MrEUser

joined 2 years ago
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cross-posted from: https://lemmy.ninja/post/113401

With a relentless speed that harks back to Devil Daggers, Hellscreen's heart-thumping pace is a hallmark of its design. Developer Jamie Degen has masterfully crafted a world where death serves as an upgrade, leaving players to face a fiery onslaught of flaming skulls and eldritch horrors. The game's idiosyncratic aesthetic, a dramatic interplay of cyan and red, lends a surreal quality to the eerie maps and comic-book-style gunfire, recalling the disturbing artistry of H.R. Giger. With each inevitable death, players return stronger, ready to brave the uncanny labyrinth that unfurls beneath a blood-red sky.

The game’s first-person perspective is enhanced by an intriguing feature—a rear-view mirror. This novel addition, uncommon in first-person games, elevates the need for environmental awareness. It’s not merely about charging ahead; players must constantly swivel between what lies ahead and the threats creeping up from behind.

Surprisingly, the mirror offers more than just improved situational awareness. Right-clicking allows players to fire backwards, with a small gun and reticle appearing in the mirror view. The game rewards players who master this feature, offering double damage when moving and firing forwards, and quadruple damage when progressing forwards and shooting backwards. Navigating this three-dimensional battlefield feels akin to grappling with a groundbreaking realm of movement. This unique mechanic adds a satisfying layer to the game, calling for well-timed, precision mirror shots.

Over several years of development, Hellscreen has evolved from its initial Kickstarter campaign into a standout shooter. The narrative immerses players into a universe of ancient gods, an afterlife machine, and creatures artificially crafted as part of the mechanism. As one of the machine’s errors, you are thrust into the Hellscreen dimension, caught in a cycle of death and resurrection. It's up to you to destroy this malfunctioning machine, restore the natural order, and perhaps then find everlasting rest.

 

What are you considering for your next AMD build and why?

 

cross-posted from: https://lemmy.ninja/post/90587

Imagine being able to play four new Quake episodes.

What the Dwell?

Dwell, an ambitious project for Quake, is a four-episode mega map pack put together by a team of over ten members who share a deep love for Quake. Despite currently being incomplete, with only two of its four episodes released, the project has drawn attention due to its intricately designed maps and attention to detail. The single available episode, set in an Egyptian-themed landscape, presents an impressive array of challenges and design masterclass. The team behind Dwell has poured meticulous care into creating the textures and models necessary for the thematic swap, evident from the moment players encounter the structures and enemies.

The initial experience of Dwell, starting from a difficulty-selection map and leading to a ruined laboratory, might come off as underwhelming. Players might be initially put off by the large team size, the unfinished state of the mod, and the first level seeming like a slow-paced reiteration of previous Quake levels. However, the game quickly disrupts these expectations by offering challenging encounters, like facing a shambler at the exit gate armed with minimal weapons, which forces players to show their mastery of the game's mechanics.

One of the key principles of Dwell is that it expects players to perform well, as it's a mod released two decades after the original game. The game's difficulty increases consistently but satisfyingly, and just when players think they need a change of pace, they are often offered a reprieve or a new weapon. The following levels are impressively designed with well-rendered textures and creative map design, offering a captivating experience. The game's visuals and set pieces continuously evolve, transitioning from sunny sands to gore-drenched depths, and then into vast blackness filled with sacrifice chambers and Chthonic rituals.

A common concern is whether Dwell might end with a whimper rather than a bang, as many Quake mods do, given their lack of big final boss-type enemies. However, Dwell promises that every episode of the pack will feature its unique end boss to fight against. The first boss in Dwell, known as "The Warden," is a formidable adversary, requiring players to have a complete understanding of Quake's mechanics. This boss challenges players with deadly projectiles and a horde of foes to beat before they can face him.

Dwell serves as a beacon demonstrating that as long as a game has a thriving community, it's never truly dead. Even though the Quake series hasn't seen a main series release since 2005, the community's efforts, exemplified by projects like Dwell, keep it alive. If the current work by the Dwell team is any indication of what's to come, fans of the series have much to look forward to.

#Quake #episodes #boomer_shooter

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submitted 2 years ago* (last edited 2 years ago) by MrEUser@lemmy.ninja to c/red_team@lemmy.ninja
 

AMD's core technology is set to advance significantly with the upcoming Zen 4 and Zen 5 cores. The Zen 4 cores, expected to arrive in 4nm and 5nm variants, could bring a sweeping refresh to all AMD chips or be selectively used for specific chip categories. Meanwhile, Zen 5 cores will launch with a 4nm process and eventually include 3nm variants. The timeline for these cores' debut is slated for 2024, according to AMD's CPU roadmap slide.

Zen 4c and Zen 5c cores will play a pivotal role in the construction of ultra-dense server chips optimized for heavily-threaded cloud workloads, similar to efficiency cores found in other chip architectures. An exciting reveal is the forthcoming EPYC Bergamo chips, which will feature Zen 4c cores and support a staggering 128 cores and 256 threads. The 'c' cores, smaller than the standard Zen 4 core, are geared towards improved compute density and increased core counts, although specific cache configuration details remain undisclosed.

In a significant leap forward, AMD's Zen 5 architecture will undergo a major redesign and hit the market in 2024. This redesign is set to deliver improved performance and efficiency, achieved through a re-pipelined front end and increased issue width. Moreover, AMD intends to integrate AI and machine learning optimizations into the architecture, although details regarding this addition remain sparse.

AMD's chiplet-based architecture, enabled by the Infinity Architecture, plays a vital role in the company's chipmaking capabilities. It allows for the connection of chiplets, memory, I/O dies, and even data center application accelerators like GPUs. Plans are underway to extend this technology to include Xilinx IP and third-party vendor IP support, broadening its chiplet-based production scope.

Finally, AMD is set to support the Compute Express Link (CXL) and the Universal Chiplet Interconnect Express (UCIe) consortium. CXL is an industry-standard cache-coherent interconnect providing an interface between CPUs and other devices, while UCIe aims to standardize die-to-die interconnects between chiplets, reducing costs and promoting a broader ecosystem of validated chiplets. These new additions further cement AMD's leading position in chiplet-based products.

#AMD #processors #CPU #roadmap

 

cross-posted from: https://lemmy.ninja/post/78911

AMD has unveiled two workstation GPUs, the Radeon Pro W7900 and Radeon Pro W7800, based on the advanced RDNA 3 architecture. These high-performance GPUs, designed for workflows such as visualization, real-time 3D, ray trace rendering, and more, are equipped with unified RDNA 3 compute units, dual-issue stream processors, AI accelerators, and second-generation ray tracing accelerators. According to AMD, RDNA 3 delivers up to a 50% increase in raytracing performance per compute unit compared to the previous generation.

The Radeon Pro W7900 is a triple (2.5) slot GPU, packing 48 GB of GDDR6 memory and 61 TFLOPs of peak single precision performance with a total board power of 295W, priced at $3,999. On the other hand, the Radeon Pro W7800 is a dual slot GPU, featuring 32 GB of GDDR6 memory and 45 TFLOPs of peak single precision performance with a total board power of 260W, available for $2,499.

Both GPUs are engineered to rival Nvidia's RTX 6000 Ada Generation (48 GB). While AMD's Radeon Pro W7900 outperforms Nvidia's flagship pro GPU in certain benchmarks, AMD emphasizes the competitive price-performance ratio of both GPUs. For instance, in the SPECviewperf 2020 GeoMean benchmark, AMD claims the Radeon Pro W7900 comes within 7% of the Nvidia RTX A6000 Ada Generation's performance, but at less than half the cost ($3,999 vs $8,615), delivering more than double the price-performance.

The newly launched GPUs also feature support for DisplayPort 2.1, a significant upgrade from the previous generation that allows for increased refresh rate, pixel resolution, and color bit-depth. This ensures these GPUs are future-proofed for next-gen displays. Both the Radeon Pro W7800 and W7900 offer three DisplayPort 2.1 and one Mini DisplayPort 2.1 connectors, contrasting with the previous Radeon Pro W6800's six Mini DisplayPort 1.4 connectors.

The Radeon Pro W7900, with its 48 GB memory, offers a 50% increase from its predecessor, the Radeon Pro W6800, matching the Nvidia RTX 6000 Ada's memory capacity. As workflows become increasingly complex, larger memory capacity is crucial for handling high-polygon datasets and multitasking. Both GPUs are expected to be available in Q2 2023, with OEM and SI system availability expected in 2H 2023.

#AMD #GPU #red_team

 

cross-posted from: https://lemmy.ninja/post/78911

AMD has unveiled two workstation GPUs, the Radeon Pro W7900 and Radeon Pro W7800, based on the advanced RDNA 3 architecture. These high-performance GPUs, designed for workflows such as visualization, real-time 3D, ray trace rendering, and more, are equipped with unified RDNA 3 compute units, dual-issue stream processors, AI accelerators, and second-generation ray tracing accelerators. According to AMD, RDNA 3 delivers up to a 50% increase in raytracing performance per compute unit compared to the previous generation.

The Radeon Pro W7900 is a triple (2.5) slot GPU, packing 48 GB of GDDR6 memory and 61 TFLOPs of peak single precision performance with a total board power of 295W, priced at $3,999. On the other hand, the Radeon Pro W7800 is a dual slot GPU, featuring 32 GB of GDDR6 memory and 45 TFLOPs of peak single precision performance with a total board power of 260W, available for $2,499.

Both GPUs are engineered to rival Nvidia's RTX 6000 Ada Generation (48 GB). While AMD's Radeon Pro W7900 outperforms Nvidia's flagship pro GPU in certain benchmarks, AMD emphasizes the competitive price-performance ratio of both GPUs. For instance, in the SPECviewperf 2020 GeoMean benchmark, AMD claims the Radeon Pro W7900 comes within 7% of the Nvidia RTX A6000 Ada Generation's performance, but at less than half the cost ($3,999 vs $8,615), delivering more than double the price-performance.

The newly launched GPUs also feature support for DisplayPort 2.1, a significant upgrade from the previous generation that allows for increased refresh rate, pixel resolution, and color bit-depth. This ensures these GPUs are future-proofed for next-gen displays. Both the Radeon Pro W7800 and W7900 offer three DisplayPort 2.1 and one Mini DisplayPort 2.1 connectors, contrasting with the previous Radeon Pro W6800's six Mini DisplayPort 1.4 connectors.

The Radeon Pro W7900, with its 48 GB memory, offers a 50% increase from its predecessor, the Radeon Pro W6800, matching the Nvidia RTX 6000 Ada's memory capacity. As workflows become increasingly complex, larger memory capacity is crucial for handling high-polygon datasets and multitasking. Both GPUs are expected to be available in Q2 2023, with OEM and SI system availability expected in 2H 2023.

#AMD #GPU #red_team

 

What’s your current AMD build? Any plans to upgrade?

1
submitted 2 years ago* (last edited 2 years ago) by MrEUser@lemmy.ninja to c/red_team@lemmy.ninja
 

In case you have been living under a rock…

Asus, the well-known PC hardware manufacturer, has recently been under scrutiny due to reported overvolting issues leading to damage in Ryzen processors. The issues have spurred an influx of returns, casting doubts over the safety and reliability of Asus products. Specifically, Asus motherboards appear to have caused malfunctions in the Ryzen 7000 processors, with users reporting dead processors and visible damage on motherboards. Gamers Nexus, a YouTube channel, criticized Asus for allegedly releasing faulty BIOS updates that permitted unsafe voltages in Ryzen 7000 processors, leading to these issues.

In response to the controversy, Asus issued an official statement, assuring customers that the warranty of ASUS AM5 motherboards would cover both beta and fully validated BIOS updates. It further clarified that the ASUS AM5 motherboard warranty also encompasses all AMD EXPO, Intel XMP, and DOCP memory configurations. Moreover, Asus stated that all recent BIOS updates comply with the latest AMD voltage guidelines for the Ryzen 7000 series processors.

However, a Reddit post showing a large number of returned Asus motherboards at Micro Center raised questions about Asus's reputation and trustworthiness. A closer look reveals that the majority of these returned boards are Intel Z690 models, not related to the AMD Ryzen 7000 controversy. Some speculate the returns might be linked to a recent upgrade promotion by Micro Center, which encouraged users to return their old boards. Nevertheless, the controversy surrounding Asus's handling of the overvolting issues with Ryzen processors could have long-lasting implications for the brand's reputation.

#AMD #motherboard #CPU #red_team

 

Great article on benefits of using AMD processors.

#AMD #CPU #APU #red_team

1
submitted 2 years ago* (last edited 2 years ago) by MrEUser@lemmy.ninja to c/red_team@lemmy.ninja
 

AMD has unveiled two workstation GPUs, the Radeon Pro W7900 and Radeon Pro W7800, based on the advanced RDNA 3 architecture. These high-performance GPUs, designed for workflows such as visualization, real-time 3D, ray trace rendering, and more, are equipped with unified RDNA 3 compute units, dual-issue stream processors, AI accelerators, and second-generation ray tracing accelerators. According to AMD, RDNA 3 delivers up to a 50% increase in raytracing performance per compute unit compared to the previous generation.

The Radeon Pro W7900 is a triple (2.5) slot GPU, packing 48 GB of GDDR6 memory and 61 TFLOPs of peak single precision performance with a total board power of 295W, priced at $3,999. On the other hand, the Radeon Pro W7800 is a dual slot GPU, featuring 32 GB of GDDR6 memory and 45 TFLOPs of peak single precision performance with a total board power of 260W, available for $2,499.

Both GPUs are engineered to rival Nvidia's RTX 6000 Ada Generation (48 GB). While AMD's Radeon Pro W7900 outperforms Nvidia's flagship pro GPU in certain benchmarks, AMD emphasizes the competitive price-performance ratio of both GPUs. For instance, in the SPECviewperf 2020 GeoMean benchmark, AMD claims the Radeon Pro W7900 comes within 7% of the Nvidia RTX A6000 Ada Generation's performance, but at less than half the cost ($3,999 vs $8,615), delivering more than double the price-performance.

The newly launched GPUs also feature support for DisplayPort 2.1, a significant upgrade from the previous generation that allows for increased refresh rate, pixel resolution, and color bit-depth. This ensures these GPUs are future-proofed for next-gen displays. Both the Radeon Pro W7800 and W7900 offer three DisplayPort 2.1 and one Mini DisplayPort 2.1 connectors, contrasting with the previous Radeon Pro W6800's six Mini DisplayPort 1.4 connectors.

The Radeon Pro W7900, with its 48 GB memory, offers a 50% increase from its predecessor, the Radeon Pro W6800, matching the Nvidia RTX 6000 Ada's memory capacity. As workflows become increasingly complex, larger memory capacity is crucial for handling high-polygon datasets and multitasking. Both GPUs are expected to be available in Q2 2023, with OEM and SI system availability expected in 2H 2023.

#AMD #GPU #red_team

[–] MrEUser@lemmy.ninja 1 points 2 years ago

Okay, the cowards that downvote without any kind of explanation have made it clear… I won’t post any more articles.

[–] MrEUser@lemmy.ninja 1 points 2 years ago

Having never played BPM, I have no way of knowing. If you click on the first picture in the article it’ll connect you to gameplay footage.

 

cross-posted from: https://lemmy.ninja/post/77917

Many of you have talked about playing WarHammer 40K Boltgun. If you wouldn’t mind putting your opinion in a post below, I’d appreciate it. This way we have one running thread with all rants and raves in one place. Since I’ve already posted my opinion in long form I’ll assume that counts for me. What do you think now that you’ve had some time with it?

 

cross-posted from: https://lemmy.ninja/post/55317

Metal: Hellsinger arrives on the main stage with a rhythm-based rampage through the fiery depths of Hell, melding Doom and heavy metal music. Despite the enjoyable heathen-seeking headshots and headbanging that accompanies the game, the short duration of roughly four hours and its limited features and content are a letdown. It features a sparse story narrated by voice actor Troy Baker, portraying our character, The Unknown, seeking vengeance through eight levels of Hell. The underworld imagery is quite striking but the narration often lacks a lighter, comedic tone to counterbalance the serious stretches of demon decimation.

The game's soundtrack includes a blend of styles from infectiously melodic anthems to higher-intensity modern metal tracks. However, those longing for old-school classic metal or early '80s thrash might be left disappointed. Yet, standout vocal performances from contemporary metal maestros, such as Trivium’s Matt Heafy and Serj Tankian from System of a Down, add a compelling dimension to the game. Unlike Doom, "Metal: Hellsinger’s" bone-crushing musical accompaniments serve as your conductor in this symphony of destruction, where timing your attacks with the double-kicked drum beats increases your Fury multiplier, adding an exhilarating crescendo to the carnage.

The game's enemy waves are strategically staggered throughout each level to maintain your momentum. A mix of weak grunts and powerful monsters with abilities that can upset your rhythm present a challenge that keeps you on your toes. However, the weapons arsenal leaves a lot to be desired. It is not as extensive as its enemy types and lacks upgrades or modifications. The arsenal includes a default sword for melee attacks, a skull that fires underpowered projectiles, a primary and secondary weapon from a limited range of just four options: a shotgun, dual-wielded six-shooters, an explosive crossbow, and a pair of boomerang-like blades.

Metal: Hellsinger offers additional challenges called Torments upon conquering each of the eight Hells. These optional arena fights come with devilish twists, shaking things up and encouraging adaptation of your combat strategy. Completing them earns you sigils that can be equipped in the main levels. They provide valuable buffs, crucial for those serious about scaling the game's high score leaderboards. However, they do not particularly change how you play the game and are not required to beat the campaign.

Although striving for high score supremacy can incentivize replaying the game, the linear, structurally similar environments and lack of secrets or collectibles limit the replay value. Aside from the final boss, end level bosses are just slight variations of the same winged demon design, making the encounters increasingly stale with each subsequent appearance. Although Metal: Hellsinger is a rhythmic riff on the metal-propelled mayhem of modern Doom, it falls short in providing a meaty first-person shooter campaign, lacking variety in weapons and boss fights, and missing other major modes or multiplayer, making it feel slim when compared to similarly priced games. Nevertheless, it serves as a stirring tribute in the demon-slaying shoot 'em up genre.

[–] MrEUser@lemmy.ninja 1 points 2 years ago (1 children)

I beat Myst in 19 hours of continuous game play without a guide or the internet. Best? Well, if you intend to beat it, it’ll take a lot of thinking through stories.

[–] MrEUser@lemmy.ninja 2 points 2 years ago

This community has so much… well… I won’t be surprised when Trump grabs images from here…

[–] MrEUser@lemmy.ninja 1 points 2 years ago

You NO LONGER ARE ALLOWED ACCESS TO…. Well, honestly, I thought it was tough to vibe to as well. I like it, but I like Hellsinger MUCH more. Maybe someday there will be an interface that makes CotND that much more playable…

[–] MrEUser@lemmy.ninja 2 points 2 years ago

I’m offended because you’re offended.

[–] MrEUser@lemmy.ninja 4 points 2 years ago (2 children)

I assume you’ve played Crypt of the NecroDancer (mentioning JUST IN CASE you missed it)…

[–] MrEUser@lemmy.ninja 4 points 2 years ago

Thank you for being the first person at sh.itjust.works that has upgraded their sense of humor routine enough to be compatible with this joke.

Have a wonderful day ;)

[–] MrEUser@lemmy.ninja 3 points 2 years ago

What you just said is the literal opposite of what the fediverse is. The fediverse is NOT social media.

[–] MrEUser@lemmy.ninja 7 points 2 years ago* (last edited 2 years ago)

Belief is the acceptance of a claim without evidence. There is evidence that Lemmy and Mastodon can, with time, replace their centralized counterparts.

So do I believe it? No. I know it can happen though. Will it happen? Definite maybe. First, all the users that are bunched up on three big servers need to learn the painful lesson of how a federated architecture works. It’s in their best interests to find small instances of lemmy and have accounts there. Why, because all the huge instances of lemmy are having trouble staying functional. Lemmy.world has 87,000 users and an uptime of 97%. That means it experiences 11 days of downtime a year. Almost a day per month. Sh.itjust.works has around 10,000 users and a 99% uptime by comparison (still 3 to 4 days a year of downtime). Many smaller instances have 100% uptime. Look for yourself.

Another thing future users (not users yet) need to stop using as an argument (excuse) is, “but if I have an account on a site and it disappears, I lose my account.” Well, first, that’s true of the centralized service you’re using. And don’t talk to me about “too big to fail…” arguments. If there’s one thing Twitter, Reddit, and YoutTube have proven, it’s that you are irrelevant and disposable. They may not vanish, but the long lasting stupid they do for the sake of… I don’t even know what… has led to multiple migrations to distributed environments.

Are distributed environments perfect? No. They ARE improving though. And the fact is, in a distributed environment when one instance enacts something that you don’t feel is in your best interest… You go to another instance. No drama, no fanfare… just move.

[–] MrEUser@lemmy.ninja -4 points 2 years ago (2 children)

Your last sentence is the punchline of the joke I told… You can tell it’s comedy because the first sentence has an exaggeration so extreme it’s absurd (unless you REALLY think you can run Doom on an abacus). The second sentence references a meme used as comedy (but will it run Crysis). Then I set up the joke by showing how extreme the absurdity goes. How absurd you ask? Why, it’ll play Crysis, but not Doom…

Ha ha… funny…

I will never tell a joke on sh.itjust works again.

The shit just don’t work.

[–] MrEUser@lemmy.ninja -1 points 2 years ago (1 children)

Wrong.

My first sentence includes a joke. “…Doom running on an abacus.” My second sentence includes a meme used as a joke, “…but does it run Crysis?” I have set the stage for what I wrote to be interpreted as humor, a joke, funny.

I then provide a comparison, it’ll run Crysis but not Doom (1993)… looks here’s the evidence.

Ha ha… funny.

Now, this conversation is over, you’r wrong, and you have proven you’re an ass.

We’re done here. Learn from your mistake.

Learn to read in context.

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