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Massive Marvel’s Avengers Update Patches Literally A Thousand Issues

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Marvel’s Avengers has had a tough launch. The game has endeared itself to players with a strong story and a pretty fun post-campaign live game component–even though the two parts didn’t really feel in sync–but it’s been plagued with bugs since its release. With a new update, developer Crystal Dynamics is hoping to clear out the infestation, claiming to address more than 1,000 issues.

As Crystal Dynamics notes on the Avengers website, Update 1.3.0 is the first big patch since Avengers’ launch, built in response to bug reports it has received from players on Reddit and elsewhere. The focus is mostly on bugs at this point, with quality-of-life changes coming down the line in later updates. For the time being, though, there are a lot of bugs to patch, ranging from weird graphical issues to major problems.

Avengers’ biggest trouble up to now has been instability resulting in crashes. During my time reviewing the game on PC, I found crashing to be a major issue in the days after the game’s full launch. PC players in particular have been complaining about that issue, but it’s affected the console versions of the game as well. Crystal Dynamics mentions dealing with PC crashes in Update 1.3.0’s notes; Nvidia also has released new graphics card drivers that should hopefully help the issue.

Check out the full patch notes for Update 1.3.0 below.

REASSEMBLE CAMPAIGN & AVENGERS INITIATIVE

  • Fixed an issue where A-Day would not progress if the player started the campaign from the War Table after selecting Avengers Initiative first.
  • Fixed infinite loads when reloading the game during “The Light that Failed” and “To Stand Alone”.
  • Resolved bad save states for an infrequent bug where players are unable to progress with the campaign due to an infinite loading screen.
  • Fixed an issue where a strongbox in “House Call” was sometimes not usable.
  • Fixed an occasional bug with the bridge in the mission “House Call” that prevented progress. This should also fix bad save states.
  • Fixed an issue where Pause and Character menus were blocked during “Testing… 1, 2, 3”.
  • Fixed an issue where you would be teleported out of world when attacking the boss between fight phases in “To Stand Alone”.
  • Fixed an issue where steps 1 and 2 of the “A Global Offensive” mission chain were not tracking properly.
  • Fixed an issue where combat would not progress when defeating both Assault Adaptoids at the same time in “By Force of Mind”.
  • Fixed a hole in geometry in “Dogs of War”.
  • Fixed an where players could fall out of bounds in “Along came a Spider”
  • Fixed an issue where players could get stuck inside geometry in “Rocket’s Red Glare” after enabling the teleport to space.
  • Fixed an issue where sometimes an enemy could be stuck behind a closed door during “Task at Hand”.
  • Fixed an issue in “Bad Blood” where the Final cinematic would sometimes not play audio.
  • Fixed an issue preventing “Interrogation Anxiety” from being completed. This should also fix bad save states.

MULTIPLAYER & MATCHMAKING

  • Reduction of cooldown after leaving a strike team before the user could matchmake again (from 30 second down to 4 seconds).
  • Matchmaking now stays enabled during mission launch countdown to give more time for players to join.
  • Fixed a bug where the “Searching for Heroes” UI would not always match the actual matchmaking status.
  • Fixed a bug where multiple host migrations would prevent the player from matching successfully again.
  • Fixed “Quick Match – Launch with any Hero” failing when two Quick Match players joined another match simultaneously.
  • Fixed losing Quick Match status when a player failed to join another match.
  • Fixed a bug where leaving an existing Strike Team would prevent the next Quick Match attempt from working properly.

ART & ANIMATION

  • A variety of minor graphical issue fixes including clipping and popping.
  • Fixed several areas where players could see out of world.
  • Fixed many minor graphical errors and transitions.
  • Fixed several ragdoll issues.
  • Fixed a visual issue where enemy shields would pop in.
  • Fixed Captain America character model bug in “Front Line” outfit.
  • Fixed an issue where Thor would appear in the “War Cry” outfit in the Main Menu before unlocking it.
  • Fixed an issue where Tony appeared in the incorrect Iron Man armor during the “Alone Against AIM” cinematic.
  • Fixed Faction NPCs having no facial animation and freezing upon interact.
  • Fixed Sprint Heavy Attack sticking to ground during certain combat scenarios.
  • Fixed an issue with Black Widow’s grapple that launched her off trajectory.
  • Fixed an issue where Iron Man would play the incorrect animation when doing laser Heavy Attack.
  • Fixed an issue with Monotronic Exo Takedowns in multiplayer where the animations would get out of sync.

USER INTERFACE

  • Fixed an issue that would cause damage numbers to appear on destroyed objects.
  • Fixed an issue with Faction prisoner rescue, in which cell destruction markers would sometimes show the wrong icon upon Reload Checkpoint.
  • Various Skill Menu videos updates for Hulk, Thor, and Iron Man.
  • Various localization and text fixes.
  • Approaching hackable terminals with a Hero that lacks that ability now displays a tutorial explaining why it cannot be accessed.
  • War Table icon now has different appearance when there is a new Mission available.
  • Reward icons for some Missions have been corrected to display the actual rewards.
  • “Cancel” label added to the push-pull piston UI when interact option is set to “tap”.
  • “Inhuman Sanctuary” mission chain thumbnail now better reflects being a Pym-centric activity.
  • “Inhuman Sanctuary” mission chain notification no longer appears in campaign if it has already been shown in the Avengers Initiative.
  • Talisman Artifacts now display correct thumbnail images.
  • Faction Rank reward tutorial on helicarrier no longer displays before the Faction Vendor is available.
  • Vault sequence tutorials now allow players to access the Character Menu while active.
  • Based on player feedback, players can now see progress when being revived.
  • Based on player feedback, we have implemented a 0-10 Motion Blur slider. When set at 0, Motion Blur is completely disabled.
  • Fixed issues of objectives not displaying after player death.
  • Fixed an issue where UI elements would show up during the introduction of Dropzones.

COMBAT

  • Fixed an issue where “Control Point” events would continue to spawn new enemies after completing the control requirement.
  • Fixed an issue in “Defend” events where the battle would sometimes stall until Heroes got closer to defenders by increasing participation radius.
  • Improved an issue where sometimes the “Secure the Area” portion of some Sabotage encounters would not register completion due to enemies becoming inaccessible or hidden during battle.
  • Fixed an issue where at higher difficulties, enemies would hack rescue cells silently, causing mysteriously inconsistent activation times.
  • Fixed an issue in a small number of encounters where some stronger enemy types would spawn too many at once.
  • Fixed an issue which could prevent lock-on from working when the Warbot is downed.
  • Fixed some navigation issues that would allow flying enemies to go out of world.
  • Fixed an issue that would cause Dreadbots to become unable to move.
  • Fixed an issue that would allow the final stage of the Warbot to be skipped.
  • Fixed multiple issues where some attacks were not able to damage the Warbot when it is downed.
  • Fixed an issue causing some enemies to spawn without proper portal FX.
  • Fixed an issue where rarely a hero could still be controlled after being defeated by Adaptoids.
  • Fixed an issue that would cause Kamala to unintentionally throw grabbed enemies at her feet.
  • Fixed an issue which would cause Kamala’s arm to stay stuck in front of her when doing in-air attacks.
  • Fixed an issue where Widow’s Bite could get shot out of the air by enemies.
  • Fixed an issue where Widow could not move on stairs while aiming the High-Caliber pistol.
  • Fixed an issue where player would get stuck when triggering Hulkbuster near other interactable items.
  • Fixed an issue where certain Hulkbuster moves cause double vision on another player’s machine.
  • Fixed an issue where Hulk could become stuck interacting with the world while holding an enemy.
  • Fixed an issue when in high framerates, Hulk’s Sprint Heavy Attack would fall short.
  • Fixed various issues with Captain America’s “Mirror Shield” skill.
  • Fixed an issue where Captain America’s shield could become stuck in Iron Man’s Energy Barrier.
  • Fixed an issue where Iron Man could become stuck when evading while flying low to the ground.
  • Fixed an issue where Ironman’s Unibeam Heroic ability could be used infinitely during his combat on the Golden Gate Bridge.
  • Various Iron Man lock-on improvements.
  • Iron Man’s “Hyper Coils” skill now grants the intended 10 second duration increase.
  • Iron Man’s Laser Specialization reduces the intrinsic cost of aimed ranged attacks.
  • Invulnerability frames when entering Hulkbuster have been extended.
  • Improved enemy spawn positions in 2 encounter locations.
  • Minor tweak to turret activation in “The Inhuman Condition” AIM bunker.
  • Reduced difficulty for Embiggened Kamala to revive downed allies.
  • Reduced difficulty of “Secure the Asset” in the “Alone Against AIM” missions.
  • Reduced aggressiveness of turrets and enemy ranged attacks.
  • Adaptoid laser attack is easier to avoid.
  • Assault Adaptoid tuning, including:
    • Less aggressive in multiples.
    • Less aggressive when the fire shield is active.
    • Triggers a smaller hit reaction when Heroes are hit by the laser.
    • The laser attack is easier to avoid in combat situations.
    • Fireball visuals were updated to make them easier to see in combat.

GEAR, CHALLENGES, & REWARDS

  • Fixed an issue where the Fabrication Machine would occasionally not reward an outfit (or units if a duplicate pattern).
  • Fixed an issue where resources in a player’s inventory – including Units – would disappear if they reached a total of 32,000. We have capped all Units and Resources at 65,000 for storage and ensured they will not disappear moving forward. If you lost a large number of Units due to this bug, please contact Square Customer Service.
  • Resolved bad save states and returned missing campaign outfits to users from a bug that was reverting them to a locked state.
  • Increased Gear power cap for Threat Sectors, Drop Zones, and Hives to 130 to align with their max mission power.
  • Exotics gear now have higher attribute points. Power Level 130+ Exotic gear now always has better attributes than other rarities.
  • Gear that was erroneously being awarded at Power 1 and Uncommon rarity has been fixed in all activities.
  • Activity-specific Gear earned in Elite Heroic Hives is now awarded at correct power and rarity.
  • Gear with hero-specific perks can now be awarded at Epic, Legendary, and Exotic rarities with the correct number of perks; previously Legendary gear items of this type had too many hero-specific perks and Epics were not awarded at all.
  • Faction XP is awarded to the entire strike team when rescuing Inhumans in War Zones.
  • Hulk’s “Fractured” outfit now appears in the Appearance Menu when awarded through a Rare Pattern; will display item correctly in inventory of players who have already collected this outfit.
  • A Rare Pattern is now correctly awarded at the start of the ‘More Assembly Required’ mission.
  • Various Hero Challenges that were incorrectly tracking progress or not advancing under certain conditions have been fixed.
  • Based on your feedback, we are moving to a single global content refresh and challenge reset time and day. Starting with this V1.3.0 patch, challenges will reset every Thursday at 10:00 AM PT. As a token of our appreciation we will provide 22 challenge points per hero with the refresh to account for the shortened challenge period. These points will be available to claim until Thursday the 25th at 10:00 AM PT.

PLATFORM-SPECIFIC FIXES

Additional PlayStation Fixes:

  • Fixed bug where players would not join an existing lobby if ‘Quick Match – Launch with any Hero’ was selected while set to the same Hero as a player in the lobby
  • Optimized matchmaking filters to reduce matchmaking search times
  • Changed matchmaking algorithms to reduce server load and further improve matchmaking search times
  • Generally improved matchmaking invite functionality and bug fixes.

Additional Xbox Fixes:

  • Fixed bug where a lobby would become unjoinable if a host migration occurred during an active mission.
  • Fixed a bug where invites would not work if a player had the “Show as offline” privacy setting enabled.
  • Update from V1.2.5: We have confirmed that “New Girl Makes Good” will retroactively grant on Xbox if you had earned it prior to Patch V1.2.5. “Tentative Peace” will not retroactively grant. Both have been properly registering progress since V1.2.5.

Additional PC Fixes:

  • Various stability fixes based on collected crash reports.
  • Additional error messages for failure cases based on collected crash reports.
  • Various CPU performance improvements.
  • Reduce number of CPU cores used for Direct3D shader pipeline compilation.
  • Overall reduction to memory usage.
  • Added Backup Save menu in Settings -> Gameplay.
  • Fixed Kamala and Thor HARM tutorials when Defense Mode was set to Toggle.
  • A number of mouse/keyboard UI improvements.

Additional Stadia Fixes:

  • Added Backup Save menu in Settings -> Gameplay.
  • Added ability to erase all save-data in Settings -> Gameplay.
  • Improved performance for 30fps High-Resolution display mode.
  • Fixed Kamala and Thor HARM tutorials when Defense Mode was set to Toggle.
  • A number of mouse/keyboard UI improvements.

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Source: https://www.gamespot.com/articles/massive-marvels-avengers-update-patches-literally-a-thousand-issues/1100-6482379/?ftag=CAD-01-10abi2f

Gaming

Stack Sports and Battlefy Partner to provide sports organizations…

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Stack Sports and BattleFy Logos

“It’s really amazing to see the world of sports and esports coming together,” said Jason Xu, CEO of Battlefy.

Stack Sports and Battlefy are Partnering up to provide sports organizations an all-in-one technology solution for esports tournament and event management. This partnership brings together the platinum standards of technology in sports and esports, to help organizations deliver professional and safe programs to kids around the world.

Battlefy is home to over 230 thousand independently operated esports tournaments and leagues across the globe. Their platform makes it easy for anyone to create, manage, and market tournaments for a huge variety of game and competitive formats. Battlefy provides full flexibility to design and monetize the perfect experience, using features such as automated scoring, match stats, and solo/team competition modes, as well as sponsorship management, loyalty programs, and full service event management for organizations looking for amazing tournaments that are fully managed.

With existing clients such as FIFA, Bundesliga, Turner Sports, Vancouver Canucks, and Red Bull; Stack Sports is confident that Battlefy’s innovative technology is perfect as it’s premier partners in the professional and amateur space. With the growing popularity of esports, partnering to provide innovative technology to traditional sports franchises fits well with Stack Sports mission to increase participation and transform the sports experience.

“Following the addition of esports to the Stack Sports ecosystem and CaptainU recruiting platform this year, we’ve seen consistent growth in these programs,” said Jeff Brunsberg, Chief Revenue and Strategy Officer. “We intend to continue to invest in this space and offer sports organizations the very best tools available and we believe Battlefy will help us do that.”

The Battlefy team provides the best-in-class service for event organizers with an open communication platform and a full white glove support team. With a global footprint, the staff offer a level of support unmatched for brands. Spanning from Vancouver all the way to Jakarta, the team operates across New York, Paris, London, San Francisco, Sao Paulo, and more. This allows them to help organizations think globally about their esports events and activations. This Partnership will continue to grow the capabilities Stack Sports offers while meeting the need for more remote and contactless programming in traditional sports.

“It’s really amazing to see the world of sports and esports coming together,” said Jason Xu, CEO of Battlefy. “I was an active kid growing up, playing soccer and badminton competitively. I learned a lot of life lessons on the field that I applied to playing esports and vice versa. Battlefy and Stack Sports have the opportunity to bring out the best of both worlds, and help kids continue to experience competition and sportsmanship in these trying times.”

About Stack Sports

With nearly 50 million users in 35 countries, Stack Sports is a global technology leader in SaaS platform offerings for the sports industry. The company provides world-class software and services to support national governing bodies, youth sports associations, leagues, clubs, parents, coaches, and athletes. Some of the largest and most prominent sports organizations including the U.S. Soccer Federation, Little League Baseball and Softball, and Pop Warner Little Scholars rely on Stack Sports technology to run and manage their organizations. Stack Sports is headquartered in Dallas and is leading the industry one team at a time focusing on three key pillars — Play, Improve, and Engage. To learn more about how Stack Sports is transforming the sports experience, please visit http://www.stacksports.com.

About Battlefy

Battlefy is the virtual YMCA for esports. Our digital platform is home to over 230 thousand esports tournaments and leagues from the popular game developers, consumer brands, sports organizations, colleges & high schools, professional teams, streamers, gaming communities, and fans. With competitions across every major game title, our mission is to help everyone with a passion for esports build an amazing and authentic experience for their fans, customers, employees, and friends.

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Source: https://www.prweb.com/releases/stack_sports_and_battlefy_partner_to_provide_sports_organizations_global_online_technology_for_esports_tournament_and_event_management/prweb17490991.htm

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AR/VR

League of Legends World Championship to feature immersive Mixed Reality experience through Rokid Vision glasses

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In Augmented Reality and Mixed Reality News

October 22, 2020 – Rokid, a provider of augmented and mixed reality (AR/MR) glasses, has today announced that its technology will be available for fans to use at this year’s League of Legends (LoL) World Championship tournaments and opening ceremony for the event finals held in Shanghai, China.

Fans of the popular MMORPG game will be able to use a pair of Rokid Vision AR glasses to experience LoL live at the event and to witness an immersive experience featuring a dragon from the game hovering over the Shanghai Oriental Pearl Tower and flying up to them in their seats, transforming the spectators experience and transporting fans to the Summoner’s Rift, an in-game location from LoL.

Furthermore, whilst wearing Rokid Vision, fans will be able to witness the space surrounding them change to include personalized features such as highlights of the game, close-ups of a favorite player, team names, logos, and other information.

Rokid first introduced its Vision mixed reality glasses at AWE USA 2019. Through a combination of Rokid’s binocular optics, AR and AI capabilities, the glasses extend existing user interfaces with augmented and mixed reality (via a USB-C connection) for devices including phones, laptops, gaming consoles, helping to enhance productivity, entertainment, and gaming. The glasses are also 6 Degrees of Freedom (6DoF) enabled, allowing users to experience more natural interactions with the 3D virtual content that is projected within their visual field.

Due to the impact of COVID-19, there are limited seats at the 2020 League of Legends Global Finals, and many fans cannot attend in person to watch. This is therefore the first time that League of Legends fans will be able to use AR glasses to watch the finals, thanks to Rokid.

This is not the company’s first time employing the use of its AR and MR solutions to offer event fans new experiences though. In 2018, Rokid, in partnership with Teslasuit, created an immersive experience for Formula 1 fans. The experience utilized data and camera footage collected from Formula 1 vehicles, and using the Rokid Vision glasses and Teslasuit’s somatosensory haptic suit, reproduced tactile feedback that enabled users to experience the visual impact and physical experience of driving a Formula 1 car.

For more information on Rokid and its augmented and mixed reality offering, please visit the company’s website.

Image credit: Rokid

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.

Source: https://www.auganix.org/league-of-legends-world-championship-to-feature-immersive-mixed-reality-experience-through-rokid-vision-glasses/

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Gaming

2020 Videogame Spending Reaches Highest Level in 10 Years

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Overall spending on total physical hardware, software and accessories, and digital console and PC content increased 25% over the same period in 2019, according to The NPD Group. In the most current quarter (July – September) sales were up 7% over the same time period last year.

Overall spending on total physical hardware, software and accessories, and digital console and PC content increased 25% over the same period in 2019, according to The NPD Group. In the most current quarter (July – September) sales were up 7% over the same time period last year.

Gains were seen across each of hardware, software and accessories. Strong growth across Nintendo Switch, PlayStation 4 and Xbox One led to an overall hardware category sales increase of 46% versus the same period last year. Sales of video game accessories including gamepads, headsets, steering wheels and other peripherals increased 39%.

“During the pandemic, many people have turned to video games not only as a source of entertainment, but as a way to stay in touch with friends and family with online play,” says Joan Ramsay, Industry Analyst for Canada Entertainment for the NPD Group. “What we’ve seen, in addition to new players discovering gaming, is more video game players playing for more hours, while spending more in the process. They are discovering that the industry provides a wide variety of ways to play to meet every budget, interest and device.”

Top Performing Video Game Titles

Among the best-performing titles so far this year are:

  • Animal Crossing: New Horizons
  • Call of Duty: Modern Warfare
  • The Last of Us: Part II
  • Final Fantasy VII: Remake
  • Super Mario 3D All Stars
  • Ghost of Tsushima
  • Marvel Avengers
  • Grand Theft Auto V
  • Mario Kart 8: Deluxe
  • NHL 20

“We expect that these strong sales will continue through the end of the year, buoyed by the continued success of Nintendo Switch and the launch of the new hardware platforms for Playstation and Xbox next month,” says Ramsay.

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Source: https://www.prweb.com/releases/2020_videogame_spending_reaches_highest_level_in_10_years/prweb17493308.htm

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