Counter-Strike Nvidia E7
Counter-Strike Nvidia E7
Download : Click Here
Now you can do more with less. Less information that is used to spam players with ads. That not only help players
to get more fps , but it’s offering more clarity to the gameplay.
-New FPS RADAR
-New FPS Grenades
-New FPS Knife
-New FPS Players
-New FPS Smoke puff
–FPS Hud Messages
–FPS / HD Settings
The first handheld game console released in the fourth generation was the Game Boy, on April 21, 1989. It went on to dominate handheld sales by an extremely large margin, despite featuring a low-contrast, unlit monochrome screen while all three of its leading competitors had color. Three major franchises made their debut on the Game Boy: Tetris, the Game Boy’s killer application; Pokémon; and Kirby. With some design (Game Boy Pocket, Game Boy Light) and hardware (Game Boy Color) changes, it continued in production in some form until 2008, enjoying a better than 18-year run. The Atari Lynx included hardware-accelerated color graphics, a backlight, and the ability to link up to sixteen units together in an early example of network play when its competitors could only link 2 or 4 consoles (or none at all),[5] but its comparatively short battery life (approximately 4.5 hours on a set of alkaline cells, versus 35 hours for the Game Boy), high price, and weak games library made it one of the worst-selling handheld game systems of all time, with less than 500,000 units sold.[6][7]
The third major handheld of the fourth generation was the Game Gear. It featured graphics capabilities roughly comparable to the Master System (better colours, but lower resolution), a ready made games library by using the “Master-Gear” adaptor to play cartridges from the older console, and the opportunity to be converted into a portable TV using a cheap tuner adaptor, but it also suffered some of the same shortcomings as the Lynx. While it sold more than twenty times as many units as the Lynx, its bulky design – slightly larger than even the original Game Boy; relatively poor battery life – only a little better than the Lynx; and later arrival in the marketplace – competing for sales amongst the remaining buyers who didn’t already have a Game Boy – hampered its overall popularity despite being more closely competitive to the Nintendo in terms of price and breadth of software library.[8] Sega eventually retired the Game Gear in 1997, a year before Nintendo released the first examples of the Game Boy Color, to focus on the Nomad and non-portable console products. Other handheld consoles released during the fourth generation included the TurboExpress, a handheld version of the TurboGrafx-16 released by NEC in 1990, and the Game Boy Pocket, an improved model of the Game Boy released about two years before the debut of the Game Boy Color. While the TurboExpress was another early pioneer of color handheld gaming technology and had the added benefit of using the same game cartridges or ‘HuCards’ as the TurboGrafx16, it had even worse battery life than the Lynx and Game Gear – about three hours on six contemporary AA batteries – selling only 1.5 million units.
The first fifth-generation consoles were the 3DO and the Atari Jaguar. Although both consoles were more powerful than the fourth generation systems, neither would become serious threats to Sega or Nintendo. The 3DO initially generated a great deal of hype in part because of a licensing scheme where 3DO licensed the manufacturing of its console out to third parties, similar to VCR or DVD players. Unfortunately, that very structure meant that unlike its competitors who could sell the console at a loss, all 3DO manufacturers had to sell for profit. The cheapest 3DO was more expensive than the SNES and Genesis combined. Atari cancelled their line of home computers, their Atari Portfolio, the Stacy laptop, and their handheld Atari Lynx when they released the Jaguar. It was an all or nothing gamble that ran the company into the ground. The Jaguar had three processors and no C libraries to help developers cope with it. Atari was ineffective at courting third parties and many of their first party games were poorly received. While games like Tempest 2000, Rayman, and Alien vs Predator showed what the console was capable of, the vast majority of releases underwhelmed. Many of the Jaguar’s games used mainly the slowest (but most familiar) of the console’s processors, resulting in titles that could easily have been released on the SNES or Genesis.
To compete with emerging next gen consoles, Nintendo released Donkey Kong Country which could display a wide range of tones (something common in fifth-generation games) by limiting the number of hues onscreen, and Star Fox which used an extra chip inside of the cartridge to display polygon graphics. Sega followed suit, releasing Vectorman and Virtua Racing (the latter of which used the Sega Virtua Processor). Sega also released the 32X, an add-on for the Genesis, while their Sega Saturn was still in development, and announced that they would replace the Genesis with the Neptune, a combination 32X and Genesis, and sell it as a budget console alongside their upcoming Saturn. Despite public statements from Sega claiming that they would continue to support the Genesis/32X throughout the next generation, Sega Enterprises quietly killed the Neptune project and forced Sega of America to abandon the 32X. The 32X’s brief and confusing existence damaged public perception of the coming Saturn and Sega as a whole.
While the fourth generation had seen a handful of acclaimed titles on NEC’s PC Engine CD-ROM² System and Sega’s Mega CD add-ons, it wasn’t until the fifth generation that a CD-based consoles and games began to seriously compete with cartridges. CD-ROMs were significantly cheaper to manufacture and distribute than cartridges were, and gave developers room to add cinematic cut-scenes, pre-recorded soundtracks, and voice acting that made more serious storytelling possible. NEC had been developing a successor to the PC Engine as early as 1990, and presented a prototype, dubbed the “Iron Man,” to developers in 1992, but shelved the project as the CD-ROM² System managed to extend the console’s market viability in Japan into the mid-90s. When sales started to dry up, NEC rushed its old project to the market. The PC-FX, a CD-based, 32-bit console, had highly advanced, detailed 2D graphics capabilities, and better full-motion video than any other system on the market. It was, however, incapable of handling 3D graphics, forfeiting its chances at seriously competing with Sony and Sega. The console was limited to a niche market of dating sims and visual novels in Japan, and never saw release in Western markets.
After the abortive 32X, Sega entered the fifth generation with the Saturn. Sega released several highly regarded titles for the Saturn, but a series of bad decisions alienated many developers and retailers. While the Saturn was technologically advanced, it was also complex, difficult, and unintuitive to write games for. In particular, programming 3D graphics that could compete with those on Nintendo and Sony’s consoles proved exceptionally difficult for third-party developers. Because the Saturn used quadrilaterals, rather than standard triangles, as its basic polygon, cross platform games had to be completely rewritten to see a Saturn port. The Saturn was also a victim of internal politics at Sega. While the Saturn sold comparably well in Japan, Sega’s branches in North America and Europe refused to license localizations of many popular Japanese titles, holding they were ill-suited to Western markets. First-party hits like Sakura Taisen never saw Western releases, while several third-party titles released on both PlayStation and Saturn in Japan, like Grandia and Castlevania: Symphony of the Night, were released in North America and Europe as PlayStation exclusives.
Born from a failed attempt to create a console with Nintendo, Sony’s PlayStation would not only dominate its generation, but become the first console to sell over 100 million units by expanding the video game market. Sony actively courted third parties and provided them with convenient c libraries to write their games. Sony had built the console from the start as a 3D, disc-based system, and emphasized its 3d graphics that would come to be viewed as the future of gaming. The PlayStation’s CD technology won over several developers who had been releasing titles for Nintendo and Sega’s fourth generation consoles, such as Konami, Namco, Capcom, and Square. CDs were far cheaper to manufacture and distribute than cartridges were, meaning developers could release larger batches of games at higher profit margins; Nintendo’s console, on the other hand, used cartridges, unwittingly keeping third-party developers away. The PlayStation’s internal architecture was simpler and more intuitive to program for, giving the console an edge over Sega’s Saturn.
Nintendo was the last to release a fifth generation console with their Nintendo 64, and when they finally released their console in North America, it came with only two launch titles. Partly to curb piracy and partly as a result of Nintendo’s failed disc projects with Sony and Phillips, Nintendo used cartridges for their console. The higher cost of cartridges drove many third party developers to the PlayStation. The Nintendo 64 could handle 3D polygons better than any console released before it, but its games often lacked the cut-scenes, soundtracks, and voice-overs that became standard on PlayStation discs. Nintendo released several highly acclaimed titles, such as Super Mario 64 and The Legend of Zelda: Ocarina of Time, and the Nintendo 64 was able to sell tens of millions of units on the strength of first-party titles alone, but its constant struggles against Sony would make the Nintendo 64 the last home console to use cartridges as a medium for game distribution.
The visible surface of the Sun, the photosphere, is the layer below which the Sun becomes opaque to visible light.[79] Above the photosphere visible sunlight is free to propagate into space, and its energy escapes the Sun entirely. The change in opacity is due to the decreasing amount of H− ions, which absorb visible light easily.[79] Conversely, the visible light we see is produced as electrons react with hydrogen atoms to produce H− ions.[80][81] The photosphere is tens to hundreds of kilometers thick, and is slightly less opaque than air on Earth. Because the upper part of the photosphere is cooler than the lower part, an image of the Sun appears brighter in the center than on the edge or limb of the solar disk, in a phenomenon known as limb darkening.[79] The spectrum of sunlight has approximately the spectrum of a black-body radiating at about 6,000 K, interspersed with atomic absorption lines from the tenuous layers above the photosphere. The photosphere has a particle density of ~1023 m−3 (about 0.37% of the particle number per volume of Earth’s atmosphere at sea level). The photosphere is not fully ionized—the extent of ionization is about 3%, leaving almost all of the hydrogen in atomic form.[82]
During early studies of the optical spectrum of the photosphere, some absorption lines were found that did not correspond to any chemical elements then known on Earth. In 1868, Norman Lockyer hypothesized that these absorption lines were caused by a new element that he dubbed helium, after the Greek Sun god Helios. Twenty-five years later, helium was isolated on Earth.
During a total solar eclipse, when the disk of the Sun is covered by that of the Moon, parts of the Sun’s surrounding atmosphere can be seen. It is composed of four distinct parts: the chromosphere, the transition region, the corona and the heliosphere.
The coolest layer of the Sun is a temperature minimum region extending to about 500 km above the photosphere, and has a temperature of about 4,100 K.[79] This part of the Sun is cool enough to allow the existence of simple molecules such as carbon monoxide and water, which can be detected via their absorption spectra.[84]
The chromosphere, transition region, and corona are much hotter than the surface of the Sun.[79] The reason is not well understood, but evidence suggests that Alfvén waves may have enough energy to heat the corona.[85]
Above the temperature minimum layer is a layer about 2,000 km thick, dominated by a spectrum of emission and absorption lines.[79] It is called the chromosphere from the Greek root chroma, meaning color, because the chromosphere is visible as a colored flash at the beginning and end of total solar eclipses.[76] The temperature of the chromosphere increases gradually with altitude, ranging up to around 20,000 K near the top.[79] In the upper part of the chromosphere helium becomes partially ionized.
Above the chromosphere, in a thin (about 200 km) transition region, the temperature rises rapidly from around 20,000 K in the upper chromosphere to coronal temperatures closer to 1,000,000 K.[87] The temperature increase is facilitated by the full ionization of helium in the transition region, which significantly reduces radiative cooling of the plasma.[86] The transition region does not occur at a well-defined altitude. Rather, it forms a kind of nimbus around chromospheric features such as spicules and filaments, and is in constant, chaotic motion.[76] The transition region is not easily visible from Earth’s surface, but is readily observable from space by instruments sensitive to the extreme ultraviolet portion of the spectrum.[88]
The corona is the next layer of the Sun. The low corona, near the surface of the Sun, has a particle density around 1015 m−3 to 1016 m−3.[86][f] The average temperature of the corona and solar wind is about 1,000,000–2,000,000 K; however, in the hottest regions it is 8,000,000–20,000,000 K.[87] Although no complete theory yet exists to account for the temperature of the corona, at least some of its heat is known to be from magnetic reconnection.[87][89] The corona is the extended atmosphere of the Sun, which has a volume much larger than the volume enclosed by the Sun’s photosphere. A flow of plasma outward from the Sun into interplanetary space is the solar wind.[89]
The heliosphere, the tenuous outermost atmosphere of the Sun, is filled with the solar wind plasma. This outermost layer of the Sun is defined to begin at the distance where the flow of the solar wind becomes superalfvénic—that is, where the flow becomes faster than the speed of Alfvén waves,[90] at approximately 20 solar radii (0.1 AU). Turbulence and dynamic forces in the heliosphere cannot affect the shape of the solar corona within, because the information can only travel at the speed of Alfvén waves. The solar wind travels outward continuously through the heliosphere,[91][92] forming the solar magnetic field into a spiral shape,[89] until it impacts the heliopause more than 50 AU from the Sun. In December 2004, the Voyager 1 probe passed through a shock front that is thought to be part of the heliopause.[93] In late 2012 Voyager 1 recorded a marked increase in cosmic ray collisions and a sharp drop in lower energy particles from the solar wind, which suggested that the probe had passed through the heliopause and entered the interstellar medium.
High-energy gamma-ray photons initially released with fusion reactions in the core are almost immediately absorbed by the solar plasma of the radiative zone, usually after traveling only a few millimeters. Re-emission happens in a random direction and usually at a slightly lower energy. With this sequence of emissions and absorptions, it takes a long time for radiation to reach the Sun’s surface. Estimates of the photon travel time range between 10,000 and 170,000 years.[95] In contrast, it takes only 2.3 seconds for the neutrinos, which account for about 2% of the total energy production of the Sun, to reach the surface. Because energy transport in the Sun is a process that involves photons in thermodynamic equilibrium with matter, the time scale of energy transport in the Sun is longer, on the order of 30,000,000 years. This is the time it would take the Sun to return to a stable state, if the rate of energy generation in its core were suddenly changed.[96]
Neutrinos are also released by the fusion reactions in the core, but, unlike photons, they rarely interact with matter, so almost all are able to escape the Sun immediately. For many years measurements of the number of neutrinos produced in the Sun were lower than theories predicted by a factor of 3. This discrepancy was resolved in 2001 through the discovery of the effects of neutrino oscillation: the Sun emits the number of neutrinos predicted by the theory, but neutrino detectors were missing 2⁄3 of them because the neutrinos had changed flavor by the time they were detected.
High-energy gamma-ray photons initially released with fusion reactions in the core are almost immediately absorbed by the solar plasma of the radiative zone, usually after traveling only a few millimeters. Re-emission happens in a random direction and usually at a slightly lower energy. With this sequence of emissions and absorptions, it takes a long time for radiation to reach the Sun’s surface. Estimates of the photon travel time range between 10,000 and 170,000 years.[95] In contrast, it takes only 2.3 seconds for the neutrinos, which account for about 2% of the total energy production of the Sun, to reach the surface. Because energy transport in the Sun is a process that involves photons in thermodynamic equilibrium with matter, the time scale of energy transport in the Sun is longer, on the order of 30,000,000 years. This is the time it would take the Sun to return to a stable state, if the rate of energy generation in its core were suddenly changed.[96]
Neutrinos are also released by the fusion reactions in the core, but, unlike photons, they rarely interact with matter, so almost all are able to escape the Sun immediately. For many years measurements of the number of neutrinos produced in the Sun were lower than theories predicted by a factor of 3. This discrepancy was resolved in 2001 through the discovery of the effects of neutrino oscillation: the Sun emits the number of neutrinos predicted by the theory, but neutrino detectors were missing 2⁄3 of them because the neutrinos had changed flavor by the time they were detecte.
Photo:
a asht me ucp
KU SHARKOHET
Palloshi me te kuqe Ku Osht
Për të shkarkuar këtë Counter Strike – “kliko ketu” <—
qetu klikon OK
a ka munsi me qit ma shum foto me kqyr a po na pellqen se veq ni foto spo e di a osht e mire. ME RESPEKT Patriotii LS <3