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Counter-Strike Celebrates 25 Years of Tactical First-Person Shooter Excellence

Today marks a significant milestone for one of the most iconic and influential first-person shooter franchises of all time—Counter-Strike is celebrating its 25th anniversary. What began as a humble Half-Life mod in 1999 has evolved into a global phenomenon, captivating millions with its intense, team-based tactical gameplay. The original Counter-Strike was instantly hit upon its public beta release on June 19, 1999, quickly building a fervent cult following among PC gamers. Valve soon recognized its potential, acquiring the rights and releasing an official standalone version in November 2000. This launched Counter-Strike into the mainstream, kicking off over two decades of continuous development, innovation, and fierce competitive play. Over the years, the series has seen multiple major releases like Condition Zero, Source, and the juggernaut Counter-Strike: Global Offensive in 2012. Each introduced new maps, weapons, graphics enhancements, and gameplay twists like CS: GO's Danger Zone battle royale mode.

But the core hook remained—tightly coordinated attack/defense scenarios demanding skill, strategy, and pinpoint shooting accuracy. Many of us grew up playing Counter Strike. The latest evolution arrived last September with Counter-Strike 2, ushering in a new engine, revamped graphics, and additional gameplay refinements. While initially met with some skepticism from hardcore fans, CS2 has been widely embraced, smashing records with over 1.5 million peak concurrent players. The key to Counter-Strike's enduring success has been its best-in-class core gameplay loop combined with Valve's commitment to evolve with the times. But just as crucial is the passionate global community that has embraced the series' high-skill cap and opportunities for creative strategies. Many have remained devoted for decades, fueling a robust professional esports scene. As it enters its 26th year, Counter-Strike's tactical multiplayer mayhem shows no signs of slowing down. Its unique blend of shooting fundamentals and cerebral team play has firmly cemented its place as one of the most influential games ever made.

SemiAnalysis Spotlights Sluggish US Chip Fab Construction

Dylan Patel, of SemiAnalysis, has highlighted worrying industry trends from an October 2021 published report—the Center for Security and Emerging Technology (CSET) document explored and "(outlined) infrastructure investments and regulatory reforms that could make the United States a more attractive place to build new chipmaking capacity and ensure continued U.S. access to key inputs for semiconductor manufacturing." Citing CSET/World Fab Forecast findings, Patel expressed his dissatisfaction with the apparent lack of progress in the region: "The United States is the slowest relevant country in the world to build a fab thanks to NIMBY assholes and the garbage regulatory/permitting system." The SemiAnalysis staffer likely believes that unsuitable conditions remain in place, and continue to hinder any forward momentum—for greenfield fabrications projects, at least.

The CSET 2021 report posited that the proposed $52 billion CHIPS Act fund would not solve all USA chip industry problems—throwing a large sum of money into the pot is not always a surefire solution: "The United States' ability to expeditiously construct fabs has declined at the same time as the total number of fab projects in the United States has declined. Some of this is due to changes in the global semiconductor value chain, which has concentrated resources in Asia as foundries have risen in prominence, and countries like Taiwan, South Korea, and China have established significant market share in the industry from 1990 to 2020. However, during this same 30-year period, the time required to build a new fab in the United States increased 38 percent, rising from an average of 665 days (1.8 years) during the 1990 to 2000 time period to 918 days (2.5 years) during the 2010-2020 time period (Figure 2). At the same time, the total number of new fab projects in the United States was halved, decreasing from 55 greenfield fab projects in the 1990-2000 time period to 22 greenfield fab projects between 2010 and 2020." Intel's work-in-progress Ohio fabrication site has suffered numerous setbacks (including delayed CHIPS Act payments)—the latest news articles suggest that an opening ceremony could occur in late 2026 or early 2027. Reportedly, TSMC's Arizona facility is a frequently runs into bureaucratic and logistical headaches—putting pressure on company leadership at their Hsinchu (Taiwan) headquarters.

NVIDIA Introduces NVIDIA RTX 2000 Ada Generation GPU

Generative AI is driving change across industries—and to take advantage of its benefits, businesses must select the right hardware to power their workflows. The new NVIDIA RTX 2000 Ada Generation GPU delivers the latest AI, graphics and compute technology to compact workstations, offering up to 1.5x the performance of the previous-generation RTX A2000 12 GB in professional workflows. From crafting stunning 3D environments to streamlining complex design reviews to refining industrial designs, the card's capabilities pave the way for an AI-accelerated future, empowering professionals to achieve more without compromising on performance or capabilities. Modern multi-application workflows, such as AI-powered tools, multi-display setups and high-resolution content, put significant demands on GPU memory. With 16 GB of memory in the RTX 2000 Ada, professionals can tap the latest technologies and tools to work faster and better with their data.

Powered by NVIDIA RTX technology, the new GPU delivers impressive realism in graphics with NVIDIA DLSS, delivering ultra-high-quality, photorealistic ray-traced images more than 3x faster than before. In addition, the RTX 2000 Ada enables an immersive experience for enterprise virtual-reality workflows, such as for product design and engineering design reviews. With its blend of performance, versatility and AI capabilities, the RTX 2000 Ada helps professionals across industries achieve efficiencies. Architects and urban planners can use it to accelerate visualization workflows and structural analysis, enhancing design precision. Product designers and engineers using industrial PCs can iterate rapidly on product designs with fast, photorealistic rendering and AI-powered generative design. Content creators can edit high-resolution videos and images seamlessly, and use AI for realistic visual effects and content creation assistance. And in vital embedded applications and edge computing, the RTX 2000 Ada can power real-time data processing for medical devices, optimize manufacturing processes with predictive maintenance and enable AI-driven intelligence in retail environments.

First Test Build of Windows 2000 64-bit Rediscovered

A 64-bit Dec Alpha C compiler was found by Virtually Fun's neozeed earlier this year - the software archeologist has been searching for various test builds of Microsoft Windows NT, including an "AXP64/ALPHA64 port," deemed extra special due to it being the first 64-bit version of Windows 2000 Professional. The small discovery of this obscure compiler was celebrated, but its functionality is ultimately not all that useful - neozeed notes that the items have been sitting within 1999 vintage Windows Platform SDKs: "It turns out that the AXP64 compiler set has been hiding in plain sight for DECADES. I know that it's so unlikely that we'd ever see any public release of a 64-bit version of Windows for the Alpha, but oddly enough the compiler, headers and libraries are all there. YES. You can make full executes for AXP64/Alpha64. Of course with no OS, so it's not like you can run them."

He continues: "Sadly as of today, there is no way to test. There is one surviving machine with Windows 2003 AXP64, outlined in an article by Raymond Chen. It's a great read about how Alpha64 NT port came to be. The machine is still sitting in Microsoft Archives. Hopefully one day someone can dig it out." The story could have ended there, but a follow up post appeared on Virtually Fun earlier this week - courtesy of guest contributor Antoni Sawicki (aka tenox) who has also experimented with the cross-compiler. He provided a little bit more historical context before making an interesting announcement: "The Win64 project for AXP64 and IA64 was code named "Sundown." Sadly, 64-bit Alpha AXP Windows was never released outside of Redmond."

Nintendo GameCube Prototype From Space World 2000 Expo is Rediscovered

Nintendo hardware enthusiasts have been scouring the internet for more than two decades in search of special prototype Nintendo GameCube consoles - the Space World 2000 expo model has long been sought after by hardcore collectors. Nintendo revealed (at the time) its upcoming home console as well as the Game Boy Advance handheld system at their annual video game trade show held near Tokyo, or the company's hometown of Kyoto, Japan. Space World 2000 (Makuhari Messe, Chiba) would end up being the penultimate show, with Nintendo choosing to not continue with their regular consumer event post-2001.

Consolevariations, a gaming hardware database, this week reported via a blog post that an interesting GameCube prototype was up for sale, following a tip received on Discord, and it quickly became apparent that this slightly bashed and chipped example was indeed one of the very first models revealed to the public at Nintendo's Space World 2000 expo. Several preview units were also demoed on the showroom floor at the August 2001 event, but experts think that these were sourced from the previous year's batch.
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