Recommended Posts

  Electrolysis

 

 

  M1 milestone: e10s browser is usable by average Nightly users.

    M1 burndown chart of dev-hours renaming:

    You must be on Mozilla VPN or office intranet and then disable Mixed Content Blocking for Elastic Search to work!

    https://people.mozilla.org/~cpeterson/es/e10s-m1-burndown.html

    complete list - http://tinyurl.com/mmh3gg2

    assigned - http://tinyurl.com/ml2u3pr

    unassigned - http://tinyurl.com/kvksjgs

    e10s-m1-fixed bugs:

    https://bugzilla.mozilla.org/showdependencytree.cgi?id=997456&maxdepth=1&hide_resolved=1

    cmd=e10s-m1-fixed

    e10s-m1-open bugs:

    https://bugzilla.mozilla.org/buglist.cgi?cmdtype=dorem&remaction=run&namedcmd=e10s-m1-open

    M2 milestone: e10s browser can be enabled by default in Nightly (but not necessarily ride the trains)

    complete list - http://tinyurl.com/kjkflgj

    assigned - http://tinyurl.com/m5o76hh

    unassigned - http://tinyurl.com/k36fe8x

    Triage bugs: http://tinyurl.com/l36ft3l

 

Firefox Multi-process architecture roadmap

    July 18, 2014 - Milestone 1: make E10s usable for average Nightly users but is not enabled by default.
    July 21, 2014 - Firefox 34 development begins. Mozilla wants to use the six weeks that follow to get Nightly users and add-on developers to test e10s and especially add-on compatibility.
    September 1, 2014 - Firefox 35 development begins. Mozilla plans to reach Milestone 2 in this development period. When Milestone 2 is reached, Electrolysis is at a point where it can be enabled for Nightly users.
    October 13, 2014 - Firefox 36 development begins. This is the version of the browser where Firefox's multi-process architecture will be moved from channel to channel (Nightly > Aurora > Beta > Stable) so that it is released to the stable channel of the browser on February 16, 2015

  • Like 7

Firefox Multi-process architecture roadmap

    July 18, 2014 - Milestone 1: make E10s usable for average Nightly users but is not enabled by default.

    July 21, 2014 - Firefox 34 development begins. Mozilla wants to use the six weeks that follow to get Nightly users and add-on developers to test e10s and especially add-on compatibility.

    September 1, 2014 - Firefox 35 development begins. Mozilla plans to reach Milestone 2 in this development period. When Milestone 2 is reached, Electrolysis is at a point where it can be enabled for Nightly users.

    October 13, 2014 - Firefox 36 development begins. This is the version of the browser where Firefox's multi-process architecture will be moved from channel to channel (Nightly > Aurora > Beta > Stable) so that it is released to the stable channel of the browser on February 16, 2015

When Mozilla announces such dates/version targets you always have to at least do +2, if not +3.

Latin1 Strings (UTF-8) has been now default enabled (https://bugzilla.mozilla.org/show_bug.cgi?id=1037871) for many stuff. It will bring memory efficiency and improvement in certain js benchmarks like ss-dna. It will also help in cleaning some dead code as well. Not to mention Chrome v8 JS engine also use UTF-8 strings.
 
Latin 1 bugs:
https://bugzilla.mozilla.org/show_bug.cgi?id=1034689
https://bugzilla.mozilla.org/show_bug.cgi?id=1038093
https://bugzilla.mozilla.org/show_bug.cgi?id=1037869
[MemShrink Reporting] - https://bugzilla.mozilla.org/show_bug.cgi?id=1037886
 
Peacekeeper "stringFilter" regression due to irregexp port has been been fixed now, it was quite massive regression, approval for aurora also tagged lets see when this happen. https://bugzilla.mozilla.org/show_bug.cgi?id=1024132
 
e10s bugs:
e10s FTP broken with proxies - https://bugzilla.mozilla.org/show_bug.cgi?id=915024
addons related work - https://bugzilla.mozilla.org/show_bug.cgi?id=1017323https://bugzilla.mozilla.org/show_bug.cgi?id=1029926https://bugzilla.mozilla.org/show_bug.cgi?id=1031609 ; https://bugzilla.mozilla.org/show_bug.cgi?id=673569
Inline spell checking - https://bugzilla.mozilla.org/show_bug.cgi?id=693555
No browsing ability on browser.tabs.remote.autostart - https://bugzilla.mozilla.org/show_bug.cgi?id=1039586

Show whether current window in e10s in about:support - https://bugzilla.mozilla.org/show_bug.cgi?id=1038245
 
In-content relevant fixes:
In-content preference dialog - https://bugzilla.mozilla.org/show_bug.cgi?id=1037081
Retina Display relevant - https://bugzilla.mozilla.org/show_bug.cgi?id=1002354
Sync Pane - https://bugzilla.mozilla.org/show_bug.cgi?id=1036054
 
Web Animation relevant work:
https://bugzilla.mozilla.org/show_bug.cgi?id=1032573
https://bugzilla.mozilla.org/show_bug.cgi?id=1036287
https://bugzilla.mozilla.org/show_bug.cgi?id=1036300
 
 
Interesting bugs:
 
--- Number search from location bar should trigger Search engine search - https://bugzilla.mozilla.org/show_bug.cgi?id=693808
--- HTTP 2 relevant proxying auth 407 - https://bugzilla.mozilla.org/show_bug.cgi?id=1037082
--- Remove "Clear clipboard data on exit" during Private browsing - https://bugzilla.mozilla.org/show_bug.cgi?id=815952
--- Linux Dark theme related - https://bugzilla.mozilla.org/show_bug.cgi?id=1037411
--- Key bug for @media and @keyframes in style inspector landed - https://bugzilla.mozilla.org/show_bug.cgi?id=591303
--- Performance improvement - Scaled content is rendered wrong - https://bugzilla.mozilla.org/show_bug.cgi?id=1034247
--- Crash fix with Dash and MSE enabled - https://bugzilla.mozilla.org/show_bug.cgi?id=1031532
--- MemShrink related to fragmentation - https://bugzilla.mozilla.org/show_bug.cgi?id=1036784 ; https://bugzilla.mozilla.org/show_bug.cgi?id=1017165
--- MemShrink related to Graphics found by Coverity - https://bugzilla.mozilla.org/show_bug.cgi?id=1024196
--- MemShrink related to WebRTC found by Coverity - https://bugzilla.mozilla.org/show_bug.cgi?id=980270
--- ARM full Float32 support - https://bugzilla.mozilla.org/show_bug.cgi?id=991153
--- WebGL performance improvement involving Video - https://bugzilla.mozilla.org/show_bug.cgi?id=814524
--- Cleanup in JS - https://bugzilla.mozilla.org/show_bug.cgi?id=1037613  & Cleanup in Graphics - https://bugzilla.mozilla.org/show_bug.cgi?id=1021637
--- Clang build support on Windows supporting bug in libyuv - https://bugzilla.mozilla.org/show_bug.cgi?id=1038492
--- Intel GPU relaxation to avoid crashes - https://bugzilla.mozilla.org/show_bug.cgi?id=988549
--- Password Sync with FX Account and Master Password - https://bugzilla.mozilla.org/show_bug.cgi?id=1013064
--- Graphics performance warning feature [when hit slow paths and why] - https://bugzilla.mozilla.org/show_bug.cgi?id=864829
--- OMTC relevant bug - https://bugzilla.mozilla.org/show_bug.cgi?id=1036785
--- MemShrink [shapeTable space optimizations] - https://bugzilla.mozilla.org/show_bug.cgi?id=1038038
--- ES6 [Default parameters should be evaluated before function declarations] - https://bugzilla.mozilla.org/show_bug.cgi?id=1022962
--- Cache thread stuck issue - https://bugzilla.mozilla.org/show_bug.cgi?id=1028415
--- Cache2 backend lock handling - https://bugzilla.mozilla.org/show_bug.cgi?id=1035411
--- Removal of imported Chromium Sandbox unused code - https://bugzilla.mozilla.org/show_bug.cgi?id=1035275
--- HTML Import scenario crash fix - https://bugzilla.mozilla.org/show_bug.cgi?id=1016875
--- Stop accepting certificates that use RSA 1023 or weaker signatures - https://bugzilla.mozilla.org/show_bug.cgi?id=360126
--- Unreadable text on NTP if Dark theme - https://bugzilla.mozilla.org/show_bug.cgi?id=1038607
--- Coverity found out of bound access in JS Engine - https://bugzilla.mozilla.org/show_bug.cgi?id=1037898
--- Performance improvement [slow behavior in ValueNumberer for large pathological asm.js function] - https://bugzilla.mozilla.org/show_bug.cgi?id=845068
--- Code removal in Networking:DNS - https://bugzilla.mozilla.org/show_bug.cgi?id=1039653
--- ARM Assembler simplification in JS engine - https://bugzilla.mozilla.org/show_bug.cgi?id=1026919
--- Integrate OpenH.264 in Addons Manager - https://bugzilla.mozilla.org/show_bug.cgi?id=1009909
--- [Oldie]  Library window divider between content list and bookmarks too thin on Mac OS X and Linux/GTK - https://bugzilla.mozilla.org/show_bug.cgi?id=440150
--- Shorthand CSS for animation-play-state - https://bugzilla.mozilla.org/show_bug.cgi?id=1037314
--- CSS Animation dispatch event issue when no animation-name - https://bugzilla.mozilla.org/show_bug.cgi?id=1033881
--- hook Gecko Media Plugin with WebRTC codecs - https://bugzilla.mozilla.org/show_bug.cgi?id=1037754
 
--- Disable PGO in js/src for MSVC 2010 - https://bugzilla.mozilla.org/show_bug.cgi?id=1030706
--- Sandbox Gecko Media Plugins on Windows - https://bugzilla.mozilla.org/show_bug.cgi?id=985252
--- VC11+ defaults to SSE2 enabled build - https://bugzilla.mozilla.org/show_bug.cgi?id=836658
 
 
--- [LANDING & BACKOUT] APZ Scrolling relevant - https://bugzilla.mozilla.org/show_bug.cgi?id=1022612 
 
Mozilla Firefox also started work on requestAutocomplete like Chrome - https://bugzilla.mozilla.org/show_bug.cgi?id=1018291
Shumway and Application Reputation to avoid downloading stupid Malware affected files also underway. Plans are to enable OMTC throughout Aurora as well, so that it could ship Beta and then finally Release.
Firefox seer [starting connection ahead to improve loading stuff] has been renamed to Predictor now.
 
Work on smarter responsive new tab page which will make more thumbnails on screen if it possible without adding scrolling - https://bugzilla.mozilla.org/show_bug.cgi?id=1026561

  • Like 2

Firefox has done DXVA decoding for quite a while, bigger issue is that YouTube wants Media Source Extensions, which doesn't currently work.

Upside is that Window users at least get 720p H.264 for the fallback case, but OS X users (i.e. me) get 360p WebM (Y)

Edit: yeah, Firefox has used DXVA2 since version 23.

Session Restore

 

  • Bug 506975 - [session Restore] Write sessionstore.js less often when on battery - mentoring, reviews
  • Bug 1036341 - [session Restore] Discriminate more precisely between new profile and catastrophic crash - filed, prepping for mentoring
  • Resuming Talos-based experiments
  • Bug 686157 - CPU spikes and multi-second lockups (switching tabs and typing) - investigating

Feature Promotion next step

  • Bug 1028968 - [uX] Designs for in-product promotion of Firefox Account creation

 

Light-weight Themes in customization

  • Bug 1015157 - [uX] Quick visual fixes for lightweight theme display on Windows and Linux
  • Bug 1021736 - [uX] Pick and/or create five lightweight themes to promote in customization mode

 

? Enhanced Tiles V1 design (currently in development)

 

? works started  on Enhanced Tiles (V2)

Font refactoring work in progress & will land next cycle [34]

 

  • Fonts are only read once from disk while in use (they are discarded if the reference count reaches zero, however). This saves memory and prevents unnecessary reading from disk.
  • It will be easier to add web font support, as all fonts are created and managed in a single place and the entire pipeline ensures that only one in-memory copy of font data is required.

An overview of how the pieces fit together:

FontTemplate - A structure containing everything that
is required to create (and select) font handles. This
structure is shared among all matching font handles
(via Arc).

FontTemplateData - A platform specific structure that
contains the actual font data inside a template (this is
a byte array on Linux/Android, CTFont on Mac).

FontHandle - An opaque, platform specific handle to
a font instance. Each FontHandle contains an Arc<>
reference to the FontTemplate it was created from.

FontCache - This is a separate task, that is responsible
for loading and caching FontTemplate structures. There
is one FontCache per constellation. It is only ever accessed
via the FontContext described below.

FontContext - This is the public interface to the FontCache
and is used by the layout and render code to create font
handles. These must not be shared between threads. There
is typically one FontContext per thread/task.

Some more bugs landed:

 

--- background-blend-mode related bug [blending with backdrop of root element]  - https://bugzilla.mozilla.org/show_bug.cgi?id=1038521

--- Another Ion Monkey Recover Instruction added - https://bugzilla.mozilla.org/show_bug.cgi?id=1034665

--- WebGL 1.0.3 failures on oes_texture_float test fix - https://bugzilla.mozilla.org/show_bug.cgi?id=1030206

--- pixman library leak fix (found by Coverity) - https://bugzilla.mozilla.org/show_bug.cgi?id=1024223

--- RadioNodeList implementation - https://bugzilla.mozilla.org/show_bug.cgi?id=779723

--- Invalidation fix - https://bugzilla.mozilla.org/show_bug.cgi?id=1038781

--- [LANDED & BACKED OUT] CSS Filters rendering through Moz2D (old Azure API) - https://bugzilla.mozilla.org/show_bug.cgi?id=948265

--- Escape Analysis in JS Engine relevant work - https://bugzilla.mozilla.org/show_bug.cgi?id=992845

--- Related to above mention asm.js [ slow behavior in ValueNumberer for large pathological asm.js function] - https://bugzilla.mozilla.org/show_bug.cgi?id=1039836

--- Error Page hover relevant cursor fix - https://bugzilla.mozilla.org/show_bug.cgi?id=1031571

--- Broken null check for object property - https://bugzilla.mozilla.org/show_bug.cgi?id=1028990

--- HiDPI and Inverted icons for context menus - https://bugzilla.mozilla.org/show_bug.cgi?id=1016405

--- Workaround to find out how many bogus protocol websites going to Google rather than error page - https://bugzilla.mozilla.org/show_bug.cgi?id=1038248

--- Web Animation relevant regression fix - https://bugzilla.mozilla.org/show_bug.cgi?id=1038032

--- Add support for window sharing for getUserMedia [WebRTC if you know] - https://bugzilla.mozilla.org/show_bug.cgi?id=1038926

--- API to know which video streams tabs are using [WebRTC relevant] - https://bugzilla.mozilla.org/show_bug.cgi?id=1039529

--- Web Audio API delay node distortion - https://bugzilla.mozilla.org/show_bug.cgi?id=932400

--- [EME] Expose decryption data in MP4Samples - https://bugzilla.mozilla.org/show_bug.cgi?id=1022434

---  Make nsLayoutUtils arithmetic consistent for computing dimension from intrinsic-ratio & other dimension - https://bugzilla.mozilla.org/show_bug.cgi?id=1039796

--- Cairo & Pixman relevant [large background-images and gradients don't work beyond ~ 32768px] - https://bugzilla.mozilla.org/show_bug.cgi?id=671302

--- CSS animation makes containing text jump/shake with hardware acceleration disabled - https://bugzilla.mozilla.org/show_bug.cgi?id=1023677

--- Remove partial component alpha support from BasicCompositor - https://bugzilla.mozilla.org/show_bug.cgi?id=1039145

--- Crash + small security fix - https://bugzilla.mozilla.org/show_bug.cgi?id=1015844

--- WebGL element array cache - https://bugzilla.mozilla.org/show_bug.cgi?id=1038928

--- Panel animations have wrong anchor in RTL mode - https://bugzilla.mozilla.org/show_bug.cgi?id=1027057

 

 

OpenH264 work:

https://bugzilla.mozilla.org/show_bug.cgi?id=1040048

 

e10s bugs:

https://bugzilla.mozilla.org/show_bug.cgi?id=950745

[addon] https://bugzilla.mozilla.org/show_bug.cgi?id=1027299

[Adblock Plus] https://bugzilla.mozilla.org/show_bug.cgi?id=1007982

[Can't install non-AMO addon] https://bugzilla.mozilla.org/show_bug.cgi?id=952201

 

--- Text selection inside link behavior is now backed out from Nightly - https://bugzilla.mozilla.org/show_bug.cgi?id=378775#c53

media.peerconnection.video.h264_enabled and  set it to true.

 

Mozilla had quite the discussion about how to handle this delicate matter. For now, it seems to favor the following decisions:

  • The video codec is listed under Plugins in the Add-ons Manager.
  • Users will have options to activate or deactivate it there.
  • Click to play support wont be implemented.
  • Automatic updates will be supported.
  • Target are all supported desktop platforms.

even though OpenH264 is listed under plugins, it is not a standard plugin, Mozilla files it under Gecko Media Plugins

GMP is a special purpose extension point for authorised 3rd party codecs and EME (Encrypted Media Extensions) CDMs (Content Decryption Modules).

Besides that, it is a component that gets downloaded and installed directly by the browser even though it is not maintained by Mozilla but downloaded from Cisco instead.

The GMP plugin interface is generic enough to allow for any real codec to be slotted in (Daala could be distributed that way), but it's also sandboxed to hell and back and Firefox won't use any random module, it has checks in place to only allow specific ones (To avoid the situation with plugins where sites can prompt users to download and install them)

The Adobe DRM module is going to plug in the same way (Since it's a H.264 decoder that functions specifically on encrypted streams, so all the demuxing stuff is the same), although that also requires Firefox to limit what the user can do to the resulting decoded frames.

With Youtube enforcing HTML5 use, I've been seeing some videos where the only choices are 360p and 720p, when I know 480p/1080p are also choices. When can we expect this to be fixed? I thought having h.264 would do it, but I've enabled it and those same videos still only have 360p/720p.

You also need to enable Media Source Extensions and tell Firefox to enable H.264 support (Hidden pref I can't remember the name of), and it'll most likely crash instantly (Or you'll get one stream playing, blank video, etc.)

It's apparently been done on Google's end so that Mozilla can test MSE in a production environment, it's only enabled for Nightly users.

Only getting 360p and 720p means it's not using Dash, which means it's not using MSE and falling back to plain H.264/WebM. Does this page work for you?

http://dash-mse-test.appspot.com/dash-player.html?url=http://yt-dash-mse-test.commondatastorage.googleapis.com/media/car-20120827-manifest.mpd

Nope, not working. Getting this error in the console below the video player: Deregistering progress timer and Implausible duration from video element: NaN.

Tried a new profile, enabled MSE and h.264 and it still doesn't work. Tried again after downloading the latest Hourly and it's doing the same thing.

OpenH264 plugin just says "will be installed shortly" and i've set "media.peerconnection.video.h264_enabled;true", am I missing something. Using 64 bit nightly.

Bug 1041080 - Fix OpenH264Provider path registration, default enabled state and logging r=Unfocused a=kwierso

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Posts

    • State of Decay 3 is out in 2027, reveals Plague Nests with new co-op gameplay trailer by Pulasthi Ariyasinghe A few months ago, Undead Labs broke its silence about the third entry in the State of Decay series since its announcement in 2020. Today, the studio had a brand-new trailer to reveal at the Xbox Games Showcase, finally giving players a look at the Unreal Engine 5-powered title. A broad 2027 release window is now attached to State of Decay 3 too. The studio confirmed that every scene seen in the gameplay trailer (except for the studio logo) released today is from the game with no cinematic footage. "The quality bar of the moment-to-moment experience is higher than anything we’ve achieved in Undead Labs’ history," says the studio. "State of Decay 3 is being built in Unreal Engine 5, and we’re creating better quality versions of what makes our game the survival sandbox it is, and the combat experience is really, really important to us, and I think you can see it coming through in this trailer." One new aspect of this upcoming entry is the Plague Nests. These are supposed to be dynamic, dungeon‑like enemy hubs with varied “personas” that change tactics each time one appears on a map. These areas will have the best loot in the game for players brave enough to tackle them. The combat system is being overhauled too, letting players do quick and power attacks depending on the situation. This isn't just on the player's side though, as zombies themselves now have multiple new types of behaviors depending on how fresh or decayed they are. "All of these play very differently, especially as you start getting outnumbered or when you’re making noise and running around and trying to save your rear end or the rear end of your friend next to you," adds the developer. Of course, settlement building and community management are massive parts of this third entry too. These are being further expanded with the cooperative focus, giving players much more freedom for playing together than in State of Decay 2. Players will even be able to split up and build settlements in different areas of the same map with different goals. Undead Labs confirmed that playtests are already ongoing for the title, and interested players can sign up to participate by heading over here once more slots open up ahead of the full release. State of Decay 3 is coming out on PC, Xbox Series X|S, PlayStation 5, and Xbox Game Pass sometime in 2027.
    • Doom: The Dark Ages Revelations expansion gives the Slayer a brutal Chain Spear by Pulasthi Ariyasinghe Last year, id Software released Doom: The Dark Ages as a prequel to its reboot series, offering a look at the legendary Slayer character during an ancient war between Hell and Heaven. Today, at the Xbox Games Showcase, id Software returned with a new announcement that unveiled Doom: The Dark Ages Revelations as its first story expansion. The expansion will see the Slayer being betrayed and cast into a "merciless purgatory only escapable by confronting haunting truths." Somehow, there is one ally in all this chaos seemingly attempting to help our protagonist escape his fate. Players will be ascending this prison and fighting plenty of new demons and abominations as they work to free the Slayer's followers. One new aspect of the expansion will be the Chain Spear. This new weapon is described by the studio as a "uniquely satisfying combat system that rewards mastery with a potent combination of power and mobility." Check out the trailer below to see the new weapon in action, where the Slayer is seen using it to even pin enemies to walls. id Software is also preparing a free update to all owners of Doom: The Dark Ages that will land alongside the new paid expansion. Dubbed the Ripatorium 3.0 update, this will add more customization options, an improved pass code generation system, and preset options for players diving into the game's arena challenge mode. Expansion buyers will also receive additional maps, demons, and new weapons to use in this mode in addition to the story levels. Doom: The Dark Ages Revelations expansion is out on July 7 across PC, Xbox Series X|S, and PlayStation 5 with a $19.99 price tag. Those who own the Premium Edition or the Collector's Bundle will receive the expansion for no extra cost as well.
    • Hyped for this. Replayed the remasters recently and they're so well done, and Crash 4 was great too. I trust this team to deliver.
    • Ninja Theory's new Hellblade game is action-focused and set in Purgatory by Pulasthi Ariyasinghe Ninja Thery has been building its award-winning Hellblade series since 2017, delivering Senua's Sacrifice and Senua's Saga since then. Today at the 2026 Xbox Games Showcase, the studio had a brand-new installment announcement featuring Senua again, but this time, she is in a version of purgatory, and the focus is on the action. Simply named Senua, this new entry is described as a "full-on action-adventure" experience, delivering an expanded focus on combat, puzzle-solving, and freedom of exploration. The developer says that it is keeping the same high production values and storytelling features of the previous games while giving what players have been asking for in the gameplay department. The entirety of Ninja Theory is now working on Senua, giving the project much more manpower than ever before, while also letting the team draw on its action roots from Devil May Cry and prior titles. However, the studio also confirmed that its previously announced Project Mara horror experience is no longer in development. Alongside snappier traversal moves, Senua will be able to take stealth and direct combat routes. She has access to her own sword, plus any enemy weapons as well, with dual wielding also being an option for most dropped melee swords, axes, and other weapons. Outside of melee combat, Senua will be able to use special abilities that let her alter the reality around her. The world is said to be about twice the size of Hellblade 2. While this won't be an open-world experience, the linear story will let players explore their surroundings further than before. The story of Senua will be set after the events of previous Hellblade titles, with our protagonist being stuck in her own version of Purgatory. The series' well-explored psychosis themes will return as well. "She’s trapped between life and death on a quest to reach the afterlife and be reunited with the ones that she’s loved and lost," adds the studio. "Her belief is that by healing the wounds of her life, she can find the peace that is the key that unlocks the gate to the afterlife." Senua is releasing on Xbox Series X|S, PC, and PlayStation 5 sometime in 2027.
  • Recent Achievements

    • Proficient
      Eric Biran went up a rank
      Proficient
    • Dedicated
      Conjor earned a badge
      Dedicated
    • Week One Done
      Windows Guy earned a badge
      Week One Done
    • Dedicated
      Mark Spruce earned a badge
      Dedicated
    • Collaborator
      conkir earned a badge
      Collaborator
  • Popular Contributors

    1. 1
      +primortal
      492
    2. 2
      PsYcHoKiLLa
      248
    3. 3
      Steven P.
      72
    4. 4
      +Edouard
      68
    5. 5
      neufuse
      67
  • Tell a friend

    Love Neowin? Tell a friend!