One @ 1.86 ghz 4mb cache and 1066mhz fsb $110, and the other @2.0ghz 2mbs cache and 800mhz fsb $78. Whats the significance? whats is more importanat on these processors? cache, fsb or ghz?
*NOTE* The method of that tutorial isnt the reason that it works, itsmore because Fireworks creates vector images. Vectors are smooth, bitmap and the like are jaggy. So you cant really apply those steps to other editing programs and expect the same results.
it takes png images but when i try and upload a png it gives me the red x of doom.
its with in the pixel of 64x 48.
is there a instructional website on how to use this software
??
Merovingin33
Well it comes with a manual though its in japanese >_>. There are forums with how tos and such but I cant quite remeber it off the top of my head. will get you a link when I have more time but for the most part, The back ground wallpaper has to be a RGB BMP, after creating it, FLATTEN it then save it, if you alter it after flattening then it wont work. Same goes for the icons, but those must be PNG's and after flattening you must change it to INDEX color of 256 colors or less.
And sadly my God of War theme has been waylaid by the strangest error. Im looking for a fix but no go so far :(
I thought it was as simple as multiplying the core speed by the number of processors but after reading a couple threads out of the blue it seems that that just isnt the case and now Im a bit confused. I get the assigning tasks bit and the need for programs to be made to take advantage of multiple cores but what about simple spec comparisons? Im refering to the minimum or maximum spec recommendations for games, If a game recommends a minimum of 2ghz, would a dual core @ 1.83 meet that recommendation? Im sure the game would run but I want to know is if the two cores work together to output @ 3.66ghz and go beyond the minimum req. specs. and run more than comfortably or would one core just sit idly by because it simply wasnt assigned (by the game or applicationany) tasks?
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