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Workload Characterization of 3D Games
Workload Characterization of 3D Games Jordi Roca, Victor Moya, Carlos González, Chema Solís, Agustín Fernández, Department of Computer Architecture, Universitat Politècnica de Catalunya, [email protected] and Roger Espasa, Intel, DEG, Barcelona For example, [1][2] characterize the span processing workload in the rasterization stage. However, today all GPUs use the Abstract—The rapid pace of change in 3D game technology linear edge function rasterization algorithm [6], making span makes workload characterization necessary for every game generation. Comparing to CPU characterization, far less processing no longer relevant. As another example, [1] studies quantitative information about games is available. This paper the geometry BW requirements per frame, which has focuses on analyzing a set of modern 3D games at the API call nowadays substantially decreased thanks to the use of indexed level and at the microarchitectural level using the Attila modes and storing vertexes in local GPU memory. simulator. In addition to common geometry metrics and, in order The goal of this work is to analyze and characterize a set of to understand tradeoffs in modern GPUs, the microarchitectural level metrics allow us to analyze performance key characteristics recent OpenGL (OGL) and Direct3D (D3D) interactive games such as the balance between texture and ALU instructions in at the API level as well as at the microarchitectural level. In fragment programs, dynamic anisotropic ratios, vertex, z-stencil, general, 3D games can be analyzed at different levels: at color and texture cache performance. application CPU instruction level, disc I/O requests level, or PCI-AGP bus transactions level as [3] does. In this paper, the I.INTRODUCTION approach taken is to characterize the graphics API level (OGL GPU design and 3D game technology evolve side by side in or D3D) and complement the information with leaps and bounds. -
Tesis Doctoral
TESIS DOCTORAL Los videojuegos como mundos ludoficcionales Una aproximación semántico-pragmática a su estructura y significación Autor: Antonio José Planells de la Maza Directora: Alejandra Walzer Moskovic DEPARTAMENTO DE PERIODISMO Y COMUNICACIÓN AUDIOVISUAL Getafe, Enero de 2013 TESIS DOCTORAL Los videojuegos como mundos ludoficcionales Una aproximación semántico-pragmática a su estructura y significación Autor: Antonio José Planells de la Maza Directora: Alejandra Walzer Moskovic Firma del Tribunal Calificador: Firma: Presidente: Vocal: Secretario: Calificación: Getafe, a de de Agradecimientos Soy consciente de que este es el capítulo de la tesis más difícil de escribir en el momento en el que los sentimientos desbordan la frialdad de las palabras. El largo camino hasta su conclusión discurre por un país en el que la mediocridad y el miedo se han apoderado de las ideas, la cultura y la dignidad para convertirlas en meras marionetas de un sistema fallido. Por ello, considero que ahora es más importante que nunca agradecer el apoyo y cariño de un grupo de personas maravillosas que han sido esenciales para concebir esta investigación. De este modo, agradezco, A mi incansable directora de tesis, la profesora Alejandra Wal- zer, por su comprensión, sus detalladas lecturas y recomendacio- nes y su calidad humanística. Su interés por el conocimiento más allá del determinismo de las disciplinas la honra como persona y como académica. Al profesor Javier López Izquierdo por haber creído en mí des- de la época de la licenciatura, por su amistad y por sus sabios con- sejos en el siempre pantanoso campo de la Narratología. A los profesores Pablo del Río y Amelia Álvarez por haberme mostrado la importancia de la cultura, el rigor y la ética profe- sional en el seno de una organización tan relevante como es la universidad. -
Xenos: XBOX360 GPU
Xenos: XBOX360 GPU Michael Doggett Architect November 14, 2005 Overview • Xenos • Rendering performance • GPU architecture • Unified shader • Memory Export • Texture/Vertex Fetch • HDR rendering • Displaced subdivision surfaces • Graphics Hardware • GPU Realities • Graphics APIs • GPU Research 2 ATI - Driving the Visual Experience Everywhere • Products from cell phones to super computers Integrated Gaming Console Embedded Display Gaming Notebook Color Phone Display Digital TV Multimedia Workstation Multi Monitor Display 3 System architecture CPU 2x 10.8 GB/s 22.4GB/s UNIFIED Southbridge GPU MEMORY 2x PCIE Northbridge 700MHz 500MB/s 128bit GDDR3 32GB/s DAUGHTER DIE 4 Rendering performance • GPU to Daughter Die interface • 8 pixels/clk • 32BPP color • 4 samples Z - Lossless compression • 16 pixels/clk – Double Z • 4 samples Z - Lossless compression GPU 32GB/s DAUGHTER DIE 5 Rendering performance • Alpha and Z logic to EDRAM interface • 256GB/s • Color and Z - 32 samples • 32bit color, 24bit Z, 8bit stencil • Double Z - 64 samples • 24bit Z, 8bit stencil DAUGHTER DIE 8pix/clk, 4x MSAA, Stencil and Z test, Alpha blending 256GB/s 10MB EDRAM 6 GPU architecture GPU Primitive Setup Vertex Pipeline Index Stream Clipper Generator Pixel Pipeline Rasterizer Tessellator Hierarchical Z/S Display Pixels Unified Shader Texture/Vertex Fetch UNIFIED MEMORY Output Buffer Memory Export DAUGHTER DIE 7 Unified Shader • A revolutionary step in Graphics Hardware • One hardware design that performs both Vertex and Pixel shaders • Vertex processing power Vertices Vertices Pixels Vertex Shader Unified Shader Pixels Pixel Shader 8 Unified Shader • GPU based vertex and pixel load balancing • Better vertex and pixel resource usage • Union of features • E.g. -
Hardware Developments V E-CAM Deliverable 7.9 Deliverable Type: Report Delivered in July, 2020
Hardware developments V E-CAM Deliverable 7.9 Deliverable Type: Report Delivered in July, 2020 E-CAM The European Centre of Excellence for Software, Training and Consultancy in Simulation and Modelling Funded by the European Union under grant agreement 676531 E-CAM Deliverable 7.9 Page ii Project and Deliverable Information Project Title E-CAM: An e-infrastructure for software, training and discussion in simulation and modelling Project Ref. Grant Agreement 676531 Project Website https://www.e-cam2020.eu EC Project Officer Juan Pelegrín Deliverable ID D7.9 Deliverable Nature Report Dissemination Level Public Contractual Date of Delivery Project Month 54(31st March, 2020) Actual Date of Delivery 6th July, 2020 Description of Deliverable Update on "Hardware Developments IV" (Deliverable 7.7) which covers: - Report on hardware developments that will affect the scientific areas of inter- est to E-CAM and detailed feedback to the project software developers (STFC); - discussion of project software needs with hardware and software vendors, completion of survey of what is already available for particular hardware plat- forms (FR-IDF); and, - detailed output from direct face-to-face session between the project end- users, developers and hardware vendors (ICHEC). Document Control Information Title: Hardware developments V ID: D7.9 Version: As of July, 2020 Document Status: Accepted by WP leader Available at: https://www.e-cam2020.eu/deliverables Document history: Internal Project Management Link Review Review Status: Reviewed Written by: Alan Ó Cais(JSC) Contributors: Christopher Werner (ICHEC), Simon Wong (ICHEC), Padraig Ó Conbhuí Authorship (ICHEC), Alan Ó Cais (JSC), Jony Castagna (STFC), Godehard Sutmann (JSC) Reviewed by: Luke Drury (NUID UCD) and Jony Castagna (STFC) Approved by: Godehard Sutmann (JSC) Document Keywords Keywords: E-CAM, HPC, Hardware, CECAM, Materials 6th July, 2020 Disclaimer:This deliverable has been prepared by the responsible Work Package of the Project in accordance with the Consortium Agreement and the Grant Agreement. -
Značaj Industrije Video Igara S Osvrtom Na Stanje U Republici Hrvatskoj
Značaj industrije video igara s osvrtom na stanje u Republici Hrvatskoj Karamatić, Mislav Master's thesis / Diplomski rad 2019 Degree Grantor / Ustanova koja je dodijelila akademski / stručni stupanj: University of Zagreb, Faculty of Economics and Business / Sveučilište u Zagrebu, Ekonomski fakultet Permanent link / Trajna poveznica: https://urn.nsk.hr/urn:nbn:hr:148:607747 Rights / Prava: In copyright Download date / Datum preuzimanja: 2021-09-30 Repository / Repozitorij: REPEFZG - Digital Repository - Faculty of Economcs & Business Zagreb Sveučilište u Zagrebu Ekonomski fakultet Diplomski sveučilišni studijposlovna ekonomija Trgovina i međunarodno poslovanje ZNAČAJ INDUSTRIJE VIDEO IGARA S OSVRTOM NA STANJE U REPUBLICI HRVATSKOJ Diplomski rad Mislav Karamatić Zagreb, srpanj, 2019.g. Sveučilište u Zagrebu Ekonomski fakultet ZNAČAJ INDUSTRIJE VIDEO IGARA S OSVRTOM NA STANJE U REPUBLICI HRVATSKOJ THE SIGNIFICANCE OF THE VIDEOGAMES INDUSTRY IN THE REPUBLIC OF CROATIA Diplomski rad Mislav Karamatić, 0067387789 Mentor: Prof.dr.sc.Nikola Knego Zagreb, srpanj, 2019.g. Sažetak Industrija video igara u današnjem svijetu predstavlja jednu od najmoćnijih medijskih industrija u svijetu svakodnevno ostvarujući rastuće poslovne rezultate, broj zaposlenih u njoj kao i rastuće trendove širenja tržišta diljem svijeta. Video igra je elektronička igra koja se može igrati na računalnom uređaju, kao što je osobno računalo, igraća konzola ili mobilni telefon. Osim osobnih računala, postoje i drugi uređaji koji imaju sposobnost igranja igara, ali nisu namjenski uređaji za video igre, kao što su pametni telefoni, PDA uređaji i grafički kalkulatori. Industrija video igra ili gaming industrija je gospodarski sektor koji se bavi razvojem, marketingom i unovčavanjem video igara. Unovčavanje video igara je postupak kojim proizvod odnosno video igra vraća novac onima koji su uključeni u stvaranje same igre ili polažu vlasništvo nad autorskim pravima. -
GPU Architecture & Comparison To
داﻧﺸﮕﺎه ﺻﻨﻌﺘ ﻲ ﺟﻨﺪي ﺷﺎﭘﻮر دزﻓﻮل داﻧﺸﻜﺪه ﺑﺮق و ﻛﺎﻣﭙﻴﻮﺗﺮ ﮔﺰارش ﭘﺮوژه ي ﭘﺎﻳﺎﻧﻲ رﺷﺘﻪ ﻣﻬﻨﺪﺳﻲ ﻛﺎﻣﭙﻴﻮﺗﺮ – ﺳﺨﺖ اﻓﺰار ﺑﺮرﺳﻲ ﻣﻌﻤﺎري ﭘﺮدازﻧﺪه ﻫﺎي ﮔﺮاﻓﻴﻜﻲ ( GPU ) ) و ﻣﻘﺎﻳﺴﻪ آﻧﻬﺎ ﺑﺎ ﭘﺮدازﻧﺪه ﻫﺎي ﻋﻤﻮﻣﻲ ( ﻧﺴﺨﻪ ﻏﻴﺮﻧﻬﺎﻳﻲ) داﻧﺸﺠﻮ : : اﺣﻤﺪ ﻟﺸﮕﺮ اﺳﺘﺎد راﻫﻨﻤﺎي ﭘﺮوژه : : ﻣﻬﻨﺪس ﻣﺠ ﺘﺒﻲ ﺳﻠﻄﺎﻧﻲ ﺗﻴﺮ ﻣﺎه 1389 ﺑﺴﻢ اﷲ اﻟﺮﺣﻤﻦ اﻟﺮﺣﻴﻢ ﺻﻔﺤﻪ | أ ﻓﻬﺮﺳﺖ ﻣﻄﺎﻟﺐ : : ﻣﻘﺪﻣﻪ ................................ ................................ ................................ ..................... 1 ﻓﺼﻞ اول : ﺗﻜﺎﻣﻞ ﻣﻌﻤﺎري GPU ﻫﺎ ................................ ................................ .................. 1 1 1- ﺧ ﻂ ﻟﻮﻟﻪ ﮔﺮاﻓﻴﻚ ................................ ................................ ................................ .. 2 1 1- 1- ورود رﺋﻮس ﺑﻪ ﺣﺎﻓﻈﻪ GPU ................................ ................................ ........... 3 1 1- 2- ﺳﺎﻳ ﻪزن راس ................................ ................................ ............................. 3 1 1- 3- ﺳﺎﻳ ﻪزن ﻫﻨﺪﺳﻲ ................................ ................................ .......................... 6 1 1- 4- رﺳﺘﺮاﻳﺰر ................................ ................................ ................................ .. 7 1 1- 5- ﺳﺎﻳ ﻪزن ﭘﻴ ﻜﺴﻞ ................................ ................................ ........................... 8 1 1- 6- ﺗﺮﻛﻴﺐ ﻧﻬﺎ ﻳﻲ ................................ ................................ ............................. 9 1 1- 7- ﺑﺎﻓﺖ ﻧﮕﺎري ................................ ................................ ............................. 10 1 1- 8- روش ﻫﺎي ﺿﺪﻧﺎﺻﺎﻓﻲ ............................... -
Deliverable 7.7 Deliverable Type: Report Delivered in June, 2019
Hardware developments IV E-CAM Deliverable 7.7 Deliverable Type: Report Delivered in June, 2019 E-CAM The European Centre of Excellence for Software, Training and Consultancy in Simulation and Modelling Funded by the European Union under grant agreement 676531 E-CAM Deliverable 7.7 Page ii Project and Deliverable Information Project Title E-CAM: An e-infrastructure for software, training and discussion in simulation and modelling Project Ref. Grant Agreement 676531 Project Website https://www.e-cam2020.eu EC Project Officer Juan Pelegrín Deliverable ID D7.7 Deliverable Nature Report Dissemination Level Public Contractual Date of Delivery Project Month 44(31st May, 2019) Actual Date of Delivery 25th June, 2019 Description of Deliverable Update on "Hardware Developments III" (Deliverable 7.5) which covers: - Report on hardware developments that will affect the scientific areas of inter- est to E-CAM and detailed feedback to the project software developers (STFC); - discussion of project software needs with hardware and software vendors, completion of survey of what is already available for particular hardware plat- forms (CNRS); and, - detailed output from direct face-to-face session between the project end- users, developers and hardware vendors (ICHEC). Document Control Information Title: Hardware developments IV ID: D7.7 Version: As of June, 2019 Document Status: Accepted by WP leader Available at: https://www.e-cam2020.eu/deliverables Document history: Internal Project Management Link Review Review Status: Reviewed Written by: Alan Ó Cais(JSC) Contributors: Jony Castagna (STFC), Godehard Sutmann (JSC) Authorship Reviewed by: Jony Castagna (STFC) Approved by: Godehard Sutmann (JSC) Document Keywords Keywords: E-CAM, HPC, Hardware, CECAM, Materials 25th June, 2019 Disclaimer:This deliverable has been prepared by the responsible Work Package of the Project in accordance with the Consortium Agreement and the Grant Agreement. -
Stubbs the Zombie: Rebel Without 21 Starship Troopers PC Continues to Set the Standard for Both Technology and Advancements in Gameplay
Issue 07 THE WAY It’s Meant To Be Played Peter Jackson’s King Kong Age Of Empires III Serious Sam 2 Blockbusters Enjoy the season’s hottest games on the hottest gaming platform Chronicles Of Narnia: The Lion, The Witch City Of Villains F.E.A.R And The Wardrobe NNVM07.p01usVM07.p01us 1 119/9/059/9/05 33:57:57:57:57 ppmm The way it’s meant to be played 3 6 7 8 Welcome Welcome to Issue 7 of The Way It’s Meant 12 13 to be Played, the magazine that showcases the very best of the latest PC games. All the 30 titles featured in this issue are participants in NVIDIA’s The Way It’s Meant To Be Played program, a campaign designed to deliver the best interactive entertainment experience. Development teams taking part in 14 19 the program are given access to NVIDIA’s hardware, with NVIDIA’s developer technology engineers on hand to help them get the very best graphics and effects into their new games. The games are then rigorously tested by NVIDIA for compatibility, stability and reliability to ensure that customers can buy any game with the TWIMTBP logo on the box and feel confident that the game will deliver the ultimate install- and-play experience when played with an Contents NVIDIA GeForce-based graphics card. Game developers today like to use 3 NVIDIA news 14 Chronicles Of Narnia: The Lion, Shader Model 3.0 technology for stunning, The Witch And The Wardrobe complex cinematic effects – a technology TWIMTBP games 15 Peter Jackson’s King Kong fully supported by all the latest NVIDIA 4 Vietcong 2 16 F.E.A.R. -
Insight MFR By
Manufacturers, Publishers and Suppliers by Product Category 11/6/2017 10/100 Hubs & Switches ASCEND COMMUNICATIONS CIS SECURE COMPUTING INC DIGIUM GEAR HEAD 1 TRIPPLITE ASUS Cisco Press D‐LINK SYSTEMS GEFEN 1VISION SOFTWARE ATEN TECHNOLOGY CISCO SYSTEMS DUALCOMM TECHNOLOGY, INC. GEIST 3COM ATLAS SOUND CLEAR CUBE DYCONN GEOVISION INC. 4XEM CORP. ATLONA CLEARSOUNDS DYNEX PRODUCTS GIGAFAST 8E6 TECHNOLOGIES ATTO TECHNOLOGY CNET TECHNOLOGY EATON GIGAMON SYSTEMS LLC AAXEON TECHNOLOGIES LLC. AUDIOCODES, INC. CODE GREEN NETWORKS E‐CORPORATEGIFTS.COM, INC. GLOBAL MARKETING ACCELL AUDIOVOX CODI INC EDGECORE GOLDENRAM ACCELLION AVAYA COMMAND COMMUNICATIONS EDITSHARE LLC GREAT BAY SOFTWARE INC. ACER AMERICA AVENVIEW CORP COMMUNICATION DEVICES INC. EMC GRIFFIN TECHNOLOGY ACTI CORPORATION AVOCENT COMNET ENDACE USA H3C Technology ADAPTEC AVOCENT‐EMERSON COMPELLENT ENGENIUS HALL RESEARCH ADC KENTROX AVTECH CORPORATION COMPREHENSIVE CABLE ENTERASYS NETWORKS HAVIS SHIELD ADC TELECOMMUNICATIONS AXIOM MEMORY COMPU‐CALL, INC EPIPHAN SYSTEMS HAWKING TECHNOLOGY ADDERTECHNOLOGY AXIS COMMUNICATIONS COMPUTER LAB EQUINOX SYSTEMS HERITAGE TRAVELWARE ADD‐ON COMPUTER PERIPHERALS AZIO CORPORATION COMPUTERLINKS ETHERNET DIRECT HEWLETT PACKARD ENTERPRISE ADDON STORE B & B ELECTRONICS COMTROL ETHERWAN HIKVISION DIGITAL TECHNOLOGY CO. LT ADESSO BELDEN CONNECTGEAR EVANS CONSOLES HITACHI ADTRAN BELKIN COMPONENTS CONNECTPRO EVGA.COM HITACHI DATA SYSTEMS ADVANTECH AUTOMATION CORP. BIDUL & CO CONSTANT TECHNOLOGIES INC Exablaze HOO TOO INC AEROHIVE NETWORKS BLACK BOX COOL GEAR EXACQ TECHNOLOGIES INC HP AJA VIDEO SYSTEMS BLACKMAGIC DESIGN USA CP TECHNOLOGIES EXFO INC HP INC ALCATEL BLADE NETWORK TECHNOLOGIES CPS EXTREME NETWORKS HUAWEI ALCATEL LUCENT BLONDER TONGUE LABORATORIES CREATIVE LABS EXTRON HUAWEI SYMANTEC TECHNOLOGIES ALLIED TELESIS BLUE COAT SYSTEMS CRESTRON ELECTRONICS F5 NETWORKS IBM ALLOY COMPUTER PRODUCTS LLC BOSCH SECURITY CTC UNION TECHNOLOGIES CO FELLOWES ICOMTECH INC ALTINEX, INC. -
A Performance Study of General Purpose Applications on Graphics Processors
A Performance Study of General Purpose Applications on Graphics Processors Shuai Che Jiayuan Meng Jeremy W. Sheaffer Kevin Skadron [email protected] [email protected] [email protected] [email protected] The University of Virginia, Department of Computer Science Abstract new term GPGPU or General-Purpose computation on the GPU. Graphic processors (GPUs), with many light-weight The GPU has several key advantages over CPU ar- data-parallel cores, can provide substantial parallel com- chitectures for highly parallel, compute intensive work- putational power to accelerate general purpose applica- loads, including higher memory bandwidth, significantly tions. To best utilize the GPU's parallel computing re- higher floating-point throughput, and thousands of hard- sources, it is crucial to understand how GPU architectures ware thread contexts with hundreds of parallel compute and programming models can be applied to different cat- pipelines executing programs in a SIMD fashion. The GPU egories of traditionally CPU applications. In this paper can be an attractive alternative to CPU clusters in high per- we examine several common, computationally demanding formance computing environments. applications—Traffic Simulation, Thermal Simulation, and The term GPGPU causes some confusion nowadays, K-Means—whose performance may benefit from graphics with its implication of structuring a general-purpose ap- hardware's parallel computing capabilities. We show that plication to make it amenable to graphics rendering APIs all of our applications can be accelerated using the GPU, (OpenGL or DirectX) with no additional hardware support. demonstrating as high as 40× speedup when compared with NVIDIA has introduced a new data-parallel, C-language a CPU implementation. -
The Common Forms of Contemporary Videogames: a Proposed Content Analysis Model
1 The Common Forms of Contemporary Videogames: A Proposed Content Analysis Model STEVEN ALLICK A thesis submitted in partial fulfilment of the requirements of Teesside University for the degree of Doctor of Philosophy Teesside University School of Computing April 2012 2 Contents Acknowledgements 5 Declaration 9 Abstract 10 1. Introduction 11 1.1. Background 11 1.2. Motivation 12 1.3. Understanding Tropes 14 1.4. Thesis Statement 15 1.4.1 Aims 15 1.4.2 Thesis 16 1.5 Approach 17 1.6 Methods Used 19 1.6.1 Analysis and Data Gathering 19 1.6.2 Sampling Criterion 20 1.6.3 Scales and Measures 23 1.7 Thesis Organisation 23 2. Literature Review 28 2.1. Semiotics Literature 28 2.1.1 Semiotic Principles 28 2.1.2 Computing Semiotics 31 2.1.3 Artistic and Media Semiotics 33 2.1.4 General Semiotic Research Critique 33 2.2 Rhetoric and Tropes Literature 34 2.2.1 Principles of Tropes 34 2.2.2 Metaphor and Myth 35 2.2.3 Metonym, Synecdoche and Irony 36 2.2.4 Aporia and Epiphany 37 2.2.5 Tropical Research Critique 38 3 2.3 Genre Theory Literature 39 2.3.1 Background and Origin 39 2.3.2 Videogame Genres 40 2.3.3 Genre Theory Critique 41 2.4 Development Models and Methods 43 2.4.1 Perceptual Opportunities 43 2.4.2 Qualitative Design Models 44 2.4.3 Quantitative Design Models 45 2.4.4 Heuristic / Rule Models 45 2.4.5 Development Model Critique 46 2.5 Emotion, Enjoyment and Immersion Models 47 2.5.1 Emotion and Enjoyment 47 2.5.2 Immersion 49 2.5.3 Frustration 50 2.5.4 Player Centric Model Critique 50 2.6 Time 52 2.7 Representational Dimensions 53 2.8 Observations and Conclusions 55 3. -
Nicki Minaj Offers Financial Assistance to Serious
Nicki Minaj Offers Financial Assistance to Serious Serious Sam 3 BFE CRACK ONLY. ● Express Burn Free Burning Software for CDs/DVDs/Blu-Rays ● ZoomText Screen Magnifier and Screen Reader ● Album Queen, Nicki Minaj ● Wooden Gazebos vs. Metal Gazebos - Private Scenes ● Nicki minaj new song lyrics ● 10+ Best TOHEED images ● The 4 Best Ways To Jerk Off (According To ... ● The 5 Most Absurdly Petty National Laws Ever ... ● Nicki Minaj fuels pregnancy rumors once again as she posts ● Teenager Sam Norris on life support after suffering ● [album] Sam Smith - 'Love Goes' - Page 26 - Music The ambitious song initially divided critics upon its release but it's since become a fan favourite thanks to Nicki's animated performance and rapid fire verses. Married At First Sight star Sam Ball reemerged on social media with a bold - and bald - new look this month. Curtis Pritchard finally breaks silence on Maura Higgins cheating rumours. Love Island's Charlie Brake sparks romance rumours with TV presenter. A jury indicted Cardi on 14 charges, including two counts of assault with intent to cause serious. While Sam Asghari fell in love with a woman who was born in Mississippi and raised in Louisiana, he was actually born on the other side of the world in Iran. Nicki out of the 3 would have been the only one worth watching IMO sad sad sad. Don't try to use them online else your account can/will be banned/closed. Although they never married, this popular TV chef and longtime governor of New York enjoyed a seemingly blissful 14-year relationship.