How did the Ravens pull off a dramatic 47-42 victory over the Browns. What were the key plays and performances that shaped this high-scoring AFC North battle. Which players stood out in this memorable Monday Night Football clash.
The Stage is Set: Ravens vs Browns in a Crucial AFC North Matchup
On a chilly December night in Cleveland, football fans were treated to an instant classic as the Baltimore Ravens faced off against the Cleveland Browns in a pivotal AFC North showdown. With playoff implications on the line, both teams came out firing in what would become one of the most thrilling games of the 2020 NFL season.
The final score of 47-42 in favor of the Ravens only begins to tell the story of this back-and-forth affair. Let’s dive deeper into the key moments and performances that made this game truly unforgettable.
Lamar Jackson’s Heroic Return: A Game-Changing Comeback
Perhaps the most dramatic storyline of the night centered around Ravens quarterback Lamar Jackson. The reigning NFL MVP was forced to leave the game in the fourth quarter due to cramps, leaving backup Trace McSorley to take the reins of the offense at a critical juncture.
However, with the Ravens trailing late in the fourth quarter, Jackson made a triumphant return to the field. In a moment that will be replayed for years to come, he emerged from the locker room just in time to replace an injured McSorley on a crucial fourth down play.
What happened next? Jackson immediately connected with Marquise Brown for a 44-yard touchdown pass, breathing new life into the Ravens’ hopes. This clutch performance under immense pressure showcased Jackson’s resilience and big-play ability when it mattered most.
Jackson’s Stat Line: A Dual-Threat Masterclass
- Passing: 11/17, 163 yards, 1 TD
- Rushing: 9 carries, 124 yards, 2 TDs
Jackson’s ability to impact the game both through the air and on the ground was a key factor in Baltimore’s victory. His 124 rushing yards on just 9 carries demonstrated his explosiveness as a runner, while his efficient passing kept the Browns’ defense off-balance throughout the night.
Baker Mayfield’s Valiant Effort: Leading the Browns’ Offensive Onslaught
While Jackson’s heroics will rightfully grab headlines, Browns quarterback Baker Mayfield deserves immense credit for his performance in this shootout. Mayfield went toe-to-toe with the Ravens’ dynamic offense, keeping Cleveland in the game until the very end.
How impressive was Mayfield’s stat line? The former first overall pick completed 28 of 47 passes for 343 yards, 2 touchdowns, and 1 interception. He also added a rushing touchdown, showcasing his ability to make plays with both his arm and legs.
Mayfield’s connection with receiver Rashard Higgins was particularly potent, as the duo combined for 6 receptions, 68 yards, and a touchdown. This performance further solidified Mayfield’s growth as a franchise quarterback and leader of the Browns’ offense.
A Tale of Two Running Games: Ground Attacks Take Center Stage
In an era often dominated by passing offenses, this primetime matchup served as a reminder of the impact a strong running game can have on the outcome of a contest. Both the Ravens and Browns leaned heavily on their ground attacks, with each team finding success in different ways.
Ravens’ Multi-Pronged Rushing Attack
- Lamar Jackson: 9 carries, 124 yards, 2 TDs
- Gus Edwards: 7 carries, 49 yards
- J.K. Dobbins: 13 carries, 53 yards, 1 TD
Baltimore’s diverse rushing attack kept the Browns’ defense guessing throughout the night. Jackson’s explosive runs, combined with the power of Edwards and the versatility of rookie Dobbins, allowed the Ravens to control the tempo of the game and create opportunities in the passing game.
Browns’ One-Two Punch
- Nick Chubb: 17 carries, 82 yards, 2 TDs
- Kareem Hunt: 6 carries, 33 yards, 1 TD
Cleveland’s dynamic duo of Chubb and Hunt once again proved to be a formidable combination. Chubb’s bruising running style wore down the Ravens’ defense, while Hunt’s ability to contribute both as a runner and receiver (also adding 77 receiving yards and a touchdown catch) provided crucial balance to the Browns’ offense.
Defensive Standouts in a High-Scoring Affair
With a final score of 47-42, it’s easy to overlook the defensive contributions in this game. However, several players made crucial plays that helped shape the outcome of this thriller.
Key Defensive Performances
- Marlon Humphrey (Ravens): 1 forced fumble, 4 tackles
- Patrick Queen (Ravens): 1 sack, 8 tackles
- Myles Garrett (Browns): 1 sack, 2 tackles for loss
- B.J. Goodson (Browns): 1 interception, 7 tackles
While the offenses dominated the stat sheet, these defensive playmakers managed to create turnovers and make crucial stops at key moments in the game. Humphrey’s forced fumble, in particular, helped swing momentum in Baltimore’s favor during a critical stretch of the contest.
Special Teams Drama: Tucker’s Game-Winning Kick
In a game filled with offensive fireworks, it was ultimately a special teams play that sealed the victory for Baltimore. With just two seconds remaining on the clock, Ravens kicker Justin Tucker stepped up to attempt a 55-yard field goal.
How did Tucker handle the pressure? In a moment that exemplified his status as one of the greatest kickers in NFL history, Tucker calmly drilled the long-distance kick through the uprights, giving Baltimore the 47-42 win as time expired.
This clutch performance added another chapter to Tucker’s legendary career and served as a reminder of the importance of having a reliable kicker in high-pressure situations.
Playoff Implications: How This Game Shaped the AFC Race
Beyond the immediate thrill of the back-and-forth action, this game carried significant weight in the AFC playoff picture. The Ravens’ victory improved their record to 8-5, keeping them firmly in the hunt for a wild card spot. Conversely, the loss dropped the Browns to 9-4, complicating their path to a division title.
What impact did this result have on the AFC North standings? The win allowed Baltimore to maintain pressure on Cleveland and division-leading Pittsburgh, setting up a thrilling race to the finish in one of the NFL’s most competitive divisions.
Updated AFC North Standings (as of Week 14)
- Pittsburgh Steelers: 11-2
- Cleveland Browns: 9-4
- Baltimore Ravens: 8-5
- Cincinnati Bengals: 2-10-1
With just a few weeks remaining in the regular season, this game served as a reminder of the razor-thin margins that often separate playoff teams from those on the outside looking in.
Historical Context: Where Does This Game Rank Among NFL Classics?
As the dust settled on this unforgettable contest, many football observers began to place it in historical context. The combination of high stakes, offensive fireworks, and late-game dramatics immediately sparked comparisons to some of the greatest games in NFL history.
How does this game compare to other classic matchups? While it’s difficult to definitively rank games across eras, several factors contribute to this contest’s place in NFL lore:
- High-scoring affair: The combined 89 points made it one of the highest-scoring games of the 2020 season.
- Star power: Featuring dynamic young quarterbacks in Lamar Jackson and Baker Mayfield, the game showcased some of the NFL’s brightest talents.
- Playoff implications: The high stakes of the AFC playoff race added gravitas to every play.
- Dramatic finish: Jackson’s fourth-quarter heroics and Tucker’s game-winning field goal provided a storybook ending.
While time will ultimately determine this game’s place in NFL history, it’s clear that those who witnessed it firsthand were treated to a truly special night of football.
As we reflect on this thrilling Ravens-Browns showdown, it serves as a reminder of why we love sports. The unpredictable nature of the game, the displays of individual brilliance, and the team-wide resilience exhibited by both squads combined to create a contest that will be remembered for years to come.
Whether you’re a fan of either team or simply an appreciator of great football, this game offered something for everyone. It’s contests like these that keep us coming back week after week, season after season, always eager to see what drama will unfold next on the gridiron.
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Replay Publishing
All rights reserved.
Instant Replay: Building a Game Engine with Reproducible Behavior
It
is common for games to offer a ‘replay’ feature. This feature allows the
player to record a sequence of game play and then watch it over again, perhaps
from a different viewpoint, or in slow motion. The player may be able to
save the recording to disk or memory card, or even transmit it to other
players.
When faced
with the task of implementing this feature, two different approaches become
quickly apparent. The first solution is to store absolute information
about all of the objects in the game world (including the player) on a
frame by frame basis, or at fixed frequency. This would include data such
as position, orientation, and so on. The replayed sequence is then constructed
by streaming this information back into the game engine, and interpolating
where necessary.
A second
and much more elegant approach is to make use of the inherent predictability
of computer software: The same sequence of operations performed on the
same set of data will always produce the same result. It is reasonable
to conclude that a sequence of game play may be precisely reproduced by
recording only the initial state of the game, along with the player’s
inputs. The initial state can then be restored, and the recorded inputs
reapplied, to produce the same sequence of play. This solution is instantly
more appealing because the amount of data that needs to be stored is much
smaller. It is also simpler to implement and maintain, as all necessary
coding can take place at the ‘player input’ level, and remain independent
of the underlying game engine.
If you’ve
ever tried to implement a replay feature using this method, then you will
know that life is not quite so simple. Despite the fact that the same
program is running, with same inputs, things just don’t happen exactly
the same way the second time around. This is because game software does
not run in isolation. It makes extensive use of externally generated run-time
data which is somewhat less predictable, and undermines the natural reproducibility
of the game engine itself. Just one small difference in this external
data will cause the replayed sequence to diverge from the original, potentially
resulting in completely different game events. This is often an insurmountable
problem. Game software is highly complex, and the task of isolating and
dealing with externally generated data can be overwhelming.
However,
if external data is isolated at the start of development it can be done
effectively and with minimal effort. Moreover, the ability to precisely
reproduce a sequence of game play in this way offers many other benefits
to development beyond implementing a replay feature. If you have reproducibility,
then you have a way of reproducing even the most obscure bug discovered
by your testers. More significantly, you also have the foundation of a
low bandwidth networking solution.
This article
is about building such a game engine. An engine which can record a player’s
inputs, reapply to them to the same initial state, and precisely reproduce
minutes or even hours of game play just as reliably as a video recording.
Reproducibility effects most of the components of a game engine, and is
characterized by behavioral criteria rather than particular algorithms.
For this reason, the focus of this article is to present ideas and design
techniques which can be integrated into any game engine, rather than specific
code. Most of these ideas have evolved over time through discussions with
other experienced game programmers, and proved beneficial to many projects
in different ways, so I will discuss how reproducibility can be used to
implement other game features, such as networking. I will also highlight
the main implementation problems that both I and others have encountered,
along with practical solutions.
The Benefits
Maybe you
are not convinced yet. Maybe you don’t think that you need or even really
want reproducible behavior in your software. So before continuing I shall
review the benefits that reproducibility has to offer.
- Action
Replays. If you spent more time watching the action replays in “Gran
Turismo” than actually playing the game, then you will need no
more convincing. This game feature represents exactly what we are trying
to achieve. - Debugging.
Being able to reproduce bugs quickly and reliably offers big time savings
to programmers. Almost every game programmer has at sometime spent hours
or even days just trying to reproduce an obscure bug. Being able to
automatically reproduce these kind of bugs saves time, your sanity,
and your company’s money. - A Low-Bandwidth
Networking solution. This is potentially the biggest plus-point to reproducibility
and so merits a more in-depth discussion later in this article.
Towards
Reproducibility : Inputs & Outputs
I
have already mentioned that programs are inherently “deterministic”.
The same inputs applied to the the same starting state will produce the
same final state. So exactly what is it that makes a game engine not deterministic?
To answer this question, we first need to define and identify the inputs,
outputs, and ‘state’ of our game engine.
An input
is a datum passed to the game engine at run time from an external source,
which is used in some way to modify internal data. An obvious example
is a player’s input. Conversely, outputs are data which are generated
by the engine and passed to an external target, but which are not used
internally by the game. An example output might be vertex data passed
to the GPU for rendering. All remaining persistent internal data we shall
term as “game state”. Examples of a game state data are the
speed of a car, or the player’s position in the world. Having defined
these terms, we can set about identifying them in a game engine. Figure
1.1 represents a simple input/output/state arrangement for a typical game
engine.
Some items
in figure 1.1 are fairly obvious. Others less so, and warrant a more detailed
discussion. For the time being we can begin to recognize the sources of
non-reproducible effects in our game, and develop a strategy for dealing
with them. All inputs (apart from the player’s inputs) need to be isolated
and either made to be predictable, or de-coupled from the game state.
The player’s input must, of course, change the game state in some way,
and so these inputs are to be recorded and reapplied in the correct sequence
and at precisely the same time that they were originally applied.
If this
strategy is successful then during play the game state will undergo numerous
state changes, progressing from state to another through the passage of
time. When we view a replay of this sequence, the game will start in the
same initial state and progress through exactly the same transitions (with
the same player inputs reapplied), passing through exactly the same sequence
of states, and arriving at exactly the same final state. Let’s be clear
about what this means: at the end of the replay, every single item of
data in the game state will finish in exactly the same state as it did
when the game sequence was originally played. We cannot afford for even
one thing to be different at any point in the replay, or else it will
diverge from the original. But so long as we isolate all of our inputs,
then this state transition will occur correctly, and predictably, every
time that the sequence is replayed.
It should
be noted that outputs are of no concern to reproducibility. They neither
effect the game state, nor the inputs. Once they have been identified
we need not consider them any further. However, there are some traps to
look out for. For instance, rendering data may actually used by other
parts of the game, such as the collision detection system. If this is
the case, then this rendering data must be considered to be part of the
game state.
All that
remains, then, is to deal with each of the game inputs in turn. The first
input listed in figure 1.1 is that of the player, and we already have
a have a good idea of what we are going to do with that. The next item
in the list that requires our attention is ‘time’.
Replay Games – Downtown Community Partnership
Video Game Club – Bring a Friend Night!
Free
Bring a friend to try out Video Game Club tonight and you both get a free pop! The F/M Area Youth Video Game Club is the…
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Fargo Game Makers – Workshop
Free
The Fargo Game Makers is a meetup of individuals interested in learning, pursuing, and sharing game development and related projects. It’s a great way to network…
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Video Game Club – Super Mario Relay Night!
Free
We are going to run the Original Super Mario Bros relay style! The F/M Area Youth Video Game Club is the first official video game club…
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Fargo Game Makers – Workshop
Free
The Fargo Game Makers is a meetup of individuals interested in learning, pursuing, and sharing game development and related projects. It’s a great way to network…
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F/M Retro – Networking Meetup over Video Games
Free
F/M Retro – Networking Meetup over Video Games Event Dates: September 3rd, October 1st, November 5th, December 3rd Event Location: Replay Games Downtown Fargo – 502…
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Video Game Club – Puzzle Mania Night!
Free
Tetris. Dr. Mario. Puyo Puyo. How many things can you fit together in a small space? The F/M Area Youth Video Game Club is the first…
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Fargo Game Makers – Meetup
Free
The Fargo Game Makers is a meetup of individuals interested in learning, pursuing, and sharing game development and related projects. It’s a great way to network…
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Fargo Game Makers – Workshop
Free
The Fargo Game Makers is a meetup of individuals interested in learning, pursuing, and sharing game development and related projects. It’s a great way to network…
Find out more »
F/M Retro – Networking Meetup over Video Games
Free
F/M Retro – Networking Meetup over Video Games Event Dates: September 3rd, October 1st, November 5th, December 3rd Event Location: Replay Games Downtown Fargo – 502…
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Video Game Club – Bring a Friend Night!
Free
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Fargo Game Makers – Workshop
Free
The Fargo Game Makers is a meetup of individuals interested in learning, pursuing, and sharing game development and related projects. It’s a great way to network…
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Video Game Club – Music Night
Free
Guitar Hero, DDR, Just Dance, Rock Band, Donkey Konga… like to move it move it! The F/M Area Youth Video Game Club is the first official…
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Free
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Replay Games – Noble Knight Games
Every item in our inventory has been inspected, very strictly graded, and bagged for its protection.
SW
Shrink Wrapped. Still in the original factory shrink wrap, with condition visible through shrink noted. For example, “SW (NM)” means shrink wrapped in near-mint condition.
NM
Near Mint. Like new with only the slightest wear, many times indistinguishable from a Mint item. Close to perfect, very collectible.
Board & war games in this condition will show very little to no wear and are considered to be punched unless the condition note says unpunched.
EX
Excellent. Lightly used, but almost like new. May show very small spine creases or slight corner wear. Absolutely no tears and no marks, a collectible condition.
VG
Very Good. Used. May have medium-sized creases, corner dings, minor tears or scuff marks, small stains, etc. Complete and very useable.
Fair
Very well used, but complete and useable. May have flaws such as tears, pen marks or highlighting, large creases, stains, marks, a loose map, etc.
Poor
Extremely well used and has major flaws, which may be too numerous to mention. Item is complete unless noted.
- Boxed items are listed as “code/code” where the first code represents the box, and the second code describes the contents. When only one condition is listed, then the box and contents are in the same condition.
- A “plus” sign indicates that an item is close to the next highest condition. Example, EX+ is an item between Excellent and Near Mint condition. A “minus” sign indicates the opposite.
- Major defects and/or missing components are noted separately.
- Boardgame counters are punched, unless noted. Due to the nature of loose counters, if a game is unplayable it may be returned for a refund of the purchase price.
- In most cases, boxed games and box sets do not come with dice.
- The cardboard backing of miniature packs is not graded. If excessively worn, they will be marked as “card worn.”
- Flat trays for SPI games are not graded, and have the usual problems. If excessively worn, they will be marked as “tray worn.”
- Remainder Mark – A remainder mark is usually a small black line or dot written with a felt tip pen or Sharpie on the top, bottom, side page edges and sometimes on the UPC symbol on the back of the book. Publishers use these marks when books are returned to them.
If you have any questions or comments regarding grading or anything else, please send e-mail to
contact@nobleknight. com.
Michigan State defeats Indiana, 20-15
When: Noon Saturday.
Where: Indiana University Memorial Stadium in Bloomington, Indiana.
TV: Fox Sports 1.
Radio: WJR-AM (760).
Line: Spartans by 4½.
• Box score
[ Michigan State without Jalen Hunt, Drew Beesley; Penix out for Indiana ]
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GIVING THANKS: Mark Dantonio didn’t leave Michigan State barren. Mel Tucker is proving it
RELATED: Meet Michigan State’s man behind the best WR corps in the Big Ten
TOO MUCH OF A GOOD THING? Why one improvement for MSU’s explosive offense may save its defense
Game notes: While MSU is playing better than many expect, Indiana has seemingly taken a step back. IU had some extra time to recover after suffering a 24-0 beatdown Oct. 2 at the hands of Penn State. That’s the same score the Hoosiers beat the Spartans by last season as Michael Penix Jr. threw for over 300 yards. He is inactive for this game. Odds are, though, that MSU will score more than zero this time around. Follow all the action below:
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This article originally appeared on Detroit Free Press: Michigan State defeats Indiana, 20-15: Game thread replay
FIRST LEGO League Game and Season
In the 2021-2022 season, FIRST® FORWARDSM presented by Qualcomm, FIRST® teams will explore the future of transportation. From the shipment of packages in rural and urban areas, to disaster relief delivery and high-tech air transit, teams will re-imagine faster, more reliable, inclusive, and sustainable transportation innovations that better connect and grow communities and economies around the world.
This year, FIRST teams will address today’s global challenges related to United Nations Sustainable Development Goal #9, focused on building resilient infrastructure, promoting inclusive and sustainable industrialization, and fostering innovation. By encouraging FIRST participants to think about future transportation sustainability, we’re also empowering them to be the next generation of leaders and innovators, tackling the world’s toughest challenges.
Transport the Future in CARGO CONNECT
In CARGO CONNECTSM teams will re-imagine our global transportation system and explore ways of improving how we access and deliver needed and desired goods, making all communities more connected
youtube.com/embed/eJSDHC_9Sxk” title=”YouTube video player”/>
Welcome to a new
FIRST® LEGO® League season
FIRST® LEGO® League Director, Kim Wierman, shares season insights and tips for new and returning teams as you set off to explore the future of transportation.
| Welcome I played around on other
DEFINITION SPORTSREPLAYS ROBERTO CHIAVINI GAMES CATALOGUE JOHN BOWNESS 3-DICE GAMES CATALOGUE PHILIP GIBSON’S
|
Games available now Grand Slam Tennis
Please go ===============================
“If All Sports Replay Site design, concept and content all |
90,000 Introducing Overwatch Replays: Seeing Your Matches from a Different Angle – News
The Replays feature, now available on the PTR, will allow you to view your games from a whole new angle. Replays allow you to look at your past matches from anywhere. Want a first-person, third-person, bird’s-eye view? No problem.
Hone your skills by slowing down or speeding up the game and seeing exactly what happened at a key moment, or gain a general understanding of the situation by looking at the battlefield from above (you can also remove the interface).Replays are currently only available on the PC PTR, but will soon be available on consoles.
Access to replays
Existing replays can be viewed in your profile on the Replays tab. There you can download the last 10 matches in all game modes (except “Training” and “Training Ground”). Replays will be available until the next update of the game – just like the best moments – after which the list will be cleared.
Management
Here are useful keyboard shortcuts to help you understand how the new function works.
- N: show / hide controls
- W, A, S, D: camera movement in the plane
- Q and E: up and down camera movement
- Mouse wheel up: Increase view speed
- Mouse wheel down: view speed decrease
- (Ctrl + P): play / pause
- Space: Switch between first and third person views
- Left / Right Mouse Button: Switch from first or third person view to free camera
- F1 – F12: watch the player (the keys correspond to the list of players in the media settings)
- 0: Observe Object
- (Ctrl + L): show map
- (Ctrl + 1) – (Ctrl + 9): Save camera position
- 1-9: restore camera position
A complete list of keyboard shortcuts can be found by pressing Esc and selecting Settings > Control > Supervision . The keyboard shortcuts are fully customizable.
Watch like a pro
Here are some tips to take your replay viewing to the next level.
- If you want to understand how a particular player plays as a favorite hero, watch him, but do not forget to follow the opposing team to feel the difference in their styles of play.
- Using the map (Ctrl + I) while watching the game will help you to take a closer look at teamfights. Hero icons indicate their status – this allows you to understand what is happening with the player.
- For a better map view, position the camera in the sky and point it straight down. So you can see the map and what is happening on the battlefield in parallel.
- Having saved the position of the camera in certain places, you can observe the battles from different angles and be aware of the change of positions of the teams. Remember to save the camera position every match.
- When preparing the best moments for your videos, do not overuse the slow-motion function. For the best effect, use it only to highlight the key points of the fight.
Shadowplay is now a new overlay Share
The
GeForce Experience is the easiest way to update your graphics card drivers, optimize your games, and share your victories. Millions of gamers around the world use this app, and with GeForce Experience 3.0, sharing your best gaming experiences just got easier.
Easy access to Shadowplay capabilities with the new GeForce Experience 3 overlay.0
You will notice that everyone’s favorite ShadowPlay feature has been updated to become the Share overlay. Just hit the hotkey combination “ Alt + Z ” or the Share icon to open up the recording capabilities you know and love.
Instant replay and record
With the overlay, you can easily record gameplay at 60FPS in up to 4K resolution in both full screen and windowed modes.Automatically record the last 20 minutes of gameplay with “ Instant Replay ,” (formerly known as Shadowmode) or manually record gameplay with “ Record ”.
Enhanced Gameplay Streaming Capabilities
Streaming on Twitch or YouTube Live has never been easier. Just hit the “ Stream ” button and select your streaming service to start streaming your gameplay at up to 1080p resolution at 60FPS.We’ve also improved this feature by reducing the system resources required to stream.
Screenshots of gameplay in 4K resolution
Now you can take screenshots and upload them to the service without leaving the game or using third-party applications. Just press “ Alt + F1 ” to save the screenshot to the Gallery.
You can upload your favorite pictures to Google Photos or Imgur in resolutions up to 3840×2160.Users can upload larger files (up to 12MB) via GeForce Experience 3.0 than directly via the web.
GeForce Experience Share Overlay: Preferences Tab
To connect your accounts such as Google, Imgur, YouTube or Twitch, or change settings, click on the “ Preferences” tab.
You can add in-game FPS, camera or viewers to view your streams, and change keyboard shortcuts for quick access to GeForce Experience features.
You can also connect your Google, Imgur, YouTube and Twitch accounts using the button “ Connect ”.
And you can add indicators and cameras via “ Overlay ”.
Select shortcut keys (General, Record, Broadcast) under “ Keyboard shortcut ”.
You can enable desktop video recording in “ Privacy Settings ”.
Play with friends (experimental)
We offer you a new possibility of cooperative play with your friends, even if they are not in the same room with you.You can give your friends access to your screen and control buttons, or play in co-op mode. All they need to do is open the Chrome browser and they can immediately join your gaming session.
To enable this feature, go to the Preferences tab and enable “ Experimental Features ”.
Open the overlay with the keys “ Alt + Z ” and you will see a new function called “ Streaming ”.
Enter your friend’s email address and they will receive an invitation that will install and open the GeForce Experience app in their Chrome browser.
You can then play together on the same screen. So, you can play together or just let your friend watch the gameplay. This is a new and very fun way to play on PC.
Download GeForce Experience 3.0 Now
Download the GeForce Experience 3 app.0 on the website nvidia.ru. Send us your comments or suggestions via the feedback form found in the lower-right corner of the GeForce Experience 3.0 window, or leave your comment on this GeForce Forum thread (in English).
Undo, redo and redo
Undo the last action
Press CTRL + Z to undo the last action.
You can also click the Undo button on the Quick Access Toolbar. If you need to undo multiple actions, you can click the Undo button (or CTRL + Z) multiple times.
Some actions you cannot undo, such as selecting commands on the File tab or saving a file. If you cannot undo the action, the command Undo changes to You cannot undo .
To undo multiple actions at once, click the arrow next to Undo , highlight the actions in the list, and click the list.
Return action
To redo the undone action, press CTRL + Y or F4. (If F4 doesn’t work, try pressing F-LOCK or FN and then F4).
If you prefer to work with a mouse, on the Quick Access Toolbar, click Return . (Button Redo appears only after canceling the action.)
Repeat action
To repeat a simple action, such as a paste operation, press CTRL + Y or F4 (if F4 doesn’t work, try pressing F-LOCK or FN and then F4).
If you prefer to work with a mouse, on the Quick Access Toolbar, click Redo .
Notes:
By default, the Redo button is missing from the Quick Access Toolbar in Excel. If you want to repeat the last action, you must first add the command Repeat to the Quick Access Toolbar.For instructions, see Add a command that is not on the ribbon to the Quick Access Toolbar.
Certain actions in Excel, such as applying a function to a cell, cannot be repeated. If the action cannot be repeated, the command Repeat changes to You cannot repeat .
Optional: Configure an undo limit
By default, you can undo and redo a maximum of 100 actions in Excel and other Office programs.However, this can be changed by adding an entry to the Microsoft Windows Registry.
Important: Remember that some actions, such as clicking buttons on the File tab or saving a file, cannot be undone, and running a macro in Excel clears the undo stack, making it unusable.
Warning: When you increase the number of undo levels, be careful that the more undo levels, the more random access memory (RAM) Excel requires to store the undo history, which affects Excel performance.
The following describes how to change the number of undo levels for Excel through Registry Editor. For Word or PowerPoint, you need to follow the same steps.
Close all running Office programs.
In Windows 10 or Windows 8, right-click the Start button and select Run .
In Windows 7 or Windows Vista, click Start .
In Windows XP, click the Start button, and then click Run .
In the search box or Run box, type regedit , and then press ENTER.
Depending on the version of Windows, you may need to confirm opening the Registry Editor.
In Registry Editor, expand the registry subkey corresponding to your version of Excel:
Excel 2007: HKEY_CURRENT_USER \ Software \ Microsoft \ Office \ 12.0 \ Excel \ Options
Excel 2010: HKEY_CURRENT_USER \ Software \ Microsoft \ Office \ 14.0 \ Excel \ Options
Excel 2013: HKEY_CURRENT_USER \ Software \ Microsoft \ Office \ 15.0 \ Excel \ Options
Excel 2016: HKEY_CURRENT_USER \ Software \ Microsoft \ Office \ 16.0 \ Excel \ Options
From the menu, Edit , select New and then DWORD Value . Select New Value 1 , type UndoHistory , and then press Enter.
On the menu, Edit , choose Edit .
In the Edit DWORD dialog box, click Decimal under Numeral .Enter a number in the Value field, click OK , and close Registry Editor.
Start Excel. Excel will log the number of actions specified in step 7.
See also
Customize the Quick Access Toolbar (Windows)
Set up or turn off the automatic formatting feature
Undo the last action
Press + Z until you clear the error.
Alternatively, click the Undo button in the upper left corner of the ribbon.
You cannot undo certain actions, such as selecting commands in the menu File or saving a file. If you cannot undo the action, the command Undo changes to You cannot undo .
To undo multiple actions at once, click the arrow next to Undo , highlight the actions in the list, and click the list.
Return action
Press + Y to redo the undone action.
Alternatively, you can click the Revert button in the upper left corner of the ribbon. (Button Redo appears only after canceling the action.)
Repeat action
To repeat a simple action, such as a paste operation, press + Y.
Alternatively, click the Repeat button in the upper left corner of the ribbon.
In Word for the web, PowerPoint for the web, and Excel for the web, you can undo or redo key steps. Additional features are available in the classic version of Office.
Undo the last action
Press CTRL + Z or press the ( Undo ) button on the ribbon until you correct the error.
Some actions you cannot undo, such as selecting commands on the File tab or saving a file. If you cannot undo the action, the command Undo will be grayed out. …
Return action
To redo the undone action, press CTRL + Y or press the ( Redo ) button on the ribbon.
How to record and play replays in Fortnite Battle Royale
Update 3.5 introduces the replay system in Fortnite Battle Royale. Now you can record replays of all your games and then play them back and watch them from different angles. How do I use it?
The replay system in PvP games is an extremely useful solution.Viewing your played matches and analyzing your moves is a great way to improve your skills and eliminate common mistakes. Such a system can be found in other rivalry games such as PLAYERUNKNOWN’s BATTLEGROUNDS or League of Legends. Now the same system has gone to Fornit. Check out How to Record Replays in Fortnite Battle Royale.
The replay system was introduced in the update numbered 3.5 and is available in Fortnite Battle Royale on PC, as well as PS4 and Xbox One consoles.After this update, the recordings are recorded by the system built into the game. Each game can be recreated and analyzed from different perspectives, changing camera modes, viewing the contours of opponents, and speeding up and freeing up the action. How do I use it?
How do you record replays in Fortnite Battle Royale?
First of all, make sure the game play feature is enabled in the Fortnite Battle Royale options. The creators set it up to turn on automatically, which means that all your games that were played after the update was released are automatically recorded.However, it is worth making sure that this is indeed the case.
Start the game, and then from the Lobby screen, click on the gear icon in the upper right corner to enter parameters. In the game settings go to the tab “Game”. In the list of parameters you will find two settings responsible for replays:
- Record replays – enables or disables the function of recording all replays, make sure this option is enabled
- Record large command replays – enables or disables rewriting in game mode based on collision of large teams
The second option is not required for recording replays as it is only suitable for recording games based on 50vs50 mode.
Most importantly, the first option must be enabled Record Replays. Save changes with Apply at the bottom of the screen.
How do you play in the Fortnite Battle Royale repertoire?
All replays are automatically recorded when the above options are enabled. You will find your replays after going to your career screen. From the main game screen, select the Career tab at the very top, then click the Replay button.
A list of all stored repeats is displayed. Double-click the play you want to play. The recorded replay will start downloading.
After switching on, you will see all your gameplay, as well as an interface that allows you to move the game to the selected moment. You will find a play button, pause button, scrolling and speeding up the game. With the mouse, you can rotate the camera or zoom in using the roller.
Right next to you, you’ll find the player’s name and toggle buttons that let you switch between different players and watch the game from their perspective.
A menu is displayed in the lower right corner that allows you to change the camera – you have a third person camera (standard) and a camera from the drone (next, free or attached).
You can also customize more advanced camera settings. Just click on the camera icon on the left side of the interface. A new window will appear where you can enable the display of player names, character outlines, damage effects, auto-tracking, and high quality effects.
How to record and watch a replay?
Any player can record a replay of the battle (replay) in the game client. A replay is a first-person combat recording that can later be viewed using the game client.
You can play replays only in the version of the game client in which it was created.
The game client is used to play the replay. You cannot play World of Tanks replays on a mobile device. Each game record retains the settings of the client update on which it was recorded.With the release of each next update, the game client settings are automatically changed, and it is no longer possible to play old replays.
How to record a fight replay (replay)
- Open the game settings. To do this, click on the gear icon in the upper left corner of the Hangar. In the menu that opens, click on the Settings button, and then go to the “Game” tab in the window that opens.
- Activate the “Record battles” function (in the lower left corner of the settings window). To record all battles in a row, select “All”.To record only the last battle played, select “Last”.
If you choose to record only the last battle in the settings, then after starting a new battle, the replay of the old one will be deleted.
- If the battle recording function is activated, a replay will be created after the battle is over.
- You can find replays in the replays folder in the game installed folder (by default C: \ Games \ World_of_Tanks \ replays).
- Replay files have the * .wotreplay extension.
The name of such a file is decrypted as follows:
- year month day_ hours minutes_nation-tank name_ card number_ card name.
- For example: 20160118_1741_germany-h49_captured_10_hills.wotreplay is a replay of a battle that took place on January 18, 2016 at 17:41 (Moscow time) on a Pz.Kpfw tank. 38H 735 (f) on the map “Rudniki”.
If only the last battle is recorded in the settings, then the name of the replay file will look like this: replay_last_battle.wotreplay.
How to watch the recording of the battle (replay)
Fortnite Battle Royale – Replay System
Hello everyone!
We’re finally here to bring you the Fortnite Battle Royale replay engine!
Now you can record your matches, watch them from any angle and share the recordings with your squadmates. Choose a camera to your liking, change parameters and record spectacular moments of battles. Replays will help you analyze the progress of matches, work on mistakes, develop tactics and win! Improve your skills!
When we create trailers about weapons, equipment and time modes, we use this system – and it’s amazing.We are damn glad that now you can use our tools too!
Capabilities of the replay system:
Camera modes
- Third-person view
- The camera follows and flies around the selected player.
- 3 follow modes: disabled, automatic, lazy.
- Drone (follow-up)
- A drone camera that always keeps the selected player in the frame.
- Drone (attached)
- A drone camera tied to the position of the selected player.
- Drone (free)
- A drone camera that flies freely around the island.
- Gameplay
- This camera shows what is happening from the perspective of the selected player.
Cinematic parameters
- Auto exposure
- Aperture
- Focal length
- Auto Focus
- Focal length
Visualization tools
- Name Tags
- Player Silhouettes
- Repeat Zone
- Damage Effects
Basic information
What platforms can you create replays on?
Replays are currently available on PC, PS4 and Xbox One.
Where can I find my records?
They are located in the lobby under the Career tab.
How to operate the camera?
The camera control interface appears at the bottom of the screen when switching cameras. It can be shown or hidden in the interface parameters.
Does the PC version have additional features when recording replays?
On the PC version, you can set keyboard shortcuts to quickly switch between cameras and select different replay moments.There are two ways to set up quick access to cameras. You can save only the properties of the camera or the properties of the camera and the selected recording moment.
Ctrl + Numeric key – save the current type / position of the camera and the selected player.
Ctrl + Alt + numeric keypad – save the current type / position of the camera, the selected player and the selected moment of recording.
Numeric keypad – restore the previously saved type and position of the camera (as well as the time, if it was saved).
How does the replay system work?
The system stores all data transmitted over the network between the client and the server during a match. Basically, when you watch replay, the system plays back the saved network data stream. Thanks to this, you can see an accurate record of all the events of the match.
During a match, you only interact with objects and players in sight. Only players and objects in this area are saved in the recording. We call it a repeat zone.
When watching a replay, you will likely see players entering or leaving the replay area. These players are on the edge of the area saved in the replay file. The repeat zone is shown on the map during playback. You can turn the visualization of the repeat zone on or off from the options menu.
How are my replays stored?
Replays are stored locally on your console or PC.
On consoles, the game automatically records * your last 10 matches played, on PC – 100.These files are unsaved replays and are gradually replaced by more recent matches. If you want to keep the replay, select it in the replay browser and rename it. You can save up to 10 replays on consoles. On a PC, there are no restrictions on the quantity. The entire match replay file occupies approximately 10 MB on disk.
* Replays are only playable in the version of Fortnite in which they were recorded. With the next Fortnite update, your old replay files are no longer valid.
Are you planning to develop a system for creating replays?
This system will evolve with the rest of Fortnite. We plan to add new camera modes, additional renderers, info overlays and more!
The expert saw no reason for a penalty kick against CSKA in the game against Ural :: Football :: RBC Sport
Football referee Igor Fedotov believes that the referee of the Ural – CSKA match was not mistaken
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Photo: Baktiyor Zainutdinov (photo – CSKA press service)
Football referee Igor Fedotov, commenting on the controversial episode in the match of the 11th round of the Russian championship between Ural and CSKA, said that there were no grounds for a penalty.Moreover, Fedotov is sure that it was not necessary to watch the replay.
“The CSKA footballer did not play with a hand. The ball hit her, yes, but the hand was not set aside, it did not increase the space of the body. I don’t even know why Bezborodov called to watch the replay – the decision not to appoint a 11-meter kick against CSKA was absolutely correct, ”Fedotov quotes the Championship.
CSKA on October 17 beat Ural away with a score of 1: 0. On the 21st minute, the referee of the meeting, Artem Lyubimov, did not assign a penalty after watching the VAR.In this episode, there was a hand touch from the side of army player Baktiyor Zainutdinov. The president of the Yekaterinburg “Ural” Grigory Ivanov after the meeting called the refereeing lawlessness.
The President of the “Ural” called the refereeing lawlessness in the match with CSKA
Fedotov worked in the matches of different divisions of the Russian championship from 2005 to 2018.During his last game in the National Football League between Khimki and Armavir, the referee made a mistake: he correctly assigned a penalty, but removed the player not before, but after the penalty was taken. Fedotov made his debut in the Russian Premier League as chief referee in 2011.
Author
Grigory Gureev
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