[Baidu VR original manuscript, reproduced please indicate the source]
(Beijing time February 10, 2017) Capcom today announced that its global shipment of the terrorist game "Resident Evil 7" (Resident Evil 7) has reached 3 million sets (PS4/Xbox One/PC platform sum At the same time, statistics from the official website show that the number of players in "Resident Evil 7" through the Sony PlayStation VR device has exceeded 120,000 (accounting for 9.36% of all players).
Resident Evil 7
Resident Evil 7 (Resident Evil 7) is a first-person horror adventure game set in an abolished farmhouse in the southern United States. The rotten walls reveal this repressed fear. With the horror of sound all the time full of loneliness and terror, this work on January 24, 2016 landing PlayStation 4, Xbox One, PC platform (including Europe, Asia and North America countries and regions), on January 26 landing in Japan.
At the same time, Capcom also predicted that the "Resident Evil" series of films "Resident Evil: Final Chapter" will be eye-catching in the global performance and confidence in the box office, "Resident Evil" series of global movie box office also It has already surpassed $1 billion, which is the series of movies that have so far been adapted to the highest movie income.
Resident Evil: Final Chapter
In addition, Capcom also announced that the total number of sales of the series of “Resident Evil 7†has exceeded 76 million units. Since the release of the first “Resident Evil†game, it has had such impressive performance and continued to increase over the past 20 years. The user community is not easy, it is worth mentioning that with the "Resident Evil 7" the release of a variety of DLC games full of fun, but because many content can not use VR devices, so Xiaobian hope the game can also fully support the future Virtual reality device.
"Resident Evil 7" shipment statistics
According to official statistics, from January 27 to February 10, the sales of "Resident Evil 7" games are about 1 million units, of which the Steam platform has already sold nearly 300,000 units. Baidu VR community Micro Signal: BDVRbbs) I believe that "Resident Evil 7" is a commemorative piece for the 20th anniversary. It is a good "report card" for Capcom.
Classic Ethernet uses a long cable meandering around the building, and this cable connects all the computers. The architecture of classic Ethernet is shown in the following figure "Ethernet":
Physical layer
Each version of Ethernet has a maximum cable length limit (that is, the length that does not need to be amplified). Signals within this range can be transmitted normally, and signals beyond this range will not be transmitted. In order to allow the construction of a larger network, multiple cables can be connected with repeaters. A repeater is a physical layer device that can receive, amplify, and retransmit signals in both directions.
On these cables, the transmission of information uses Manchester encoding.
MAC sublayer
Classic Ethernet uses 1-adhere to the CSMA/CD algorithm, that is, when the station has a frame to send, it must listen to the medium, and send it immediately once the medium becomes free. Monitor whether there are conflicts on the channel while they are being sent. If there is a conflict, immediately terminate the transmission, and send a short conflict enhancement signal, and then wait for a random period of time before resending.
The development of Ethernet is very fast, starting to evolve from the typical Ethernet structure of a single long cable. The problems of a single cable, such as finding out the connection-related problems such as broken or loose locations, have driven people to develop a different type of wiring mode. In this mode, each station has a dedicated wire connected to a central hub. The hub simply connects all the connecting wires electrically, like soldering them together. Hubs cannot increase capacity because they are logically equivalent to classic Ethernet with a single cable. As more and more stations join, the share of fixed capacity shared by each station decreases. Eventually, the LAN will be saturated.
There is another way out to handle the ever-increasing load: switched Ethernet. The core of switched Ethernet is a switch, which contains a high-speed backplane that connects all ports. From the outside, switches look like hubs. They are a box, usually with 4-48 ports, and each port has a standard RJ-45 connector for connecting twisted-pair cables. The switch only outputs the frame to the port where the frame wants to go. A machine can be added or deleted by simply plugging in or unplugging the cable, and since the flaky cable or port usually only affects one machine, most errors are easy to find. This configuration mode still has the problem of a shared component failure, that is, the failure of the switch itself: if all stations lose network connectivity, the IT staff knows how to solve this problem: replace the entire switch.
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