Skip to main content

The new external graphics enclosure by Razer is now compatible with Macs

Razer laptop
A bunch of gaming hardware announcements just dropped from team Razer. What makes the Core X graphics enclosure arguably the most remarkable of the bunch is the inclusion of a ordinary Thunderbolt 3 connection on the rear side of the device.

In addition to own systems of Razer and Windows 10 PCs, the brand-new enclosure is now compatible with Apple products running macOS High Sierra 10.13.4. This includes a whole new part of focus for gaming for Apple’s devices, introduced back at WWDC roughly this time last year, along with the agreement of VR development support.

In the late of March, support for external GPU officially arrived for High Sierra 10.13.4, and now Razer is ready to get on-board. The Core X is created to hold up to three desktop graphics cards and can power up a connected laptop through the aforementioned Thunrderbolt 3 connection.

razer laptop
The enclosure is available now for just $299. Along with the X, Razer’s Core V2 is now fully compatible with Mac's via Thunderbolt 3. That one will run you for just $499. Superb new all around for Mac users to get ready to get serious about gaming.

Also which is new today is the Razer Blade 15.6-inch, an ultra thin gaming notebook which the company has taken to calling “the world’s smallest.. in its current class.” The 15.6-inch display comes with 1920 x 1080, standard, which users are able to upgrade to 4k. All of it is surrounded by skinny 4.9mm bezels.

In the Inside is an 8th gen Core i7 processor, paired with either a GeForce GTX 1060 or GeForce GTX 1070  graphics. There’s also 16GB of memory and up to 512GB of storage space inside, loaded with what Razer says is a $420 of games and softwares. This system is included with a feature of 16.8 million color keyboard and output for up to three external displays.

The new system starts at just $1,899.



Comments

Popular posts from this blog

How to make a first person character controller - Unity

A first-person character controller script is the starting point of any fps shooter game. Even new Unity game developers tend to write their own fps controller script before learning anything else as it is challenging and very exciting. In this article, we gonna create two simple fps controllers from scratch and will guide you step by step on how it works. First, let's understand the basic concept of an fps controller. You should have a rotating camera that rotates in the x-axis to look up and down and the character should rotate on the y-axis to look around. There are two ways to create an fps controller in the Unity Engine.  Using Character controller component Using the RigidBody component Both have different advantages and disadvantages when using them. It depends on your game to select the best fps controller according to your needs.  Character controller based fps controller Pros: Is grounded check is built-in Has its own methods to move the chara

Unity Get Post web requests - Technoob Technology

Web requests in unity are super easy to use. We gonna use the UnityWebRequest class as the WWW class is deprecated now. UnityWebRequest class can be used for both Get and Post methods. The 'UnityEngine.Networking' namespace is required to work with UnityWebRequests.  This tutorial is made with some simple UI elements. First Let's see how the GET method works. 01. UnityWebRequest.GET We use this method to receive data from the server as normal get requests. Using coroutines in web requests is mandatory as we have to wait until the download is complete before showing the results, and the coroutines make this much easier. A simple button calls the method and a text element will show the result. The script contains a reference to the text element and the string URL of your PHP file.  When the button is pressed the button executes the ButtonGetData method and that method simply starts the GetData coroutine. We use the using keyword as this data

How to make an Advanced Audio Manager for Unity - Technoob Technology

Unity engine gives us a good control on audio clips we use, But the problem is when we add several audio sources for several audio clips it's gonna get hard to control them all. And if you want to make some changes to only one audio source you have to find it first.  This will become a mess if you gonna work with more than 10 audio clips. In this case, we can Create an AudioManager and include all the audio clips in it and make some static methods to play, pause the audio from other scripts. This Audio Manager is written in C# and if you use unity-script you have to convert this into unity script first. In this tutorial, we gonna create an audio manager which contains 7 methods. 1.Play 2.Pause 3.Unpause 4.Stop 5.FadeIn 6.FadeOut 7.lower volume for a duration First, we need a Custom class which contains some strings, floats, bools and an audio clip. This class is not derived from unity mono behavior so we should add [System.Serializable] to mak