First run, empty drive results: Sequential Read : Sequential Read : One of the first tasks that I put this drive to was backing up personal files from a friends computer. The hard drive was failing, and I barely was able to pull GB in family photos and work documents before the drive died. Transferring from the SATA1 drive mounted externally to my pc I was able to transfer the GB of files to this drive in around 1 hour 45 minutes, which considering the health of the old drive was pretty decent speed.
I was able to save their only copies of their family photos, which was the most important thing to them. For the overall value and performance of this drive, I would absolutely recommend this drive for backups and additional space.
Add to cart. Price Alert. Add To Wish List Found on 1 wish list. Best Sellers. IPC Store. Are you an E-Blast Insider? Close double click image to zoom in. See more " portable hard drive ". Capacity: 5TB GB. Safely store photos, movies, designs, files, games and more with 16TB of storage space Engineered for compatibility with Windows computers and laptops, Playstations, and Xbox Functionality is simplified by allowing easy drag and drop for seamless usage Quick and easy setup, simply connect the usb into your Windows computer for automatic recognition, no installation required!
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Saving files is easy - simply drag-and-drop. Take advantage of the fast data transfer speeds with the USB 3. USB 3. Packaging Package Contents Seagate Expansion portable drive inch Chris M. Eggxpert Review. This list does not include PS4 games that have been upgraded to PS5 versions. For technical info on those games, and native PS5 titles, please go to this thread by ResetEra user Hovahtsug. Games that haven't been upgraded yet will still appear here.
You'll find a list of announced upgrade dates in the Statistics section below. When the update launches, the game will be removed from this thread and instead appear in the PS5 native games thread. For a more complete list of PS4 Pro enhancements, please see my thread dedicated to that topic. As I don't own a PS5, this requires postings by other users of videos and screenshots. An honor roll of the most active contributors follows the game list below. If you'd like to help, please check the Threadmarks for guidelines on how.
Other data comes from various sources. The following Youtube channels are good starting points, each with their own strengths. Spoiler: Changelog hidden to reduce clutter. Click here to show. Made corrections. Added EDF 4. Capcom 3 , The Warriors.
Removed Destiny 2. Zombies: Garden Warfare , Plants vs. Last edited: Jan 5, Galak-Z: The Dimensional. Rad Rodgers. Last edited: Jan 6, Last edited: Dec 22, Okay, feel free to begin posting if you wish. There will obviously be many updates to this thread in the coming days and weeks. If you see any errors, anything that's unclear, or have suggestions, please feel free to share them.
Also, I won't personally have access to a PS5 myself, so analysis will rely on other sources. Please share any links to videos or 4K screenshots that might help grow the list. Or, once people have gotten their launch consoles and have a moment, post your own captures to the thread. Thanks in advance, and have a great day!
Last edited: Nov 9, Apr 10, 1, Excellent Spoiler because I know it will be. TheZynster Member. Wind and lightning style: Hurricane lightning with any Sasuke except Rinnegan. New summoning three way deadlock with Sakura and Sasuke either rinnegan or eternal mangerkyo. Problem child of the ninja academy with Konohamaru and Iruka. Naruto attacks with a combo that ends with him the enemy punching the enemy with invisible sage chakra without phy needing to hit them and sends them flying back.
Naruto attacks with a combo ending with him using shadow clones and sage chakra and kicks the enemy sending them vertically upwards. Naruto attacks with a combo that ends with him using shadow clones to attack the enemy with an aerial rasengan. Naruto using shadow clones surround the enemy on both sides and attack from both side with rasengan.
Using a shadow clone Naruto tackles and holds down the enemy while he attacks them from above with a rasengan. Naruto rushes at the enemy with rasengan in both hands or if in mid air will propel himself downward towards the enemy with the same effect.
Linked secret technique: Wind and lightning style: Hurricane lightning with any Sasuke except Rinnegan. Naruto attacks with a combo that ends with him kicking the enemy back and hitting them with an aerial rasengan.
Naruto attacks with a combo ending with him using shadow clones propelled at the enemy to force them up followed by a giant rasengan. Naruto attacks with a combo that ends with him using shadow clones to push the enemy back followed by a masssive aerial rasengan. Naruto uses a combo mid air ending with him attacking the enemy with a rasengan sending them crashing down. Naruto throws the enemy upwards with an uppercut then using shadow clones Naruto holds down the enemy while he attacks them from above with a rasengan in both hands.
Naruto rushes at the enemy with a normal or massive rasengan or if in mid air he will crash down a rasengan into the enemy. Linked secret technique: Full tailed beast charge with any other two jinchuriki Note: Gaara must be in 4th ninja war variant to if included. Naruto attacks with a high speed combo that ends with him punching the enemy who is propelled into air by combo back with a chakra arm.
Naruto attacks with a high speed combo ending with him kicking the enemy upwards followed by using 4 chakra arms to generate and attack with a massive rasengan while they are still airborne.
Naruto attacks with a high speed combo that ends with him using 4 chakra arms to generate and attack with rasengans in each arm from above. Naruto attacks the enemy with 2 medium sized wind style rasen shurikens after which he will summon a giant toad which will land on the enemy with naruto standing on the toad.
Naruto jumps high up off screen and comes crashing back down directly in front of where he stood enemy must be directly in front to do damage. Naruto rushes towards the enemy with a rasengan with smaller rasengan orbiting it upon contact the attack grinds against the opponent and explodes sending them flying back.
Naruto attacks with a combo that ends with him using shadow clone in a whip like manner to attack the enemy and send flying with a final kick. Naruto attacks with a combo ending with him using shadow clones to send the enemy upwards followed by a kick two clones sending them vertically upwards.
Naruto attacks with a combo that ends with him using shadow clones to push the enemy back then jumps into the air while propelling several clones from the air at the enemy before attacking with an aerial rasengan. Naruto rushes at the enemy with a normal or giant rasengan or if in mid air he will crash down a rasengan into the enemy. Naruto attacks with a high speed combo that ends with him punching the enemy who is propelled into the air by combo from above with a chakra arm knocking them down into the ground.
Naruto attacks with a high speed combo ending with him kicking the enemy upwards followed by using a chakra arms punch the enemy further upwards after which he instantly appears next to the in the air.
This attack can directly transition into heel drop kick as a result of naruto jumping upwards at the end. Regardless of whether left or right commands are used Naruto will perform a high speed combo ending with him punching the enemy back with a chakra arm from his back. Firstly, you want to know that the Xbox One S and PlayStation 4 Slim — both mid-generation redesigns — are currently the standard hardware for their respective platforms. If you are dipping your toes in this generation of gaming for the first time today, your choice will likely come down to one of these two.
While they offer similar experiences, both devices have their own strengths and weaknesses that could sway your decision. The All-Digital edition is extremely difficult to find, anyway.
PlayStation 4 Slim. Dimensions Older models included GB. The optical audio port and the auxiliary port have been removed to save space, and the troublesome touch sensors that controlled the disc drive and the power supply have been replaced with physical buttons.
The Xbox One S features a similar but more extreme set of changes, to the point where it resembles the original Xbox One in shape only. Where the Xbox One looked like the Batmobile of gaming consoles — dark, angular, and ominous — the One S looks a little bit more inviting, with a matte white finish, half of which is covered in small, aesthetically distinctive fan holes sitting on a charcoal gray foundation.
GI: GPU Lightmapper, use interpolated vertex normal when shading bounce light, rather than plane normal. GI: Improved sampling when baking lightmaps in scenes with translucent objects. GI: Indirect probe lighting should be affected by the indirect intensity slider in the Progressive Lightmapper.
Graphics: Explicitly disallow destroying of temporary render textures Graphics: Fix crash when stripping Umbra module on platforms supporting native code stripping. Graphics: Fix Fog settings not being preserved for the additively loaded scenes. Graphics: Fix Inspector Previews using black cubemaps for environment reflection. Graphics: Fix issue with argument buffer not being bound properly only a subset of the view was bound. Graphics: Fix out-of-memory when trying to compile shader that uses self-referencing macro Graphics: Fixed a rare crash where instancing properties are absent from the MaterialPropertyBlock object sent to DrawMeshInstanced calls.
Graphics: Fixed an issue that would crash the editor when copying raw depth buffers. Graphics: Fixed an issue where activated second display is not rendering when running the project in Standalone Graphics: Fixed blicking when rendering at native resolution in fullscreen with OpenGL on Windows Graphics: Fixed Crash when calling Graphics.
ExecuteCommandBuffer if CommandBuffer. SetShadowSamplingMode is used before it , Graphics: Fixed frame debugger showing bad keywords on some cases when connected to standalone playe Graphics: Fixed graphics format that should support random writes. Graphics: Fixed loading of compressed texture with incomplete mipmap chain , Graphics: Fixed RenderTexture asset UI to lose selected format data when the selected format is not supported. Graphics: Fixed scene view rendering default skybox when SRP is enabled Graphics: Fixed support for 32 bit vertex index buffer sub-mesh on dx11 during SRP batching.
Graphics: Fixed Texture. Graphics: Force rebaking of Reflection Probes in the Editor when changing the shader code of the Renderers used in baked Reflection Probes Graphics: MeshTopology.
Quads generates a draw call that uses 3 point patches instead of 4 point Graphics: Metal: Fix a rare, generic codegen regression after adding Metal Tessellation support , Graphics: Metal: Fixed a performance issue that prevented GPU drivers from utilizing internal texture compression did not apply to RenderTexture.
Graphics: Optimizes single-colored ambient probe updates. Graphics: Skip shadow lights and shadow casters culling when shadows are disabled Graphics: Vulkan: Fixed a race condition between updating ComputeBuffers from script and rendering from them within Graphics jobs.
This cause cause crashes on some platforms. IIterable interface. IL2CPP: Fixes a compilation error that can occur when the debugger is enabled but there are no source files specified in the symbol data. Adding support for pointer types when executing an initobj instruction.
IL2CPP: Prevent a possible crash when a list of generic or nullable types with a field that is a struct with explicit layout is reallocated. Note: on iOS startButton or Menu button only reports down event, there's no up event, that's why we're simulating up event right after down event to simulate a click.
Linux: Fix crash on Editor startup when using -force-vulkan , Linux: Fix using multiple identical webcams on Linux , Linux: Fixed annoying "'Unity' is not responding" message on Linux.
Linux: Fixed issue where tabs were incorrectly processed twice. Linux: Fixed issue with keyboard input not being captured by the Game view when in Play mode , Linux: Fixed Linux Editor executable being much larger than it used to be 1. Linux: Fixed progress bar freeze when sprite assets have invalid names , Linux: Fixed touchpad scrolling being too sensitive in the Linux Editor Linux: Strong Input lag when locking cursor and using mouse with hz polling rate , Lumin: Fix an issue where the minimum platform API level in a custom manifest was not being respected.
Mobile: [Mobile]Fixed distortion in reflection when using baked reflection probes , Multiplayer: Fixed issue where the unet hlapi package was not being automatically added to old projects opened in OSX: Fixed resolution crash when setting to invalid values via script Package Manager: A "Failed to fetch versions information" error would be displayed in Package Manager window for all unknown packages.
Package Manager: Add a warning message if you disable a package and that causes dependencies to also be disabled. Package Manager: Add information to compiler errors explaining if a package has been disabled as a dependency of another package. Package Manager: Add information to info messages for disabled components in the inspector explaining if a package has been disabled as a dependency of another package.
Package Manager: Fix an issue that prevented specific native plugins to be correctly identified the second time a project was loaded. Package Manager: Fix an issue where packages would not be found because the project configured registry URL ended with an extraneous slash. Package Manager: Fix error message when dragging Packages folder on to Favorites section Package Manager: Fix for upgraded projects that use XR or Timeline and have disabled modules , Package Manager: Fix imcompatible packages showing up in the list of packages to install Package Manager: Fix incorrect text with the update button when a package is being installed , Package Manager: Not installed packages are shown in package manager window Package Manager: Package Manager throws "Input string was not in a correct format" error when using Locales with "," number separating , Package Manager: Package Manager UI refreshes the package list when entering play mode , Package Manager: Packages, that are imported as dependencies for other packages, are not shown in Package Manager UI Package Manager: The Asset Database refresh could hang when removing or updating the version of an installed package.
Particles: Apply collisions during the initial simulation step of newly spawned particles. Particles: Apply the Simulation Speed modifier to the initial simulation step when spawning new particles , Particles: Recompute particle bounds after executing a C Job.
Physics: CharacterController will now ignore Rigidbodies that have their collision detection turned off Physics: Correct Rigidbody. AddExplosionForce docs that were out of sync with code , Physics: Fix a spelling issue in the physics settings, renamed Default Max Angular Speed , Fixed by PhysX 3.
Physics: Fix issue when copying and pasting cloth component values. Physics: Fix PhysicsScene. SphereCast having the set of default parameters that's inconsistent with the other queries Physics: Fix poor performance of self and inter collision gizmos for cloth.
Physics: RelativeJoint2D now correctly handles rotation. Physics: Wake up the bodies connected by ConfigurableJoint when changing parameters, to match what happens when doing this in editor , Prefabs: More robust throwing of exceptions for invalid input to PrefabUtility apply and revert methods.
Prefabs: Prefab Mode: Fix automatic UI reparenting to leave out the prefab itself when looking for a Canvas to render with. Prefabs: PrefabMode: For broken prefabs use the root that the PrefabImporter has chosen when opening the prefab file in Prefab Mode, other dangling roots are deleted. Profiler: Fix increased memory usage by profiler for long lasting background operations.
Added to the Hierarchy window context menu. Scripting: Add System. Scripting: Assigning a custom Debug. Scripting: Fix crash when a GameObject instantiate a new GameObject on the parent during OnDestroy callback and the whole hierarchy is being destroyed , Scripting: Fix crash when adding multiple components of a disallowed type Scripting: Fix invalid UTF8 characters from imported assets.
Scripting: Fix potential crash when calling Editor. CreateEditor with a type that does not derive from UnityEditor. Scripting: Fix so we can stop yielded Coroutines deeper than 3 Scripting: Fixed a bug where building players with "using alias" directives pointing to types in other assemblies if those types were not actually used would fail. Scripting: Fixed: originalProjection variable in Camera. Scripting: Fixes potential crash when an exception is thrown during domain unload , Scripting: Make exception errors appear in Editor console when they're received from player.
Scripting: Small performance improvement to Renderer. We were doing an unnecessary call to GetComponent. Scripting Upgrade: Fix crash from method with too many variables , Scripting Upgrade: Fix crash in Marshal. PtrToStructure with generic struct , Scripting Upgrade: Fix crash when debugging with Rider , Scripting Upgrade: Fix crash when method has Task return type , Scripting Upgrade: Fix hang from race condition in C sockets on Windows , Scripting Upgrade: Fix hang when using Photon networking on Windows , Scripting Upgrade: Fix sizes for System.
Numerics types ,
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