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kHRYSTAL, Threat return to Counter Strike with Team Acer

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Former Lions Counter Strike 1.6 pair, Bjorn ‘threat’ Pers and Frej “kHRYSTAL” Sjostorm have entered the competitive CS:GO scene with Team Acer. The Germany based organisation had already dropped hints of moving to GO, in January.

Both the 1.6 stalwarts have also been a part of some big organisation, threat was a part of the fnatic in the first half of 2010, whereas Khrystal was in SK Gaming.

kHRYSTAL has previously tried his hand at competitive CS:GO with teams such as Begrip and Reason. He told Acer, “I first of all want to say that this is AMAZING! The guys and I have been waiting for this moment for a long time, it’s a huge relief to finally go official. By joining Team Acer it feels like we really can focus on our game instead of things surrounding it. It’s soon time for us to show the community what we really can do, but we got a few things yet to fix. Luckily we’ve got a month until our first offline appearance, so we should be all set by then.”

Team Acer are

Björn “threat” Pers
Fredrik “slap” Junbrant
Frej “kHRYSTAL” Sjöström
John “wenton” Eriksson
Christian “Spitfire” Schiölde

Jerry “vetic” Fors (coach)

Interview with former fnatic head of content Elroy Pinto

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Indian eSports is looking to go to the next level and the return of former Fnatic Creative Director, Elroy Pinto to India might just help the country add more professionalism into the ever- growing community.

From his travels across Europe, Pinto speaks about how the Indian scene can adapt over time, to become a powerhouse in the years to come. He spoke to TalkEsport in an exclusive interview.

HOW DID THE FNATIC OPPORTUNITY COME UP?

The Fnatic opportunity came up because I was moving out of the old-MYM in 2007 and I was looking to take up something similar to MYM, i.e. team management and content. When I left MYM I was looking to continue my growth in eSports, I had been approached by one of the owners of Fnatic in the past and I did not want to leave MYM back then. So I reached out to them and a few other places but with Fnatic after a few discussions it was clear that I’d move to Fnatic and continue working in eSports there. After that I’ve not looked back.

SINCE YOU HAVE RETURNED TO INDIA AFTER A HIATUS, WHAT ARE THE CHANGES YOU’VE SEEN IN THE INDIAN E-SPORTS SCENE?

Well I used to visit India once a year but yeah it’s been 5 years since I actually stayed in India and the changes have been massive, not just since I started out 12 years ago playing WarCraft 3. I can see there’s a LOT more people from the ‘real world’ looking to find in-roads into eSports to try and monetize it, but people with the faintest idea of what to do or have their heart in the wrong place.

On the positive side it’s probably the best time to be playing games, and am quite confident of how the market is going to grow, just by pure numbers we’re going to become one of the biggest nations in eSports in the next 5 years.

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ARE YOU PLANNING ON GETTING INVOLVED IN THE INDIAN E-SPORTS SCENE?

I definitely would love to! I’ve had some conversations with some really spirited individuals who seem very eager to grow the scene here. I am more than willing to offer my expertise and experience to help gamers grow and organisations grow. I’ve spent 8 years building up one of the biggest brands in eSports and I am very eager to see our own scene develop.

THE INDIAN GAMING CARNIVAL WAS A BUMP IN INDIA’S GROWTH TRAJECTORY, WERE THERE ANY EUROPEAN/NA TEAMS THAT HAVE JUDGED THE SCENE BASED ON THAT?

Without going into specifics, it’s always there on most people’s minds, it is actually one of the more bleak aspects of Indian eSports internationally but what can we do? Look at the positive, the benchmark has been set so low that the sky is the limit now.

YOU HANDLED MOST OF THE CONTENT, HOW WAS THE EXPERIENCE?

I used to handle all content on Fnatic before my departure and yes I’ve handled all kinds of content on fnatic; social media, website, sponsor work, videos. The experience has taught me a lot and more importantly I am very confident in my skills in conceiving the best possible content for eSports.

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WHAT IS THE PERCEPTION OF E-SPORTS AMONG THE PEOPLE THERE AS COMPARED TO INDIA?

eSports is now cool in many ways, it’s honestly an amazing feeling going to Wembley Arena in London to a sold out eSports audience, there to watch LCS.

CS:GO AND DOTA 2 HAVE BEEN DRAWING SIGNIFICANT NUMBER OF INDIAN PLAYERS, WHAT IS REQUIRED TO MAKE IT A SPECTATOR SPORT IN THE COUNTRY?

I am still conflicted in my own view of this, I used to think that TV is the next step in making eSports big in Asia, but with the way our country is developing when it comes to internet penetration I am quite confident that even live streaming can be a big factor in our growth in terms of spectatorship. More importantly we need to have world class LAN events, quality has to increase.

HOW MUCH LEGITIMACY FOR E-SPORTS IS THERE IN EUROPE?

Well there are eSport bars in Europe called the Meltdown Bars (look them up!). Consuming alcohol is probably a national pastime in the UK. There’s plenty of support provided by the Swedish government for people setting up eSport organisations there. The Berlin municipality helped a lot of the LCS teams when they were moving from Cologne to Berlin. Don’t get me wrong, people still give you a look if you play too many games but it’s become a bit more accepted. It also helps that Valve & Riot drive their games forward, this was different from 10 years ago where leagues organised by the developer were non-existent.

fnatic.wc3

DO YOU THINK INDIAN E-SPORTS HAS TALENT THAT CAN MAKE IT TO THE INTERNATIONAL LEVEL?

Of course, we just have to give all of them a platform to perform.

WHERE DO YOU SEE INDIAN ESPORTS IN 10 YEARS TIME?

In, 10 years India will be one of the biggest nations for eSports. Unless we mess up big time.

NeckBREAK’s ‘ACE’ quits professional gaming

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In what will come as a surprise to several member of the Indian CS:GO community, Tejas “ace” Sawant has decided to quit competitive gaming with immediate effect.

 

Every new beginning comes from some other beginning’s end 😉

Posted by Tejas “Ace” Sawant on Monday, 2 March 2015

This also means that the vacant spot in the NeckBREAK team will be filled by Jigar “SMX” Mehta. Sawant, who had been a part of the erstwhile Indian Counter-Strike 1.6 community, attended the Electronic Sports World Cup (ESWC) 2013 with ATE Gaming.

However, he had recently joined NeckBREAK, but has decided to hang his mouse to concentrate on work. NeckBREAK are

Jigar ‘sMx’ Mehta
Mithil ‘MithilF’ Sawant
Manan ‘Manan’ Bhatt
Krishna “Krissh” Salecha
Ritesh “RiTz” Shah

How the money is divided in CS:GO competitive

The money system is a gameplay equipment offered in the Counter-Strike arrangement. Players begin a match with a defined sum (normally $800 however can be changed into about any value), and will get all the more as the match goes ahead, with the most extreme sum a player can have set to $16000.

2015-03-01_00001

The most important aspect of the game which is the decisive mechanism in the game should be very well memorized and understood by not only professionals but also casual competitive players or semi-professionals.

  • All submachine guns award $600 in Competitive, except the P90 which awards $300 per kill.
  • All shotguns award $900 in Competitive, except the XM1014 which awards $450 per kill.
  • Knife awards $1500 in Competitive.
  • All Pistols award $300 in Competitive , except the CZ75-Auto which awards $100 per kill.
  • All Rifles award $300 in Competitive and $150 in Casual per kill, except the AWP which awards $100 in Competitive and $50 in Casual per kill.HERE’S THE COMPLETE LIST OF ALL THE WEAPONRY ITEMS AND USABLE EQUIPMENTS IN COUNTER STRIKE: GLOBAL OFFENSIVE COMPETITIVE.Number in buymenu Name of weapon (T only/CT only) Killreward
    ### 1 – Pistols
    #1 Glock-18 $300
    #1 P2000 $300
    #1 USP-S $300
    #2 Dual Berettas $300
    #3 P250 $300
    #4 Tec-9 $300
    #4 Five-SeveN $300
    #4 CZ75-Auto $100
    #5 Desert Eagle $300
    ### 2 – Heavy
    #1 Nova $900
    #2 XM1014 $900
    #3 Sawed-Off $900
    #3 MAG-7 $900
    #4 M249 $300
    #5 Negev $300
    ### 3 – SMGs
    #1 MAC-10 $600
    #1 MP9 $600
    #2 MP7 $600
    #3 UMP-45 $600
    #4 P90 $300
    #5 PP-Bizon $600
    ### 4 – Rifles
    #1 Galil AR $300
    #1 FAMAS $300
    #2 AK47 $300
    #2 M4A4 $300
    #2 M4A1-S $300
    #3 SSG 08 $300
    #4 SG 553 $300
    #4 AUG $300
    #5 AWP $100
    #6 G3SG1 $300
    #6 SCAR-20 $300
    ### 5 – Gear
    #1 Kevlar Vest n.a.
    #2 Kevlar + Helmet n.a.
    #3 Zeus x27 $300
    #4 Defuse Kit n.a.
    #4 Rescue Kit n.a.
    ### 6 – Grenades
    #1 Molotov $300
    #1 Incendiary Grenade $300
    #2 Decoy Grenade $300
    #3 Flashbang $300
    #4 High Explosive Grenade $300
    #5 Smoke Grenade $300
    ### Other
    X Knife $1500In a configured Valve’s auto match-making competitive prior to the first round, players compete in a “Warmup Round” in which all players are given $16000 as other players continue to connect. This round acts as a team deathmatch with timed respawn in the fixed team spawns, but also requires the player to purchase guns and equipment. None of the awarded money will carry over to the first round of the match. In the first round, also known as the pistol round, both teams start with $800 in Competitive, the winning team receives $3250 by a time win or team elimination, the winning team receives $3500 by winning through a bomb defuse or a bomb detonation. The losing team receives:$1400 after losing the first round
    $1900 after losing 2 rounds in a row
    $2400 after losing 3 rounds in a row
    $2900 after losing 4 rounds in a row
    $3400 after losing 5 or more rounds in a row
    If Terrorists were able to plant the bomb but lose the round, all Terrorists receive a $800 bonus additionally to the values above.Also, if a Terrorist round is lost by running out of time, surviving players on the losing side will not receive round-end money, but will retain their current weapons. Surviving Counter-Terrorists, however still receive money on a lost round. (This applies even when the player dies before the next round starts but after the round is declared over, making it possible that a player will not receive money and not being able to retain his weapons.)Players who committed suicide doesn’t not receive the round-end money to discourage “denying” (killing yourself to prevent the enemy from getting a kill award). If a round is lost by enemy side’s achievement of the mission objective (for example letting the bomb explode as Counter-Terrorists), all players on the losing side will receive the round-end money, regardless of their status. Defusing or planting the bomb also awards $300 for the individual. The bomb can be planted after winning the round to get the bonus.

KabuM e-sports part ways with CS:GO roster

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Brazilian CS:GO stalwarts KabuM E-sports have announced that the team have parted ways with the organisation, after facing several financial problems in supporting them, during their European and North America tour.

Captain Gabriel “FalleN” Toledo made it clear that the organisation made no efforts to send them to ESL One Katowice as they needed donations from ESEA and players such as Flusha from Fnatic.

FalleN informed that the players of the team were already searching for another sponsor. Kabum retored by saying, “we were surprised as he planned not only dropping Target Down, but also Kabum(which kept its word on everything in the contract and all the payments were realized correctly).”

With several major events coming up, the decision is purely based on lack of sponsorship and finances for the team.

Valve breaks record of con-current users on New Year’s eve, hits 8.4mn users

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Following the New Year’s Eve, Valve has a start it would have hoped for. Over 8mn users celebrated together on Steam this New Year Day with DotA II & Counter Strike: Global Offensive being the major share-holders and responsible for the concurrent users’ hike.

UsershipJan12015

On 1st January 2015, Steam reportedly had it’s higest number of users online at around 8.5m which also reflects that people are more than happy celebrating their New Year day on Steam or atleast play a single game to keep the new year fascinating.

The higest number online on the day being, 8,466,441 being the previous record of 8mn concurrent users; the top games included the very famous Free To Play game published by Valve, Defence of the Ancients (DotA) II & Counter Strike: Global Offensive, also developed and published by Valve, while the rest followed Team Fortress 2 and Garry’s Mod.

It has been a tough time for the Counter Strike 1.6 players to upgrade to the new game, since the differences are much much wider comparable to DotA & DotA II, still looking at the numbers it’s clear that people are choosing their way more or less into the new scene and adapting the change which has been quite promising for now.
The thing is with Valve, accordance to which other clients Origin & uPlay are lagging behind by mass margin, maybe the reason they don’t serve as a distributors for games other than their developments. But truthfully speaking, whatever the reason be, Valve is the big player and the most supported gaming client on PC platform.

Twitch Acquires GoodGame Agency (GGA)

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Twitch, the main feature stage for gamers, today advertised that it has arrived at a consent to secure Goodgame, the world’s first full-benefit office devoted to the esports and live feature amusement television groups. Since its initiation about 10 years prior, Goodgame has developed into one of the gaming business’ most dynamic ability and substance organizations.

The securing will permit Twitch to tackle Goodgame’s exceptional administration bundle, and in addition its staff’s industry mastery and group initiative, keeping in mind the end goal to offer a much more extensive show of help and adaptation chances to the more noteworthy Twitch group.

twitchGG

As esports and live feature diversion television keep on growwing at a dangerous pace, publicists have attempted to see how to most adequately captivate and achieve this huge crowd. Goodgame has helped take care of this issue with a stockpile of new, non-customary engagement routines interestingly suited to the regularly developing advanced media group of onlookers. This, coupled with its endeavors to create clear measures for reporting and correspondence of quality to supporters, has permitted Goodgame to succeed at inviting real patrons and publicists into the group.

Under the authority of its CEO, Alexander Garfield, the organization has made a model that keeps players and substance makers concentrated on what they do well while adapting their work all the more adequately through ads, sponsorships, and marketing. With Goodgame’s particular ability set added to Twitch’s now industry-heading accomplice system, Twitch streamers will soon have considerably more approaches to construct their vocations as substance inventors.

 

What Kevin Lin of Twitch has to say:

“GoodGame has an amazing reputation in the industry for its expertise in both sponsorship sales and talent support. Their passion for helping content creators and pro players achieve success has elevated the entire industry in the minds of brands worldwide,” said Kevin Lin, COO of Twitch. “GoodGame was a natural fit for Twitch because of our shared experience in creating compelling monetization opportunities for content partners and helping sponsors get the most out of their investments. We have worked with GoodGame CEO Alexander Garfield for several years, and there is a clear opportunity for him to bring his skills and experiences to many more of our partners.”

What Alex Garfield of GGA has to say:

I was never much of a team sports kid. I grew up in Philadelphia (where it’s culturally impossible to not passionately support your local sports teams), but when it came to actually competing, team sports weren’t my thing. I was a math, science, and music kind of kid, which meant that aside from always being the first to finish my times tables – which is true, by the way – I had to fulfill my competitive drive as a spectator. And those of you who are familiar with American sports know that investing yourself in the success of Philadelphia sports teams hasn’t paid off much over the past twenty-five years (apologies to the ‘08 Phillies).

In the summer of 2002, I went to a LAN in the basement of my friend’s house. My rig was running a Pentium IV, and my monitor weighed approximately one thousand pounds. One of the guys at the LAN was an avid Counter-Strike player, so we all decided to try it out. I went 0-13 in my first game, and to say the least, I did not have fun. Guns with impossible-to-control hit patterns that become even more inaccurate if you’re moving in the slightest? I think my initial feedback was something along the lines of, “This game is dumb.”

Naturally, from that point on, I didn’t touch another game aside from Counter-Strike for about five years. I joined a team, played in amateur leagues and tournaments, and followed the professional scene closely. I bought a Steelpad S&S (SK Edition), and lost my mind when Sean “Bullseye” Morgan single-handedly brought 3D back from the brink of defeat in overtime against 4Kings. I didn’t realize it at the time, but Counter-Strike actually played an important role in my life: it put me in touch with a competitive drive that I didn’t even know I had. It gave that part of me a voice. My Counter-Strike team was so much a part of my high school life that my mom suggested I write my college essay about it. I didn’t – I told her that I couldn’t imagine any credible college understanding, let alone respecting, the value of esports. Now, universities offer esports scholarships and that same school I was afraid to tell about my hobby wrote an article about it in the college magazine. How far we’ve come.

While I originally picked up Counter-Strike in 2002, I didn’t actually have a role in the esports scene until 2004, when I volunteered to do coverage for a Canadian team called Evil Geniuses. They weren’t the best team in the world (or even in North America, where they were in the top four), but they were my favorite team, by far. They were all close friends, and to me they were the shining example of everything that was great about esports: being friends and having fun while still taking competition seriously. I wrote a couple of articles for them, but it wasn’t long before the players were faced with what was back then an all-too-common problem: their manager had disappeared along with the team’s sponsorship money, and they would have to disband unless new sponsors were found. I offered to help, and the players agreed to stay together if the support was there. It was, and we made it to CPL Summer ’05, where we finished second – the upper bracket finals match between EG.ca and SK.swe is still one of my best esports memories.


More than a decade later, here I am running a company called GoodGame, which most of you guys probably know best for being the backbone of EG and Alliance, but which also does a bunch of other things within esports. In addition to supporting our two flagship teams, we operate our own tournaments; we work with personalities and live streamers (both competitive and non-competitive); we produce talk shows and other kinds of esports content; and we also help support third-party teams, players, and tournaments – in some cases by funding them directly, and in other cases by helping them find sponsors and grow their businesses.

I’m very proud of what we’ve accomplished over the past ten years. We’ve had the privilege of signing some incredible players and teams, and we’ve also had a lot of fun making those announcements (and announcements of announcements); we’ve brought home championships in just about every major esports title; and in the past five years alone (since esports really started to pick up), we’ve been responsible for funneling more than $10 million toward players, teams, tournaments, and other parts of the esports ecosystem.

If there’s one thing I’d ask you guys let me brag about unapologetically, it’d be that we’ve done all of these things without the help of any kind of investment, venture capital, or other outside nonsense. We’ve gotten to where we are by working hard, and by prioritizing growth, player support, and the health of the ecosystem over our own, personal gain. Our company’s profits have never gone into our management’s pockets – we’ve always re-invested everything back into our teams, players, tournaments, and other projects – and there hasn’t been a single moment in our ten-year history at which a player wasn’t the highest-paid person in the company.

That’s the truth. No hidden management bonuses, no Swiss bank accounts, no bullshit. On a certain level, it’s kind of funny that we’ve developed a reputation in the community for, uh, rolling in money. Granted, we probably didn’t help set the record straight by doing this kind of stuff, but we figured that if the community liked us (or liked to hate us) in that role, we might as well run with it and have fun. We work in an industry built around playing video games – if you take yourself too seriously, you’re doing it wrong.


What’s motivated us all these years, if not money? It’s pretty simple: we love esports. Video game tournaments, held in arenas filled with thousands of screaming fans, and millions more watching online? There’s nothing cooler than that. I’ve been hooked since 2002, when we used to “watch” Counter-Strike matches on mIRC via text-based scorebots. I can say with confidence that the esports spectator experience has improved since then.

I’ve always believed that if the cool thing to do also feels like the right thing to do, then it’s probably worth doing. That philosophy has been the foundation for just about everything we’ve done – from our big-name player acquisitions, to us being one of the first tournament organizers to offer travel and hotel stipends, to the – ahem – generous player salaries we’re known for, to my very first task back in 2004: finding enough sponsorship money to afford five plane tickets and keep the team alive.

Now, this is the part of the blog where I acknowledge the fact that we’re two pages in, and I still haven’t said a single thing about the acquisition. I hope you’ve found what you’ve read so far to be useful and relevant – I wanted to first provide some backstory and context, because I think it’d be really silly to try and explain why we’re aligning with Twitch (and why I think you guys should view it as a good thing) without first explaining what GoodGame is, and who’s behind it.

Now that you guys have that context, let me explain why I sold the company.


Esports has never been bigger than it is today. It seems like every other day, we see a new article in a major publication, or a new media company taking a shot at producing or hosting esports content. There’s never been more mainstream interest in our industry – which is a good thing – but while it’s exciting, we need to make sure that interest is focused and channeled in the right ways if we want to keep growing our industry without breaking it. That’s why, now more than ever, it’s necessary for us to all work together.

I’d like to think that GoodGame could play a role in helping get everyone on the same page. We understand things from the team’s perspective; the player’s perspective; the tournament’s perspective. We’ve run many different kinds of esports projects, and we know what it takes to make them successful and sustainable. But at the same time, up until now our company’s been just as consumed as everyone else by the day-to-day demands of running a business in a very competitive industry – and it’s limited our ability to look out for everyone and think as altruistically as we’d like.

That’s why I decided to align us with Twitch.


This isn’t going to be one of those post-acquisition blogs in which the fact that there’s money involved in the transaction is conveniently glossed over. There’s no doubt that being bought by Twitch means all of our employees will be taken care of very well. But at the same time, we’re talking about a group of people who’ve dedicated most – if not all – of their adult lives to esports and to growing this industry. It’s a deserving bunch. On top of that, we’ve reserved a portion of the transaction for a player pool, which means that every player currently contracted with GoodGame will receive a small portion of the company’s sale. And as an Amazon subsidiary, we’ll also be able to offer our players other additional benefits to which they didn’t previously have access.

TL;DR – it’s a good deal for everyone involved. And while I’d be lying to you guys if I said that the level of support didn’t factor into my decision, I’d be lying just as much if I told you that the support alone would’ve been enough. Don’t get me wrong, the financial security doesn’t hurt. But I didn’t put ten years of my life into this company – and this industry – only to sell my soul in public for a couple of bucks.

No word-mincing. No bullshit. That’s not what this is.


I don’t know if any of us who’ve been in esports for the long haul had any idea what we were doing when we first started out, but I’d be the first to admit that I didn’t have a clue. I wanted to help out a group of friends that I liked and respected – that’s what I was doing back in ‘04. That’s why, when my Counter-Strike team was drafted into the Championship Gaming Series in the summer of ‘07, my initial reaction was that it was time to move on. I didn’t really see a point in continuing if my players didn’t need my help anymore. I stayed, obviously – thanks in large part to my mom, who insisted that I’d built something valuable that would outlive the loss of five players. I still remember her lecturing me in the kitchen of her house (thanks, mom). Apparently, she was right.

Ten years later, I’m still not sure I know exactly what I’m doing, but it seems to be going okay. My experience in building GoodGame, Evil Geniuses, and Alliance over the past years has been one of hard work and pleasant surprises. It’s actually really hard to tell if what you’re doing is working when you’re not on the outside, and so we’ve gone through many cycles of deciding to do something we think is cool; working hard to make it happen; and then releasing it to the public with our fingers crossed. Usually, what we’ve done has been well-received. Hopefully today is another example of that.

I believe in Twitch – I really do.  They’re great at what they do, they understand esports, and they genuinely care about making sure the community grows in the right way.  To use an industry meme: they get it.  What’s kind of interesting about this acquisition is that it doesn’t really change our business at all – our players were already streaming on Twitch because we felt it was the best platform to be on (not a hard argument to make these days).  We had many offers over the years to leave for other platforms – some of them for silly amounts of money – but we always turned them down and stayed with Twitch because Twitch was the only option we could tell people with a straight face was good for players and good for sponsors.  We built our company’s economy on Twitch viewership metrics, and it’s not a coincidence that 2011 (when Twitch started to focus on esports) was also when our business really started to take off.  So it’s only fitting that, as a part of Twitch going forward, we’ll be working with players, teams, tournaments, and content creators to help them grow their careers and businesses.

Three pages of text later, I’m not really sure how you guys feel about all of this. I hope that you like it, and that you believe it’ll result in a lot of good work being done for players, teams, and tournaments. But I understand if you’re skeptical, and I’d only ask that you keep an open mind and pay attention to what we do next. I’ll be doing an AMA tomorrow (exact time and subreddit TBD) for those of you who have questions or who’re interested in learning more.

I’d like to conclude by thanking all of the players, fans, sponsors, family, and friends who’ve helped us over the past decade. It’s crazy that we’ve ended up here. I’m so proud of everything we’ve accomplished.

Sincerely,

Alex
CEO, GoodGame
@ottersareneat on Twitter

PS4 vs Xbox One Comparision Chat

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The PlayStation 4 vs. Xbox One Comparison Chart provides an easy visual aid to compare hardware, user interface, media compatibility and other features on both systems.

Feature PlayStation 4 Xbox One
Optical Drive Blu-Ray/DVD [1] Blu-Ray/DVD [2]
Game DVR Yes 3 Yes [4]
RAM 8GB GDDR5 [5] 8GB DDR3 [6]
CPU Single-chip x86 AMD “Jaguar” processor, 8 cores [7] 8 Core Microsoft custom CPU [8]
Storage TBA 500 GB Hard Drive[9]
Second Screen Vita
[10]
SmartGlass [11]
Cloud Storage Yes [12] Yes [13]
Mandatory Game Installs TBA Yes [14]
Always Online Connection No [15] Maybe [16]
Used Game Fee TBA Maybe [17]
Backwards Compatibility None [18] None [19]
Skype TBA Yes [20]
Motion Control DualShock 4, PlayStation Eye Kinect 2
Voice Commands TBA Yes [21]
Subscription Fee TBA TBA
USB USB 3.0 [22] USB 3.0 [23]
Live Streaming TBA TBA
Reputation Preservation Trophies will be ported Achievements will be ported [24]
Web Connection Ethernet, IEEE 802.11 b/g/n [25] Ethernet, WiFi [26]
BlueTooth Bluetooth 2.1 [27] Bluetooth 2.1 (EDR)[28]
A/V Hookups HDMI (4K Support[29]) , Analog (Component, RCA), Optical output[30] HDMI input and output (4K support), Optical output [31]

 

Counter Strike: Global Offensive – Overwatch FAQs

The community and the developers behind Valve’s Counter Strike: Global Offensive is doing a really tremendous job in making the game more interesting and better with every new updates along with special features.

Overwatch, a pretty useful yet inconsistent feature introduced by Valve which allows a randomly choosen reputed community member to decide and put a player under a ban period choosen by Valve. If you are here redirected from Google when you were looking for more details of Overwatch either you have been selected by Valve or mocked by friends for not. In either case you should know how Overwatch works and how gently Valve has introduced this feature to knockout in-game abusers.

Valve always has been master in keeping their features and updates in a very user-friendly manner and by now if you were selected you must have seen a ‘Download Evidence’ button right in the top-middle of your game screen where generally cool-down periods appear. Accepting to watch a game’s evidence and reporting the player, the whole of the process would take hardly 10 minutes of yours.

WHY I AM SELECTED? OR HOW DO I GET SELECTED?

It is pretty much unclear at the moment about how you will be the choosen One, having the power to put a ban on some random suspicious player. But yeah, the basic ethics of life, a) try not to be reported, b) be fair ingame, c) being an active community member on steam supports and forums is also a merit. Generally, the selection process in my opinion is based on how do you manage and keep your Steam account active. With a good account age and XP level and progresses based on the in-game missions, you might be the One.

HOW DOES THE PENETRATION WORK?

If you have downloaded and watched your demo previously, you would be knowing how the demo replay system works in CS:GO, you will be fast-forwarded to your own highlights while fragging and similarly Overwatching works. After downloading the provided Evidence, you will be headed towards watching the match in the POV mode of the suspect.

WHO ARE THE SUSPECTS?

Those who get reported by the co-players or when Valve finds out something suspicious on their account activity, and they come under scanner.

WHAT IF THEY ARE PROVEN GUILTY?

Valve trusts you, and that is why you have the case pending at your game-screen. If you, being a penetrator finds out that the alleged suspect was rightly accused, you can submit your report and Valve will take action against the account on the basis of your submitted report. Yes, you have the power of getting someone under a ban period or lifting the ban from a suspect. If you choose the option ‘Insufficient Evidence’, Valve dismisses the case.

WHEN I WILL BE GETTING MY NEXT CASE TO REVIEW?

This is a really interesting question, after reading all the answers above you might feel you are the Ban-Lord, but the story isn’t this way. After you decide to put the blame on the suspect and tag him as a proven hacker, Valve then proceeds the case to an experienced penetrator and if the decision of both experts matches, you get more Investigators Score (IS). After having a good amount of IS, your decision no longer needs another review and you get leveled up and stamped as a perfect Investigator and it’s very likely if you have made a right decision in your previous cases you get more fresh ones very often.

So, now you are an Overwatch expert theoretically I am personally getting fresh cases each time I relogin after submitting the reports of the previous one, not sure if it is a matter of happiness or should be really sad about the growing hackers margin.

Nvidia GTX 980 Review: The power-hunger eliminator

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Nvidia is at the top once more in the GPU war, following the launch of NVIDIA GTX 980 & 970 at NVIDIA’s trending event GAME24. Thesecards will be made available to retailers and distributors starting from first week of October and will be coming in with different variants from ASUS, MSI and Zotac, as of now.

The videocard manufacturer introduced its new two power-houses to the world with extra-ordinary features and unbelievable power-consumption mechanism. Yes, we too got shocked with what could be the TDP of such a high-end card but surprisingly it turned out to be 165W only, which bymeans is the best reason to choose this card if you’re planning somewhere near to get an upgrade. Also, NVIDIA introduced Multi-Frame Anti-Aliasing (MFAA) which in simpler phrase, will help you rendering the games better at 4k ultra-high resolutions.

The huge diminishing from the 2880 CUDA centers and 240 composition units of the 780 Ti, or even the 2304 CUDA centers and 192 surface units of the 780, in spite of the fact that its a noteworthy support over the 680 numerous potential 980 clients will be updating from. Memory transmission capacity has taken a hit as well, with the 980 offering a 256-bit memory transfer speed contrasted with the 384-bit transmission capacity of the 780 Ti and 780. Anyway why contrast Gk204 with the completely opened Gk110 chips of the 780 Ti and 780? The 980 matches and normally bests the execution of the 780 Ti, but then it does so utilizing far less power. That is a forceful great accomplishment of designing, especially given the 980 hasn’t depended on another generation process for its energy sparing ability.

gtx980-teaser

Eventually, from the Geforce GTX 750 Ti we realize that the Maxwell construction modeling offers a 2x execution for every watt help contrasted with Nvidia’s last tech, codenamed Kepler. This new, bigger chip could just about be viewed as a Maxwell 2.0 section – it holds all the favorable circumstances of its antecedent (an overhauled methodology to its CUDA centers, an enormous help to L2 reserve) however it additionally gimmicks force sparing peculiarities selected from Nvidia’s work on the Tegra K1 portable part found in the Shield tablet. Keeping in mind the 256-bit memory interface may appear to be noticeably tight for a top of the line execution part, lossless pressure is used on the transport to get higher throughput. It’s a fascinating methodology, however its viability will be restricted by the “compressability” of the material it need to work with – as you’ll see later.

Following the tests at Eurogamer.net, the 1080p Crysis 2 gameplay comparitively with its predecessor GTX 780ti. But, how about we perceive how the GTX 980 adapts to that most concentrated of GPU workouts – the 1080p Crysis 3 gameplay challenge. Here we stack up all settings to the max, turn on v-match up, and use SMAA T2x hostile to associating – the diversion’s best harmony in the middle of execution and quality. To make things additionally fascinating, we contrast the activity and two comparable playthroughs on the same Core i7 3770k PC running the GTX 780 Ti and the Radeon R9 290x.

GTX-980

What’s more to wrap things up, Nvidia’s making an entire host of upgrades particularly for virtual reality headsets like the Oculus Rift, including diminishing the inactivity between your head developments and the activity you see on screen so you’re not as liable to get debilitated, and (Nvidia claims) naturally making amusements playable that weren’t really intended to be playable in virtual reality. Nvidia will now likewise help VR headsets with double representation card SLI setups, with one GPU rendering pictures for each one eye.

The Geforce GTX 980, subsequently, is NVIDIA’s freshest top of the line single-GPU design card, by conceivable prudence of its execution. It is evaluated at US $549, which is $100 less expensive than the Geforce GTX 780 at dispatch, yet $50 more than the GTX 680 at its dispatch. The Geforce GTX 970, then again, is a superior offering valued at $329. With the presentation of these two, NVIDIA published the cessation of the Geforce GTX 780 and GTX 770 from the item stack. The GTX 760 even sees a value cut that puts it at $219. NVIDIA estimated the GTX 980 to bolt horns with AMD’s R9 290x, and the GTX 970 is opened to go up against the R9 290. Will they succeed?

Features

Nvidia G- Sync
Ultra-High 4k Resolution
VR Direct
Dynamic Super Resolution
Multi-Frame Anti-Aliasing
VXGI (VOXEL GLOBAL ILLUMINATION)

Specifications

CUDA® Cores 2048
Base Clock (MHz) 1126
Boost Clock (MHz) 1216
Texture Fill Rate (billion/sec) 144
Memory Speed 7.0 Gbps
Standard Memory Config 4 GB GDDR5
Memory Interface Width 256-bit
Memory Bandwidth (GB/sec) 224

Pros

Power saver – TDP 165W
4GB DDR Memory
High Render-output Unit
Core-clock
Price efficient – INR 50,000 (Appx)

Cons

Lowered Texture filters comparitively from 780 Ti
Diminished Transistor count
Degraded CUDA cores
Sacked Memory bandwidth

AMD may be making some extraordinary Gpus like the R9 295×2, and incredible quality Gpus like the R9 280, however they need adaptability on account of their powerful power prerequisites. The GTX 980 is generally as home in little structure component smaller than usual ITX PC as it is in an incredible tower, and without any perceptible drop in execution. Also simply think, if Nvidia can do this with a 165w TDP, on the off chance that it ups the force with future cards, we may very well get a generational jump in execution soon as well.