How to unlock the fourth and final stage of Fortnite’s Prisoner skin – FortniteINTEL

How to unlock the fourth and final stage of Fortnite’s Prisoner skin – FortniteINTEL

The fourth and final stage of Fortnite Season 7’s Prisoner skin can now be unlocked by completing a fire ritual near Wailing Woods.

Patch v7.40 appears to have activated this Challenge as the ritual location was unavailable prior to the update and players have only now discovered the quest.

Compared to the previous stages, stage 4 is extremely simple to complete and only requires the player to visit a specific location and have the previous stages unlocked.

Prisoner Stage 4 Unlock Location from r/FortNiteBR

Upon entering the ritual circle the pyres will be lit on fire, one by one. The prisoner will then form a smoke effect around it as it evolves into the final stage.

The ritual location is located north-east of Wailing Woods, in the upper-left corner of the map seated between two small hills. The below map shows exactly where to go.

Once the ritual has completed after roughly 5 seconds (per present player) the 4th stage will automatically be equipped as the player’s current skin.

Remember not to leave the match after completing this quest, the player must die by suicide, the storm, or an enemy player for the quest progress to save.

It’s recommended that players land here and complete the quest at the beginning of a match due to the easiness of the challenge, players can quickly complete it then head toward The Block or Wailing Woods for loot to continue their game.

What are your thoughts on the fourth and final stage of the Prisoner skin?

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TCL may be working on five foldable devices, including a possible smartphone bracelet – Notebookcheck.net

TCL may be working on five foldable devices, including a possible smartphone bracelet – Notebookcheck.net

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Motorola’s 5G Moto Mod will have proximity shutoff sensors to limit radiation – The Verge

Motorola’s 5G Moto Mod will have proximity shutoff sensors to limit radiation – The Verge

Last August, Motorola announced what might still wind up being the world’s first true 5G phone — the Verizon-exclusive Moto Z3 with an optional 5G Moto Mod. It’s a snap-on module that the company promised would give you an insanely fast 5Gbps cellular connection, faster than most landlines these days. But Moto Z3 buyers had to take the company’s word for that, because the 5G Mod wouldn’t be available until “early 2019,” when Verizon’s 5G NR network is due to launch in the United States.

Well, the 5G Moto Mod just crossed the FCC today, and it came with a surprise in tow — a document that has more details about how it’ll work than I thought the company would ever publicly reveal.

And one of those details is sure to surprise some people, even if it’s not necessarily something anyone should actually worry about. Namely, the 5G Moto Mod will feature proximity sensors that shut off any of its four millimeter wave 5G antennas if your fingers get too close.

Here’s a portion of Motorola’s description:

As mentioned in the device description, capacitive and proximity sensors are used to disable transmission from a given mm-wave antenna array module when a user may be located in close proximity to the module and in a direction in which the module may transmit. The control mechanism is a simple one in which, if proximity detectors indicate the potential presence of the user within a roughly conical region in front of the module where power density may approach the MPE limit, that module is disabled from use by the modem. This terminates and prevents transmission from the module in question until the condition is cleared.

Before you react to that, a few things you should know:

  • Millimeter wave radiation is considered non-ionizing — it doesn’t have enough energy to tear apart living tissue.
  • You’ve probably already encountered millimeter wave radiation if you’ve gone through an airport body scanner. The FDA says there are “no known adverse health effects” from that kind of dose.
  • The FCC has millimeter wave exposure limits already, and that’s what Motorola’s system is complying with.
  • Motorola goes on to say that the proximity sensors aren’t the only way that it’s shutting off these antennas — the Mod will also automatically pick an antenna with better signal strength if your fingers are blocking others.

But it’s pretty interesting that Motorola felt the need to include such a system, and I’m curious if other 5G devices will have one as well.

We’d previously learned that the 5G Moto Mod contains practically all the guts of a high-end smartphone inside, including its own Snapdragon 855 processor, X50 5G modem, 10 antennas, and its own 2,000mAh battery so it doesn’t need to drain your connected phone, but the FCC filing reveals one less-exciting spec as well: the Mod appears to be 7mm thick at its thickest point, meaning it’ll more than double the thickness of your admittedly fairly thin 6.75mm Moto Z3 phone.


13.75mm total – 6.75mm phone = 7mm. Looks like the Mod tapers down to 5.97mm at the edges, though.
FCC

We still don’t know how much the 5G Mod will cost, or quite how fast a connection you’ll be able to get in Verizon’s first 5G-equipped cities at launch — our early hands-on was hamstrung — but it’s worth noting that Motorola’s now only advertising a conservative estimate of 300 to 500Mbps, compared to the 5Gbps it’s theoretically capable of.

Oh, and I’ll leave you with one final tidbit I spotted in the FCC filing, though you might want to take this with a grain of salt: A sentence that reads “It functions only when it is snapped onto a 5G Mod-compatible smartphone device, such as the Moto Z3 Pro.”

The rest of the filing is pretty clear that the Mod was only tested with the existing Moto Z3 — I cross-referenced all the numbers to confirm — but I have to admit it was weird to see Motorola avoid launching a new high-end flagship phone last year. It wouldn’t be completely surprising if a “Pro” version of the phone arrives alongside the Mod when it shows up for real. Maybe we’ll hear something at Mobile World Congress next week?

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BlazBlue: Cross Tag Battle DLC characters Naoto Kurogane, Teddie, Seth, and Heart Aino announced – Gematsu

BlazBlue: Cross Tag Battle DLC characters Naoto Kurogane, Teddie, Seth, and Heart Aino announced – Gematsu

BlazBlue: Cross Tag Battle DLC characters Naoto Kurogane, Teddie, Seth, and Heart Aino announced

Due out this spring.

BlazBlue: Cross Tag Battle

Naoto Kurogane from BlazBlue: Central Fiction, Teddie from Persona 4 Arena, Seth from Under Night In-Birth, and Heart Aino from Arcana Heart 3 will join BlazBlue: Cross Tag Battle as downloadable content characters this spring, developer Arc System Works announced at EVO Japan 2019.

All four characters will be part of the arcade release due out this spring in Japan. Arc System Works previously announced that the console and PC versions of BlazBlue: Cross Tag Battle will be updated to the same version as the arcade release (version 1.5) after it launches at game centers in Japan.

BlazBlue: Cross Tag Battle is available now for PlayStation 4, Switch, and PC.

Watch the new characters trailer below.

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NVIDIA GeForce GTX 1660 Ti Final Fantasy XV Pre-Release Benchmarks Leaked – Slightly Faster Than A GTX 1070 – Wccftech

NVIDIA GeForce GTX 1660 Ti Final Fantasy XV Pre-Release Benchmarks Leaked – Slightly Faster Than A GTX 1070 – Wccftech

Another day, another leak, this time from the known twitter profile TUM_APISAK who spotted that the Final Fantasy XV benchmark database has already been updated with NVIDIA’s latest upcoming mid-range graphics card: the GTX 1660 Ti. According to the scores, the GTX 1660 Ti will net (very) slightly higher performance than a standard GTX 1070. This is also roughly equal performance as a GTX 980 Ti.

NVIDIA GTX 1660 Ti (barely) beats out a GTX 1070 and within spitting distance of the AMD Radeon VII

As always with any leak this close to release, we are probably looking at the non-final drivers (NVIDIA has the irritating habit of delaying a release of final drivers to nullify performance leaks like this one) so the performance will probably improve slightly once the final and polished drivers are out for everyone to use. Here is the benchmark in all its glory:

Related NVIDIA GeForce RTX 2080 and GeForce RTX 2070 Sales Lower Than Expected, Gaming Revenue Down 45% – Crypto and Excess Channel Inventory Also To Blame

Screenshot captured from Final Fantasy XV benchmark database.

As you can see the NVIDIA GTX 1660 Ti scores 5000 points, which is just 52 points below the 980 Ti and 283 points below the Radeon VII. This is easily a GTX 1070 replacement considering the GTX 1070 Ti is still 627 points further ahead while the GTX 1080 is a full 1174 points ahead. Depending on how NVIDIA prices the 1660 Ti this could be the new crowd favorite considering it offers very decent performance and the only question mark right now is the price point NVIDIA decides to push this out at. Considering, however, that the RTX series did not fare well at the very high price points, I would not be surprised to see NVIDIA going very conservative in pricing with these (which is good for the consumer).

The GeForce GTX 1660 will have 6GB of GDDR5 memory with a 192-bit bus. The memory will be clocked at 4000 MHz while the clock speed will be 1530 MHz base and 1785 MHz boost. The card will feature the TU116-300 die and the board number is PG165.

The fact that the GTX 1660 Ti is the same board number as the RTX 2060 means that we are probably looking at the tensor and RTX cores disabled via hardware straps. It is also worth noting that a 3GB version of the GTX 1660 is also being planned – with 3GB of GDDR5 memory and 4000 MHz clocks.

The 1660 Ti, on the other hand, will have 6GB of GDDR6 memory and a 192-bit bus. This will be clocked at 6000 MHz which is considerably faster than the 1660 counterpart. The base clock will be 1500 MHz with boost at 1770 MHz. The card is based on the TU116-400 die and the board number is PG161 – which is the same board number as the RTX 2060. This also means the die will be pin compatible with the 2060.

The core counts leaked by VCZ put the NVIDIA GeForce GTX 1660 Ti and GTX 1660 at 5.44 TFLOPs and 4.57 TFLOPs respectively. In comparison, the RTX 2060 is going to be 6.45 TFLOPs. The ROP counts can also be inferred using these core count specifications. The GTX 1660 Ti should be priced somewhere around the $279 mark and a good enough price point could make this the new entry-level champion. With these specs, you are looking at 1070-or-more level performance.

  GeForce RTX 2060 FE GeForce GTX 1660 Ti 6GB
GeForce GTX 1660 6GB
GeForce GTX 1660 3GB * (TBC)
Architecture (GPU)
TU106 TU116-400 TU116-300 TU-116-300
CUDA Cores
1920 1536 * 1280 * 1280 *
Tensor Cores
240 N / A N / A N / A
RT cores
30 N / A N / A N / A
Texture Units
120 96 * 80 * 80 *
Base Clock
1365 MHz 1500 MHz 1530 MHz 1530 MHz
GPU Boost
1680 MHz 1770 MHz 1785 MHz 1785 MHz
Memory
6GB GDDR6 6GB GDDR6 6GB GDDR5 3GB GDDR5
memory
192-bit 192-bit 192-bit 192-bit
Memory Clocks
7000 MHz 6000 MHz 4000 MHz 4000 MHz
ROPs
48 ? ? ?
L2 cache
3 MB ? ? ?
PCB Number PG160 PG161 PG165 PG165
TDP
160 W ? ? ?
Transistors
10.8 billion ? ? ?
Die Size
445 mm² ? ? ?
SLI
No No No No

* = To be confirmed



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