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starwalker

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  1. "Dear Epic Games Forum Member, We have just discovered that the Epic Games forums located at https://forums.epicgames.com were compromised by a hacker. We are sorry to report that the incident may have resulted in unauthorized access to your username, email address, password, and the date of birth you provided at registration. We have taken https://forums.epicgames.com offline. When the site reopens, your password will be reset. If you use the same password on this site which you use on other sites, we recommend immediately changing your password on those sites as well. The affected forum site covers UDK, Infinity Blade, Gears of War, Bulletstorm, and prior Unreal Tournament games. However, the separate forum sites covering Unreal Engine 4, Fortnite, and the new Unreal Tournament were unaffected. We apologize for the inconvenience this causes everyone. To further understand what’s happened and prevent it in the future, we’re working with a computer security firm to identify the nature of the compromise. We will report further information on the forums when they reopen. While the investigation into the security compromise is ongoing, we are reaching out to you directly to let you know of the potential unauthorized access to information you provided at registration. It is possible that any information stored or sent by you using the forums may have been accessed. Since this is a public forum, we do not collect or maintain financial information, but we advise you to be alert for suspicious email such as phishing attempts. Thank you for being a part of our community, and for your attention to this issue. Best Regards, The Epic Games Team "
  2. Reference (copy-paste): http://www.zdnet.com/article/solid-state-disks-lose-data-if-left-without-power-for-just-a-few-days/ Storage. It's not a sexy topic. But everyone uses it in some way or another. You have iPhones, you have computers. Everyone knows how important a person's data is. But it doesn't just "disappear." Or does it? New research suggests that newer solid-state hard drives, which are faster and offer better performance, are vulnerable to an inherent flaw -- they lose data when they're left dormant in storage for periods of time where the temperature isn't properly regulated. The worrying factor is that the period of time can be weeks, months, but even in some circumstances -- just a few days. Solid-state drives are better than regular mechanical hard drives, which are slow and sluggish. But unless they're battered around, smashed, or poured in acid, they pretty much last forever. A recent presentation by hard drive maker Seagate's Alvin Cox warned that the period of time data is retained on some solid-state drives is halved for every 9°F (or 5°C) rise in temperature where its stored. That means if a solid-state drive is stored in a warm room, say 77°F (25°C), its data can last for about two years. But, if that goes up by a mere few degrees to 86°F (30°C), that data's retention period will be cut in half. Don't immediately freak out, though. It depends entirely on the temperature, but also the type of drive you're using. Most consumer solid-state drives, such as those in high-end performance desktops and certain notebooks (including Apple MacBooks), do not suffer as much. They are designed to retain data for about two years in storage under the right temperature. But enterprise solid-state drives pose the biggest risk to data loss, because the retention period drops considerably. A moderate increase of just 9°F (5°C) in temperature in a space where an enterprise solid-state drive is stored can drop a retention rate from 20 weeks to 10 weeks. Why does it even matter? Data isn't meant to just disappear, or get lost. Although newer solid-state drives are more common in a consumer rather than an enterprise setting (mostly because of the associated costs), ensuring data security is a high priority for businesses and companies. But keeping a solid-state drive at a reasonable temperature is probably the last thing most think of. "If long-term storage is required, image the [drive] onto a mechanical drive and place that drive in storage as well," wrote KoreLogic's Don Allison in a blog post.
  3. https://forum.avast.com/index.php?topic=170709.0 Avast updated a definition on on 05 - 06 May 2015 which have affected most games, businesses and education centers which had an Avast version running. The primary cause being "False positive" disguised as Win32:Kryptik-PFA which infects installations, DLL's and Graphic card/video drivers except that it didn't. Basically everything important might or might not work anymore because few of its DLL's or important files are missing from the location and have been quarantined in Avast. Suggest not just uninstalling Avast right away but first getting your files out of its quarantine (restored) after you disable avast. (else it will re-quarantine them on next restart or immediately)
  4. http://www.androidcentral.com/we-go-hands-sharp-aquos-crystal Copied from above. Sprint has recently announced the Sharp Aquos Crystal and we were very eager to see it in person. Tonight, at an event in New York City, Sprint has shown off this device with stunningly-slim bezels. It's heading to the carrier Sprint and its prepaid Boost Mobile and Virgin Mobile brands. Interested? Watch our hands-on video and photos! The Sharp Aquos Crystal features a 5-inch 720p screen with very little bezel on the top and sides. There's an 8-megapixel camera on the back with 1.2MP on the front, a 1.2GHz quad-core processor, 1.5GB of RAM, 8 GB for storage, and an embedded 2040mAh battery. It runs Android 4.4.2 KitKat. Other key features include Harman's LiveStage, which adds dimension to sound, and Clari-Fi technology, which improves digital sound quality by restoring all types of compressed digital music. Another interesting feature is a subscription service called App Pass that allows customers to access a hand-selected catalog of premium apps and games for $4.99 per month after a 14-day free trial. This is exclusive to Sprint in the United States. The App Pass catalog is curated with some of the world's top developers including Gameloft and Oceanhouse Media. It also includes select titles from other developers such as OfficeSuite 7 Pro, Camera Zoom FX, Minuum Keyboard, CamScanner and Color & Draw for Kids. We're not used to seeing slim bezels on most smartphones, but after playing with the the Aquos Crystal, we'd like to see more manufacturers do the same thing. It makes devices with big screens feel much better to hold. They are coming up with a more powerful version soon.
  5. I am new to this forum so hello everyone! I have a few things to say to clear out what actually needs to be done to get that actual 60 FPS from a console. If you still think calling the person who took that decision deserves to be called "fuckwit" ; the oneness is on you. Background: I have been in the game industry for 4 years now, as a developer and have worked on Sleeping dogs and Little big planet karting on the engineering side, and I'm writing so that who ever is reading things get a clear idea of what happens behind the scene before you call people "lazy" and other things because its convenient to blame. Following happens on a typical Ps3 / Xbox / PC title: Inception state of project: the idea, critiques, public demand analysis and pure validity of is making this game for 3 years in development may bear a fruit. Pre-development stage**: Usually after a month or 2 of planning and getting man-power ready. Development stage*: This is where all the programmers and all hands go on deck for 3 years. QA stage: 6 months before launch, the product is usually locked before release so that all bugs are removed and things are ready in every damn corner of the level without bugs. Launch : Well now you can order your game before or pay full price, your choice. * - Marketing of the product will also start in midst of this development. ** - Kick starters go here. Now the chances of a game hitting above 80 on metacritic can only be hoped for and the date has to be selected hoping that no one else is launching a title which is of the same caliber in the same time , because it harms both companies because the chances of 1 person buying two new 60 dollar titles is less. We dont choose Xbox or PS3 or PC, we HAVE to work with what we get, or leave the job. No options, you are assigned a platform, you have to work on it. I'm a PC gamer and I had to make a game for PS3, I never had a PS3 in my life. <- get the context? The practical standpoint: During development, when you are working with consoles, you have very less freedom in terms of console resources to get more FPS. When I worked on Little big planet karting, I had 1 Mb to work with for making a glittering shader effect and make it so optimized that it is not a CPU (Ps3 cpu) intensive task, it took me 2 weeks to get it done right + Math and programming books to get the best out of it to optimize every MB I can get. You can google what was inside the tech spec for a Ps3 if you like, you will know what it is like. So, I had to work from 10 am to 9 pm almost everyday before the QA stage hits else whatever I personally wanted to be in the game, wont make it in. Because its time locked and my lead would be disappointed, I'm only human. Its not about 60 fps its because every 5 fps could mean months of work. Our Tech leads have a quota / level to dedicate in terms of bandwidth available vs framerate cost, we have to work with that limitation else the quality of an international title along with the studio is to be blamed for. It takes a team of 5-6 people to optimize the level in every way to get a steady framerate in terms of CPU intensive operations and 2-3 people on level design and that usually can take 6 months of work depending on the complexity of the environment all things taken in regard, and we don't get paid for overtime. The publishers will go in a loss if the launch date is changed because the marketing is already been done. Not only that, if the launch failed to meet the marketing or the product failed; the people who worked on it for 3+ years, are fired because the company couldn't break even in development vs profit on the first 6 months of the game. Do users care about any of the above ? yes / no? Mostly we hope that we can make it at a 70+ meta critic game, if below its usually a loss. And its not just 1 person to be blamed but the whole team is sad and because whoever wrote that ubisoft article above has a huge time constrain to get whatever features vs optimization in before things are made public. Because once its made public, people like the OP can call them "fuckwit" because its a Console vs PC battle here. Porting: The above team who worked on the title now has to work with additional people who would specialize in porting if the demand of the game rises and people say that "we want a pc/ps3" game. So if the console game is ported on PC, you have at most 6-8 months before it is launched and it has to look atleast as good if not more better on the PC. Also know that at this moment, all art assets are optimized for console, so the artist now have to re-do textures in high-res and make sure the frame rate is still steady even for a PC title. If any of the above doesn't get done right, it will be called a "BAD PORT" out right and the dead line is given by the publisher not the development team. In studios like Rockstar games, the Publisher and Developer are the same, so they can decide whats best for the product's success and go from there. Knowing above, can I ask: If the art of the game was not equal to what was promised on console , would you like it ? would you say you got your money's worth? If the game-play was a bit stuttery in places where there are lot of AI to combat or lot of breakable objects, would you like it at the cost of degrading visual quality? then would you say you got your money's worth? If you say , no I want both, then that's exactly what the article is about, you are hardware limited so you have to compromise somewhere. The original resolution is usually 720p most of the time and then its scaled up, because the target market of console plays it on a TV. At a distance of 7-8 ft, you cant make out 1080p from 720p, visually. Closer than that you can see the pixels of the TV screen itself. Also the pace of the game usually is decided in order to target an FPS , so if its a game like Hitman, you know you are not running around fast shooting people so more resources can be dedicated to graphic quality and vice versa. PC's have more bandwidth hence you never notice what the load of a GPU is, visually above 60 fps. On Console, the GPU has to do twice the work in 1 second to get double the frames. If you say you are ok with 45 FPS, you can increase the resolution to 1080 and it will still look ok BUT, it will cost the company making it more time and effort on the engineering / programming side to take that challenge. And if the cost is not validated visually or in terms of gameplay features/quality, your idea is tanked. In worst case when the people who finance the title feel that this project wont get them the profit they want (publishers like Sony, EA etc) they will tank the whole title. I was there when 2 big companies closed their door in Vancouver, Canada. The amount of jobs lost were 180+ and I had no job and was disoriented for a year and half of my life trying to get back into the game industry vs going doing any other software development job. Because I have been playing and modding games since I was 15, it was very difficult for me to leave something I love because I have no control over it. So if after knowing all the above, you still think its easy making games for people to be called "fuckwit", knowing that the failure of the title might risk losing their job, do so. Chances are that guy still enjoys and loves doing his job more than most people on the planet because you are still playing a game made by the people who love games themselves. It is easy to write call some one "fuckwit" or say they are bunch of "lazy people" when the same people made the games you loved before, do you take the time to write what you liked about the game when a game does good? yes/no? It takes 4 years of Computer science, 2+ years of game development experience to call your life stable when it comes to game development and the person is usually hoping he gets to keep his job after the launch of a title, and did I mention if you have less than 2 years of experience, you will be laid-off out right if the studio doesn't make profit. Would that guy want to make a game again ? I don't know if there would be anyone else defending a game developer here but I wanted to give you guys this perspective of what actually happens because its always the game developers fault. Edit: I agree that the this is a little off topic from the original article posted which is misleading people to believe the argument made, I'm not supporting the original argument, but I dont like it when people generalize all game developers as stupid / lazy people. - Star
  6. Found you guys via NCIX , love the WAN show and like the work you guys do.. I am a game developer from Vancouver so feel free to throw me technical questions if needed.
  7. The screen, what else can one opt for...
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