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Mortal Kombat 1: Mod sends Shrek, Woody and Mr. Incredible into the ring


Games on the PC have the undeniable advantage that they are often enhanced by mods created by the community. Developers like Bethesda bet on their games Starfield or Skyrim even on it and provide corresponding programs. For some games, however, the mods become strange, like this example from Mortal Kombat 1 shows.

In the brutal fighting game you can not only beat up characters who attack with fireballs, ice projectiles or poison vomit, but also perform explicit finisher moves. Severed limbs or disemboweled bodies are the order of the day here – but now the fighters replaced with Pixar and Dreamworks characters the absurdity reaches a new height.

Mortal Kombat 1: When Pixar becomes USK 18

The Mortal Kombat 1 mod comes from YouTuber ToastedShoes, who posted it on his Patreon provides. In a video we see Woody from Toy Story using, among other things, his cowboy hat as a weapon. Just like his Kung Lao model template, whose headgear has razor-sharp edges, he uses it to inflict massive damage on his opponent – in this case Sulley from Monster AG, who doesn’t have much to counter the attacks. When Woody then summons his cameo Jessie, the fluffy monster is over.

In other gameplay videos from ToastedShoes we see other Pixar characters like Mr. Incredible and Frozone from The Incredibles or Carl Fredrickson from Above as well as Dreamworks characters like Shrek or Kung Fu Panda Po. In terms of quality, the mod is actually relatively good – the grim looks from Woody and Jessie after they have cut Sulley in half seem pretty authentic.

So if it’s not enough for you, Netherrealm in Mortal Kombat 1 with the original characters or Franchise loans like Omni-Man or if you want to make the upcoming Peacemaker unsafe, you can try out the ToastedShoes mod. Childhood ruined in three, two, one…


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Where is the equality? Thanks to mod, Assassin’s Creed Valhallas Eivor shows up naked, but not always …

  • It’s the internet – of course there is a nude mod for the female eivor
  • The Mod Braless could only remove the bra at first, now all the underwear
  • There was also a mod for Assassin’s Creed Odyssey

Now the time has come for the indestructible target group that has been waiting for it: Less than a month after its release, the first nude mod for Assassin’s Creed Valhalla was released. Perhaps not the top feature on everyone’s wish list, but it was to be assumed that it would not be long in coming. This is the internet, after all.

With this new mod, the bra and panties of the female Eivor version can be removed. The first version only aired the bra, hence the mod name Braless. Nexus user jackthenet has now updated the disreputable work and now the female main character can walk around like the Nordic gods created them.

It also makes sense to fight unarmed and unclothed in the snow after you got the mod on Nexusmods (source DSOGaming). However, adult content must be activated in your own preferences in order to be able to see the mod.

The nude mods for Assassin’s Creed Odyssey were already further: There you could get rid of both Alexios and Kassandra of their togas, even if it is significant that the first nude mod appeared for the AC of all places, which featured a female lead actress .

Source : Twitter Feeds

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New Mod for Switch provides real-time CPU, GPU and temperature monitoring – item


Some time ago, everything was done with FRAPS. These days, however, Riva Tuner Statistics Server and OCAT are the go-to tools. For decades, PC users have relied on frame rate information and monitoring various parameters displayed on the screen to get a sense of how their PC has been used. What if similar tools were also available to console gamers? Well, a recent intervention in Switch Modding has made this possible. Frame rates, percentages of CPU and GPU usage, temperature monitoring, fan speed: all these parameters have come to the fore and give us a fascinating insight into the use of Switch hardware by the various titles. during the game.

Obviously, all of this is only possible on the early versions of Switch, which were vulnerable to a hardware exploit recovery mode on which custom firmware was developed. Yes, you can fire up these tools on your own, but they do offer a way of piracy and it’s no wonder if these modified consoles connect to Nintendo’s online services, they are regularly banned. But the interesting part for us at Digital Foundry is the proliferation of homebrew software. Recently released was the Tesla Framework, code that runs on the Switch’s CPU-only SoC, and capable of bringing an interactive overlay to the screen during any gaming session. Tesla was immediately followed by the release of the switch overlay mod, which essentially brings a lot of the functionality of Riva Tuner Statistics Server to Tesla. So here we are at the full analysis: what does it tell us?

Basically you have instant confirmation that Nintendo is reserving an entire processor core for the OS and UI: the overlay shows that cores 0, 1, and 2 are dormant while navigating through the menus, with only heart three active. Likewise, the information on the screen indicates that during the docked configuration, the clock frequencies are fully unlocked during the game: 1020 MHz for the CPU and 768 MHz for the GPU, and 1600 for the EMC (controller of built-in memory).

Anyway, we now have the opportunity (and we have somehow done this in the past) to see how the hardware behaves in real time with the boost mode. This is the ability for some games to temporarily overclock the CPU to improve load times. For example, when you die in Mario Odyssey, the screen turns black and the game returns you to the previous checkpoint. This is a relatively quick operation normally, but in Mario Odyssey it is faster thanks to the boost mode. While loading, the CPU is temporarily overclocked to 1785 MHz, equal to + 75% of normal frequency. In contrast, the GPU is under-synchronized at 76.8 MHz, which is 1/10 of its maximum frequency. Nintendo essentially balances the heat output inside the SoC by overclocking the processor to the maximum and reducing the GPU to its minimum conditions.

This technique is used in many modern games: Wolfenstein Youngblood and Crash Team Racing exploit it, while Zelda: Breath of the Wild and Super Mario Odyssey have been fixed to include it. The load times are determined not only by the speed of the internal NAND and your SD card, but also by the CPU which has to decompress the assets in the background. With the screen black or displaying a static image, the graphics component does not need to be operating at full power. From the first touches of gameplay, the system restores the default clock frequencies. The boost mode certainly works great, as we found a 7 second lead in loading the main menu to the Grand Plateau in Breath of the Wild (23s vs 30s).

The system monitor overlay also reveals how some titles have managed to push Switch’s hardware to its limits to the point that Nintendo was forced to step in by providing an OS-level performance mode (one thing aside from the boost mode which only applies to portable configuration) When the switch clock frequencies were first revealed, the CPU was locked at 1020 MHz and the GPU at 307.2 MHz. Right before launch, portable mode saw the GPU increase more reasonably to 384 MHz. There are some more complex titles these days pushing the GPU to 460 MHz, but that’s only part of the story.


Mortal Kombat 11 is a prime example. Once the arena is loaded, the GPU increases by 460 MHz from opening cutscenes to gameplay. This is an exceptionally high clock rate, but limited to gameplay only. In fact, the menu reverts to 384 MHz. Super Mario Odyssey uses the same improved clock mode, but some surprisingly they don’t use it. Hellblade: Senua’s sacrifice would have benefited tremendously: Its dynamic resolution would be higher and the frame rate more solid, but it runs on the standard GPU clock of 384 MHz.

We find the same situation in Link’s Awakening, which experienced frame rate issues, and some scenarios in the past have shown huge benefits in overclocking the console. The developers may have gone for standard frequencies to conserve battery life, as users are more prone to playing RPGs for long, continuous sessions. But there is an interesting starting point regarding this game. GPU overclocking certainly helps solidify the frame rate, but CPU and GPU monitoring suggests that a lot of resources go unused in the SoC when these issues are running. stuttering occurs, suggesting that the problem lies elsewhere.

One of the most fascinating results of this monitoring tool is the dynamic clock in portable mode. Games use them are few, and among them there is Luigi’s Mansion 3. The GPU varies between 307.2 MHz and 384 MHz, depending on the scenario, and in the lighter ones, it aims to preserve battery life. However, in the id Tech 6 engine used in ports developed by Panic Button, the GPU oscillates across the full range of available frequencies: 307.2 MHz, 384 MHz and also 460 MHz. Recently, fixes have been released that improve the performance of older Tech Portage IDs, and we are wondering if they are related to this factor.

The system monitor overlay also gives us detailed information about the internal temperatures of the switch. In docked mode, Doom and Wolfenstein are usually titles that focus on hardware by forcing the fan to run at full speed. In an air-conditioned office at 22 ° C, these two titles generated a lot of heat in the console bringing the SoC to 60 ° C and 55 ° C respectively. And all this with a fan running at 47%. Obviously higher speeds can be achieved, but in our experience these two titles were the ones that put the hardware stress the most, with Luigi’s Mansion 3 strangely bringing the fan to 100%. Considering these are technically complex titles, and all of them carry the CPU at 90%, that makes sense. And at the same time, it indicates that we have a lot of room for overclocking: since the TJmax of the SoC is 100 ° C, 60 ° C is very safe. The biggest problem with overclocking is definitely fan noise, which gets very annoying above 60 ° C.


But maybe the increase in clock rates is somehow in future plans from Nintendo. We know Nintendo has a developer mode that sets the processor to 1220 MHz, which is a 19.6% increase in frequency of actions. Our tests show that thanks to the OC homebrew sysclck tool, this frequency has no impact on the battery and helps a lot in solving the performance issues that plague many titles.

The system monitor overlay shows that titles like Smash Bros Ultimate, Doom, Wolfenstein, and Luigi’s Mansion 3 use over 90% CPU and more power would definitely help improve performance. A quick test at Wolfenstein Youngblood shows big improvements in fluency in the initial part of the first level, for example. Nintendo has shown that it wants to change the performance profiles of Switch as we encountered dynamic frequencies for the GPU, a boost mode for downloads, and a GPU set to 460 MHz in portable mode. There is therefore a good chance that the company will continue on this path.

Whatever the reason, whether for monitoring, overclocking, or gaming mods (as we saw recently with The Witcher 3), the low-level access to the SoC allowed us to fully understand the how the Nintendo Hybrid Console works and how the company continues to improve its performance. The detail, the system monitor overlay illustrates the machine’s versatility and the areas of hardware that can be pushed further by balancing temperature, fan speed, GPU load, and performance. This is the most general analysis we’ve done so far on the behavior of a current generation console, and it will be interesting to see what Nintendo’s next move will be.

Source : Reddit

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Street Fighter 6: Nude Chun-Li Mod Appears In Official Tournament; a “small” accident that interrupted the entire event

Accidents happen anywhere, but sometimes these oversights reach the eyes of hundreds or even thousands of people, and the problem becomes bigger. This was the case recently with , the new fighting game from Capcom that is already shining in several official tournaments, although in this precise case, the game shone for a carelessness that caused laughter… and a bit of pity.

Everything seemed normal: two players were about to face each other in a game broadcast live, when surprising everyone, a mod installed in the game showed us Chun-Li completely naked; this was not the fault of the players, but of the organizer who did not previously review the version of the game that would be used in the tournament, although the penalty was shared by all.

The commentators couldn’t contain their laughter at the surprise, and obviously, the game quickly went off the air. Immediately afterwards, the tournament was interrupted while the problem was fixed, but as we know the internet world well, the moment was immortalized and shared on social networks. As an obvious warning, this scene is not suitable for minors, so if you decide to be curious, you are on your own.

Street Fighter 6: the triumphant return of the Capcom saga

Exceeding two million units sold in record time, it broke the curse of its predecessor launched in 2016 and aims to be one of the best Capcom games in its entire history. In our review, we tell you about the great taste that the game left us, displaying not only a great combat system that will cause addiction for years, but plenty of content for those who prefer to spend countless hours outside of online mode.

As for the competitive world, will shine soon at EVO 2023, the largest fighting game tournament (which will come with several surprises), with an impressive number of more than 7,000 registered participants in the Capcom game alone. Among so many fights waiting, let’s hope that the organizers take note of this accident with Chun-Li and do not embarrass the attendees.