Hirdetés
- AMD Ryzen 9 / 7 / 5 / 3 5***(X) "Zen 3" (AM4)
- Milyen TV-t vegyek?
- TCL LCD és LED TV-k
- Milyen monitort vegyek?
- Házimozi haladó szinten
- Milyen belső merevlemezt vegyek?
- Intel Core i5 / i7 / i9 "Alder Lake-Raptor Lake/Refresh" (LGA1700)
- Amlogic S905, S912 processzoros készülékek
- VR topik (Oculus Rift, stb.)
- Fejhallgató erősítő és DAC topik
Hirdetés
Új hozzászólás Aktív témák
-
v2
senior tag
Teljesen jól működik nekem is. Monitor vagy vr, mindkét megjelenítőn szépen fut. Friss az nvidia driver
MSI z370 tomahawk I9 9900k 16GB gskill Aegis gainward phoenix 4070ti HP reverb
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Solesz84
aktív tag
Akkor passz, lehet ujrarakom! 😕
Asrock X570 Taichi, Ryzen 9 5900X , NZXT Kraken X72, Gskill TridentZ RGB 32GB DDR4 3600Mhz Cl16, Kfa2 RTX 4090SG, Samsung 860 EVO 1 TB, 850 EVO 500GB SSD, WD 3TB HDD, NZXT H710i, LG Oled C2 42" , MSI MPG A1000GW, Fanatec DD1, CS V3 Pedal, Fanatec V1.5 Shifter, Fanatec V1.5 Handbrake
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Solesz84
aktív tag
válasz
pRoject2HUN #1003 üzenetére
Minden igy van. Megprobalom majd h vissza allitom alapra a VGA-t.
Asrock X570 Taichi, Ryzen 9 5900X , NZXT Kraken X72, Gskill TridentZ RGB 32GB DDR4 3600Mhz Cl16, Kfa2 RTX 4090SG, Samsung 860 EVO 1 TB, 850 EVO 500GB SSD, WD 3TB HDD, NZXT H710i, LG Oled C2 42" , MSI MPG A1000GW, Fanatec DD1, CS V3 Pedal, Fanatec V1.5 Shifter, Fanatec V1.5 Handbrake
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Solesz84
aktív tag
válasz
pRoject2HUN #1005 üzenetére
De ha kell! 😁
Asrock X570 Taichi, Ryzen 9 5900X , NZXT Kraken X72, Gskill TridentZ RGB 32GB DDR4 3600Mhz Cl16, Kfa2 RTX 4090SG, Samsung 860 EVO 1 TB, 850 EVO 500GB SSD, WD 3TB HDD, NZXT H710i, LG Oled C2 42" , MSI MPG A1000GW, Fanatec DD1, CS V3 Pedal, Fanatec V1.5 Shifter, Fanatec V1.5 Handbrake
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v2
senior tag
Üdv. Van egy clubsport v1 pedálom és az istennek se tudom belőni a féket ACC ben. Vagy sikít a gumi vagy nem áll meg. Hogyan kéne beállítanom ? HELP
MSI z370 tomahawk I9 9900k 16GB gskill Aegis gainward phoenix 4070ti HP reverb
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Enton
addikt
Kis tekerő a loadcell mellett félúton próbálgatva valahol, egyén és láb függő kinél hol a legjobb.
Én személy szerint középerőn és vagy lefele használgattam, de jó mert autónként tekerheted puhább vagy taposósabb fékké."mert gyakorlatilag megszámolhatatlan mennyiségű papucsállatka használ gazdatestként internetezésre humanoidokat és ez követhetetlen."
-
Solesz84
aktív tag
válasz
pRoject2HUN #1007 üzenetére
Kiprobaltam alapon a VGA-t es az uj NV driverrel es eddig nem lepett ki! ✌
Asrock X570 Taichi, Ryzen 9 5900X , NZXT Kraken X72, Gskill TridentZ RGB 32GB DDR4 3600Mhz Cl16, Kfa2 RTX 4090SG, Samsung 860 EVO 1 TB, 850 EVO 500GB SSD, WD 3TB HDD, NZXT H710i, LG Oled C2 42" , MSI MPG A1000GW, Fanatec DD1, CS V3 Pedal, Fanatec V1.5 Shifter, Fanatec V1.5 Handbrake
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Solesz84
aktív tag
Okes sracok koszonom a segitseget alapon hagyom! ✌
Asrock X570 Taichi, Ryzen 9 5900X , NZXT Kraken X72, Gskill TridentZ RGB 32GB DDR4 3600Mhz Cl16, Kfa2 RTX 4090SG, Samsung 860 EVO 1 TB, 850 EVO 500GB SSD, WD 3TB HDD, NZXT H710i, LG Oled C2 42" , MSI MPG A1000GW, Fanatec DD1, CS V3 Pedal, Fanatec V1.5 Shifter, Fanatec V1.5 Handbrake
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guftabi96
addikt
#KeepFightingMichael
-
koanla
aktív tag
Grafikai beállítások tekintetében kinek milyen megoldása van?
Nemrég cseréltem platformot (és kapott egy szolid tuningot is) és elkeserítően akad Oculusban (pedig ez a nagyon kis felbontású és alacsony frissítésű DK2 csak). Szétnéztem a beállítások között és egy rakás 'Epic'-et találtam; na, azokat nagyon gyorsan visszatettem 'High'-ra, de nem tudom, mit volna a legérdemesebb állítani... -
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v2
senior tag
Elképesztően sokat javult. Valami nálad lesz rossz. Rakd újra a programot, appdata fájlt is töröld. Volumetric fog legyen kikapcsolva, árnyék és tükör is sokat fogyaszt. Ha offline játszol kevés autóval nézd meg mit csinál. És kéne,hogy milyen géped van
MSI z370 tomahawk I9 9900k 16GB gskill Aegis gainward phoenix 4070ti HP reverb
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-
Segal
veterán
Az a 970 nem túl acélos ma már. Az még 1060 szint sem lesz
"Ez nem változtat azon, hogy tisztességtelen dolog botokkal felvásárolni 160-180e indulóáron a 3060 Ti-t, aztán 250e-ért árulni a HA-n." Ez miért lenne tisztességtelen? Te is meg bárki lesheti botokkal a boltokat, ugyanúgy meg tudod venni a cuccot azon az áron, mint a scalper.(1 házigazda válasz...)
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Kean_Sorbo
őstag
válasz
guftabi96 #1015 üzenetére
Most volt időm belemélyedni.
Na ez egy komoly előre lépés. Tényleg nagyon jó az irány. Az ember bele sem gondol, hogy mennyi mindenre kell figyelni egy ilyen szimulációnál.
Azt nem tudni véletlenül, hogy az AC is megkapja-e ezt a modellt?Vasvellával nem lehet szilvát aszalni!
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zsozsa74
senior tag
Érdekes, hogy az ACC legújabb frissítése a 6-os, rendberakta nálam a játékot, az előző kettővel gyakorlatilag nem ment, nem töltött be az autók textúráit és hosszú pillanatokra befagyott a kép. A VR meg szörnyen ment a kezdetektől. Na most még a VR is egész jó használható lett. Nem is értem...
Automobilista 2 - www.justrace.net/ Steam: zsozsa74
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pRoject2HUN
őstag
Public Beta 1.0.7.:
GENERAL:
- CPU optimization on the game thread resulting in less CPU usage with AI.
- Added all cars' locations to shared memory.
- Added electronics channels to shared memory, in particular TC, TC Cut, ABS, fuel cons, engine map, exhaust temps, lights and wipers stages.
- Added initial TrackIR plugin implementation.
NOTE: a specific profile is required to be set up, please follow our forums for more information.GAMEPLAY:
- Mid-session saving is re-enabled.
- Added ability to save multiple games and load then individually.
NOTE: Championship and Career can still only have a single saved instance.
- Now save games correctly handle car damage.
NOTE: it will only work with new saved games.
- Fixed a bug where restarting the engine was not possible in certain cameras.
- Fixed a bug with championship status when starting a new championship with another season in progress.
- Fixed wrong blue flag when only one car remains on the track.
- Reworked driver stint logic in Endurance game modes.
- Added driving time limit per driver in Endurance game modes.
- Added driver stint requirements per different Endurance modes as per real-life regualtions.
- Improved AI strategy in stint-based game modes.AUDIO:
- Disabled possibility to trigger the Helicam audio during intro sequence.
- Stop&Go penalty engineer audio message.CONTROLLERS:
- Mouse steering overhaul.
- Steering linearity added to controller settings.
- Race commands will not longer be intercepted for UI commands other than the directional pad (up, down, left and right).
- Fixed clutch limit bug when using maximum deadzone.UI/HUD:
- Added Save Game window in the main menu to load saved games.
- Fixed chat window auto pop-in bug when receiving messages.
- Electronics and pitstop MFD page made more compact.
- HUD and car dash delta relinked to same source.
- Adjusted button alignment in the Replay menu.
- Fixed a bug where saving a setup with "/" in the file name would create a new folder.
- Fixed a bug where controller input was lost on the leaderboard page of the career and championship.
- Car previews now reliably load high-res textures in preview screens.
- Small car previews now reliably load on the Special Event pages.
- Added replay leaderboard and 'Toggle HUD' button in the replay HUD.
- Removed redundant "Driver" button on Player page.
- Updated UI background images and logos.
- Championship end-page logic review.
- Restyling of the championship and career pages.
- Added option to scale race HUD widgets.
NOTE: in this implementation it allows the player to resize the elements of the race HUD overall.
- Added "Continue" button for championship weather page.
- Added Save Replay and Save Highlights as configurable controls (the saving will have a 1-minute cooldown before allowing it again).
- Replay HUD now allows camera cycling during free camera.
- Disabled ideal line during replay.
- More reliable 'stop the engine' message during pitstops.
- Improved lapped information for realtime leaderboard when the cars are on the same lap.
- Improved filter for gap information in the realtime leaderboard.
- Added driver stint and remaining driving time information in the pit strategy page of the MFD.
- MFD now displays mandatory pit stop requirements in relevant game modes on the pit strategy page.
NOTE: it also displays whether the selected options meet the requirements and thus count towards a valid mandatory pit stop.
NOTE: maximum driving time is the key information to follow in endurance races.
- Added pit limiter popup display when entering the pit entry zone.
- Added helicam and onboard cameras to the broadcasting app.GRAPHICS:
- LOD adjustments on various models.
- Wheel rim material adjustments for various cars.
- Update to Black Falcon team liveries.
- Potential fix for the random open-close car door animations during gameplay.
- Fix for brake lights of hidden cars visible when limited opponents visibility is used.PHYSICS:
- New 5 collision points tyre model. Tyres now "climb gradually" over kerbs, sausages, bumps both in lateral and longitudinal motion.
Completely eliminates the "rail kerb" effect. Greatly improved behaviour over all kind of kerbs, improved precision, improved bumps absorption.
- Tyre model improvements to better handle high load peak situations and high rolling resistance peaks.
- Tyre model now simulates lowering of profile while the tyre flexes. Ride heights will be lower during turns.
- Tweaks to tyre model rolling resistance model. (Fixed and speed sensitive RR variations).
- New Traction Control operation. TC now simulates a two step operation, acting on the engine ignition timing (lowering power) and if that is not enough, cutting ignition all together as before.
This permits the TC to have a smoother operation at the start of a slide, permitting the driver to use the slide to turn the car without extreme vibrations or engine cut.
- New Traction Control logic. TC now takes into account the yaw acceleration, simulating gyroscope sensors as the real cars.
As a result, even if the slide or slip of the tyres is not enough, a sudden yaw acceleration (a fast rotation of the car) will activate the TC to save the car from spinning. It also works intelligently so that it can check if the yaw rotation is under control by the driver, allow him to use the power at will.- Tweaks on the tyre pressure loss on rough surfaces (kerbs, off road etc).
- Car collider tweaks for various models.
- Fixed tyre core temps not properly saved and loaded.
- Fixed incorrect tyre wear when restarting race after loading a saved game.
- Tweaks to weather temperatures and sun phase.
- Tweaks to water dissipation rates.
- Fixed a setup bug with wet/dry setups on session changes.
- Fixed bugs related to setup naming.
- Fixed a bug with speed limiter status in neutral gear.MULTIPLAYER & RATINGS:
- Automatic engines will start when the Pit Menu closes, so all engines should be on at the start of a formation lap.
- Rejoining a server while disqualified is now detected in all situations, locking down the car in the pitlane (instead of doing so on the straight after the first lap).
- "Speed up to 50kph" message will not trigger when starting in the pitlane.
- Pit menu selections now are more adaptive, also removing the "Setup" button as spectator.
- Entering an empty server as spectator will now properly start with the pitlane camera.
- Slightly increased the ping limit for CP servers.
- Fixed long formation lap to not allow waiting in the first sector. Doing so will ignore the first lap.
- Added server health diagonistics, usable in the UI for further client updates and as admin command.
- Added UI element (next to the tyre app) indicating server health stats, and colorful warnings for overloaded servers.
- Replaced "result" json outputs by a new structure containing more information like track, session data, all laps and all penalties.
- Json outputs now are also written when the session is advanced via /next command, or when the last player leaves and the server resets.
- Fixed the "rain" and "ambient" conditions setting having little to no influence on the dynamic weather.
- Reduced the rate of weather changes for high randomness settings.
- Activated the entryList setting "defaultGridPosition", allowing to resume a race any time (any Q session will overwrite the positions, but P->R would not).
- Added "dumpEntryList" flag, usable on non-public servers.
It will save all connected cars and drivers to a entrylist.json when a Q session is finished.
- Added admin command "/manual entrylist" to save an entrylist of the currently connected cars and drivers (on a non-public server).
- Fixed total race time having an offset in result jsons.
- Fixed playerIds not filled in the json results when defined by entry list.
- Fixed car category not being configurable in every scenario (using the entry list).
- Collisions during the race wait time won't affect the SA rating.
- Removed randomization from "wrong tyre" warnings.¯\_(ツ)_/¯
-
v2
senior tag
válasz
pRoject2HUN #1026 üzenetére
Hát ez megint sokat javult , minden téren
MSI z370 tomahawk I9 9900k 16GB gskill Aegis gainward phoenix 4070ti HP reverb
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19ati93
aktív tag
Érdekes CPU optimalizálás lett ebből a hosszan beígért dologból a sok AI ellen.
Tiszta körülmények között kevesebb FPS-t kapsz mint az előző 1.0.6 verizóban. Esőben meg kb ugyanaz vagy 1-2 fps +. Szóval nem hogy jobb hanem inkább rosszabb lett. -
pRoject2HUN
őstag
1.0.7. Out Now!
GENERAL:
- CPU optimization on the game thread resulting in less CPU usage with AI.
- Added all cars' locations to shared memory.
- Added electronics channels to shared memory, in particular TC, TC Cut, ABS, fuel cons, engine map, exhaust temps, lights and wipers stages.
- Added initial TrackIR plugin implementation.
NOTE: a specific profile is required to be set up, please follow our forums for more information:
https://www.assettocorsa.net/forum/index.php?threads/trackir-how-to.59489/#post-1079785
- Texture memory optimization.GAMEPLAY:
- Mid-session saving is re-enabled.
NOTE: 1.0.7 adds a new version of saved games and will make any saved games from earlier releases obsolete.
The feature will require saving in the most recent game version to function currently.
- Added ability to save multiple games and load then individually.
NOTE: Championship and Career can still only have a single saved instance.
- Now save games correctly handle car damage.
- Fixed bug with brake ducts and brake temperatures in saved games.
- Fixed a bug with loading incorrect brake bias and other setup values in saved games.
NOTE: it will only work with new saved games.
- Fixed a bug where restarting the engine was not possible in certain cameras.
- Fixed a bug with championship status when starting a new championship with another season in progress.
- Fixed wrong blue flag when only one car remains on the track.
- Reworked driver stint logic in Endurance game modes.
- Added driving time limit per driver in Endurance game modes.
- Added driver stint requirements per different Endurance modes as per real-life regulations.
- Improved AI strategy in stint-based game modes.
- Fixed rare bug with engine failure when saving a game on gear change.
- Fixed 24H total driver stint time.AUDIO:
- Disabled possibility to trigger the Helicam audio during intro sequence.
- Stop&Go penalty engineer audio message.CONTROLLERS:
- Mouse steering overhaul.
- Steering linearity added to controller settings.
- Race commands will not longer be intercepted for UI commands other than the directional pad (up, down, left and right).
- Fixed clutch limit bug when using maximum deadzone.UI/HUD:
- Added Save Game window in the main menu to load saved games.
- Fixed chat window auto pop-in bug when receiving messages.
- Electronics and pitstop MFD page made more compact.
- HUD and car dash delta relinked to same source.
- Adjusted button alignment in the Replay menu.
- Fixed a bug where saving a setup with "/" in the file name would create a new folder.
- Fixed a bug where controller input was lost on the leaderboard page of the career and championship.
- Car previews now reliably load high-res textures in preview screens.
- Small car previews now reliably load on the Special Event pages.
- Added replay leaderboard and 'Toggle HUD' button in the replay HUD.
- Removed redundant "Driver" button on Player page.
- Updated UI background images and logos.
- Championship end-page logic review.
- Restyling of the championship and career pages.
- Added option to scale race HUD widgets.
NOTE: in this implementation it allows the player to resize the elements of the race HUD overall.
- Added "Continue" button for championship weather page.
- Added Save Replay and Save Highlights as configurable controls (the saving will have a 1-minute cooldown before allowing it again).
- Replay HUD now allows camera cycling during free camera.
- Disabled ideal line during replay.
- More reliable 'stop the engine' message during pitstops.
- Improved lapped information for realtime leaderboard when the cars are on the same lap.
- Improved filter for gap information in the realtime leaderboard.
- Added driver stint and remaining driving time information in the pit strategy page of the MFD.
- MFD now displays mandatory pit stop requirements in relevant game modes on the pit strategy page.
NOTE: it also displays whether the selected options meet the requirements and thus count towards a valid mandatory pit stop.
NOTE: maximum driving time is the key information to follow in endurance races.
- Added pit limiter popup display when entering the pit entry zone.
- Added helicam and onboard cameras to the broadcasting app.
- Added option to toggle Server Stats widget in HUD settings.
- Minor restyle of the Special Events pages.
- Fixed excessive memory footprint of loading screen images in certain scenarios.
- Minor restyle of the Tyre widget.
- Weather Forecast widget visibility tied to Tyre widget.GRAPHICS:
- LOD adjustments on various models.
- Wheel rim material adjustments for various cars.
- Update to Black Falcon team liveries.
- Potential fix for the random open-close car door animations during gameplay.
- Fix for brake lights of hidden cars visible when limited opponents visibility is used.
- Fixed missing front indicators on the Porsche 991 GT3 R.
- Fixed indicator bug on the Lamborghini Huracán ST.
- Minor model updates on the Audi R8 LMS.
- Fixed Porsche Cup not interacting with collidable objects.
- Fixed bug with driver visibility in the Porsche Cup.
- Some optimization on scene polycount by adding missing automatic LOD stages of wheel rims on certain cars.
- Fixed wrong visual representation of wet surfaces introduced in 1.0.6.PHYSICS:
- New 5 collision points tyre model. Tyres now "climb gradually" over kerbs, sausages, bumps both in lateral and longitudinal motion.
Completely eliminates the "rail kerb" effect. Greatly improved behaviour over all kind of kerbs, improved precision, improved bumps absorption.
- Tyre model improvements to better handle high load peak situations and high rolling resistance peaks.
- Tyre model now simulates lowering of profile while the tyre flexes. Ride heights will be lower during turns.
- Tweaks to tyre model rolling resistance model. (Fixed and speed-sensitive RR variations).
- New Traction Control operation. TC now simulates a two-step operation, acting on the engine ignition timing (lowering power) and if that is not enough, cutting ignition all together as before.
This permits the TC to have a smoother operation at the start of a slide, permitting the driver to use the slide to turn the car without extreme vibrations or engine cut.
- New Traction Control logic. TC now takes into account the yaw acceleration, simulating gyroscope sensors as the real cars.
As a result, even if the slide or slip of the tyres is not enough, a sudden yaw acceleration (a fast rotation of the car) will activate the TC to save the car from spinning. It also works intelligently so that it can check if the yaw rotation is under control by the driver, allowing him to use the power at will.
NOTE: please follow our forums to find more information about the tyre model update:
https://www.assettocorsa.net/forum/...oducing-the-5-point-tyre-model-for-acc.59307/
- Tweaks on the tyre pressure loss on rough surfaces (kerbs, off road etc).
- Car collider tweaks for various models.
- Tweaks for all circuits asphalt abrasivity and tyre wear influence.
- Tyre wear tweaks
- Fixed tyre core temps not properly saved and loaded.
- Fixed incorrect tyre wear when restarting race after loading a saved game.
- Tweaks to weather temperatures and sun phase.
- Tweaks to water dissipation rates.
- Variability is adjusted so medium values give more medium weather change rates.
- Fixed a setup bug with wet/dry setups on session changes.
- Fixed bugs related to setup naming.
- Fixed a bug with speed limiter status in neutral gear.MULTIPLAYER & RATINGS:
- Automatic engines will start when the Pit Menu closes, so all engines should be on at the start of a formation lap.
- Rejoining a server while disqualified is now detected in all situations, locking down the car in the pitlane (instead of doing so on the straight after the first lap).
- "Speed up to 50kph" message will not trigger when starting in the pitlane.
- Pit menu selections now are more adaptive, also removing the "Setup" button as spectator.
- Improved race weekend simulation to deliver more gradual grip differences for friday, saturday and sunday.
- Entering an empty server as spectator will now properly start with the pitlane camera.
- Slightly increased the ping limit for CP servers.
- Fixed long formation lap to not allow waiting in the first sector. Doing so will ignore the first lap.
- Added server health diagnostics, usable in the UI for further client updates and as admin command.
- Added UI element (next to the tyre app) indicating server health stats, and colorful warnings for overloaded servers. Can be enabled via HUD options.
- Replaced "result" json outputs by a new structure containing more information like track, session data, all laps and all penalties.
- Json outputs now are also written when the session is advanced via /next command, or when the last player leaves and the server resets.
- Fixed the "rain" and "ambient" conditions setting having little to no influence on the dynamic weather.
- Adjusted the weather randomness to be closer to the Singleplayer "Variation". Value range now can be used in a better way, where 1 - 5 should result in plausible weather.
- Activated the entryList setting "defaultGridPosition", allowing to resume a race any time (any Q session will overwrite the positions, but P->R would not).
- Added "dumpEntryList" flag, usable on non-public servers.
It will save all connected cars and drivers to a entrylist.json when a Q session is finished.
- Added admin command "/manual entrylist" to save an entrylist of the currently connected cars and drivers (on a non-public server).
- Fixed total race time having an offset in result jsons.
- Fixed playerIds not filled in the json results when defined by entry list.
- Fixed car category not being configurable in every scenario (using the entry list).
- Collisions during the race wait time won't affect the SA rating.
- Removed randomization from wrong tyre warnings.
- Server performance and timing improved (massively).
- Server logfile is now readable while the server is running.
- Updated server admin handbook version 3.¯\_(ツ)_/¯
-
SoldierL
senior tag
Sziasztok! Valaki olvasott/hallott valamit, hogy mikor várható az Xbox one-s verzió?
-
19ati93
aktív tag
válasz
pRoject2HUN #1032 üzenetére
Igen majd PS5 megjelenés környékén "talán" lesz konzol verzió, én nem bíznák benne egyébként hogy valaha lesz e. Esetleg majd ha készül valós "AC2" akkor.
Ahogy mondod egyébként, most is a high end hardwereket is megizzasztja PC-n.
[ Szerkesztve ]
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Forestgreen
aktív tag
Nem lesz RTX támogatás. Bár nekem RTX 2070-el RTX nélkül sem fut tökéletesen...
MSI Z690 Torpedo + Core i5-12600K+Noctua NH-D15S, EVGA RTX 2070 XC Gaming, 1 TB SSD, ADATA 2x 16GB DDR5 Corsair Crystal 680X RGB
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zsozsa74
senior tag
válasz
Forestgreen #1035 üzenetére
Először még optimalizálgassanak szépen, főleg a vr rész!
Automobilista 2 - www.justrace.net/ Steam: zsozsa74
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arghoska
tag
válasz
Forestgreen #1035 üzenetére
Pedig többek közt ezzel a játékkal is promózták, hogy milyen fasza lesz mert a fényezésen real time látszik a szerelőgárda ahogy elhagyja a kocsi a boxot
Amúgy hagyják is a fenébe, egy ilyen játékban teljesen felesleges...
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Forestgreen
aktív tag
1:48.1 a Hungaroringen, alap setuppal, úgyhogy van még mit faragni...
MSI Z690 Torpedo + Core i5-12600K+Noctua NH-D15S, EVGA RTX 2070 XC Gaming, 1 TB SSD, ADATA 2x 16GB DDR5 Corsair Crystal 680X RGB
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pRoject2HUN
őstag
-
Segal
veterán
Ne nyomd a gázt a játékba és megszűnik
"Ez nem változtat azon, hogy tisztességtelen dolog botokkal felvásárolni 160-180e indulóáron a 3060 Ti-t, aztán 250e-ért árulni a HA-n." Ez miért lenne tisztességtelen? Te is meg bárki lesheti botokkal a boltokat, ugyanúgy meg tudod venni a cuccot azon az áron, mint a scalper.(1 házigazda válasz...)
-
Enton
addikt
Amondó vagyok az élsimítást az SS-el célszerűbb kiváltani, sokkal szebb csak gépigényes így, majd hogy low-on van inkább minden, de kevés a rece meg "tiszta" a kép.
"mert gyakorlatilag megszámolhatatlan mennyiségű papucsállatka használ gazdatestként internetezésre humanoidokat és ez követhetetlen."
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