Ryujinx 1 1 1010
Author: a | 2025-04-25
games-emulation/ryujinx: Stabilize amd64, : Sam James: : 1-1 / 1 games-emulation/ryujinx: drop old : Maciej Barć Packages for ryujinx. 21 package(s) known. AUR. ryujinx. (-1)
Ryujinx-1/README.md at master robhein/Ryujinx-1 - GitHub
ElJedi03/10/2024Ryujinx es uno de los emuladores más populares y potentes para Nintendo Switch, permitiéndote disfrutar de tus juegos favoritos originales en tu PC. En este artículo, te te enseño a instalar Ryujinx, para que puedas aprovechar al máximo este increíble emulador.Requisitos para instalar RyujinxAntes de comenzar, asegúrate de que tu PC cumpla con los siguientes requisitos mínimos recomendados:Procesador: Intel Core i3-4170 o equivalenteMemoria RAM: 8 GBTarjeta gráfica: NVIDIA GeForce GTX 770, AMD Radeon R7 260X o integradaSistema operativo: Windows 10/11, macOS 10.13 o superior, o LinuxDescargar Ryujinx e instalaciónDescarga la última versión de Ryujinx : [Descargar].Descarga los archivos de claves y firmware necesarios para el correcto funcionamiento del emulador: [Descarga de keys] y [Descarga de firmware].Ahora debes extraer todos os archivos a una ubicación que tu elijas, ejecutar el emulador y aceptar todos los avisos.Instala las claves: Abre el emulador y ve a Archivo > Abrir carpeta de Ryujinx. Copia los archivos extraídos de las claves en la carpeta «system».Instala el firmware: Ve a Herramientas > Instalar firmware > … ZIP y selecciona el archivo de firmware descargado.Configuración de RyujinxAjusta la configuración de Ryujinx según tus preferencias y las capacidades de tu PC:Ingresa a Opciones > Configuración.En la sección «Input», configura los controles para los jugadores y carga el mapeado automático si es necesario.Si tu PC no es muy potente, desactiva «Enable Docked Mode» en la sección «Input».Ajusta la región, el idioma y otras opciones de sistema según tus preferencias.En la sección «Graphics», configura el backend gráfico, la resolución, los efectos de post-procesamiento y la relación de aspecto según tu hardware y preferencias.Descargar juegos para RyujinxPara poder jugar juegos en Ryujinx, necesitarás descargar las ROMs correspondientes. Ten en cuenta que descargar ROMs de juegos protegidos por derechos de autor puede ser ilegal en algunos países si no se posee el juego original.Existen webs publicas que comparten sus juegos originales: [Ir al sitio]Prepara tus archivos de juegos de Nintendo Switch en una carpeta accesible.En el emulador, ve a Opciones > Configuración > General > Directorios de juegos > Agregar.Selecciona la carpeta donde se encuentran tus archivos de juegos.Joven aprendiz, has finalizado el tutorial. Ahora ya tienes los conocimientos para instalar Ryujinx y disfrutar de tus juegos favoritos de Nintendo Switch. Si te ha servido házmelo saber y si no te ha servido, mira estos otros de por aqui abajo.Como instalar LibreOffice: La mejor alternativa a Microsoft OfficeComo instalar OmniLinkComo instalar Acestream en KodiComo instalar Wear Link [Obsoleto]aplicaciones"}]}" data-page="1" data-max-pages="4">
RYUJINX - Mortal Kombat 1 Story 1
In which case INCX = 1, INC1Y NY, INC2Y = 1, INC1Z NZ, and INC2Z = 1. Convolution can be used to compute the products of polynomials. CODE EXAMPLE 21 uses SCNVCOR to compute the product of 1 + 2x + 3x2 and 4 + 5x + 6x2. CODE EXAMPLE 21 One-Dimensional Convolution Using Fourier Transform Method and REAL Data my_system% cat con_ex21.f PROGRAM TEST C INTEGER LWORK, NX, NY, NZ PARAMETER (NX = 3) PARAMETER (NY = NX) PARAMETER (NZ = 2*NY-1) PARAMETER (LWORK = 4*NZ+32) REAL X(NX), Y(NY), Z(NZ), WORK(LWORK) C DATA X / 1, 2, 3 /, Y / 4, 5, 6 /, WORK / LWORK*0 / C PRINT 1000, 'X' PRINT 1010, X PRINT 1000, 'Y' PRINT 1010, Y CALL SCNVCOR ('V', 'T', NX, X, 1, 1, $NY, 0, 1, Y, 1, 1, 1, NZ, 1, Z, 1, 1, 1, WORK, LWORK) PRINT 1020, 'Z' PRINT 1010, Z C 1000 FORMAT (1X, 'Input vector ', A1) 1010 FORMAT (1X, 300F5.0) 1020 FORMAT (1X, 'Output vector ', A1) END my_system% f95 -dalign con_ex21.f -xlic_lib=sunperf my_system% a.out Input vector X 1. 2. 3. Input vector Y 4. 5. 6. Output vector Z 4. 13. 28. 27. 18. Making the output vector longer than the input vectors, as in the example above, implicitly adds zeros to the end of the input. No zeros are actually required in any of the vectors, and none are used in the example, but the padding provided by the implied zeros has the effectr/Ryujinx on Reddit: Ryujinx Mortal Kombat 1 4K
CALL COSQB (N, X, WSAVE) PRINT 1030 PRINT 1010, (X(I), I = 1, N) C 1000 FORMAT(1X, 'Original Sequence: ') 1010 FORMAT(1X, 100(F7.3, 1X)) 1020 FORMAT(1X, 'Transformed Sequence: ') 1030 FORMAT(1X, 'Recovered Sequence: ') END my_system% f95 -dalign fft_ex07.f -xlic_lib=sunperf my_system% a.out Original Sequence: 1.000 0.966 0.866 0.707 0.500 0.259 Transformed Sequence: 6.000 0.000 0.000 0.000 0.000 0.000 Recovered Sequence: 24.000 23.182 20.785 16.971 12.000 6.212 CODE EXAMPLE 8 uses VCOSQF to compute the cosine quarter-wave transform of a single real sequence and VCOSQB to compute the inverse transform. The computed Fourier coefficients are packed and stored in the original real array. The inverse transform is normalized. CODE EXAMPLE 8 Cosine Quarter-Wave Transform and Inverse Transform Using Vector Routines my_system% cat fft_ex08.f PROGRAM TEST C INTEGER M, N PARAMETER (M = 1) PARAMETER (N = 6) C INTEGER I REAL PI, WSAVE(3 * N + 15), X(M, N), XT(M, N) C EXTERNAL VCOSQB, VCOSQF, VCOSQI INTRINSIC ACOS, COS C C Initialize the first row of the array to a real even C quarter-wave sequence, that is, it can be expanded in C terms of a cosine series with only odd wave numbers. C PI = ACOS (-1.0) DO 100, I=1, N X(M,I) = 40.0 * COS ((I - 1) * PI / (2.0 * N)) 100 CONTINUE C PRINT 1000 PRINT 1010, (X(M, I), I = 1, N) CALL VCOSQI (N, WSAVE) CALL VCOSQF (M, N, X, XT, M, WSAVE) PRINT 1020 PRINT 1010, (X(M, I), I = 1, N). games-emulation/ryujinx: Stabilize amd64, : Sam James: : 1-1 / 1 games-emulation/ryujinx: drop old : Maciej Barć Packages for ryujinx. 21 package(s) known. AUR. ryujinx. (-1)RYUJINX - Mortal Kombat 1 Story 1 (Playable?/Vulkan)
About this mod This is a complete texture pack for Breath of the Wild. Every texture in the game has been upscaled, as well as fonts, inventory icons, and some other details. Permissions and credits Mirrors The Legend of Zelda: Breath of the Wild HD Texture Pack v1.0A lot of hard work has gone into completing this project and it is now free on Nexus Mods. Almost every texture in the game has been upscaled, as well as fonts, inventory icons, and some other details.The terrain in this version has been partially upgraded by using a work-around to improve terrain appearance. The actual terrain textures in v1.0 are not upscaled. Every other texture in the game has been upscaled.Version 1.1 has terrain textures, more shrine textures and overall texture improvements, and that should be moved into the free category at some point (when v1.2 is released). For now v1.1 is early access and if you want to try that, along with other texture packs, you can find it at HDPacks.com. To use the HD Texture Pack, you will need your game file and the game update file (1.6.0 only). You will also need a recent build of Yuzu with 8GB extended memory (1477 or newer) or my custom build of Ryujinx, which is available on Github with the provided link.Steps to install:1) Download the texture pack from (20 GB) or Torrent. You can sign up on for faster direct download (v1.0 is free).2) Download the custom Ryujinx build from or Yuzu official from (Yuzu is recommended).3) Make sure that you have the "Use alternative memory layout" option checked under Options -> Settings -> System in Ryujinx. In Yuzu, select the Emulation -> Configure -> System -> 8GB DRAM option.4) Right click the game title and select Open Mods Directory. Extract the HDTextures folder from the RAR file into the mod folder. The path should look something like this: C:\Users\\AppData\Roaming\Ryujinx\mods\contents\01007EF00011E000\HDTextures (Ryujinx) and C:\Users\\AppData\Roaming\yuzu\load\01007EF00011E000\HDTextures (Yuzu).HD Texture Pack v1.0 Release Notes:-At the time of writing, v1.0 has been tested through the Four Divine Beasts and ending boss fight (Main quest), as well as some other areas. There should (hopefully) be no major bugs or crashes. Yuzu has not been thoroughly tested but is looking great so far.-The mod has been tested by quite a few people now and there has been minimal bug reports, mostly related to older emulator releases.-Load times may taker/Ryujinx on Reddit: Ryujinx Mortal Kombat 1 4K 60FPS
Of an end-off shift rather than an end-around shift of the input vectors. CODE EXAMPLE 22 will compute the product between the vector [ 1, 2, 3 ] and the circulant matrix defined by the initial column vector [ 4, 5, 6 ]: CODE EXAMPLE 22 Convolution Used to Compute the Product of a Vector and Circulant Matrix my_system% cat con_ex22.f PROGRAM TEST C INTEGER LWORK, NX, NY, NZ PARAMETER (NX = 3) PARAMETER (NY = NX) PARAMETER (NZ = NY) PARAMETER (LWORK = 4*NZ+32) C REAL X(NX), Y(NY), Z(NZ), WORK(LWORK) C DATA X / 1, 2, 3 /, Y / 4, 5, 6 /, WORK / LWORK*0 / C PRINT 1000, 'X' PRINT 1010, X PRINT 1000, 'Y' PRINT 1010, Y CALL SCNVCOR ('V', 'T', NX, X, 1, 1, $NY, 0, 1, Y, 1, 1, 1, NZ, 1, Z, 1, 1, 1, $WORK, LWORK) PRINT 1020, 'Z' PRINT 1010, Z C 1000 FORMAT (1X, 'Input vector ', A1) 1010 FORMAT (1X, 300F5.0) 1020 FORMAT (1X, 'Output vector ', A1) C END my_system% f95 -dalign con_ex22.f -xlic_lib=sunperf my_system% a.out Input vector X 1. 2. 3. Input vector Y 4. 5. 6. Output vector Z 31. 31. 28. The difference between this example and the previous example is that the length of the output vector is the same as the length of the input vectors, so there are no implied zeros on the end of the input vectors. With no implied zeros to shift into, the effect of an end-off shiftRyujinx running Kirby and the Forgotten Land day 1 : r/Ryujinx
1.0) * 2.0 * PI / N) Y = COS ((J - 1.0) * 2.0 * PI / M) A(I,J) = CMPLX (X, Y) 100 CONTINUE 110 CONTINUE C PRINT 1000 DO 200, I = 1, M PRINT 1010, (A(I,J), J = 1, N) 200 CONTINUE CALL CFFT2I (M, N, WORK) CALL CFFT2F (M, N, A, M, WORK, LWORK) PRINT 1020 DO 300, I = 1, M PRINT 1010, (A(I,J), J = 1, N) 300 CONTINUE CALL CFFT2B (M, N, A, M, WORK, LWORK) PRINT 1030 DO 400, I = 1, M PRINT 1010, (A(I,J), J = 1, N) 400 CONTINUE C 1000 FORMAT (1X, 'Original Sequences:') 1010 FORMAT (1X, 100(F4.1,' +',F4.1,'i ')) 1020 FORMAT (1X, 'Transformed Sequences:') 1030 FORMAT (1X, 'Recovered Sequences:') C END my_system: f95 -dalign fft_ex15.f -xlic_lib=sunperf my_system: a.out Original Sequences: 0.0 + 1.0i 0.0 +-1.0i 0.0 + 1.0i 0.0 +-1.0i 1.0 + 1.0i 1.0 +-1.0i 1.0 + 1.0i 1.0 +-1.0i Transformed Sequences: 4.0 + 0.0i 0.0 + 0.0i 0.0 + 8.0i 0.0 + 0.0i -4.0 + 0.0i 0.0 + 0.0i 0.0 + 0.0i 0.0 + 0.0i Recovered Sequences: 0.0 + 8.0i 0.0 +-8.0i 0.0 + 8.0i 0.0 +-8.0i 8.0 + 8.0i 8.0 +-8.0i 8.0 + 8.0i 8.0 +-8.0i CODE EXAMPLE 15 uses RFFT2F to compute the two-dimensional FFT of a real two-dimensional sequence and RFT2B to compute the inverse transform. This example uses the FULL storage option and PLACE set to 'O' for out-of-place storage. The computed Fourier coefficients are stored in a (2*M, N) array. games-emulation/ryujinx: Stabilize amd64, : Sam James: : 1-1 / 1 games-emulation/ryujinx: drop old : Maciej Barć Packages for ryujinx. 21 package(s) known. AUR. ryujinx. (-1)Comments
ElJedi03/10/2024Ryujinx es uno de los emuladores más populares y potentes para Nintendo Switch, permitiéndote disfrutar de tus juegos favoritos originales en tu PC. En este artículo, te te enseño a instalar Ryujinx, para que puedas aprovechar al máximo este increíble emulador.Requisitos para instalar RyujinxAntes de comenzar, asegúrate de que tu PC cumpla con los siguientes requisitos mínimos recomendados:Procesador: Intel Core i3-4170 o equivalenteMemoria RAM: 8 GBTarjeta gráfica: NVIDIA GeForce GTX 770, AMD Radeon R7 260X o integradaSistema operativo: Windows 10/11, macOS 10.13 o superior, o LinuxDescargar Ryujinx e instalaciónDescarga la última versión de Ryujinx : [Descargar].Descarga los archivos de claves y firmware necesarios para el correcto funcionamiento del emulador: [Descarga de keys] y [Descarga de firmware].Ahora debes extraer todos os archivos a una ubicación que tu elijas, ejecutar el emulador y aceptar todos los avisos.Instala las claves: Abre el emulador y ve a Archivo > Abrir carpeta de Ryujinx. Copia los archivos extraídos de las claves en la carpeta «system».Instala el firmware: Ve a Herramientas > Instalar firmware > … ZIP y selecciona el archivo de firmware descargado.Configuración de RyujinxAjusta la configuración de Ryujinx según tus preferencias y las capacidades de tu PC:Ingresa a Opciones > Configuración.En la sección «Input», configura los controles para los jugadores y carga el mapeado automático si es necesario.Si tu PC no es muy potente, desactiva «Enable Docked Mode» en la sección «Input».Ajusta la región, el idioma y otras opciones de sistema según tus preferencias.En la sección «Graphics», configura el backend gráfico, la resolución, los efectos de post-procesamiento y la relación de aspecto según tu hardware y preferencias.Descargar juegos para RyujinxPara poder jugar juegos en Ryujinx, necesitarás descargar las ROMs correspondientes. Ten en cuenta que descargar ROMs de juegos protegidos por derechos de autor puede ser ilegal en algunos países si no se posee el juego original.Existen webs publicas que comparten sus juegos originales: [Ir al sitio]Prepara tus archivos de juegos de Nintendo Switch en una carpeta accesible.En el emulador, ve a Opciones > Configuración > General > Directorios de juegos > Agregar.Selecciona la carpeta donde se encuentran tus archivos de juegos.Joven aprendiz, has finalizado el tutorial. Ahora ya tienes los conocimientos para instalar Ryujinx y disfrutar de tus juegos favoritos de Nintendo Switch. Si te ha servido házmelo saber y si no te ha servido, mira estos otros de por aqui abajo.Como instalar LibreOffice: La mejor alternativa a Microsoft OfficeComo instalar OmniLinkComo instalar Acestream en KodiComo instalar Wear Link [Obsoleto]aplicaciones"}]}" data-page="1" data-max-pages="4">
2025-04-21In which case INCX = 1, INC1Y NY, INC2Y = 1, INC1Z NZ, and INC2Z = 1. Convolution can be used to compute the products of polynomials. CODE EXAMPLE 21 uses SCNVCOR to compute the product of 1 + 2x + 3x2 and 4 + 5x + 6x2. CODE EXAMPLE 21 One-Dimensional Convolution Using Fourier Transform Method and REAL Data my_system% cat con_ex21.f PROGRAM TEST C INTEGER LWORK, NX, NY, NZ PARAMETER (NX = 3) PARAMETER (NY = NX) PARAMETER (NZ = 2*NY-1) PARAMETER (LWORK = 4*NZ+32) REAL X(NX), Y(NY), Z(NZ), WORK(LWORK) C DATA X / 1, 2, 3 /, Y / 4, 5, 6 /, WORK / LWORK*0 / C PRINT 1000, 'X' PRINT 1010, X PRINT 1000, 'Y' PRINT 1010, Y CALL SCNVCOR ('V', 'T', NX, X, 1, 1, $NY, 0, 1, Y, 1, 1, 1, NZ, 1, Z, 1, 1, 1, WORK, LWORK) PRINT 1020, 'Z' PRINT 1010, Z C 1000 FORMAT (1X, 'Input vector ', A1) 1010 FORMAT (1X, 300F5.0) 1020 FORMAT (1X, 'Output vector ', A1) END my_system% f95 -dalign con_ex21.f -xlic_lib=sunperf my_system% a.out Input vector X 1. 2. 3. Input vector Y 4. 5. 6. Output vector Z 4. 13. 28. 27. 18. Making the output vector longer than the input vectors, as in the example above, implicitly adds zeros to the end of the input. No zeros are actually required in any of the vectors, and none are used in the example, but the padding provided by the implied zeros has the effect
2025-04-15About this mod This is a complete texture pack for Breath of the Wild. Every texture in the game has been upscaled, as well as fonts, inventory icons, and some other details. Permissions and credits Mirrors The Legend of Zelda: Breath of the Wild HD Texture Pack v1.0A lot of hard work has gone into completing this project and it is now free on Nexus Mods. Almost every texture in the game has been upscaled, as well as fonts, inventory icons, and some other details.The terrain in this version has been partially upgraded by using a work-around to improve terrain appearance. The actual terrain textures in v1.0 are not upscaled. Every other texture in the game has been upscaled.Version 1.1 has terrain textures, more shrine textures and overall texture improvements, and that should be moved into the free category at some point (when v1.2 is released). For now v1.1 is early access and if you want to try that, along with other texture packs, you can find it at HDPacks.com. To use the HD Texture Pack, you will need your game file and the game update file (1.6.0 only). You will also need a recent build of Yuzu with 8GB extended memory (1477 or newer) or my custom build of Ryujinx, which is available on Github with the provided link.Steps to install:1) Download the texture pack from (20 GB) or Torrent. You can sign up on for faster direct download (v1.0 is free).2) Download the custom Ryujinx build from or Yuzu official from (Yuzu is recommended).3) Make sure that you have the "Use alternative memory layout" option checked under Options -> Settings -> System in Ryujinx. In Yuzu, select the Emulation -> Configure -> System -> 8GB DRAM option.4) Right click the game title and select Open Mods Directory. Extract the HDTextures folder from the RAR file into the mod folder. The path should look something like this: C:\Users\\AppData\Roaming\Ryujinx\mods\contents\01007EF00011E000\HDTextures (Ryujinx) and C:\Users\\AppData\Roaming\yuzu\load\01007EF00011E000\HDTextures (Yuzu).HD Texture Pack v1.0 Release Notes:-At the time of writing, v1.0 has been tested through the Four Divine Beasts and ending boss fight (Main quest), as well as some other areas. There should (hopefully) be no major bugs or crashes. Yuzu has not been thoroughly tested but is looking great so far.-The mod has been tested by quite a few people now and there has been minimal bug reports, mostly related to older emulator releases.-Load times may take
2025-04-05Of an end-off shift rather than an end-around shift of the input vectors. CODE EXAMPLE 22 will compute the product between the vector [ 1, 2, 3 ] and the circulant matrix defined by the initial column vector [ 4, 5, 6 ]: CODE EXAMPLE 22 Convolution Used to Compute the Product of a Vector and Circulant Matrix my_system% cat con_ex22.f PROGRAM TEST C INTEGER LWORK, NX, NY, NZ PARAMETER (NX = 3) PARAMETER (NY = NX) PARAMETER (NZ = NY) PARAMETER (LWORK = 4*NZ+32) C REAL X(NX), Y(NY), Z(NZ), WORK(LWORK) C DATA X / 1, 2, 3 /, Y / 4, 5, 6 /, WORK / LWORK*0 / C PRINT 1000, 'X' PRINT 1010, X PRINT 1000, 'Y' PRINT 1010, Y CALL SCNVCOR ('V', 'T', NX, X, 1, 1, $NY, 0, 1, Y, 1, 1, 1, NZ, 1, Z, 1, 1, 1, $WORK, LWORK) PRINT 1020, 'Z' PRINT 1010, Z C 1000 FORMAT (1X, 'Input vector ', A1) 1010 FORMAT (1X, 300F5.0) 1020 FORMAT (1X, 'Output vector ', A1) C END my_system% f95 -dalign con_ex22.f -xlic_lib=sunperf my_system% a.out Input vector X 1. 2. 3. Input vector Y 4. 5. 6. Output vector Z 31. 31. 28. The difference between this example and the previous example is that the length of the output vector is the same as the length of the input vectors, so there are no implied zeros on the end of the input vectors. With no implied zeros to shift into, the effect of an end-off shift
2025-03-31N) 100 CONTINUE C CALL EZFFTI (N, WSAVE) PRINT 1000 PRINT 1010, (R(I), I = 1, N) CALL EZFFTF (N, R, AZERO, A, B, WSAVE) PRINT 1020, AZERO PRINT 1030 PRINT 1010, (A(I), I = 1, N) PRINT 1040 PRINT 1010, (B(I), I = 1, N) CALL EZFFTB (N, R, AZERO, A, B, WSAVE) PRINT 1050 PRINT 1010, (R(I), I = 1, N) C 1000 FORMAT (1X, 'Original Sequence: ') 1010 FORMAT (100(F6.1, 1X)) 1020 FORMAT (1X, 'Azero = ', F4.1) 1030 FORMAT (1X, 'A = ') 1040 FORMAT (1X, 'B = ') 1050 FORMAT (1X, 'Recovered Sequence: ') C END my_system% f95 -dalign fft_ex06.f -xlic_lib=sunperf my_system% a.out Original Sequence: 7.0 -0.1 7.0 1.9 4.0 3.4 0.1 5.1 -1.4 Azero = 3.0 A = 0.0 0.0 0.0 4.0 0.0 0.0 0.0 0.0 0.0 B = 1.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0 Recovered Sequence: 7.0 -0.1 7.0 1.9 4.0 3.4 0.1 5.1 -1.4 COSQ: Cosine Quarter-Wave Routines The following routines are used to perform a discrete Fourier cosine transform or inverse transform of a cosine series with only odd wave numbers. Routine Function [D]COSQI Initialize work array WSAVE for [D]COSQF or [D]COSQB [D]COSQF Compute Fourier coefficients of cosine series with odd wave numbers [D]COSQB Compute periodic sequence from Fourier coefficients V[D]COSQI Initialize work array for V[D]COSQF or V[D]COSQB V[D]COSQF Compute Fourier coefficients of multiple cosine series with odd wave numbers V[D]COSQB Compute multiple periodic sequences from Fourier coefficients Because of the assumption of symmetry, the sequence used as
2025-04-06From anywhere. Testing locationsClick here for Live IP lists which can be used for WhitelistingSouth AmericaBrazilIP AddressIPv6São Paulo Active34.95.163.121São Paulo Active34.95.214.187São Paulo Active35.199.96.243North AmericaCanadaIP AddressIPv6Toronto Active149.248.50.29Toronto Active143.110.216.22Toronto Active143.110.216.159Toronto Active143.110.216.64Toronto Active143.110.216.47United StatesIP AddressIPv6Dallas Active45.32.193.13Dallas Active45.32.195.225Dallas Active45.32.195.1862001:19f0:6401:14a:5400:00ff:fe37:0870Dallas Active108.61.205.2012001:19f0:6401:12d:5400:00ff:fe37:2eb2Dallas Active45.32.192.1982001:19f0:6401:14c:5400:00ff:fe37:2eb7Dallas Active45.32.195.932001:19f0:6401:93:5400:00ff:fe37:2eebTexas Active45.32.202.57Texas Active155.138.247.97Texas Active108.61.224.36New York Active104.131.248.65New York Active45.32.7.222001:19f0:5:342:5400:00ff:fe37:2d7fNew York Active206.189.178.142604:a880:400:d0::a27:6001New York Active174.138.57.2532604:a880:400:d0::a27:7001New York Active192.241.243.722604:a880:400:d0::a27:8001New York Active162.243.37.402604:a880:0:1010::d3d:a001New York Active159.223.175.2102604:a880:0:1010::56:6001New York Active165.227.74.224New York Active159.89.82.33New York Active165.227.104.61New Jersey Active45.76.3.1122001:19f0:5:33f:5400:00ff:fe37:2d7bNew Jersey Active162.243.247.1632604:a880:0:1010::d32:6001New Jersey Active45.76.1.442001:19f0:5:340:5400:00ff:fe37:2d7dChicago Active149.28.124.1402001:19f0:5c00:19ed:5400:04ff:fe15:893fChicago Active108.61.229.2522001:19f0:5c01:1a6:5400:00ff:fe37:080dChicago Active108.61.119.1532001:19f0:5c01:1a9:5054:00ff:feb5:3dfdChicago Active104.238.164.1052001:19f0:5c01:156:5400:00ff:fe37:080bChicago Active45.63.76.682001:19f0:5c01:163:5400:00ff:fe37:080cChicago Active45.63.78.842001:19f0:5c01:1a6:5400:00ff:fe37:080dAtlanta Active108.61.252.1472001:19f0:5401:925:5400:04ff:fe14:e3c0Atlanta Active45.32.212.562001:19f0:5401:204a:5400:04ff:fe14:e3c1Atlanta Active104.156.255.1842001:19f0:5401:204a:5400:04ff:fe14:e3c1Atlanta Active108.61.215.1792001:19f0:5401:190e:5400:04ff:fe15:88c9Florida Active45.63.104.112001:19f0:9002:18b:5400:00ff:fe46:338dFlorida Active45.32.166.1952001:19f0:9002:138:5400:00ff:fe37:02a1Florida Active45.32.160.1722001:19f0:9002:17d:5400:00ff:fe37:02a2Florida Active45.32.171.242001:19f0:9002:17e:5400:00ff:fe37:02a3California Active198.199.112.67California Active138.197.201.67Los Angeles Active45.32.69.14Los Angeles Active45.63.51.632001:19f0:6001:4ad:5400:00ff:fe37:2e33Los Angeles Active45.63.61.2132001:19f0:6001:27c:5400:00ff:fe37:2e79Los Angeles Active149.28.79.140San Francisco Active143.198.153.99San Francisco Active143.244.178.189San Francisco Active138.68.252.209San Francisco Active198.199.100.13San Francisco Active45.32.141.163Silicon Valley Active45.63.88.2132001:19f0:ac01:1e2:5400:00ff:fe37:00e9Silicon Valley Active45.63.86.1202001:19f0:ac01:195:5400:00ff:fe37:00eaSilicon Valley Active45.32.128.802001:19f0:ac01:1b7:5400:00ff:fe37:00ebSilicon Valley Active104.156.229.242001:19f0:ac01:1dc:5400:00ff:fe37:00ecMexicoIP AddressIPv6Mexico City Active216.238.73.102Mexico City Active216.238.76.215EuropeUnited KingdomIP AddressIPv6London Active138.68.187.225London Active45.63.97.4London Active108.61.197.147London Active45.76.134.164London Active45.76.135.253London Active108.61.173.0London Active45.63.96.68London Active45.76.134.85London Active45.32.183.128London Active45.76.130.43London Active45.76.129.212London Active45.76.134.198London Active104.238.185.175London Active45.76.134.237London Active45.76.135.14London Active104.238.185.46London Active104.238.186.209London Active45.76.128.250London Active104.238.171.176London Active104.238.187.61London Active104.238.174.234London Active108.61.196.37London Active178.62.62.2522a03:b0c0:1:d0::1de:6001London Active159.65.19.282a03:b0c0:1:d0::df:3001London Active165.22.122.2382a03:b0c0:1:d0::d0:3001London Active138.68.139.982a03:b0c0:1:d0::91:5001London Active139.59.179.1522a03:b0c0:1:d0::df:a001London Active188.166.150.482a03:b0c0:1:d0::5b:a001London Active46.101.11.146London Active178.62.85.1052a03:b0c0:1:d0::5b:c001London Active178.62.83.1422a03:b0c0:1:d0::5c:2001London Active178.62.40.1822a03:b0c0:1:d0::2e5:1001London Active157.245.32.332a03:b0c0:1:d0::2e5:2001London Active159.65.93.1382a03:b0c0:1:d0::44f:1London Active167.71.143.76London Active188.166.145.792a03:b0c0:1:d0::5e:f001London Active209.222.30.2422001:19f0:7402:1ab:5054:00ff:fec5:d750London Active68.183.39.1022a03:b0c0:1:d0::df:6001London Active165.22.125.1892a03:b0c0:1:d0::df:4001London Active209.97.178.1152a03:b0c0:1:d0::df:b001SwitzerlandIP AddressIPv6Zurich Active34.65.116.80Zurich Active34.65.97.99Zurich Active34.65.146.108Zurich Active34.65.97.251SwedenIP AddressIPv6Stockholm Active13.48.238.157Stockholm Active13.49.141.132Stockholm Active13.48.110.214Stockholm Active16.170.114.19SpainIP AddressIPv6Madrid Active194.62.97.161Madrid Active194.62.97.232RussiaIP AddressIPv6St Petersburg Active213.183.54.66PolandIP AddressIPv6Warsaw Active34.116.229.102Warsaw Active34.116.156.130Warsaw Active34.118.59.148Warsaw Active34.118.53.12NetherlandsIP AddressIPv6Amsterdam Active146.190.20.1132a03:b0c0:2:d0::12d1:1Amsterdam Active146.190.24.2312a03:b0c0:2:d0::1296:c001Amsterdam Active198.211.118.322a03:b0c0:0:1010::1a:c001Amsterdam Active198.211.121.2172a03:b0c0:0:1010::8:e001Amsterdam Active146.190.20.12a03:b0c0:2:d0::129b:7001Amsterdam Active198.211.123.2072a03:b0c0:0:1010::15:a001Amsterdam Active198.211.123.542a03:b0c0:0:1010::14:1Amsterdam Active198.211.122.642a03:b0c0:0:1010::11:1001Amsterdam Active146.190.20.132a03:b0c0:2:d0::12c1:2001ItalyIP AddressIPv6Milan Active18.102.1.62Milan Active15.160.68.179IrelandIP AddressIPv6Dublin Active54.72.247.193Dublin Active54.194.6.253GermanyIP AddressIPv6Frankfurt Active167.172.171.102Frankfurt Active167.172.175.1682a03:b0c0:3:d0::216:9001Frankfurt Active167.172.161.111Frankfurt Active167.71.61.882a03:b0c0:3:d0::216:a001Frankfurt Active167.172.163.51Frankfurt Active167.172.171.892a03:b0c0:3:d0::b61:9001Frankfurt Active167.172.163.2382a03:b0c0:3:d0::216:9001Frankfurt Active138.68.83.231Frankfurt Active167.172.171.10Frankfurt Active167.172.163.229Frankfurt Active167.172.163.128Frankfurt Active167.172.173.1652a03:b0c0:3:d0::173:b001Frankfurt Active142.93.100.2352a03:b0c0:3:d0::179:a001Frankfurt Active167.172.171.1502a03:b0c0:3:d0::179:b001FranceIP AddressIPv6Paris Active45.32.151.212001:19f0:6801:b6:5400:00ff:fe2d:9386Paris Active107.191.47.1312001:19f0:6800:8784:5400:00ff:fe05:7fa6Paris Active45.32.145.792001:19f0:6801:ba:5400:00ff:fe2e:556fParis Active45.76.44.221Paris Active140.82.52.199Paris Active199.247.9.63Paris Active140.82.52.51Paris Active199.247.12.100Paris Active45.77.61.188BelgiumIP AddressIPv6Oostkamp Active35.195.188.224Oostkamp Active34.78.123.120DenmarkIP AddressIPv6Copenhagen Active185.134.28.17AfricaSouth AfricaIP AddressIPv6Johannesburg Active13.245.222.203Johannesburg Active13.246.54.122Johannesburg Active13.245.199.158AsiaSingaporeIP AddressIPv6Singapore Active128.199.105.174Singapore Active159.223.74.121Singapore Active209.97.171.44South KoreaIP AddressIPv6Seoul Active141.164.58.9Seoul Active141.164.35.233Seoul Active141.164.48.161JapanIP AddressIPv6Tokyo Active108.61.162.2142001:19f0:7001:18cd:5400:00ff:fe03:86f7Tokyo Active45.63.121.1592001:19f0:7001:76c:5400:00ff:fe2c:0beaTokyo Active45.32.36.1582001:19f0:7001:18c4:5400:00ff:fe37:0413Tokyo Active207.148.106.182Tokyo Active45.77.23.81Tokyo Active45.76.192.502001:19f0:7001:18d6:5400:00ff:fe37:0412IsraelIP AddressIPv6Tel Aviv Active34.165.80.145Tel Aviv Active34.165.13.190Tel Aviv
2025-04-24