Juegos online

Una recopilación de juegos que merece la pena probar.

 

Mario flash 2

Adaptación libre de mario con bastantes niveles.

(Pulsa sobre la imagen para jugar)

 

Pacman

El comecocos de toda la vida.

(Pulsa sobre la imagen para jugar)

 

Panda Jet

Ayuda al panda a llegar lo mas lejos posible, con el dinero que consigas modifica su equipo para mejorarlo

(Pulsa sobre la imagen para jugar)

 

Test de inteligencia

Aunque no es un juego en si esta bien para pasar el rato y competir con algún amigo.

(Pulsa sobre la imagen para jugar)

 

 

 

 

 

What’s the best way to move Steam games to and from an SSD?

SSD_F3_angle_240GB

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Ask PC Gamer is our weekly question and advice column. Have a burning question about the smoke coming out of your PC? Send your problems to letters@pcgamer.com.

I’d pretend someone named “Bartholomew SSD-Owner” asked this, but that didn’t happen—I’m just certain it’s been asked, and I wanted to bring a program called SteamTool Library Manager 1.1 to your attention.

It was more useful back before you could set alternate Steam install directories, but if you run a small SSD and only want whatever you’re currently playing on it, SteamTool makes it easy to shuttle games to and from your storage disk. Sure, you could just find the game’s folder and move it to a second Steam install folder on your HDD, but that’d take like, precious extra seconds.

SteamTool

Generally, this got me thinking about all the ways we customize Steam or use external tools to make it better. A while back we shared some of our favorite Steam skins, but here’s some more useful Steam-related stuff. And because I’ve inevitably left out your favorite, share it in the comments!

steam.tools — A much better way to browse the Steam market for trading cards, backgrounds, and emoticons.

Depressurizer — Helps organize your library, and can auto-categorize games using data from their store pages.

SteamPrices— I use this site, among others, all the time to track discounts.

SteamDB— Another great way to track what’s going on in the Steam store.

Steam Left— Estimates how long it’ll take to beat your backlog (more frightening than useful).

Steam Charts — Find out what people are playing.

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Looking ahead to Season 5 in League of Legends

All Star Paris

Welcome to Season 5, folks! Rankings have reset, the LCS is back up, and elsewhere in the world the competition’s already underway. We’ve also learned a great deal—yet again—about the reliability and predictive value of preseason results.

That is, we’ve (re)learned that they are about as trustworthy as a con artist. CJ Entus undefeated in the Korean circuit? Space actually playing like a legitimate AD carry? What strange parallel dimension did we accidentally cross into with the changing of the calendar? Did we somehow slide down the wrong leg of what the great Pratchett would call the Trousers of Time? To be fair, we go into every preseason expecting the competitions therein to matter, and this isn’t the first year I’ve had to throw out my expectations come the first few weeks of spring. It turns out that, when only money is on the line, teams feel free to screw around and experiment.

Or maybe it isn’t entirely their fault. Visa issues are a chronic plague to the scene, as even back in 2012 we were having trouble getting players to international events, but the massive Korean exodus is wreaking havoc in one particular scene. Seems like half of the American lineup won’t be available in the first week of the LCS, thanks to visa delays—or, in CLG’s continued decline into ignobility, because their managers and players can’t be bothered to keep out of trouble (or at least minimize the evidence trail). Poor Russia-based Gambit Gaming suffered many indignities in particular in the last couple years, thanks to immigration issues, though they tenaciously held onto their reputation as among the continent’s best for a respectable long while.

Hopefully, it’ll all work out soon enough – and, hopefully, with the knowledge that Worlds will be in Europe this year, everybody’s already planning out their attack on the Schengen Area bureaucracy. Everybody including myself: I only need the visa on one passport, but with a Taiwanese-American dual citizenship with both sets of passports due to expire this year, I gotta hock up the cash and schedule appointments in a few months time if I want to get off this island at all.

And I certainly do. There’s a lot happening this year, whether in or out of the game. Plenty to look forward to.

Around the world in eight months

To reiterate: Worlds is in the EU this year, and it isn’t going to be restricted to any one city or region. Riot has decided to continue with the precedent set by the 2014 World Championship by taking the show on the road, with plans to visit multiple countries and play in multiple arenas. Already, the jokes are flying (“can’t they just rent out Liechtenstein? All of Liechtenstein.”), but that doesn’t take away from the hype around their decision. The EU has been an integral part of League of Legends’ five years’ worth of competitive history: the innovator of what is now commonly deemed the “correct” way to play, and the home of some of its best-respected players.

Will there be a return to Paris? The French were famously welcoming the last time Riot’s tour buses pulled into their storied capital. And, selfishly, I’d like an excuse to hog out on French cuisine straight from the source (though, alas, given the value of the Euro, not for any cheaper). However, the likely end-point might not be within the Schengen Area at all. There’s some demands to host possibly the Grand Finals at Wembley Stadium, where the 90,000 seats would go a long ways towards securing supply commensurate to demand.

I had the privilege of attending the 2014 grand finals at Seoul’s Sangam Stadium, boasting a capacity of roughly 67,000. An entire side of it was cordoned off to install the stage and platforms—I’d heard that the initial plans were to have it in the center of the stadium itself and utilize all available seats, but they were ultimately nixed due to concerns of the damage it might cause to the field. Which is a shame, since all those seats were definitely needed, as the stadium easily filled to capacity otherwise.

Note that Sangam Stadium’s irregularly used for a reason: I am told that even Korea’s most popular music groups find it difficult to get a large enough audience in one place to justify the expenditure. And while Riot’s directors are claiming that they’re not deliberately trying to one-up themselves every year (eventually, they’ll simply run out of large-enough stadiums), they might nonetheless be driven to snap up world-class settings by the sheer necessity of the logistics and demand.

We’ll just have to hope that China puts up more of a fight this year, as it’d be disappointing to host 90,000+ crowds for a mere three one-sided games. And nobody would feel the disappointment harder than China would if Korea wins yet again, given how heavily they’ve invested their efforts to strip the region dry of their best and finest.

Riot Games Sangam Stadium

Personal journey

While I’m excited for the Europe tour, and hope to swing some way to embed myself for the full run, what I’m really getting hyped about has more to do with what’s coming up for the game, and what impact it will have on skills development.

I hold, maybe controversially, that the current state of League of Legends is still far short of its strategic potential. And this is across the board, whether we’re discussing Korean or North American players. Due to the limitations of the tools available to us, from account level one newbie to South Korean pro player, there’s a skill ceiling to reach that we’re still, five years in, only dimly aware of.

The problem is in practice: solo queue encourages you to be a generalist, playing to the needs of the group and requiring you to have a minimum number of “viable” champions in every role and position. Even in Korea, where the midnight queuers will actively demand that a known pro player stick to his role, you’re necessarily going to have to play off-roles about a third of the time. But while a generalist approach helps develop an overall sense of the game, it isn’t without issue: you only get good at the one or two champions you designated “safe” for that role, and inevitably end up struggling when the metagame shifts away from them. See, of course, Dade circa 2013, when Season 3′s assassins summer took a backseat to utility mid laners. Those whiffed Explosive Casks will haunt his nightmares forevermore.

Even at the level of professional play, this can be a problem. Much as I fanboy over AHQ E-Sports Club’s Westdoor, he’s known to suffer off assassins (which makes the news of the upcoming Fizz nerfs particularly saddening for his prospects). And it’s not yet proven that Unicorns of Love’s PowerofEvil is as stellar without Syndra (his Orianna certainly isn’t). Do they practice other champions? Absolutely. But being required to practice in the current state of solo queue does them no favors in grinding out the practices and experiences needed for their specific and professional role.

Thus why I’m happy to hear that Ranked Team Builder is in development. In theory, it’s the best possible bridge between the current state of ranked solo queue and actual ranked 5′s team play. It still preserves the random matchups and situations of normal solo queue, which is necessary for a player to maintain their individual skill, but the ability to grind endless straight games on single champions and roles is a much better way to tease out every possible nuance out of a wider range of champions. There are no “wasted” games anymore, where a pro player’s forced to practice on champions and roles he won’t ever see in a LAN situation.

There is, instead, the possibility of iterative and scientific approaches to getting good. And that’s exciting for the game’s competitive future.

Now, if only we had native replay.

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The Witcher 3: Wild Hunt gets new teaser ahead of hands-on previews

A batch of Witcher 3: Wild Hunt hands-on previews, including our own, are inbound soon, but in the meantime the folks at CD Projekt have a new teaser to tide you over, which includes a smattering of gameplay footage. Not a sizeable smattering, admittedly, but it sure is pretty—at least as much as an up-close shot of a tongue-waggling undead (is that a Noonwraith?) can be considered an aesthetically-pleasing experience. 

The big question at this point, as CD Projekt’s Jose Teixeira admits in the video, is whether the delays—the game was originally supposed to be out for the 2014 holiday season—have afforded the developers enough time to fully realize their vision. Unlike the first two games, The Witcher 3: Wild Hunt will be fully open-world, and 30 times larger than its predecessor, The Witcher 2: Assassins of Kings, which was no slouch in the size department itself.

“The time we took will be given back in quality,” Teixeira says in the video. We’ll find out soon enough. The Witcher 3: Wild Hunt, which CD Projekt says really and for true will be the end of Geralt’s saga, will be out in May.

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EVGA GeForce GTX 960 review

Tech Specs

GPU – Nvidia GM 206

CUDA cores – 1,024

ROPs – 32

Base clock – 1,279MHz

Boost clock – 1,342MHz

Memory capacity – 2GB GDDR5

Memory bus – 128-bit

PCIe power – 8-pin

The new Maxwell GPU is exactly what you’d expect from a modern mid-range graphics card. It nails 1080p gaming performance, wont tear into your wallet like an angry badger and does it all within a decent thermal and power envelope.

I can’t help but feel underwhelmed, though, which is surprising given how excited I’ve been about the previous Maxwell-based cards. That’s even despite the fact I’ve got one of the most overclocked versions of the GTX 960 sat in my test rig: the EVGA GeForce GTX 960 SuperSC. After witnessing the excellent GeForce GTX 970 far outstripping its predecessor, the GTX 770, the GTX 960’s GPU feels like it’s been designed to only put in the bare minimum of effort.

The GeForce GTX 960 is a generational update to the outgoing GTX 760 and, while it consistently bests it’s forebear across my gaming benchmarks, it doesn’t really do it by any particularly impressive extent. As Nvidia themselves have said to me though, they don’t really see this part as an upgrade from the GTX 760—it’s intended for those who are still sitting on either a GTX 660 or GTX 560.

That is though a pretty hefty demographic, according to Nvidia. They assert that two of three PC gamers are currently running a GTX 660 or older. These people are going to need to upgrade their cards soon for the next glut of games and, if they’re sticking in the same price range, then the new GTX 960 is surely going to be the card for them.

Tech specs

For the GeForce GTX 960 Nvidia have created a new iteration of the Maxwell GPU. The GM 206 is their mid-range Maxwell chip and houses a total of 1,024 CUDA cores spread across eight SMMs. With that comes 64 texture units and some 32 ROPs.

GTX 960 block diagram

Compared with the Kepler GPU Nvidia used in its GTX 760 that spec’s actually looking a little miserly. The GK 104 chip had a full 1,152 cores across six SMX units with 96 texture units and the same 32 ROPs.

The Maxwell streaming microprocessors (SM) are made up of 128 cores in each opposed to the 192 cores of the old Kepler architecture, but the more efficient new graphics tech is able to nail the same performance with fewer cores. 

Considering the GTX 970 still threw in a whole extra SMM unit worth of CUDA cores into its recipe I’d hoped for a bit more oomph in my GTX 960 spec. What we do have though is a much higher clock speed. The older card’s base clock was 980MHz, but the standard GM 206 is set at 1,126MHz with a 1,178MHz boost clock. In practice with this EVGA GTX 960 SuperSC card though I never saw the GPU running at those apparently-conservative speeds.

My review card was consistently hitting between 1,417MHz and 1,430MHz. And even when the EVGA card was powering along at that speed it was never loud. The peak temperature I hit was a mere 73C, and that’s only after a fair bit of work. During desktop use though it’s entirely silent. That’s because when the GPU is running at less than 65C it’s more than happy to operate with the EVGA ACX 2.0+ cooling working in passive mode alone—that means no spinning fans, and no noise. Even when those fans do spool up though the ACX 2.0+ cooling array is seriously quiet in-game.

The memory architecture is the standout news from the GeForce GTX 960 spec sheet. It’s got 2GB of GDDR5—the bare minimum for a gaming graphics card these days, and a 128-bit memory bus, which could be a problem.

The now-familiar refrain from Nvidia is that they’ve got some funky new memory algorithms which make a mockery of such concerns. The Nvidia 128-bit bus is still able to deliver a total memory bandwidth of 112GB/s and with the new memory compression techniques that goes up to an effective 149GB/s. That is still short of the 192GB/s memory bandwidth of the 256-bit bus in the GTX 760 however, but beats the 144GB/s of the GK 106 GPU in the positively geriatric GTX 660.

It’s possible that if the GTX 960 had been released with the same 256-bit bus as its Maxwell brethren then 960 SLI setups could have cannibalised Nvidia’s recent single-card solutions. A pair of 960s is still a potent force, beating a GTX 980 in some benchmarks. But for beyond-1080p resolutions even two of 128-bit memory buses can’t help.

Gaming

As a mid-range 1080p gaming card the EVGA GTX 960 SuperSC performs exactly as you would expect it to. I’m saying that only because we’ve already got similarly priced cards performing at almost exactly the same levels.

Sapphire’s Radeon R9 285 Dual-X is around the same price as EVGA’s seriously overclocked GTX 960 and the two match each other blow for blow in benchmark terms. I’ve also got my hands on an Asus STRIX GeForce GTX 960 OC Edition, which doesn’t quite go as far as the EVGA in terms of clockspeed. But that doesn’t actually seem to matter much in terms of gaming performance. Even though this EVGA card is clocked a good deal higher than the Asus—the SuperSC is hitting 1,430MHz versus the STRIX at 1,354MHz—there’s only a tiny difference in FPS terms.

That’s going to make it tougher to justify the purchase of an expensive overclocked card like either the Asus or this EVGA GTX 960 SuperSC. With a decent cooler most GTX 960 cards are going to be capable of hitting almost identical levels of performance with a little light overclocking.

EVGA GeForce GTX 960 SuperSC boxed

Despite the fact AMD don’t seem to have released a new GPU in the last epoch, there is one other card vying for attention in this arena: the R9 280. The Tahiti Pro GPU at its heart may be three years old now, but because it was a top-end card of its time it’s rocking a 384-bit bus and 3GB of GDDR5 memory. And it’s considerably cheaper than the GTX 960.

But I still wouldn’t recommend you buy that card over either the R9 285 or any GTX 960. The memory architecture is tempting, but if you’re not looking to stray beyond the bounds of 1080p gaming any time soon you’re much better off with either of the two more modern cards.

On the AMD side you get access to the upcoming FreeSync monitor technology as well as the Radeon version of GPU clock boosting. With the Nvidia card you get access to their monitor syncing tech—G-Sync—as well as a host of other proprietary technologies.

One of the key ones Nvidia have been keen to talk about around the GTX 960 launch is multi-frame anti-aliasing (MFAA). We spoke about this at the launch of the GTX 980 where it was first introduced, but essentially it’s a new method of anti-aliasing which approximates 4x MSAA by alternately using different 2x samples. MFAA then offers almost identical visual fidelity to 4x MSAA with the performance hit of only 2x MSAA.

Unfortunately it doesn’t work with every game, but where it does you’ll see a bit of a performance boost without a visual hit. It’s also synced with GeForce Experience, so you don’t necessarily have to spend ages digging around to set it up.

These are all just value-added extras though, and it has to come down to which card performs the best. Overall I think the GTX 960, especially in this beefy EVGA SuperSC trim, just about has the edge over the Radeon R9 285. But it’s a close run thing and I’d argue anybody buying either card for a top 1080p gaming PC wouldn’t regret their purchase.

But that still doesn’t make the GTX 960 particularly exciting. People are unlikely to go rushing out to ditch their existing GPU to make way for a GTX 960. No-one’s going to be trolling AMD forums shouting about their GTX 960 setup.

That won’t stop it from selling an absolute shed-load. For the mid-range upgrade market it’s one of only two cards you’d look to for a powerful 1080p gaming rig. So, functional? Hell, yes. Exciting? No.

Benchmarks

DirectX11 synthetic performance

Heaven 4.0 (2560×1600) – (Min) Avg FPS: higher is better
EVGA GTX 960 SuperSC – (10) 20
Asus STRIX GTX 960 OC – (11) 20
Nvidia GTX 760 – (12) 20
AMD Radeon R9 285 – (12) 21

DirectX11 1080p gaming performance

Battlefield 4 – (Min) Avg FPS: higher is better
EVGA GTX 960 SuperSC – (43) 64
Asus STRIX GTX 960 OC – (39) 58
Nvidia GTX 760 – (26) 48
AMD Radeon R9 285 – (34) 54

Bioshock Infinite – (Min) Avg FPS: higher is better
EVGA GTX 960 SuperSC – (14) 73
Asus STRIX GTX 960 OC – (19) 75
Nvidia GTX 760 – (13) 66
AMD Radeon R9 285 – (17) 78

Company of Heroes 2 – (Min) Avg FPS: higher is better
EVGA GTX 960 SuperSC – (22) 34
Asus STRIX GTX 960 OC – (20) 32
Nvidia GTX 760 – (12) 24
AMD Radeon R9 285 – (19) 33

GRID 2 – (Min) Avg FPS: higher is better
EVGA GTX 960 SuperSC – (70) 90
Asus STRIX GTX 960 OC – (70) 90
Nvidia GTX 760 – (58) 75
AMD Radeon R9 285 – (68) 84

Shadow of Mordor – (Min) Avg FPS: higher is better
EVGA GTX 960 SuperSC – (20) 37
Asus STRIX GTX 960 OC – (16) 36
Nvidia GTX 760 – (13) 25
MD Radeon R9 285 – (16) 45

DirectX11 1600p gaming performance

Metro: Last Light – (Min) Avg FPS: higher is better
EVGA GTX 960 SuperSC – (13) 18
Asus STRIX GTX 960 OC – (13) 18
Nvidia GTX 760 – (10) 15
AMD Radeon R9 285 – (13) 18

SLI 1600p gaming performance

Battlefield 4 – (Min) Avg FPS: higher is better
2x Nvidia GTX 960 – (38) 62
Nvidia GTX 970 – (33) 52
Nvidia GTX 980 – (35) 61

GRID 2 – (Min) Avg FPS: higher is better
2x Nvidia GTX 960 – (43) 60
Nvidia GTX 970 – (67) 84
Nvidia GTX 980 – (80) 101

Shadow of Mordor – (Min) Avg FPS: higher is better
2x Nvidia GTX 960 – (8) 37
Nvidia GTX 970 – (29) 46
Nvidia GTX 980 – (21) 57

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