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[ Bericht 0% gewijzigd door Pheno op 08-10-2019 12:11:47 ]Op dinsdag 21 februari 2012 22:30 schreef JoanFranka het volgende:
PINGUINS RULEREN!! Dat zijn echt een van de grappigste dieren op aarde hahahaa
quote:Op dinsdag 8 oktober 2019 11:22 schreef KennyPowers het volgende:
Gelukkig hebben we nog Japanse devs/uitgevers
Wil je de OP nog aanpassen naar Okt?quote:Op dinsdag 8 oktober 2019 11:23 schreef Pheno het volgende:
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En stellen nooit teleur als het gaat om SJW's te behagen (they don't care):
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De SJW en cultuur in japan werkt ook iets anders dan in Europaquote:Op dinsdag 8 oktober 2019 11:23 schreef Pheno het volgende:
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En stellen nooit teleur als het gaat om SJW's te behagen (they don't care):
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https://tvtropes.org/pmwi(...)arsOld/AnimeAndMangaquote:Op dinsdag 8 oktober 2019 11:55 schreef Ang3l het volgende:
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De SJW en cultuur in japan werkt ook iets anders dan in Europa
Daar zijn walgelijk dikke tieten op veel te jonge meisjes "cultuur".
quote:ReallySevenHundredYearsOld
This trope takes its name from the tongue-in-cheek fan logic to explain the popularity of Sasami in Tenchi Muyo!, who is otherwise joked to be the best choice for the lead. Because she is technically "seven hundred years old", this supposedly made her fair game for fans. This of course ignores the fact the writers always give her the appearance and personality of a little girl and that most of that time was in hyper-sleep, but why worry about the details
surequote:Op dinsdag 8 oktober 2019 11:54 schreef ForzaMilan het volgende:
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Wil je de OP nog aanpassen naar Okt?
Ze doen al jaren om de releasedatum van Biomutant aan te kondigen.quote:Op dinsdag 8 oktober 2019 12:27 schreef Drankster het volgende:
@:THQ Nordic waar de neuk blijft onze Kingdoms of Amalur remaster. Je hebt al langer dan een jaar de IP.
Wordt wel makkelijk als zo'n trailer van de game uitkomt: weet je meteen welke sites tot aan de elleboog in de reet van Ubisoft zit.quote:Op dinsdag 8 oktober 2019 12:15 schreef DKUp het volgende:
Ze kunnen FOK! in ieder geval niet gebruiken voor het cijfer en een quote hoe fantastisch die game wel niet is
Plus dat als ze opnieuw beginnen je niet moet willen dat ze een game in een jaar in elkaar gaan hacken.quote:Op dinsdag 8 oktober 2019 12:52 schreef DKUp het volgende:
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Ze doen al jaren om de releasedatum van Biomutant aan te kondigen.
Veel ports en remakes van games waar weinig mensen op zitten te wachten.
Kingdoms of Amalur kan je wel wat jaren op wachten.
Yves gaan we geen excuses horen makenquote:Op dinsdag 8 oktober 2019 12:56 schreef Pheno het volgende:
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Wordt wel makkelijk als zo'n trailer van de game uitkomt: weet je meteen welke sites tot aan de elleboog in de reet van Ubisoft zit.
Lekker de tijd nemen en er iets moois van maken prima.quote:Op dinsdag 8 oktober 2019 12:59 schreef Pheno het volgende:
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Plus dat als ze opnieuw beginnen je niet moet willen dat ze een game in een jaar in elkaar gaan hacken.
Nee, helaas niet. Ik heb de review natuurlijk ook naar Ubisoft NL gestuurd, je zult nu maar PR moeten doen. Hogerhand bepaalt dat de game toch moet uitkomen (aandeelhouders/no cares?). En lokale PR mogen nog proberen dit soort shit goed te praten. Wat niet te doen is.quote:Op dinsdag 8 oktober 2019 13:08 schreef DKUp het volgende:
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Yves gaan we geen excuses horen maken
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"Loot en shoot met je vrienden in deze immense online wereld en neem het op tegen de WOLVES en gevaarlijke drones."quote:Op dinsdag 8 oktober 2019 13:14 schreef Pheno het volgende:
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Nee, helaas niet. Ik heb de review natuurlijk ook naar Ubisoft NL gestuurd, je zult nu maar PR moeten doen. Hogerhand bepaalt dat de game toch moet uitkomen (aandeelhouders/no cares?). En lokale PR mogen nog proberen dit soort shit goed te praten. Wat niet te doen is.
Over Assassin's Creed Odyssey was je wel enthousiast. Ze moeten gewoon kwaliteit leveren in plaats van denken we komen er wel mee weg en zorgen dat een aantal websites en influencers positief zijn.quote:Op dinsdag 8 oktober 2019 13:47 schreef Pheno het volgende:
Ah well, ik heb antwoord terug, dat dan weer wel. Ik zal mijn koffer even niet meer inpakken voor een volgende perstrip
Zeker. Dit vind ik gewoon niet goed. Je betaalt 70 euro en je bent beta-tester. In mijn dagelijkse werk word ik betaald om te testen, daar ga ik er ook niet voor betalenquote:Op dinsdag 8 oktober 2019 13:50 schreef DKUp het volgende:
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Over Assassin's Creed Odyssey was je wel enthousiast. Ze moeten gewoon kwaliteit leveren in plaats van denken we komen er wel mee weg en zorgen dat een aantal websites en influencers positief zijn.
quote:Op dinsdag 8 oktober 2019 13:47 schreef Pheno het volgende:
Ah well, ik heb antwoord terug, dat dan weer wel. Ik zal mijn koffer even niet meer inpakken voor een volgende perstrip
twitter:PlayStation twitterde op dinsdag 08-10-2019 om 14:17:19 PlayStation 5 launches holiday 2020: https://t.co/VuaxUVoBaR #PS5 https://t.co/MPkKyRaHio reageer retweet
quote:An Update on Next-Gen: PlayStation 5 Launches Holiday 2020
Featuring a new controller with haptic technology and adaptive triggers.
Since we originally unveiled our next-generation console in April, we know that there's been a lot of excitement and interest in hearing more about what the future of games will bring. Today I'm proud to share that our next-generation console will be called PlayStation 5, and we'll be launching in time for Holiday 2020.
These updates may not be a huge surprise, but we wanted to confirm them for our PlayStation fans, as we start to reveal additional details about our vision for the next generation. WIRED magazine covered these updates and more in a story that posted this morning.
The "more" refers to something I'm quite excited about - a preview of the new controller that will ship with PlayStation 5. One of our goals with the next generation is to deepen the feeling of immersion when you play games, and we had the opportunity with our new controller to reimagine how the sense of touch can add to that immersion.
To that end, there are two key innovations with the PlayStation 5's new controller. First, we're adopting haptic feedback to replace the "rumble" technology found in controllers since the 5th generation of consoles. With haptics, you truly feel a broader range of feedback, so crashing into a wall in a race car feels much different than making a tackle on the football field. You can even get a sense for a variety of textures when running through fields of grass or plodding through mud.
The second innovation is something we call adaptive triggers, which have been incorporated into the trigger buttons (L2/R2). Developers can program the resistance of the triggers so that you feel the tactile sensation of drawing a bow and arrow or accelerating an off-road vehicle through rocky terrain. In combination with the haptics, this can produce a powerful experience that better simulates various actions. Game creators have started to receive early versions of the new controller, and we can't wait to see where their imagination goes with these new features at their disposal.
While there's much more to share about PlayStation 5 in the year ahead, we have plenty of blockbuster experiences coming your way on PS4, including Death Stranding, The Last of Us Part II, and Ghost of Tsushima. I'd like to thank all PlayStation fans for continuing the journey with us, as we embark on the future of games.
https://blog.us.playstati(...)unches-holiday-2020/
Op naar het PS5-topic JAAAAAAAAAquote:Exclusive: A Deeper Look at the PlayStation 5
Now that the name is official, we've got more details about Sony's next-gen console—from the haptics-packed controller to UI improvements.
Ever since the original PlayStation hit the market in 1994, Sony's series of videogame consoles has stuck to the numbers. No "Super," no "Max," no "Code Red Xtreme"; just PlayStations 2, 3, and 4. With such unwavering consistency, the name of the next iteration has been a question only in the most technical sense—but Sony Interactive Entertainment CEO Jim Ryan is still ready to answer it. The console, he tells me, will be called PlayStation 5. "It's nice to be able to say it," he says. "Like a giant burden has been lifted from my shoulders."
So. There you go. PlayStation 5, holidays 2020.
Sony hasn't said too much about the console since April, when WIRED broke the story about development efforts on what was then known only as the "next-gen console." In fact, the company hasn't said anything. Sony skipped games show E3 this year, a void during which Microsoft unveiled details about its own next-gen console, a successor to the Xbox One referred to only as Project Scarlett. Like the PS5, Scarlett will boast a CPU based on AMD’s Ryzen line and a GPU based on its Navi family; like the PS5, it will ditch the spinning hard drive for a solid-state drive. Now, though, in a conference room at Sony’s US headquarters, Ryan and system architect Mark Cerny are eager to share specifics.
Before they do, Cerny wants to clarify something. When we last discussed the forthcoming console, he spoke about its ability to support ray-tracing, a technique that can enable complex lighting and sound effects in 3D environments. Given the many questions he’s received since, he fears he may have been ambiguous about how the PS5 would accomplish this—and confirms that it’s not a software-level fix, which some had feared. “There is ray-tracing acceleration in the GPU hardware,” he says, “which I believe is the statement that people were looking for.” (A belief born out by my own Twitter mentions, which for a couple of weeks in April made a graphics-rendering technique seem like the only thing the internet had ever cared about.)
With that in hand, back to the PS5's solid-state drive, which Cerny first extolled for the way it can turn loading time from a hassle to a blink. It’s not just the speed that makes the SSD formidablwe, he says, but the efficiency it offers. Think about the hard drive in a game console, spinning like a 5400-rpm vinyl record. For the console to read a piece of information off the drive, it first has to send out the disk head—like a turntable needle—to find it. Each “seek,” as it’s known, may only entail a scant handful of milliseconds, but seeks add up. To minimize them, developers will often duplicate certain game assets in order to form contiguous data blocks, which the drive can read faster. We’re talking common stuff here: lampposts, anonymous passersby.
But data adds up too. "If you look at a game like Marvel's Spider-Man," Cerny says, "there are some pieces of data duplicated 400 times on the hard drive." The SSD sweeps away the need for all that duping—so not only is its raw read speed dramatically faster than a hard drive, but it saves crucial space. How developers will take advantage of that space will likely differ; some may opt to build a larger or more detailed game world, others may be content to shrink the size of the games or patches. Either way, physical games for the PS5 will use 100GB optical disks, inserted into an optical drive that doubles as a 4K Bluray player.
However, game installation (which is mandatory, given the speed difference between the SSD and the optical drive) will be a bit different than in the PS4. This time around, aided in part by the simplified game data possible with the SSD, Sony is changing its approach to storage, making for a more configurable installation—and removal—process. "Rather than treating games like a big block of data," Cerny says, "we're allowing finer-grained access to the data." That could mean the ability to install just a game's multiplayer campaign, leaving the single-player campaign for another time, or just installing the whole thing and then deleting the single-player campaign once you've finished it.
Regardless of what parts of a game you choose to install and play, you'll be able to stay abreast of it via a completely revamped user interface. The PS4's bare-bones home screen at times feels frozen in amber; you can see what your friends have recently done, or even what game title they might be playing at the moment, but without launching an individual title, there's no way to tell what single-player missions you could do or what multiplayer matches you can join. The PS5 will change that. "Even though it will be fairly fast to boot games, we don't want the player to have to boot the game, see what's up, boot the game, see what's up," Cerny says. "Multiplayer game servers will provide the console with the set of joinable activities in real time. Single-player games will provide information like what missions you could do and what rewards you might receive for completing them—and all of those choices will be visible in the UI. As a player you just jump right into whatever you like."
He says this like he says many other things: knowing he'll fend off any follow-up question that ventures beyond what he wants to talk about. Like, What does the UI actually look like? Or, How big will the SSD be? Or even, Is that a microphone? Which is exactly what I ask when Cerny hands me a prototype of the next-generation controller, an unlabeled matte-black doohickey that looks an awful lot like the PS4's DualShock 4. After all, there's a little hole on it, and a recently published patent points to Sony developing a voice-driven AI assistant for the PlayStation. But all I get from Cerny is, "We'll talk more about it another time." ("We file patents on a regular basis," a spokesperson tells me later, "and like many companies, some of those patents end up in our products, and some don’t.")
The controller (which history suggests will one day be called the DualShock 5, though Cerny just says "it doesn't have a name yet") does have some features Cerny's more interested in acknowledging. One is "adaptive triggers" that can offer varying levels of resistance to make shooting a bow and arrow feel like the real thing—the tension increasing as you pull the arrow back—or make a machine gun feel far different from a shotgun. It also boasts haptic feedback far more capable than the rumble motor console gamers are used to, with highly programmable voice-coil actuators located in the left and right grips of the controller.
Combined with an improved speaker on the controller, the haptics can enable some astonishing effects. First, I play through a series of short demos, courtesy of the same Japan Studio team that designed PlayStation VR's Astro Bot Rescue Mission. In the most impressive, I ran a character through a platform level featuring a number of different surfaces, all of which gave distinct—and surprisingly immersive—tactile experiences. Sand felt slow and sloggy; mud felt slow and soggy. On ice, a high-frequency response made the thumbsticks really feel like my character was gliding. Jumping into a pool, I got a sense of the resistance of the water; on a wooden bridge, a bouncy sensation.
Next, a version of Gran Turismo Sport that Sony had ported over to a PS5 devkit—a devkit that on quick glance looks a lot like the one Gizmodo reported on last week. (The company refused to comment on questions about how the devkit's form factor might compare to what's being considered for the consumer product.) Driving on the border between the track and the dirt, I could feel both surfaces. Doing the same thing on the same track using a DualShock 4 on a PS4, that sensation disappeared entirely. It wasn't that the old style rumble feedback paled in comparison, it was that there was no feedback at all. User tests found that rumble feedback was too tiring to use continuously, so the released version of GT Sport simply didn't use it.
That difference has been a long time coming. Product manager Toshi Aoki says the controller team has been working on haptic feedback since the DualShock 4 was in development. They even could have included it in PS4 Pro, the mid-cycle refresh—though doing so would have created a "split experience" for gamers, so the feature suite was held for the next generation. There are some other small improvements over the DualShock 4. The next-gen controller uses a USB Type-C connector for charging (and you can play through the cable as well). Its larger-capacity battery and haptics motors make the new controller a bit heavier than the DualShock 4, but Aoki says it will still come in a bit lighter than the current Xbox controller "with batteries in it."
How game studios will use all these new features—from previously known ones like the SSD and ray-tracing acceleration to newer ones like the controller and real-time UI—is still a matter of some speculation. While a number of studios already had their PS5 devkits, the controller prototypes began rolling out much more recently, and no one is ready to name specific titles they're developing for the PS5. "We're working on a big one right now," says Marco Thrush, president of Bluepoint Games, which most recently worked on last year's PS4 remake of Shadow of the Colossus. "I'll let you figure out the rest."
That doesn't mean they're not exploring. "The SSD has me really excited," Thrush says. "You don't need to do gameplay hacks anymore to artificially slow players down—lock them behind doors, anything like that. Back in the cartridge days, games used to load instantly; we're kind of going back to what consoles used to be."
"I could be really specific and talk about experimenting with ambient occlusion techniques, or the examination of ray-traced shadows," says Laura Miele, chief studio officer for EA. "More generally, we’re seeing the GPU be able to power machine learning for all sorts of really interesting advancements in the gameplay and other tools." Above all, Miele adds, it's the speed of everything that will define the next crop of consoles. "We're stepping into the generation of immediacy. In mobile games, we expect a game to download in moments, and to be just a few taps from jumping right in. Now we’re able to tackle that in a big way."
That sort of tackle gets a lot easier, Jim Ryan knows, when a burden has been lifted from your shoulders. So say hello to the PlayStation 5, officially. Maybe one of these days we'll all learn what the thing actually looks like.
https://www.wired.com/story/exclusive-playstation-5/
twitter:jasonschreier twitterde op dinsdag 08-10-2019 om 14:20:25 Lots of good next-gen details in here. I'm on paternity leave but did ask a couple people about some rumors last week that Sony was communicating poorly about the PS5 and heard the exact opposite. One third-party dev said the hardware was excellent and tools were on time. https://t.co/HUJaH2aJ5T reageer retweet
quote:Bluepoint are working on a PS5 title:
"We're working on a big one right now," says Marco Thrush, president of Bluepoint Games, which most recently worked on last year's PS4 remake of Shadow of the Colossus. "I'll let you figure out the rest."
That doesn't mean they're not exploring. "The SSD has me really excited," Thrush says. "You don't need to do gameplay hacks anymore to artificially slow players down—lock them behind doors, anything like that. Back in the cartridge days, games used to load instantly; we're kind of going back to what consoles used to be."
quote:Laura Miele, chief studio officer for EA comment:
"I could be really specific and talk about experimenting with ambient occlusion techniques, or the examination of ray-traced shadows," says Laura Miele, chief studio officer for EA. "More generally, we’re seeing the GPU be able to power machine learning for all sorts of really interesting advancements in the gameplay and other tools." Above all, Miele adds, it's the speed of everything that will define the next crop of consoles. "We're stepping into the generation of immediacy. In mobile games, we expect a game to download in moments, and to be just a few taps from jumping right in. Now we’re able to tackle that in a big way."
Blue Pointquote:
twitter:Nibellion twitterde op dinsdag 08-10-2019 om 14:13:38 More details- Official name is PlayStation 5- Ray tracing support is hardware based- New SSD will help boot times, loading times and streaming- Controller has now adaptive triggers, haptic feedback, new speakers, USB Type-CFull details:https://t.co/y1CrFyCJZ7 https://t.co/SegbmS3k7A reageer retweet
twitter:Nibellion twitterde op dinsdag 08-10-2019 om 14:15:30 Wired also confirms that the PlayStation 5 devkit is real and that developers already have access to both the devkit and the new controller https://t.co/u0H6daDSfQ reageer retweet
twitter:Nibellion twitterde op dinsdag 08-10-2019 om 14:26:16 Some more minor details on the new DualShock 5 controller from the Wired article:- better battery- heavier than DualShock 4, but lighter than a XBO controller with batteries in it- haptic feedback could have been included in the PS4 Pro but they decided against it reageer retweet
Misschien een domme vraag, maar wat is Holiday 2020?quote:Op dinsdag 8 oktober 2019 14:29 schreef DKUp het volgende:twitter:PlayStation twitterde op dinsdag 08-10-2019 om 14:17:19 PlayStation 5 launches holiday 2020: https://t.co/VuaxUVoBaR #PS5 https://t.co/MPkKyRaHio reageer retweet
December denk ikquote:Op dinsdag 8 oktober 2019 14:43 schreef Ang3l het volgende:
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Misschien een domme vraag, maar wat is Holiday 2020?
Zomer vakantie? Christmas holiday? Wat?
Holiday is MURICA Christmas Holidayquote:Op dinsdag 8 oktober 2019 14:43 schreef Ang3l het volgende:
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Misschien een domme vraag, maar wat is Holiday 2020?
Zomer vakantie? Christmas holiday? Wat?
Had dan ook Spring break kunnen zijn!quote:Op dinsdag 8 oktober 2019 14:44 schreef DKUp het volgende:
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Holiday is MURICA Christmas Holiday
Eind oktober 2020-december 2020.
Nah, dat hebben ze niet gestraft Ze vonden de review extreem hard. Tja, dat is ook een mening. Ik vond mezelf nog best aardig, eigenlijk. Ik heb nog pluspunten genoemd.quote:Op dinsdag 8 oktober 2019 14:10 schreef MMaRsu het volgende:
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ze kunnen t uitzoeken daar haha laag cijfer gelijk straf
Waarschijnlijk nog voor thanks giving.quote:
Heel misschien in december, maar waarschijnlijk safe na Thanksgiving en kerst 2019, begin 2020 een PlayStation Meeting en in juni E3, augustus GamesCom, september TGS en eventueel oktober Paris Gaming Weekquote:Op dinsdag 8 oktober 2019 15:26 schreef FunJitsu het volgende:
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Waarschijnlijk nog voor thanks giving.
Ik wil tech details, overzicht van release games, ik wil zien hoe de PS5 en DS5 gaan uitzien.
Ík sta te popelen om de Sony presentatie.
https://blog.eu.playstati(...)n0ErZcdU#sf221070228quote:To that end, there are two key innovations with PlayStation 5’s new controller. First, we’re adopting haptic feedback to replace the “rumble” technology found in controllers since the 5th generation of consoles. With haptics, you truly feel a broader range of feedback, so crashing into a wall in a race car feels much different than making a tackle on the football field. You can even get a sense for a variety of textures when running through fields of grass or plodding through mud.
The second innovation is something we call adaptive triggers, which have been incorporated into the trigger buttons (L2/R2). Developers can program the resistance of the triggers so that you feel the tactile sensation of drawing a bow and arrow or accelerating an off-road vehicle through rocky terrain. In combination with the haptics, this can produce a powerful experience that better simulates various actions. Game creators have started to receive early versions of the new controller, and we can’t wait to see where their imagination goes with these new features at their disposal.
Gevoelige triggers zoals op de Xbox Onequote:Op dinsdag 8 oktober 2019 15:34 schreef FunJitsu het volgende:
Oeh.... klinkt goed....
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https://blog.eu.playstati(...)n0ErZcdU#sf221070228
Nee... beter nog... programmeerbare trigers MET haptic feedback.quote:Op dinsdag 8 oktober 2019 15:49 schreef DKUp het volgende:
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Gevoelige triggers zoals op de Xbox One
JAAAAAAAAquote:Op dinsdag 8 oktober 2019 15:50 schreef FunJitsu het volgende:
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Nee... beter nog... programmeerbare trigers MET haptic feedback.
Lees het artikel van wired maar eens, ik krijg bijna tranen in mijn ogen van gelukquote:
Ik wil een wittequote:
JAMAAR!quote:Op dinsdag 8 oktober 2019 16:03 schreef DKUp het volgende:
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Dan moet je wachten tot en met 2021-2023.
Gelukkig is FOK! nog steeds vrij van al die bullshit. Lekker zeggen waar het op staat. Geen nonsense. Eigenlijk heel normaal maar best een verademingquote:Op dinsdag 8 oktober 2019 12:56 schreef Pheno het volgende:
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Wordt wel makkelijk als zo'n trailer van de game uitkomt: weet je meteen welke sites tot aan de elleboog in de reet van Ubisoft zit.
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