Further concerns such as image database and pc network communications hardware and application need to be regarded as considering that a case folder can contain a considerable quantity of photos. AutoCAD and Inventor application are fully interoperable with manufacturing goods such as EdgeCAM or InventorCAM, GibbsCAM and MasterCAM. The Application Licensing Service reported that the license is tampered. Right here at JasonL we make or import all our office workstation items which makes it possible for us to provide you a spending budget office furnishings resolution. That is as significantly storage as the laptop I just purchased, a sign that Apple desires the iPad Pro to be able to stand in for a conventional pc when necessary. Now the concept behind this develop is that it’s an all purpose workstation that isn’t necessarily application certain yet has a lot of room for upgrades depending on application or if extra overall performance is necessary down the line.
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