Create an account


Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 20,226
» Latest member: gvbcfvsx
» Forum threads: 21,732
» Forum posts: 22,629

Full Statistics

Online Users
There are currently 265 online users.
» 0 Member(s) | 260 Guest(s)
Applebot, Baidu, Bing, DuckDuckGo, Google

 
  News - Feature: All The Paper Mario Games, Ranked By You
Posted by: xSicKxBot - 08-13-2020, 02:03 PM - Forum: Nintendo Discussion - No Replies

Feature: All The Paper Mario Games, Ranked By You

Best Paper Mario Games

The Paper Mario series began two decades ago when Paper Mario for the Nintendo 64 launched in Japan on 11th August 2000. Since then, we’ve seen five more mainline Paper Mario games of different flavours, plus a 3DS crossover with AlphaDream’s Mario & Luigi series.

Branching off from the role-playing path put down by Super Mario RPG on SNES, the Paper Mario series has evolved and moved away from its traditional roots over the years, with the latest entry on Switch introducing a ring-based battle system alongside with its origami antagonists.

We recently asked Nintendo Life readers to rate the games in the series by assigning a score out of ten via our User Rating system, and you’ll find the ranked results below. We’ve included crossover title Mario & Luigi: Paper Jam for fun; if its inclusion feels like sacrilege of the highest order, simply pretend that it isn’t present and you’ve got your ranking of the six mainline Paper Marios right there!

Our thanks to everyone who voted. Remember that the order below is updated in real time according the each game’s corresponding User Rating. Therefore, it’s entirely possible to influence the ranking even as you read this. Simply click on the game you wish to rate and assign a score on the Game Page.

If you’re after more information about this colourful collection, you may want to check out our complete history of the Paper Mario series. For now, let’s dive into this ranked Paper Mario list, starting at the bottom…

Paper Mario: Sticker Star (3DS)Paper Mario: Sticker Star (3DS)

Publisher: Nintendo / Developer: Intelligent Systems

Release Date: 11th Nov 2012 (USA) / 7th Dec 2012 (UK/EU)

Paper Mario: Sticker Star is often funny, thoroughly charming and a joy to play, but it’s also a touch too familiar and unwilling to go out on a limb and do something crazy, even if the potential to do so is immense. Despite its inhibitions, the game keeps a pace so delightful and fun that you can’t help but crack a smile at the metric ton of whimsy folded into its rock-solid foundation, rendered all the more impressive thanks to beautiful use of stereoscopic 3D. Sticker Star might elicit some déjà vu from veterans of the series, but a memory this vivid and bright is worth remembering.

Paper Mario: Color Splash (Wii U)Paper Mario: Color Splash (Wii U)

Publisher: Nintendo / Developer: Intelligent Systems

Release Date: 7th Oct 2016 (USA) / 7th Oct 2016 (UK/EU)

Paper Mario: Color Splash isn’t just painting by the numbers. The series still straddles that awkward middle ground between pure RPG and adventure title, but this entry found a comfortable niche that silenced many of our gripes. Almost everything was polished to a papery sheen, showcasing some of the series’ best writing and presentation to date. The battle system and the overall plot are the weaker aspects of the experience unfortunately, but even when we were left unsatisfied by enemy encounters, Prism Island was always a joy to explore, with diverse environments and catchy tunes to keep you engaged from start to finish. It’s a game of memorable moments and, taken as such, and you might just find it to be a messy work of art.

Mario & Luigi: Paper Jam (3DS)Mario & Luigi: Paper Jam (3DS)

Publisher: Nintendo / Developer: AlphaDream

Release Date: 22nd Jan 2016 (USA) / 4th Dec 2015 (UK/EU)

Adding Paper Mario into AlphaDream’s Mario & Luigi mix, Mario & Luigi: Paper Jam totally succeeds as an accessible, entertaining and lengthy crossover for fans and newcomers alike. This is an enjoyable romp that introduces a solid list of mechanics, plays with the battle system in exciting ways, and breaks exploration up with random quests. Although it doesn’t quite nail its environmental design and storytelling, Paper Jam’s simplicity makes it a great starting point for people looking to dip their toe into either series. Fans should be aware, though, that this crossover is closer to a mainline Mario & Luigi game than an entry in the Paper Mario series.

Paper Mario: The Origami King (Switch)Paper Mario: The Origami King (Switch)

Publisher: Nintendo / Developer: Intelligent Systems

Release Date: 17th Jul 2020 (USA) / 17th Jul 2020 (UK/EU)

Paper Mario: The Origami King tries to do something different with its combat system and, to be honest, we aren’t really feeling it. That doesn’t mean the rest of the game isn’t thoroughly entertaining, however, and while the puzzle-based battles aren’t quite what a new Paper Mario game needed, they aren’t so awful that everything else shouldn’t be experienced as a result. It still isn’t the new Thousand-Year Door fans will have been hoping for, but it’s still one of the funniest games in the series and it’s got a truly likeable companion character, and while the combat is far from ideal the fact that we still thoroughly recommend the game regardless should speak volumes.

Super Paper Mario (Wii)Super Paper Mario (Wii)

Publisher: Nintendo / Developer: Intelligent Systems

Release Date: 9th Apr 2007 (USA) / 14th Sep 2007 (UK/EU)

Super Paper Mario blends classic platformer with some of the RPG elements of its predecessors and throws in a world-flipping mechanic that gives you a whole new perspective on traditional 2D platfoming courses. Originally planned as a GameCube game, it perhaps makes more sense that it diverges from Thousand-Year Door’s way of doing things, and it certainly divides series fans. Regardless of where you fall on the spectrum of fandom, the Wii entry is a beautiful game with fiendish puzzles and an intriguing, unique flip mechanic.

Paper Mario (N64)Paper Mario (N64)

Publisher: Nintendo / Developer: Intelligent Systems

Release Date: 5th Feb 2001 (USA) / 5th Oct 2001 (UK/EU)

Two decades on, Paper Mario might not look as sharp as it once did, but it holds up very well where it matters. The N64 original does very well to ease Mario fans into a new style of adventure while providing a depth for RPG gamers that you might not expect from the paper-thin premise. With a great supporting cast and buckets of trademark Nintendo charm, the original is almost the best.

Paper Mario: The Thousand-Year Door (GCN)Paper Mario: The Thousand-Year Door (GCN)

Publisher: Nintendo / Developer: Intelligent Systems

Release Date: 11th Oct 2004 (USA) / 12th Nov 2004 (UK/EU)

The power of GameCube enabled greater fidelity of its paper-based art style than the original, but otherwise Paper Mario: The Thousand-Year Door stuck closely to the original’s blueprint. It’s a wonderfully colourful adventure packed with clever callbacks to the portly plumber’s history and the same irreverent spirit which makes so many Mario RPGs refreshingly different from the mascot’s platformers. Where other entries have dropped the ball in an area or two, Thousand-Year Door gets everything right; plot, writing, battles, presentation – the lot. Prices for a GameCube disc–still the only way to play–have skyrocketed in recent years and given the quality, it’s not hard to see why. Treasure your copy if you’ve got one, and perhaps lend it to a trusted friend who never visited the town of Rogueport.


Any surprises there? Remember, if you haven’t rated any or all of the games above, you can still do so via the corresponding Game Page – and it will still count in the ranking above.

If you really must, feel free to vent your uncontrollable fury at the inclusion of Paper Jam, but we’d rather hear about your personal favourite Paper Mario(s) in the comments below.



https://www.sickgaming.net/blog/2020/08/...ed-by-you/

Print this item

  News - Ninjala Surpasses 4 Million Downloads, All Players To Receive Free Gift
Posted by: xSicKxBot - 08-13-2020, 02:03 PM - Forum: Nintendo Discussion - No Replies

Ninjala Surpasses 4 Million Downloads, All Players To Receive Free Gift



“We are honored by your support”





The free-to-play bubblegum shooter Ninjala was released in June and it’s already managed to rack up 4 million downloads worldwide. To commemorate the occasion, GungHo Online is gifting players 100 free Jala (that’s the in-game currency).

To celebrate this milestone, the official Twitter account for the game has also shared some new artwork:


Most recently, GungHo rolled out the version 2.0 update. It enhanced matchmaking – allowing users to play with anyone from anywhere. Prior to this, matches were based on regions. This update also included improvements to the user interface and further polished the overall experience – resolving a number of bugs.

Are you still playing Ninjala on a regular basis? Still yet to try it out? Tell us down in the comments.


[source ninjalathegame.com]




https://www.sickgaming.net/blog/2020/08/...free-gift/

Print this item

  News - Avatar 2 Photos Reveal Giant Sets And Shots Of Director James Cameron
Posted by: xSicKxBot - 08-13-2020, 02:03 PM - Forum: Lounge - No Replies

Avatar 2 Photos Reveal Giant Sets And Shots Of Director James Cameron

Filming on the Avatar sequels is due to resume again in New Zealand, and now new set photos have emerged that provide a behind-the-scenes look at the large-scale production.

One of the images showcases "the lab," which looks to be the place where the human characters are transformed into their Na'vi counterparts. A second, smaller structure can be seen in the background of the image, and this appears to be another set.

Another images shows director James Cameron on the lab set, with production materials plastered on poster boards surrounding him.

Continue Reading at GameSpot

https://www.gamespot.com/articles/avatar...01-10abi2f

Print this item

  Fedora - TCP window scaling, timestamps and SACK
Posted by: xSicKxBot - 08-13-2020, 07:59 AM - Forum: Linux, FreeBSD, and Unix types - No Replies

TCP window scaling, timestamps and SACK

The Linux TCP stack has a myriad of sysctl knobs that allow to change its behavior.  This includes the amount of memory that can be used for receive or transmit operations, the maximum number of sockets and optional features and protocol extensions.

There are  multiple articles that recommend to disable TCP extensions, such as timestamps or selective acknowledgments (SACK) for various “performance tuning” or “security” reasons.

This article provides background on what these extensions do, why they
are enabled by default, how they relate to one another and why it is normally a bad idea to turn them off.

TCP Window scaling


The data transmission rate that TCP can sustain is limited by several factors. Some of these are:

  • Round trip time (RTT).  This is the time it takes for a packet to get to the destination and a reply to come back. Lower is better.
  • lowest link speed of the network paths involved
  • frequency of packet loss
  • the speed at which new data can be made available for transmission
    For example, the CPU needs to be able to pass data to the network adapter fast enough. If the CPU needs to encrypt the data first, the adapter might have to wait for new data. In similar fashion disk storage can be a bottleneck if it can’t read the data fast enough.
  • The maximum possible size of the TCP receive window. The receive window determines how much data (in bytes) TCP can transmit before it has to wait for the receiver to report reception of that data. This is announced by the receiver. The receiver will constantly update this value as it reads and acknowledges reception of the incoming data. The receive windows current value is contained in the TCP header that is part of every segment sent by TCP. The sender is thus aware of the current receive window whenever it receives an acknowledgment from the peer. This means that the higher the round-trip time, the longer it takes for sender to get receive window updates.

TCP is limited to at most 64 kilobytes of unacknowledged (in-flight) data. This is not even close to what is needed to sustain a decent data rate in most networking scenarios. Let us look at some examples.

Theoretical data rate


With a round-trip-time of 100 milliseconds, TCP can transfer at most 640 kilobytes per second. With a 1 second delay, the maximum theoretical data rate drops down to only 64 kilobytes per second.

This is because of the receive window. Once 64kbyte of data have been sent the receive window is already full.  The sender must wait until the peer informs it that at least some of the data has been read by the application.

The first segment sent reduces the TCP window by the size of that segment. It takes one round-trip before an update of the receive window value will become available. When updates arrive with a 1 second delay, this results in a 64 kilobyte limit even if the link has plenty of bandwidth available.

In order to fully utilize a fast network with several milliseconds of delay, a window size larger than what classic TCP supports is a must. The ’64 kilobyte limit’ is an artifact of the protocols specification: The TCP header reserves only 16bits for the receive window size. This allows receive windows of up to 64KByte. When the TCP protocol was originally designed, this size was not seen as a limit.

Unfortunately, its not possible to just change the TCP header to support a larger maximum window value. Doing so would mean all implementations of TCP would have to be updated simultaneously or they wouldn’t understand one another anymore. To solve this, the interpretation of the receive window value is changed instead.

The ‘window scaling option’ allows to do this while keeping compatibility to existing implementations.

TCP Options: Backwards-compatible protocol extensions


TCP supports optional extensions. This allows to enhance the protocol with new features without the need to update all implementations at once. When a TCP initiator connects to the peer, it also send a list of supported extensions. All extensions follow the same format: an unique option number followed by the length of the option and the option data itself.

The TCP responder checks all the option numbers contained in the connection request. If it does not understand an option number it skips
‘length’ bytes of data and checks the next option number. The responder omits those it did not understand from the reply. This allows both the sender and receiver to learn the common set of supported options.

With window scaling, the option data always consist of a single number.

The window scaling option


 
Window Scale option (WSopt): Kind: 3, Length: 3
    +---------+---------+---------+
    | Kind=3  |Length=3 |shift.cnt|
    +---------+---------+---------+
         1         1         1

The window scaling option tells the peer that the receive window value found in the TCP header should be scaled by the given number to get the real size.

For example, a TCP initiator that announces a window scaling factor of 7 tries to instruct the responder that any future packets that carry a receive window value of 512 really announce a window of 65536 byte. This is an increase by a factor of 128. This would allow a maximum TCP Window of 8 Megabytes.

A TCP responder that does not understand this option ignores it. The TCP packet sent in reply to the connection request (the syn-ack) then does not contain the window scale option. In this case both sides can only use a 64k window size. Fortunately, almost every TCP stack supports and enables this option by default, including Linux.

The responder includes its own desired scaling factor. Both peers can use a different number. Its also legitimate to announce a scaling factor of 0. This means the peer should treat the receive window value it receives verbatim, but it allows scaled values in the reply direction — the recipient can then use a larger receive window.

Unlike SACK or TCP timestamps, the window scaling option only appears in the first two packets of a TCP connection, it cannot be changed afterwards. It is also not possible to determine the scaling factor by looking at a packet capture of a connection that does not contain the initial connection three-way handshake.

The largest supported scaling factor is 14. This allows TCP window sizes
of up to one Gigabyte.

Window scaling downsides


It can cause data corruption in very special cases. Before you disable the option – it is impossible under normal circumstances. There is also a solution in place that prevents this. Unfortunately, some people disable this solution without realizing the relationship with window scaling. First, let’s have a look at the actual problem that needs to be addressed. Imagine the following sequence of events:

  1. The sender transmits segments: s_1, s_2, s_3, … s_n
  2.  The receiver sees: s_1, s_3, .. s_n and sends an acknowledgment for s_1.
  3.  The sender considers s_2 lost and sends it a second time. It also sends new data contained in segment s_n+1.
  4.  The receiver then sees: s_2, s_n+1, s_2: the packet s_2 is received twice.

This can happen for example when a sender triggers re-transmission too early. Such erroneous re-transmits are never a problem in normal cases, even with window scaling. The receiver will just discard the duplicate.

Old data to new data


The TCP sequence number can be at most 4 Gigabyte. If it becomes larger than this, the sequence wraps back to 0 and then increases again. This is not a problem in itself, but if this occur fast enough then the above scenario can create an ambiguity.

If a wrap-around occurs at the right moment, the sequence number s_2 (the re-transmitted packet) can already be larger than s_n+1. Thus, in the last step (4), the receiver may interpret this as: s_2, s_n+1, s_n+m, i.e. it could view the ‘old’ packet s_2 as containing new data.

Normally, this won’t happen because a ‘wrap around’ occurs only every couple of seconds or minutes even on high bandwidth links. The interval between the original and a unneeded re-transmit will be a lot smaller.

For example,with a transmit speed of 50 Megabytes per second, a
duplicate needs to arrive more than one minute late for this to become a problem. The sequence numbers do not wrap fast enough for small delays to induce this problem.

Once TCP approaches ‘Gigabyte per second’ throughput rates, the sequence numbers can wrap so fast that even a delay by only a few milliseconds can create duplicates that TCP cannot detect anymore. By solving the problem of the too small receive window, TCP can now be used for network speeds that were impossible before – and that creates a new, albeit rare problem. To safely use Gigabytes/s speed in environments with very low RTT receivers must be able to detect such old duplicates without relying on the sequence number alone.

TCP time stamps


A best-before date


In the most simple terms, TCP timestamps just add a time stamp to the packets to resolve the ambiguity caused by very fast sequence number wrap around. If a segment appears to contain new data, but its timestamp is older than the last in-window packet, then the sequence number has wrapped and the ”new” packet is actually an older duplicate. This resolves the ambiguity of re-transmits even for extreme corner cases.

But this extension allows for more than just detection of old packets. The other major feature made possible by TCP timestamps are more precise round-trip time measurements (RTTm).

A need for precise round-trip-time estimation


When both peers support timestamps,  every TCP segment carries two additional numbers: a timestamp value and a timestamp echo.

 
TCP Timestamp option (TSopt): Kind: 8, Length: 10
+-------+----+----------------+-----------------+
|Kind=8 | 10 |TS Value (TSval)|EchoReply (TSecr)|
+-------+----+----------------+-----------------+
    1      1         4                4

An accurate RTT estimate is crucial for TCP performance. TCP automatically re-sends data that was not acknowledged. Re-transmission is triggered by a timer: If it expires, TCP considers one or more packets that it has not yet received an acknowledgment for to be lost. They are then sent again.

But “has not been acknowledged” does not mean the segment was lost. It is also possible that the receiver did not send an acknowledgment so far or that the acknowledgment is still in flight. This creates a dilemma: TCP must wait long enough for such slight delays to not matter, but it can’t wait for too long either.

Low versus high network delay


In networks with a high delay, if the timer fires too fast, TCP frequently wastes time and bandwidth with unneeded re-sends.

In networks with a low delay however,  waiting for too long causes reduced throughput when a real packet loss occurs. Therefore, the timer should expire sooner in low-delay networks than in those with a high delay. The tcp retransmit timeout therefore cannot use a fixed constant value as a timeout. It needs to adapt the value based on the delay that it experiences in the network.

Round-trip time measurement


TCP picks a retransmit timeout that is based on the expected round-trip time (RTT). The RTT is not known in advance. RTT is estimated by measuring the delta between the time a segment is sent and the time TCP receives an acknowledgment for the data carried by that segment.

This is complicated by several factors.

  • For performance reasons, TCP does not generate a new acknowledgment for every packet it receives. It waits  for a very small amount of time: If more segments arrive, their reception can be acknowledged with a single ACK packet. This is called “cumulative ACK”.
  •  The round-trip-time is not constant. This is because of a myriad of factors. For example, a client might be a mobile phone switching to different base stations as its moved around. Its also possible that packet switching takes longer when link or CPU utilization increases.
  • a packet that had to be re-sent must be ignored during computation. This is because the sender cannot tell if the ACK for the re-transmitted segment is acknowledging the original transmission (that arrived after all) or the re-transmission.

This last point is significant: When TCP is busy recovering from a loss, it may only receives ACKs for re-transmitted segments. It then can’t measure (update) the RTT during this recovery phase. As a consequence it can’t adjust the re-transmission timeout, which then keeps growing exponentially. That’s a pretty specific case (it assumes that other mechanisms such as fast retransmit or SACK did not help). Nevertheless, with TCP timestamps, RTT evaluation is done even in this case.

If the extension is used, the peer reads the timestamp value from the TCP segments extension space and stores it locally. It then places this value in all the segments it sends back as the “timestamp echo”.

Therefore the option carries two timestamps: Its senders own timestamp and the most recent timestamp it received from the peer. The “echo timestamp” is used by the original sender to compute the RTT. Its the delta between its current timestamp clock and what was reflected in the “timestamp echo”.

Other timestamp uses


TCP timestamps even have other uses beyond PAWS and RTT measurements. For example it becomes possible to detect if a retransmission was unnecessary. If the acknowledgment carries an older timestamp echo, the acknowledgment was for the initial packet, not the re-transmitted one.

Another, more obscure use case for TCP timestamps is related to the TCP syn cookie feature.

TCP connection establishment on server side


When connection requests arrive faster than a server application can accept the new incoming connection, the connection backlog will eventually reach its limit. This can occur because of a mis-configuration of the system or a bug in the application. It also happens when one or more clients send connection requests without reacting to the ‘syn ack’ response. This fills the connection queue with incomplete connections. It takes several seconds for these entries to time out. This is called a “syn flood attack”.

TCP timestamps and TCP syn cookies


Some TCP stacks allow to accept new connections even if the queue is full. When this happens, the Linux kernel will print a prominent message to the system log:

Possible SYN flooding on port P. Sending Cookies. Check SNMP counters.

This mechanism bypasses the connection queue entirely. The information that is normally stored in the connection queue is encoded into the SYN/ACK responses TCP sequence number. When the ACK comes back, the queue entry can be rebuilt from the sequence number.

The sequence number only has limited space to store information. Connections established using the ‘TCP syn cookie’ mechanism can not support TCP options for this reason.

The TCP options that are common to both peers can be stored in the timestamp, however. The ACK packet reflects the value back in the timestamp echo field which allows to recover the agreed-upon TCP options as well. Else, cookie-connections are restricted by the standard 64 kbyte receive window.

Common myths – timestamps are bad for performance


Unfortunately some guides recommend disabling TCP timestamps to reduce the number of times the kernel needs to access the timestamp clock to get the current time. This is not correct. As explained before, RTT estimation is a necessary part of TCP. For this reason, the kernel always takes a microsecond-resolution time stamp when a packet is received/sent.

Linux re-uses the clock timestamp taken for the RTT estimation for the remainder of the packet processing step. This also avoids the extra clock access to add a timestamp to an outgoing TCP packet.

The entire timestamp option only requires 10 bytes of TCP option space in each packet, this is not a significant decrease in space available for packet payload.

common myths – timestamps are a security problem


Some security audit tools and (older) blog posts recommend to disable TCP
timestamps because they allegedly leak system uptime: This would then allow to estimate the patch level of the system/kernel. This was true in the past: The timestamp clock is based on a constantly increasing value that starts at a fixed value on each system boot. A timestamp value would give a estimate as to how long the machine has been running (uptime).

As of Linux 4.12 TCP timestamps do not reveal the uptime anymore. All timestamp values sent use a peer-specific offset. Timestamp values also wrap every 49 days.

In other words, connections from or to address “A” see a different timestamp than connections to the remote address “B”.

Run sysctl net.ipv4.tcp_timestamps=2 to disable the randomization offset. This makes analyzing packet traces recorded by tools like wireshark or tcpdump easier – packets sent from the host then all have the same clock base in their TCP option timestamp.  For normal operation the default setting should be left as-is.

Selective Acknowledgments


TCP has problems if several packets in the same window of data are lost. This is because TCP Acknowledgments are cumulative, but only for packets
that arrived in-sequence. Example:

  • Sender transmits segments s_1, s_2, s_3, … s_n
  • Sender receives ACK for s_2
  • This means that both s_1 and s_2 were received and the
    sender no longer needs to keep these segments around.
  • Should s_3 be re-transmitted? What about s_4? s_n?

The sender waits for a “retransmission timeout” or ‘duplicate ACKs’ for s_2 to arrive. If a retransmit timeout occurs or several duplicate ACKs for s_2 arrive, the sender transmits s_3 again.

If the sender receives an acknowledgment for s_n, s_3 was the only missing packet. This is the ideal case. Only the single lost packet was re-sent.

If the sender receives an acknowledged segment that is smaller than s_n, for example s_4, that means that more than one packet was lost. The
sender needs to re-transmit the next segment as well.

Re-transmit strategies


Its possible to just repeat the same sequence: re-send the next packet until the receiver indicates it has processed all packet up to s_n. The problem with this approach is that it requires one RTT until the sender knows which packet it has to re-send next. While such strategy avoids unnecessary re-transmissions, it can take several seconds and more until TCP has re-sent the entire window of data.

The alternative is to re-send several packets at once. This approach allows TCP to recover more quickly when several packets have been lost. In the above example TCP re-send s_3, s_4, s_5, .. while it can only be sure that s_3 has been lost.

From a latency point of view, neither strategy is optimal. The first strategy is fast if only a single packet has to be re-sent, but takes too long when multiple packets were lost.

The second one is fast even if multiple packet have to be re-sent, but at the cost of wasting bandwidth. In addition, such a TCP sender could have transmitted new data already while it was doing the unneeded re-transmissions.

With the available information TCP cannot know which packets were lost. This is where TCP Selective Acknowledgments (SACK) come in. Just like window scaling and timestamps, it is another optional, yet very useful TCP feature.

The SACK option


 
   TCP Sack-Permitted Option: Kind: 4, Length 2
   +---------+---------+
   | Kind=4  | Length=2|
   +---------+---------+

A sender that supports this extension includes the “Sack Permitted” option in the connection request. If both endpoints support the extension, then a peer that detects a packet is missing in the data stream can inform the sender about this.

 
   TCP SACK Option: Kind: 5, Length: Variable
                     +--------+--------+
                     | Kind=5 | Length |
   +--------+--------+--------+--------+
   |      Left Edge of 1st Block       |
   +--------+--------+--------+--------+
   |      Right Edge of 1st Block      |
   +--------+--------+--------+--------+
   |                                   |
   /            . . .                  /
   |                                   |
   +--------+--------+--------+--------+
   |      Left Edge of nth Block       |
   +--------+--------+--------+--------+
   |      Right Edge of nth Block      |
   +--------+--------+--------+--------+

A receiver that encounters segment_s2 followed by s_5…s_n, it will include a SACK block when it sends the acknowledgment for s_2:

 
                +--------+-------+
                | Kind=5 |   10  |
+--------+------+--------+-------+
| Left edge: s_5                 |
+--------+--------+-------+------+
| Right edge: s_n                |
+--------+-------+-------+-------+

This tells the sender that segments up to s_2 arrived in-sequence, but it also lets the sender know that the segments s_5 to s_n were also received. The sender can then re-transmit these two packets and proceed to send new data.

The mythical lossless network


In theory SACK provides no advantage if the connection cannot experience packet loss. Or the connection has such a low latency that even waiting one full RTT does not matter.

In practice lossless behavior is virtually impossible to ensure.
Even if the network and all its switches and routers have ample bandwidth and buffer space packets can still be lost:

  • The host operating system might be under memory pressure and drop
    packets. Remember that a host might be handling tens of thousands of packet streams simultaneously.
  • The CPU might not be able to drain incoming packets from the network interface fast enough. This causes packet drops in the network adapter itself.
  • If TCP timestamps are not available even a connection with a very small RTT can stall momentarily during loss recovery.

Use of SACK does not increase the size of TCP packets unless a connection experiences packet loss. Because of this, there is hardly a reason to disable this feature. Almost all TCP stacks support SACK – it is typically only absent on low-power IOT-alike devices that are not doing TCP bulk data transfers.

When a Linux system accepts a connection from such a device, TCP automatically disables SACK for the affected connection.

Summary


The three TCP extensions examined in this post are all related to TCP performance and should best be left to the default setting: enabled.

The TCP handshake ensures that only extensions that are understood by both parties are used, so there is never a need to disable an extension globally just because a peer might not support it.

Turning these extensions off results in severe performance penalties, especially in case of TCP Window Scaling and SACK. TCP timestamps can be disabled without an immediate disadvantage, however there is no compelling reason to do so anymore. Keeping them enabled also makes it possible to support TCP options even when SYN cookies come into effect.



https://www.sickgaming.net/blog/2020/08/...-and-sack/

Print this item

  News - Mario Kart Tour’s Pirate Tour Adds King Bob-Omb And Pirate Bowser Jr.
Posted by: xSicKxBot - 08-13-2020, 07:59 AM - Forum: Nintendo Discussion - No Replies

Mario Kart Tour’s Pirate Tour Adds King Bob-Omb And Pirate Bowser Jr.



And a DS course returns!





The latest tour has arrived in Mario Kart Tour, adding new characters, a new course, and a whole new theme.

With the Wild West Tour now all wrapped up, it’s time for the Pirate Tour to take over. This new event introduces King Bob-Omb and Bowser Jr. (Pirate), which we suppose are a little more traditional than some of the new characters appearing in Nintendo’s other mobile effort, Dr. Mario World.


The new tour also brings with it the Airship Fortress course first found in Mario Kart DS. Every track has its fans, and we’re sure there are plenty who’ll enjoy speeding around this one once more.


Do you regularly play Mario Kart Tour on your mobile? Have you been enjoying it more since the new control layout was introduced? Tell us below.


[source youtube.com, via gonintendo.com]




https://www.sickgaming.net/blog/2020/08/...bowser-jr/

Print this item

  News - Pokemon Go Is Letting Players Choose Next Two Community Day Pokemon
Posted by: xSicKxBot - 08-13-2020, 07:59 AM - Forum: Lounge - No Replies

Pokemon Go Is Letting Players Choose Next Two Community Day Pokemon

There are still a few August events lined up for Pokemon Go, but developer Niantic is already preparing for the game's next two Community Days, and it's giving players a say in the events.

The studio has announced that September and October's Community Day Pokemon will be decided by voting. Player will be able to cast a ballot for four possible choices--Charmander, Caterpie, Grimer, and Porygon--and the winners will be featured during the game's next two Community Days.

No further details--such as when the voting will take place or what event move each monster will possibly learn if it's selected as the featured Pokemon--have been announced just yet, but Niantic promises that more information is coming "soon."

Continue Reading at GameSpot

https://www.gamespot.com/articles/pokemo...01-10abi2f

Print this item

  (Indie Deal) Shiro Sale, Top Picks, 200th GalaQuiz
Posted by: xSicKxBot - 08-13-2020, 04:48 AM - Forum: Deals or Specials - No Replies

Shiro Sale, Top Picks, 200th GalaQuiz

Top Picks & Shiro Games Publisher Sale, up to -77%
[www.indiegala.com]
STORE TOP PICKS
NEW RELEASE
An Interesting Journey of Monsieur PAF[www.indiegala.com]
https://youtu.be/JNEgy5j01no
The 200th GalaQuiz will be LIVE soon, win up to $50:dollars: in GalaCredit!
[www.indiegala.com]
The GalaQuiz will take place in less than 15 minutes from this announcement
Today's GalaQuiz[www.indiegala.com] hints are up. The theme will be 2000 Movies.

Stay Inside, Stay Safe and Enjoy Good Games.
Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...4807948979

Print this item

  (Free Game Key) Quake II on Bethesda Launcher
Posted by: xSicKxBot - 08-13-2020, 04:48 AM - Forum: Deals or Specials - No Replies

Quake II on Bethesda Launcher

I know we posted this before, just to announce it again

If you want to take the Quake 2 Game, all you need to do is

- Download the Bethesda Launcher
- Login (make an account if you do not have one)
- https://bethesda.net/en/game/bethesda-launcher
- The game will appear on your account

?GrabFreeGames.com ?Twitter ?Steam Curator ?Facebook[fb.me]?Discord[discord.gg]
❤️Support us: ✔️HumbleBundle Partner[humblebundle.com] ✔️Fanatical Partner[fanatical.com]


https://steamcommunity.com/groups/GrabFr...3168369665

Print this item

  Mobile - Get a free copy of premium sport game WST Snooker!
Posted by: xSicKxBot - 08-13-2020, 12:50 AM - Forum: New Game Releases - No Replies

Get a free copy of premium sport game WST Snooker!

The variety of sport-based games on mobile is pretty amazing – we’ve got racing games like Kartrider Rush+ and Asphalt, some of the best mobile sports manager games like Football Drama, or Motorsport Manager Mobile, and we also have games covering plenty of other sports. WST Snooker is one such title, a premium snooker game offering solid play to both fans of the sport and new players alike – read our WST Snooker review if you don’t believe us!

That’s why we’ve decided to partner with Lab42 this week to give away some copies of the game! If you like sport games, want to try something new, or enjoy snooker or pool in real-life, WST Snooker might be a fun new mobile play for you to try out.

We’ve also got a fair few copies for both Android and iOS up for grabs. So, if competing in snooker tournaments and climbing the ranks of the professional world sounds like your sort of thing, be sure to try your luck!

In order to enter, all you need do is select which platform you want a copy for – but also please have a browse of our terms and conditions before you do!

android


PT – WST Snooker – Android giveaway

ios


PT – WST Snooker – iOS giveaway

If you can’t wait to play WST Snooker, it is available for purchase on Google Play and the App Store. For more sport-related recommendations, our best Android games and best iOS games lists have some pretty good picks!



https://www.sickgaming.net/blog/2020/08/...t-snooker/

Print this item

  News - BETA: BEDROCK 1.16.20.52, 1.16.20.53, & BEDROCK 1.16.10
Posted by: xSicKxBot - 08-13-2020, 12:50 AM - Forum: Minecraft - No Replies

BETA: BEDROCK 1.16.20.52, 1.16.20.53, & BEDROCK 1.16.10

Remember that only those on Xbox One / Windows 10 / and Android may participate in the Beta builds.  You will not be able to join Realms or non-beta players worlds and you will not be able to open worlds opened in the Beta in earlier/current stable builds of Bedrock.

 


  • Pressure plates have been fixed to have no collision again MCPE-80276
  • Local split-screen players can once again see the Ender Dragon and Ender Crystal MCPE-67596
  • Fixed a crash that occurred on PlayStation 4 due to other players using custom skins 
  • The Angry system now checks if the mob with the angry component can attack before broadcasting anger to others, rather than after broadcasting anger to others. This avoids a never-ending loop when multiple mobs triggered each other’s anger indefinitely on peaceful
  • The ‘rider_can_interact’ field on ‘minecraft:rideable’ is now used again
  • Behavior animation components will no longer try to reload after a suspend resume and a mob/player rides something
  • Drowned geometry is no longer broken in content packs
  • Zombies can spawn underground again MCPE-52743
  • Making command selectors use the current position of an actor rather than the previous position of an actor
  • Fixed an issue that could prevent the Marketplace loading correctly
  • Meeting requirements for some achievements offline will now unlock it after reconnecting
  • Fixed an issue that could cause Command Blocks to stop working unexpectedly
  • The bounding box of the player used for spawning is now the correct size, so we don’t think a player is in a dangerous spot when they are actually safe
  • Parity: Fixed the issue with chests with loot tables not generating loot until opened or destroyed
  • Made using the ‘/fill’ command more efficient, improving performance
  • Fixed a crash that could occur when pressing the Manage Account button in Profile settings
  • Fixed notifications not appearing on iOS

Along with the bug fixes in this week’s beta, we have made some changes to the way recipes are highlighted and selected when using a controller – we would love to hear your feedback on this while it is in the beta, so please head over to the feedback thread and let us know what you think!

User Interface and Input

  • Recipe Select button prompt shows when hovering over a non-craftable recipe book item using a controller (MCPE-79725)
  • Recipe selected items put in crafting input grid can now be hovered over with controller to see their tooltip names
  • On a controller, hovering over recipes will show them in the crafting grid when no recipe is selected
  • On a controller, you can deselect a selected recipe when hovering above that selection in the recipe book. You can also clear the crafting grid by clicking the right stick 

Performance and Stability

  • Loom blocks will no longer cause an out of memory crash when using high-resolution resource packs (MCPE-69848)

General

  • Legacy chunk upgrades will no longer cause the chunk to become 100% air (MCPE-58514)
  • Players can once again host 8 max player worlds on PlayStation 4 (MCPE-85009)
  • /clear now correctly removes all blocks with the same block name when no data argument is passed in 
  • Piglins and Brutes can now spawn with enchanted weapons (MCPE-83536) 
  • Fixed an issue where the Hot Tourist Destination trophy would not unlock when visiting the last required Nether biome on PlayStation 4 (MCPE-85496)
  • Fixed an issue that prevented players from being able to place beehives or bee nests from their inventory after an update (MCPE-62067)
  • Fixed broken trading screen slots on iOS

We’re releasing the 1.16.10.02 hotfix on mobile devices with a fix to villager trading. There are also changes coming to Minecraft on some mobile devices.

  • Fixed broken trading screen slots on mobile devices

To ensure that we can devote our resources to the platforms where most Crafters are playing, we are ending support for certain older devices and platforms where Minecraft is available. Effective in October 2020, Minecraft will no longer be updated or supported on Gear VR, Windows 10 Mobile, Android devices with 768MB of RAM or less, iOS devices running iOS 10 or below, or video cards that only support DirectX 10.1 or below.

If your device is affected, a prompt will appear in-game to let you know if it will no longer receive updates. Please see the article on Minecraft.net for more information.



https://www.sickgaming.net/blog/2020/08/...k-1-16-10/

Print this item

 
Latest Threads
Black Ops (BO1, T5) DLC's...
Last Post: Throwaway5326
2 hours ago
Black Ops (BO1, T5) DLC's...
Last Post: Skalvok
2 hours ago
(Indie Deal) FREE Brocco,...
Last Post: xSicKxBot
3 hours ago
(Free Game Key) Steam | P...
Last Post: xSicKxBot
3 hours ago
News - World Of Warcraft’...
Last Post: xSicKxBot
3 hours ago
◆ New Zealand Temu CoupoN...
Last Post: hdye7477
3 hours ago
◆ Netherlands Temu CoupoN...
Last Post: hdye7477
3 hours ago
IGGM: WoW TBC Classic Fal...
Last Post: FeWafa148
8 hours ago
Shopping on Shein? Use Co...
Last Post: james02351
9 hours ago
First Time Shopping on Sh...
Last Post: james02351
9 hours ago

Forum software by © MyBB Theme © iAndrew 2016