Sep 24

Need for Speed ​​2016 Full Unlocked Download for PC

Need for Speed ​​2016 Download for PC


| NEED FOR SPEED DELUXE EDITION - FULL UNLOCKED | 
| Version FULL UNLOCKED ISO format |* Origin.Games.Reg.Tools.v1.1 - 3DM was *
Need For speed up a game and racing cars built and designed by the company Ghost Games and published by Warner Ast.htma Electronic Artsfor PC users are familiar with the Need For Speed ​​series of games and are aware that Each version of the game comes with more changes. In this game you have as a racing driver who started from nothing and have participated in various competitions and won them to make money and get points, and with them new listings show up buy or car promote. The changes that have taken place in the game one more game graphics and better design of objects around, a more realistic movements of the vehicles, allows you to customize the car, allowing the vehicle to strengthen the ability to change the size of tires and rims, and that this version of the game Other series distinguishes this game. The game has 5 different levels of speed, the vehicle, Trick, drift, police gamers can choose one of them depending on your taste.

Date of release: 2016
Platform: PC
Size of the game: 3. 5 GB
Genre: Simulation Cars
File Type: ISO
Game language: English
 
minimum system requirements to run:
CPU: 3 Ghz or faster 

RAM: Atleast 1 GB 

VGA: Atleast an NVidia 5900 or ATi 9800 with 256mb of video memory 

DX: DirectX 9.0c 

OS: Windows XP 

HDD: 3 GB or more free space 

Sound: DirectX 9.0c compatible 

Resolution: 1280 × 1024 

ODD: DVD reader 

Network: Multiplayer requires 1 set of discs per PC and a broadband (Cable, DSL or faster) connection. Internet or LAN (2-4 players) 

Recommended peripheral: Keyboard, Mouse or Steering Wheel / Gamepad 

Note: System Requirements for full detail level on 1280 × 1024 Note: You might be able to play on full detail level and 1280 × 1024 with slightly lower requirements.
Download: 
Click Here

Cracked Software

Sep 24

Dota 2 System Requirements for PC have been revealed

Dota 2 System Requirements for PC Unveiled

The System requirements of the Online Multiplayer battle Arena Video Game developed by Valve corporation well known as Dota 2 have been revealed.  The game had a release date set as July 9th 2013 for Microsoft Windows while it was released on July 18th 2013 for OS X and Linux.  The feature of the game is the online multiplayer matches where the players control a hero character anDota 2 Coverd end their course as an individual game while focusing to improve the ability of the heroes.  For those wondering if your machine is up for running the game, take a look at the complete Dota 2 System Requirements for PC below.

System Requirements

Minimum

CPU:     Pentium 4 3.0GHz
RAM:     1 GB for XP / 2 GB for Vista
OS:     Windows 7 / Vista / Vista 64 / XP
Video Card:     DirectX 9 compatible video card with 128 MB, Shader model 2.0. ATI X800, NVidia 6600 or better
Sound Card:     Yes
Free Disk Space:     2.5 GB

Recommended

CPU:     Intel core 2 duo 2.4GHz
RAM:     1 GB for XP / 2 GB for Vista
OS:     Windows 7 / Vista / Vista64 / XP
Video Card:     DirectX 9 compatible video card with Shader model 3.0. NVidia 7600, ATI X1600 or better
Sound Card:     Yes
Free Disk Space:     2.5 GB

This game was one of the most anticipated before its launch as PC Gamer who reviewed the title in September 2013 had claimed that it was an unbelievably deep and complex game that offered the purest sequel to its predecessor.

What are your thoughts about the Dota 2 System requirements?

Gaming,Cricket,WWE and lots more

Sep 23

Using the Hardware Scaler for Performance and Efficiency

Posted by Hak Matsuda and Dirk Dougherty, Android Developer Relations team

If you develop a performance-intensive 3D game, you’re always looking for ways to give users richer graphics, higher frame rates, and better responsiveness. You also want to conserve the user’s battery and keep the device from getting too warm during play. To help you optimize in all of these areas, consider taking advantage of the hardware scaler that’s available on almost all Android devices in the market today.

How it works and why you should use it

Virtually all modern Android devices use a CPU/GPU chipset that includes a hardware video scaler. Android provides the higher-level integration and makes the scaler available to apps through standard Android APIs, from Java or native (C++) code. To take advantage of the hardware scaler, all you have to do is render to a fixed-size graphics buffer, rather than using the system-provided default buffers, which are sized to the device’s full screen resolution.

When you render to a fixed-size buffer, the device hardware does the work of scaling your scene up (or down) to match the device’s screen resolution, including making any adjustments to aspect ratio. Typically, you would create a fixed-size buffer that’s smaller than the device’s full screen resolution, which lets you render more efficiently — especially on today’s high-resolution screens.

Using the hardware scaler is more efficient for several reasons. First, hardware scalers are extremely fast and can produce great visual results through multi-tap and other algorithms that reduce artifacts. Second, because your app is rendering to a smaller buffer, the computation load on the GPU is reduced and performance improves. Third, with less computation work to do, the GPU runs cooler and uses less battery. And finally, you can choose what size rendering buffer you want to use, and that buffer can be the same on all devices, regardless of the actual screen resolution.

Optimizing the fill rate

In a mobile GPU, the pixel fill rate is one of the major sources of performance bottlenecks for performance game applications. With newer phones and tablets offering higher and higher screen resolutions, rendering your 2D or 3D graphics on those those devices can significantly reduce your frame rate. The GPU hits its maximum fill rate, and with so many pixels to fill, your frame rate drops.

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Power consumed in the GPU at different rendering resolutions, across several popular chipsets in use on Android devices. (Data provided by Qualcomm).

To avoid these bottlenecks, you need to reduce the number of pixels that your game is drawing in each frame. There are several techniques for achieving that, such as using depth-prepass optimizations and others, but a really simple and effective way is making use of the hardware scaler.

Instead of rendering to a full-size buffer that could be as large as 2560×1600, your game can instead render to a smaller buffer — for example 1280×720 or 1920×1080 — and let the hardware scaler expand your scene without any additional cost and minimal loss in visual quality.

Reducing power consumption and thermal effects

A performance-intensive game can tend to consume too much battery and generate too much heat. The game’s power consumption and thermal conditions are important to users, and they are important considerations to developers as well.

As shown in the diagram, the power consumed in the device GPU increases significantly as rendering resolution rises. In most cases, any heavy use of power in GPU will end up reducing battery life in the device.

In addition, as CPU/GPU rendering load increases, heat is generated that can make the device uncomfortable to hold. The heat can even trigger CPU/GPU speed adjustments designed to cool the CPU/GPU, and these in turn can throttle the processing power that’s available to your game.

For both minimizing power consumption and thermal effects, using the hardware scaler can be very useful. Because you are rendering to a smaller buffer, the GPU spends less energy rendering and generates less heat.

Accessing the hardware scaler from Android APIs

Android gives you easy access to the hardware scaler through standard APIs, available from your Java code or from your native (C++) code through the Android NDK.

All you need to do is use the APIs to create a fixed-size buffer and render into it. You don’t need to consider the actual size of the device screen, however in cases where you want to preserve the original aspect ratio, you can either match the aspect ratio of the buffer to that of the screen, or you can adjust your rendering into the buffer.

From your Java code, you access the scaler through SurfaceView, introduced in API level 1. Here’s how you would create a fixed-size buffer at 1280×720 resolution:

surfaceView = new GLSurfaceView(this);
surfaceView.getHolder().setFixedSize(1280, 720);

If you want to use the scaler from native code, you can do so through the NativeActivity class, introduced in Android 2.3 (API level 9). Here’s how you would create a fixed-size buffer at 1280×720 resolution using NativeActivity:

int32_t ret = ANativeWindow_setBuffersGeometry(window, 1280, 720, 0);

By specifying a size for the buffer, the hardware scaler is enabled and you benefit in your rendering to the specified window.

Choosing a size for your graphics buffer

If you will use a fixed-size graphics buffer, it’s important to choose a size that balances visual quality across targeted devices with performance and efficiency gains.

For most performance 3D games that use the hardware scaler, the recommended size for rendering is 1080p. As illustrated in the diagram, 1080p is a sweet spot that balances a visual quality, frame rate, and power consumption. If you are satisfied with 720p, of course you can use that size for even more efficient operations.

More information

If you’d like to take advantage of the hardware scaler in your app, take a look at the class documentation for SurfaceView or NativeActivity, depending on whether you are rendering through the Android framework or native APIs.

Watch for sample code on using the hardware scaler coming soon!

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Android Developers Blog

Sep 23

Samsung Galaxy S5 – Release date, Tech Specs and Price

Samsung Galaxy S5 – Release date, tech specs and Price

Samsung Galaxy S5The South Korean Smartphone Manufacturer has released a few details about their next high end device- The Samsung Galaxy S5.  Despite Creating quite a buzz through their previous flagship device (Samsung Galaxy S4) courtesy of a few new unique features such as Air View, Motion-Gesture Control and an Octa Core Processor, the Smartphone didn’t end up being the next big thing. One of the major reason might be because of the same old plastiky feel that Samsung has been persisting with over the years.  The news that Samsung was overclocking the device to get higher benchmark scores didn’t help either.

Samsung Galaxy S5 looks slightly better from the back and is available in various colors, as far as the the tech specs of the handset is concerned, the handset is not very different from S4 apart from a faster processor,a slightly larger display screen, finger print scanner and few more mega pixels in the camera.  The best part of the phone is it will be priced at a price point below the price at which S4 was launched.  Have a look at the release date, price and tech specs in detail below.

Release date: April 2014

Price: £599 in the UK, and around $ 650 / AU$ 700 elsewhere.

Tech Specs

Display: 5.1” FHD Super AMOLED (1920 x 1080)
Processor: 2.5GHz Quad core application processor
RAM: 2GB
Storage: 16/32GB
SD: Up To 128GB
OS: Android 4.4.2 KitKat
Connectivity:
WiFi: 802.11 a/b/g/n/ac HT80, MIMO(2×2); Bluetooth®: 4.0 BLE / ANT+; USB: USB 3.0; NFC; IR Remote
Camera: 16MP (rear), 2.0MP (front)
Battery: 2800mAh
Sensors: Accelerometer; gyro; proximity; compass; barometer; Hall; RGB ambient light; Gesture(IR); Finger Scanner; Heart rate sensor


Photo credit: Economic Times

Gaming,Cricket,WWE and lots more

Sep 22

WWE Main Event 25/03/2014 Results

WWE Main Event 25/03/2014 Results

WWE Main Event
 
 * Dolph Ziggler defeated Sheamus and Alberto Del Rio to face Big E. for the Intercontinental Championship later on.
*  Summer Rae, Layla, Alicia Fox, Aksana, and Tamina Snuka defeated  Natalya, Eva Marie, Cameron, Naomi, and Emma in a 10 Diva Tag-Team Match.

* Big E Langston defeated Dolph Ziggler and Retained the Intercontinental Championship



Gaming,Cricket,WWE and lots more

Sep 22

CLT20 2013: CSK Vs SRH 26/09/2013 – Results and Review

Chennai Super Kings Vs Sunrisers Hyderabad 26/09/2013 – Results, Review and Statistical Highlights

The Champions League Twenty20 cricket match between Chennai Super Kings and Sunrisers Hyderabad held on 26/09/2013 kicked off with SRH winning the toss and electing to field first.  Shikar Dhawan confirmed at the toss that his decision was based on the dew (As it was expected to be heavier later on.)  To know about what happened during the course of the match, Read on for the complete Chennai Super Kings Vs Sunrisers Hyderabad 26/09/2013 Results along with the statistical highlights of the match and the batting and bowling performance review of each team.

Statistical Highlights

CricketWhen CSK came in to bat on 26/09/2013, they started off poorly once again with Murali Vijay’s wicket falling early but a partnership between Suresh Raina and Michael Hussey once again put them on course to post a huge total.  The best highlights of their batting were Suresh Raina who made a magnificent 84 of 57 balls and MS Dhoni who made a superb 63 of just 19 balls and remained not out to help them reach a score of 202/4 in their 20 overs.  At this stage, The results of the match looked well in favor of MS Dhoni’s team.  As far as SRH’s bowling was concerned, their middle and death bowling struggled quite a lot today.  Dale Steyn was the pick of their bowlers as he took 2 wickets.

When SRH came in to bat, they started off superbly with both their opening  batsmen going after the target.  Both their openers Parthiv Patel and Shikar Dhawan made a good score of 38 and 48 respectively and kept them in the hunt for 10 overs, but after the wickets of their wickets fell things got tough for them and they ended up on the losing side despite a good innings by Darren Sammy who made a score of 50 of 25 balls.  As far as Csk’s bowling was concerned, Jason Holder and Dwayne Bravo picked 2 wickets each.

Take a look at the scorecard/Results of the match below.

Chennai Super Kings innings (20 overs maximum) Dismissal R B 4s 6s SR
M Vijay c Dhawan b Steyn 0 2 0 0 0
MEK Hussey c †Patel b Duminy 23 21 2 1 109.52
SK Raina c Perera b Steyn 84 57 9 1 147.36
S Badrinath c Steyn b Duminy 13 18 0 0 72.22
MS Dhoni*† not out 63 19 1 8 331.57
DJ Bravo not out 6 4 0 0 150
Extras (w 12, nb 1) 13
Total (4 wickets; 20 overs) 202 (10.10 runs per over)
Did not bat RA Jadeja, JA Morkel, JO Holder, R Ashwin, MM Sharma
Fall of wickets 1-0 (Vijay, 0.2 ov), 2-45 (Hussey, 6.2 ov), 3-115 (Badrinath, 14.1 ov), 4-175 (Raina, 18.2 ov)
Bowling O M R W Econ Extras
DW Steyn 4 0 23 2 5.75 (1w)
I Sharma 4 0 40 0 10
JP Duminy 4 0 27 2 6.75 (1w)
A Mishra 2 0 13 0 6.5 (2w)
NLTC Perera 3 0 60 0 20 (1nb, 3w)
DJG Sammy 3 0 39 0 13 (1w)
Sunrisers Hyderabad innings (target: 203 runs from 20 overs) Dismissal R B 4s 6s SR
PA Patel† run out (Raina) 38 28 6 0 135.71
S Dhawan* c †Dhoni b Ashwin 48 34 7 1 141.17
JP Duminy b Raina 0 3 0 0 0
NLTC Perera c Vijay b Bravo 12 11 0 1 109.09
DJG Sammy b Holder 50 25 2 5 200
A Ashish Reddy c †Dhoni b Bravo 3 4 0 0 75
KV Sharma c Vijay b Holder 11 9 2 0 122.22
DW Steyn not out 10 5 0 1 200
GH Vihari not out 5 3 1 0 166.66
Extras (lb 4, w 8, nb 2) 14
Total (7 wickets; 20 overs) 191 (9.55 runs per over)
To bat A Mishra, I Sharma
Fall of wickets 1-88 (Patel, 9.2 ov), 2-90 (Duminy, 9.6 ov), 3-92 (Dhawan, 10.6 ov), 4-107 (Perera, 13.1 ov), 5-138 (Ashish Reddy, 15.1 ov), 6-170 (KV Sharma, 18.2 ov), 7-176 (Sammy, 18.4 ov)
Bowling O M R W Econ Extras
MM Sharma 4 0 41 0 10.25 (1w)
JA Morkel 2 0 19 0 9.5
R Ashwin 4 0 32 1 8 (1w)
JO Holder 4 0 40 2 10 (1nb, 1w)
SK Raina 1 0 3 1 3 (1w)
DJ Bravo 4 0 30 2 7.5 (1nb, 3w)
RA Jadeja 1 0 22 0 22 (1w)


What are your thoughts about the Chennai Super Kings Vs Sunrisers Hyderabad 26/09/2013 Results?

Gaming,Cricket,WWE and lots more

Sep 21

Free Download Browser Opera 16.0.1196.80 Final Update Terbaru

Opera Browser

Free Download Opera 16.0.1196.80 Final Full Verion New Update Terbaru 2013 Gratis. Opera adalah software web browser peramban web Internet antar-platform yang dibuat oleh Opera Software yang berada di Oslo, Norwegia.

Opera dapat dijalankan pada berbagai sistem operasi (OS), termasuk Microsoft Windows, Mac OS X, Solaris, FreeBSD dan Linux.

Setelah kemarin saya bagikan Opera versi sebelumnya Opera 15.00 Final, kini telah tersedia Perangkat lunak Peramban Web (Web Browser) Opera dengan versi terbarunya, yaitu Opera versi 16.0.1196.80, ini merupakan versi terbaru final.

Opera memiliki banyak fitur. Sebuah fitur lengkap Internet browser, Opera termasuk pop-up, tab browsing, pencarian terintegrasi, dan fungsi-fungsi lanjutan seperti Opera terobosan Program E-mail, RSS newsfeeds dan IRC chat. Dan karena kita tahu bahwa pengguna kami memiliki kebutuhan yang berbeda, Anda dapat menyesuaikan tampilan dan isi dari browser Opera Anda dengan beberapa klik mouse.

Screenshot :

Opera 12.14 Final
Opera 12.14 Final

Beberapa Fitur Opera :

  • Speed ​​Dial: situs favorit Anda hanya satu klik setiap saat.
  • Shortcuts Pencarian: cari Cepat – ketik pertanyaan Anda langsung ke address bar.
  • Trash Can: Segera membuka kembali tab yang barusan ditutup.
  • Mouse Gestures: Dengan Opera Anda dapat menavigasi web dengan mouse Anda.
  • Opera Link: Menyinkronkan data pilihan Anda online, atau di antara komputer yang berbeda dan perangkat.
  • Quick Find: Opera mengingat tidak hanya judul dan alamat, tetapi juga konten yang sebenarnya dari halaman Web yang Anda kunjungi.
  • Feed Preview: Preview Pakan dengan mengklik ikon feed, dan Anda akan melihatnya dalam bersih dan efisien beberapa-kolom layout.
  • Pencarian Web Cepat dan disesuaikan: Dapatkan akses cepat ke Google, eBay, Amazon dan banyak lagi dengan kolom pencarian di pojok kanan atas.
Rincian File :
Title: Opera 16.0.1196.80
Filename: Opera_16.0.1196.80_Setup.exe
File size: 4.17MB
Requirements: Windows 2000 / XP / Vista / Windows7 / XP64 / Vista64 / Windows7 64 / Windows8 / Windows8 64
Languages: Multiple languages
License: Freeware

Download via Mediafire :

  • Opera 16.0.1196.80CLICK HERE TO DOWNLOAD

Semoga Bermanfaat ^_^

Free Download Software | Games

Sep 20

Announcing the 2016 Android Experiments I/O Challenge!

Posted by Roman Nurik, Senior Interactive Designer, and Richard The, Google Creative Lab

Last summer we launched Android Experiments: a showcase of creative Android projects, and an open invitation for all developers to submit their own experiments to the gallery. So far we’ve seen some amazing work from the developer community – from live wallpaper, to watch faces, to interesting hacks of the IOIO board – and we want to see more.

Today we announce the Android Experiments I/O Challenge: a chance for your experiment (and you) to go to I/O 2016!

From now through April 13, you can enter by submitting your experiments to the gallery. The top three winners of the contest will receive a trip to this year’s Google I/O, and the five runner-ups will get the new Nexus 6P.

So what makes a good Android Experiment? It’s a project that utilizes the unique capabilities of the Android platform in an innovative way. Here are a few suggestions:

  • Creative uses of Android’s new or distinctive features
  • Projects that explore how we interact with our devices, in small and big ways
  • Unique visual aesthetics
  • Open source projects that inspire other developers
  • Surprise us – we want to see the amazing things you’re cooking up

All projects on Android Experiments are open source. If you’re not sure where to start take a look on the site gallery, dig in and get inspired.

We can’t wait to see how you’re combining code and creativity! Enter on androidexperiments.com/challenge today.


Android Developers Blog

Sep 20

Beta Channel for the Android WebView

Posted by Richard Cole, Software Engineer, Google London

Many Android apps use a WebView for displaying HTML content. In Android 5.0 Lollipop, Google has the ability to update WebView independently of the Android platform. Beginning today, developers can use a new beta channel to test the latest version of WebView and provide feedback.

WebView updates bring numerous bug fixes, new web platform APIs and updates from Chromium. If you’re making use of the WebView in your app, becoming a beta channel tester will give you an early start with new APIs as well as the chance to test your app before the WebView rolls out to your users.

The first version offered in the beta channel will be based on Chrome 40 and you can find a full list of changes on the chromium blog entry.

To become a beta tester, join the community which will enable you to sign up for the Beta program; you’ll then be able to install the beta version of the WebView via the Play Store. If you find any bugs, please file them on the Chromium issue tracker.

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