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Monthly Archives: February 2022
Induction of APOBEC3-mediated genomic damage in urothelium implicates BK polyomavirus (BKPyV) as a hit-and-run driver for bladder cancer – DocWire…
Posted: February 24, 2022 at 2:32 am
This article was originally published here
Oncogene. 2022 Feb 22. doi: 10.1038/s41388-022-02235-8. Online ahead of print.
ABSTRACT
Limited understanding of bladder cancer aetiopathology hampers progress in reducing incidence. Mutational signatures show the anti-viral apolipoprotein B mRNA editing enzyme catalytic polypeptide (APOBEC) enzymes are responsible for the preponderance of mutations in bladder tumour genomes, but no causative viral agent has been identified. BK polyomavirus (BKPyV) is a common childhood infection that remains latent in the adult kidney, where reactivation leads to viruria. This study provides missing mechanistic evidence linking reactivated BKPyV-infection to bladder cancer risk. We used a mitotically-quiescent, functionally-differentiated model of normal human urothelium to examine BKPyV-infection. BKPyV-infection led to significantly elevated APOBEC3A and APOBEC3B protein, increased deaminase activity and greater numbers of apurinic/apyrimidinic sites in the host urothelial genome. BKPyV Large T antigen (LT-Ag) stimulated re-entry from G0 into the cell cycle through inhibition of retinoblastoma protein and activation of EZH2, E2F1 and FOXM1, with cells arresting in G2. The single-stranded DNA displacement loops formed in urothelial cells during BKPyV-infection interacted with LT-Ag to provide a substrate for APOBEC3-activity. Addition of interferon gamma (IFN) to infected urothelium suppressed expression of the viral genome. These results support reactivated BKPyV infections in adults as a risk factor for bladder cancer in immune-insufficient populations.
PMID:35194151 | DOI:10.1038/s41388-022-02235-8
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Cyberpunk 2077s Afterlife Bar Vs. Mass Effect 2s, The Comparison We Had To Make – Kotaku
Posted: at 2:31 am
Screenshot: CDPR / BioWare / Kotaku
In the future, if some of the most popular science-fiction games are to be believed, well all be drinking in a bar called Afterlife.
Cyberpunk 2077, an open-world shooter set in 2077 but released in 2020 (well, technically), is back in the zeitgeist thanks to a recent next-gen respray. Integral to its plot is a dusty basement dive called Afterlife. A watering hole by the same name is a similarly vital location in BioWares 2183-set space opera, Mass Effect 2, which itself experienced a bit of a recent revival thanks to last years Mass Effect Legendary Edition. Obviously, comparisons abound.
In Cyberpunk, youll find Afterlife in the southern strip of Night Citys Watson district. It lurks at the bottom of a stairwell under a building next to a parking lot. Mass Effects Afterlife, on the other hand, is located in the central atrium of Omega, a lawless, jellyfish-shaped interstellar waystation carved into the remains of a shattered asteroid.
Point: Mass Effect 2
Omegas Afterlife is the sort of airy, open space most often frequented by performatively cocaine-hungry finance bros. Pass flame motifs dance up the walls. A velvet rope blocks the door, as does a massive bodyguard. Inside, youll find a semi-circular bargreat for getting a bartenders attention, but not exactly for hanging outflanked by several dance floors and a haughty VIP section.
Night Citys Afterlife is spacious without being sparse.Screenshot: CDPR / Kotaku
Head to Night Citys Afterlife, though, and youll find something much more down to earth (literally). Patrons line up at the bar or in smoky booths to down cheap beer and well shots. Low lighting and lower ceilings give it a palpable sense of intimacy. In the back, youll find a booze-stained billiards table. If anyones looking for blow here, theyre not making a big deal out of it.
Point: Cyberpunk 2077
Hanging out at Omegas Afterlife means subjecting yourself to the ill-advised future-chic soundtrack of a mid-90s Bottega Veneta runway show. At Night Citys, you get crunchy guitars, heartbeat drums, and belted lyricsa delicious mixtape that would, for the era, be the equivalent of a bar on your block putting on a playlist from the 1920s. Everyone loves a good throwback!
Omega.Screenshot: BioWare / Kotaku
Point: Cyberpunk 2077
Night Citys Afterlife offers up everything youd expect to find at your local haunt, from stouts to scotches to wines with lengthy French labels. As part of Cyberpunk 2077s massive update, developer CD Projekt Red even added a cocktail named after Jackie Wellesyour characters longtime friendto the menu, which unequivocally rules. I havent the faintest clue what you get to drink at Omegas Afterlife. (When you order, a turian pours you a double shot from an unmarked white vial.) But the curiosity alone...
Point: Mass Effect 2
Drinks in Night City cost anywhere from $120 (tallboy of Spunky Monkey) to $720 (finger of a top-shelf liquor called Ab-Synth) Eurodollars. Drinks in Omega cost one click of the order a drink dialogue prompt, which in all currencies exchanges to precisely $0.
Point: Mass Effect 2
You wont find Sheps iconic dancing in Night City.Gif: BioWare / Kotaku
In Night City, Afterlife is the de facto destination of fixers and mercenaries. In Omega, Afterlife is ostensibly frequented by the same crowd, but the mere existence of its VIP section implies theres no shortage of folks there only to flash cash and cosplay for an evening as a person whos actually cool.
Point: Cyberpunk 2077
Come on, now.
Point: Mass Effect 2
Night Citys cozy backroom booths are meant to hide away in for hours.Screenshot: CDPR / Kotaku
By our (extremely scientific) metric, Mass Effect 2 ekes out a win over Cyberpunk 2077. And to be sure, it has a lot of factorslike being in space, and also being in spacegoing for it. But if you asked me which Afterlife Id rather hang out in, its Night Citys by a mile. All the bells and whistles in the galaxy cant compare to the one selling point of a bar that matters most: the company you keep. And few of my friends would put themselves through the rigor of an astronauts training regimen just to nab a freewhatever drink that turian bartender pours.
Plus I bet Night City gives you free hot dogs if you drink too much.
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Cyberpunk 2077s Afterlife Bar Vs. Mass Effect 2s, The Comparison We Had To Make - Kotaku
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Cyberpunk 2077 VR mod set to launch ‘by the end of this week’ – PC Gamer
Posted: at 2:31 am
Cyberpunk 2077 is getting a VR compatibility mod later this week, courtesy of VR modder Luke Ross.
Originally slated for release in January, the mod, known as Cyberpunk 2077 R.E.A.L VR, adds support for VR head-tracking to CD Projekt's open world RPG. It doesn't add VR controller support, however, instead relying on more traditional control schemes.
You can see the mod in action via the video below, which shows off five minutes of VR-enhanced Cyberpunk play. In the video, Ross looks around the environments, demonstrates map and menu navigation, drives around Night City in both first-and-third person, and of course, gets into a big ol' gunfight.
In a Patreon post accompanying the video, Ross breaks down some key points regarding the footage. He notes that performance is "quite good for such a complex and modern game." stating he got around 60fps while recording at 2700x2700 resolution, and 80-90fps in general play. Then again, Ross' rig is pretty beefy, shooting the video on a Core i9-9900k and RTX 3090.
Interestingly, Ross also claims the game looks best in VR on low resolution. "The clarity and level of detail you can achieve in this way are simply astounding." Conversely, bumping up the settings to higher presents "actually makes for a hazier view in VR." He particularly notes the quality of Cyberpunk's panoramas, stating "The views are just majestic", which is intriguing considering VR is usually at its weakest when rendering at distance.
The remaining bullet points mostly see Ross confirming that various features work in VR, like driving, photo mode, and braindance sequences. One key point explains movement controls, with Ross clarifying that "You will be able to turn either with your gamepad stick (smooth turning) or simply by looking in the direction you want to go". Aiming with weapons, meanwhile "follows your gaze, with the sights "perfectly aligned with your dominant eye."
Ross didn't provide a precise release date, but stated to PC Gamer via email that the mod "should be out by the end of this week." It's also worth noting that this isn't the only VR mod Ross has created, with his other projects including adding VR support to Mafia Trilogy and Red Dead Redemption 2.
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Cyberpunk 2077 VR mod set to launch 'by the end of this week' - PC Gamer
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Cyberpunk 2077 works now, but its real strengths and weaknesses remain unchanged – Rock Paper Shotgun
Posted: at 2:31 am
Cyberpunk 2077 was an infuriating mess in so many ways when I reviewed it at the end of 2020, but a funny thing would happen every time I'd stop playing it. All the T-posed NPCs, floataway physics bugs and crashes-to-desktop would be lost in time, like tears in rain. What remained was the deep appreciation I had for its story and characters, and a longing to revisit Night City.
So I have. After last week's patch 1.5 promised more fixes, a refreshed perk tree and improved AI, I wondered if I might finally be able to champion the first-person RPG without caveats. The answer is not a simple yes or no - but the list of caveats is definitely a lot shorter.
This isn't Cyberpunk's first update since launch, obviously. Patch 1.2 already brought several hundred fixes, wiping away the most egregious launch errors - including fixing quests which, on my original playthrough, simply couldn't be finished.
Alongside another stack of fixes, patch 1.5 makes substantive changes to Cyberpunk's systems. These changes are much needed, at least in theory. At launch, 2077 was a great RPG in the sense that it gave you a rich world to explore, an interesting character to inhabit, and several dozens of hours of quests which could spin in wild directions based on your decisions.
It was also a pretty rubbish RPG anytime a number was involved: its weapons were a soup of barely distinguishable DPS stats, until suddenly you were overpowered; its economy kept you poor until it very suddenly didn't anymore (and mostly seemed there to sell you uninspiring cars); and its perks were either unexciting minor percentage tweaks or entirely useless.
Patch 1.5 aims to address the perk tree specifically, and it is better now. A perk like Commando, which made you undetectable while underwater in a game in which you're almost never underwater, is gone. It's been replaced by "Looking Sharp", a perk that lets you use throwing knives to blind enemies. It is roughly a kajillion times more useful, and the kind of ability you can feel opening up new options as soon as you unlock it.
Likewise, a perk like Lightning Bolt - a piddly 3% increase to crit chance for tech weapons - has been replaced by Draw The Line, which lets you see the trajectory of ricochet weapons before you fire. I'm happy anytime a small percentage increase perk is binned, and the replacement here makes a fun combat trick easier to do regularly.
Do these changes turn levelling in Cyberpunk 2077 into a rich exercise in defining your playstyle? Sadly not, because the changes still don't - and likely can't - go far enough. A lot of the remaining perks continue to offer just small percentage tweaks, and in a game where your actions are also being shaped by weapon stats and installed cyberware, the impact of your decisions in the perk tree still never feel satisfying. I invested most of my points in the "Annihilation" tree this time, the name of which alone suggests exciting things, but most of the time I couldn't tell the difference after unlocking a new perk there. Am I really now reloading shotguns 10% faster after killing an enemy? If you say so, Cybes.
On paper, patch 1.5's AI changes address a more glaring set of omissions from the original release. In practice, while enemies are apparently now smarter during combat, it's another thing I didn't really noticed while playing. I did notice pedestrians acting more intelligently. It was possible to stop your car in Cyberpunk's launch build and block every car behind you for eternity. Now, NPC drivers will back up and try to drive around you. Likewise, if you aimed your gun at a driver in the original game, they'd cover their face with their hands like a child who thinks you can't see them if they can't see you. In 1.5, they'll flee, slamming their car through you and any other obstacle in order to escape.
Yes, Cyberpunk 2077 has finally achieved parity with Grand Theft Auto 3 from 2001, and the result does liven up any fight you have in an area where pedestrians are around, as their panic can prompt explosive chaos.
However. However! Here is my bold and articulate counterpoint: ...who cares? Despite being a de facto feature of these-sorts-of-games for over twenty years, none of my real frustrations with the original release related to unresponsive NPCs. All of these AI tweaks feel like changes that look good in YouTube comparison videos, but do little to substantively change or improve the actual experience of playing Cyberpunk.
Which is sort of the problem with update 1.5 in general. As another example, you can rent different apartments now, another feature that I've never thought the game needed.
In fact, being able to simultaneously rent five different apartments undermines a lot of what I like about Cyberpunk 2077's story. Night City is beautiful but deafening, and the people who live in it - particularly the poor - are commodified and killed by corporations who act not merely like governments, but as gods. V and her friends, Johnny Silverhand included, all attempt to transcend their environment by becoming "legends", whether by enriching themselves through crime or by committing violent acts of rebellion, yet all are shown time and again that the only transcendence available is through their connection to one another.
I love this shit, because I love rain-soaked neon almost as much as I love sentimental paeans to enduring human kindness. Cyberpunk 2077 does an unusually coherent job of communicating these themes across its 30-hours of missions, too. So it's a shame that it's now a tad undermined by V owning more flats than a Tory MP. Put another way, it's like Only Fools And Horses - V is Rodney, Johnny Silverhand is Del-Boy, FYI - and just like Only Fools And Horses, it's shit when they actually succeed at getting rich.
Instead, there's a much smaller change that I think works much better in 1.5: now, sometimes when you go to sleep in your bed, you'll wake up to find your partner sleeping alongside you. That's it.
So, can I now champion Cyberpunk 2077 without caveats? It undoubtedly works a lot better than it did. You can complete all the quests, I encountered no strange physics glitches, and I saw only one T-pose (in the GIF above). This is obviously good news.
Beyond these straightforward fixes, Cyberpunk 2077 remains a messy, mediocre RPG when it comes to the ways its combat and progression interlock. While 1.5's tweaks to those systems make marginal improvements, it doesn't - and likely can't - address the problems fully.
Yet in truth, I'm ready to jettison the caveats anyway. Cyberpunk 2077 works now, and I can accept the flaws which remain because the bits of it that really matter to me, the bits of it that have stuck with me, are exactly as great now as they always were. For its world, story and characters, you should play Cyberpunk now.
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Cyberpunk 2077 and Witcher 3 Devs Announce New Dark Fantasy RPG – PlayStation LifeStyle
Posted: at 2:31 am
Konrad Tomaszkiewicz, former game director for CD Projekt Red, has announced the formation of a brand new studio dubbed Rebel Wolves. Along with the announcement comes concept art from the studios first IP, billed as a AAA dark fantasy RPG built in Unreal Engine 5.
In 2021, Tomaszkiewicz departed CD Projekt Red following allegations of mobbing, or workplace bullying. Despite an investigative commission finding him not guilty, Tomaszkiewicz parted ways with the studio with an apology to those who felt fear, stress, or discomfort when working with me.
With a name inspired by the power that comes from a pack of wolves versus a lone wolf, the Poland-based Rebel Wolves Studio team seems to be placing a foundational emphasis on team-oriented work.
Unified by the mission of putting the team firstALWAYSthey believe that happy people create great games as they endeavor to revolutionize the RPG genre with their first project, reads the press release. Which is just one of several points stressed throughout on the subject of team welfare.
Rebel Wolves pulls together the polished talents of Design Director Daniel Sadowski (Witcher), Narrative Director Jakub Szamalek (Witcher 3, CyberPunk 2077), Animation Director Tamara Zawada (Witcher 3), Art Director Bartlomiej Gawel (Witcher, Witcher 2, and Witcher 3), CFO Michal Boyrka, and Studio Head Robert Muzynowski.
Personally, I couldnt be happier to have banded together with friends who share this passion. Were developing a video game wed like to play in a way that games should be made, Tomaszkiewicz says.
Collectively, we envision Rebel Wolves as a place where experienced game developers can reignite their passion, where they can focus on their craft, and pour their love into an amazing, ambitious title. We want to stay small and agilea place where people know and care for each other.
This referenced ambitious title is stated to be a AAA dark fantasy RPG that appears to be vampiric in nature, given the fangs visible with the primary character. Aside from this bit of key art shared by the studio, not much else is known aside from it being the first title in a planned saga.
In other news, a lawyer thinks Horizon Forbidden West prices could lead to a lawsuit with Sony, and the CyperPunk 2077 next-gen upgrade for PS5 is causing players substantial heartache.
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Cyberpunk 2077 and Witcher 3 Devs Announce New Dark Fantasy RPG - PlayStation LifeStyle
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Cyberpunk 2077: All 6 Fixer Gig Rewards in Patch 1.5 – Attack of the Fanboy
Posted: at 2:31 am
Cyberpunk 2077 gamers, or chooms, who are making their way around Night City for the first time or for the tenth time in the latest update for the game, update 1.5, may want to know what they are getting from all the latest fixers in the patch. Cyberpunk 2077 is full of content for players to enjoy. So, chooms, do you want to know what youre getting for all your hard work for all of Night Citys underground fixers? If so, weve got you covered.
Wakako Okada, the fixer from the Westbrook District in Night City, has her own office in Japantown. She pays decently for V to go and do various gigs around the city. If you finish all of her gigs, she will give you her Byakko, a powerful katana. She says to you in her last message that she would like to honor you by giving you a special weapon and that you will find it in your stash.
Head back to your stash to find the special katana. Its power will ultimately depend on what level you are, as with all weapons given to you by fixers.
Muamar El Capitn Reyes is a prominent fixer in the Santo Domingo district of Night City. He is always at the scenic overlook of Rancho Coronado, southwest of the dam. After completing all his gigs, he gives you his Bloody Maria, a powerful shotgun.
In his last message to you, Reyes tells you that he is done pushing contracts but tells you not to cry and that he has sent you something in your stash to wipe away those tears. Once you get back to your stash, you will find the shotgun waiting for you.
Just as with Wakakos katana, Reyess shotgun will ultimately depend on you and your level.
Padre is a former priest and one of the greatest fixers in all of Heywood. He is also a very dangerous man with lots of connections all over Night City. When you finish all of Padres gigs, he will give you his Seraph, a pistol that packs a punch.
In his last message to you, he says that Heywood will now help you after all that you have done for Heywood. Just like the other fixers, Padre has sent his pistol to your stash. Head back to your stash to go pick it up.
Regina Jones is the main fixer of the Watson district of Night City. She can be found at her own base in Kabuki. When you finish all of her gigs, she will give you the Neofiber, an amazing piece of Cyberware.
In her final message to you, she says that burnout can affect even the strongest of individuals with some advice to go and relax after all the work you have done for her. Head back to your stash to pick up your newest piece of Cyberware.
DaKota, also referred to as Dakotas Garage or Dakotas Place, is an auto shop that belongs to the Aldecaldo fixer Dakota Smith. The shop is located on Interstate 9, in the Rocky Ridge area of the Badlands, east of the Sunset Motel. When you finish off DaKotas gigs, she will give you not a weapon or a piece of cyberware, but a whole new truck for your car collection.
In her final message to you, she says she has left a parting gift to you and that she is glad that your paths crossed. She also says to take good care of her and think of me when you get behind the wheel. Head to the marker on your map in a small garage to pick up your new vehicle.
Last, Dino Dinovic, the fixer from Downton and Corpo Plaza, or otherwise known as the rocker boy bassist in the notorious band the Gloryhole Bandits, has all sorts of gigs for you during your time in Night City. After you have completed all of Dinos gigs, he will give you a new car as well.
In his final message to you, he says that you got me to show a sign of respect and gratitude for everything you have done for him in his district. Head over to the marker on your map to pick up your Quadra Type-66 640 TS.
Cyberpunk 2077 is available now on PC, PS4, PS5, Xbox One, Xbox Series X|S, and Google Stadia.
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Bored Tesla Cybertruck owners will be able to play Cyberpunk 2077, and the whole Steam roster – Notebookcheck.net
Posted: at 2:31 am
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Cyberpunk 2077: Solving The Happy Together Mission! – TheWestNews
Posted: at 2:31 am
Welcome to our guide of Horizon Forbidden West: Which Quest Should You Begin With?. You can choose between three primary missions in Horizon Forbidden WestsAether, Poseidonor Demeter. These are set at levels17, 22, and 24 so you can begin with the toughest option if you wish. But which one should come initiallyand does it matter? Given that each assignment contains incredibly useful items for Aloy, you may choose to complete them in the sequence listed.
So, next, well discuss the tasks and what you get for completing them. There will be spoilers, but if you know the Horizon Forbidden Wests Aether,Poseidon or Demeter decision. Youll have a good idea of whats coming up. We wont go into the entire quest for now. Only the fundamental reward items to help you choose, so you may look out ideas without spoiling everything.
Gaia will urge you to retrieve 3 main subordinate AI operations to aid raise her strength:Aether, Poseidon, and Demeter. The primary quests are as follows: The Broken Sky: Level 17 To find Gaias missing subordinate function AETHER, Aloy must go deep into Tenakth land. The Sea of Sands:Level 22 Aloy must travel across a huge desert in pursuit of POSEIDON, aGaias lost subsidiary function. The Seeds of the Past:Level 24 To regain Gaias subordinate function DEMETER, Aloy must go to the far western coast.
You can do them in any order you choose, but we recommend playing Sea of Sands first to gain Poseidon. This mission unlocks the underwater breathing diving mask. This is a hugely handy piece of equipment that will allow you to explore new regions and achieve new heights. For example, many subterranean tunnels and big bodies of water are inaccessible without it. Taking drowning out of the equation is solid math.
To reclaim Demeter, youll need Seeds of the Past, which activate the Vine Cutter skill to remove the Metal Flowers which obstruct your route all around the globe. Its not needed, as these leafy obstacles merely contain crafting resources and collectibles, but it will let you grab more stuff faster. Tear arrows can be unlocked by completing the Broken Sky assignment to retrieve Aether. These are essential for removing parts from machines without damaging them, but not as game altering as the diving gear or the Vine Cutter.
So, this was our guide for Horizon Forbidden West: Which Quest Should You Begin With?. Please leave a comment below!
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Will There Be ‘Cyberpunk’ in Tesla Cybertruck? Elon Musk Drops Vague Response – iTech Post
Posted: at 2:31 am
Is Elon Musk hinting at a possible mashup of "Cyberpunk 2077" and Cybertruck?
The Tesla CEO recently tweeted a "100" emoji to a question from The Cybertruck Guy asking if "Cyberpunk on Cybertruck" is a guarantee in CD Projekt Red's "Thank You" tweet through the "Cyberpunk 2077" official Twitter page.
Musk introduced the Cybertruck on November 21, 2019, during Tesla's promotional events in Los Angeles, California. The vehicle was deliberately designed to have a "cyberpunk" feel inspired by "The Spy Who Loved Me" and "Blade Runner" films, per aCNBCarticle.
The truck has some futuristic features that come with its look: Tesla plans to install its advanced driver-assist features in the Cybertruck along with an optional "self-driving" package worth $7,000, meaning that the Cybertruck can drive for you while you relax and enjoy the ride, provided you're still paying attention to the road.
Although Musk announced that the Cybertruck's production would be delayed until 2023, people interested in reserving a unit can do so at Tesla's Cybertruck page for $100.
But, enough about the truck. Let's talk about why we're here.
A closer look at the vehicle's interior reveals that the Cybertruck can sit six people--a feature familiar to pick-up truck owners, per Carwow. However, what's unfamiliar to them is the 17-inch touchscreen at the front of the car's interior, where a regular vehicle's radio and air conditioning controls would have been.
Musk could be thinking of two possibilities: giving passengers the ability to play "Cyberpunk 2077" through the touchscreen or giving the Cybertrunk's interior a "Cyberpunk 2077" aesthetic and feel.
Playing games in a car is not out of the realm of possibility. Toyota previously pitched the concept of "cars as entertainment spaces" during its presentation of the Sony Vision-S 02.
The Sony Vision-S 02 is one of Sony's two concept electric vehicles in its Vision-S project that would allow passengers to enjoy video games during their trip, according to Sony.
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However, Musk could also be planning to make the Cybertruck's interior have a "cyberpunk" feel like the cars in "Cyberpunk 2077".
Beingavant-gardeis second nature to Musk. He mentioned that the Cybertruck's futuristic "Blade Runner"-esque look could be polarizing to some people, asElectreknoted.
Additionally, the vehicle's yoke-shaped steering looks like it came straight out of a sci-fi film or from one of the "Cyberpunk 2077" cars.
Although either option is possible, we're betting Musk would be doing the latter option as it fits his personality more.
This isn't the first time Elon Musk and "Cyberpunk 2077" were mentioned together.
Gamers worldwide were surprised to see what could be an Musk cameo during the events at the beginning of the game. A Cnet article mentioned that choosing the "corpo" background for the game's main character, V, would result in a scene where a non-playable character (NPC) would walk into V talking to a friend through his phone. Players can either have V say something to the NPC or not. Either way, the NPC walks away without any fuss.
The NPC didn't look like Musk initially, but Cnet noted that he unmistakably does have Musk's likeness once he turned to the side. Musk may have teased his cameo in the game a day after the Cybertrunk reveal, replying "See ya in 2077" after Cyberpunk 2077 commented "We had a deal, Elon" on Musk's tweet saying "Nobody *expects* the cybertruck."
Musk may also have taken inspiration from "Cyberpunk 2077" for the Cybertrunk's design. Aside from his "100" emoji comment, he commented "Great game" on CD Projekt Red's Thank You tweet for the game.
Related article: Tesla Cybertruck Redesign Gets Update, Elon Musk Says It Will Have No Door Handles!
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Will There Be 'Cyberpunk' in Tesla Cybertruck? Elon Musk Drops Vague Response - iTech Post
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Cyberpunk 2077: Should You Give Brigitte The Access To The Chip? – TheWestNews
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Welcome to our guide of Horizon Forbidden West: Which Quest Should You Begin With?. You can choose between three primary missions in Horizon Forbidden WestsAether, Poseidonor Demeter. These are set at levels17, 22, and 24 so you can begin with the toughest option if you wish. But which one should come initiallyand does it matter? Given that each assignment contains incredibly useful items for Aloy, you may choose to complete them in the sequence listed.
So, next, well discuss the tasks and what you get for completing them. There will be spoilers, but if you know the Horizon Forbidden Wests Aether,Poseidon or Demeter decision. Youll have a good idea of whats coming up. We wont go into the entire quest for now. Only the fundamental reward items to help you choose, so you may look out ideas without spoiling everything.
Gaia will urge you to retrieve 3 main subordinate AI operations to aid raise her strength:Aether, Poseidon, and Demeter. The primary quests are as follows: The Broken Sky: Level 17 To find Gaias missing subordinate function AETHER, Aloy must go deep into Tenakth land. The Sea of Sands:Level 22 Aloy must travel across a huge desert in pursuit of POSEIDON, aGaias lost subsidiary function. The Seeds of the Past:Level 24 To regain Gaias subordinate function DEMETER, Aloy must go to the far western coast.
You can do them in any order you choose, but we recommend playing Sea of Sands first to gain Poseidon. This mission unlocks the underwater breathing diving mask. This is a hugely handy piece of equipment that will allow you to explore new regions and achieve new heights. For example, many subterranean tunnels and big bodies of water are inaccessible without it. Taking drowning out of the equation is solid math.
To reclaim Demeter, youll need Seeds of the Past, which activate the Vine Cutter skill to remove the Metal Flowers which obstruct your route all around the globe. Its not needed, as these leafy obstacles merely contain crafting resources and collectibles, but it will let you grab more stuff faster. Tear arrows can be unlocked by completing the Broken Sky assignment to retrieve Aether. These are essential for removing parts from machines without damaging them, but not as game altering as the diving gear or the Vine Cutter.
So, this was our guide for Horizon Forbidden West: Which Quest Should You Begin With?. Please leave a comment below!
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Cyberpunk 2077: Should You Give Brigitte The Access To The Chip? - TheWestNews
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