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                            <title><![CDATA[ Latest from Tom's Hardware UK in Video-games ]]></title>
                <link>https://www.tomshardware.com/uk/video-games</link>
        <description><![CDATA[ All the latest video-games content from the Tom's Hardware  UK team ]]></description>
                                    <lastBuildDate>Tue, 29 Sep 2026 15:11:18 +0000</lastBuildDate>
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                                                            <title><![CDATA[ Score the Nintendo Switch 2 at its lowest ever Amazon UK price, now just £354.99 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>There's a brilliant deal to be had on the Nintendo Switch 2 over at Amazon in the UK right now. This<a href="https://www.amazon.co.uk/Nintendo-045496321451-Switch-2-Console-Black/dp/B0F2T4JFVG/"> family-friendly console has just hit £354.99</a>, which is a new record low price for this retailer, and arguably one of the cheapest prices we've seen for it to date. You'll save £65, or 15%, on this Switch 2 compared to its usual RRP, just before the big sales season starts.</p><p>● <a href="https://www.amazon.co.uk/Nintendo-045496321451-Switch-2-Console-Black/dp/B0F2T4JFVG">Check out this deal at Amazon</a></p><p>There are no compromises or hidden catches with this deal, and this item is brand new and sealed, so you're not getting a used return. Amazon is running this as a limited time deal ahead of its Big Deal Days event next week, but there's no guarantee that this deal will last long, so you'd better be quick to secure the console at this price.</p><div class="product star-deal"><a data-dimension112="5834be32-bc14-11f1-a445-41f73407daf6" data-action="Star Deal Block" data-label="Switch 2" data-dimension48="Switch 2" data-dimension25="£354.99" href="https://www.amazon.co.uk/Nintendo-045496321451-Switch-2-Console-Black/dp/B0F2T4JFVG/" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:221px;"><p class="vanilla-image-block" style="padding-top:103.17%;"><img id="u5mDNTi2uj8DABt5aGQxeP" name="Switch 2 and Mario Kart World Console Bundle" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/u5mDNTi2uj8DABt5aGQxeP-1920-80.jpg" mos="" align="middle" fullscreen="" width="221" height="228" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong><a href="https://www.amazon.co.uk/Nintendo-045496321451-Switch-2-Console-Black/dp/B0F2T4JFVG/" target="_blank" rel="nofollow" data-dimension112="5834be32-bc14-11f1-a445-41f73407daf6" data-action="Star Deal Block" data-label="Switch 2" data-dimension48="Switch 2" data-dimension25="£354.99">Switch 2: was £419.99 now £354.99</a></strong><br>The Nintendo Switch is at a record low price on Amazon right now. You're getting the console, dock and joycons for £354.99.<a class="view-deal button" href="https://www.amazon.co.uk/Nintendo-045496321451-Switch-2-Console-Black/dp/B0F2T4JFVG/" target="_blank" rel="nofollow" data-dimension112="5834be32-bc14-11f1-a445-41f73407daf6" data-action="Star Deal Block" data-label="Switch 2" data-dimension48="Switch 2" data-dimension25="£354.99">View Deal</a></p></div><p>The Nintendo Switch 2 is Nintendo's second generation version of the popular Switch. It comes with a 7.9-inch 1080p touchscreen that you can hold in your hands, but it also includes a dock that'll let you play games on a TV for 4K gaming at up to 120 fps. The included Joy-Con 2 controllers can be used attached or detached for flexibility.</p><p>You're getting 256GB of internal storage for games, but the Switch 2 does support expansion using microSD Express cards. The more big games you want installed, the more storage you'll need, so picking up a card here might not be a bad idea. A good option is this <a href="https://www.amazon.co.uk/Samsung-High-Speed-Nintendo-MB-MK256T-WW/dp/B0FTSYGNP7/">256GB Samsung P9 Express microSD card for £73.98</a>, saving you 19% on its usual price.</p><div class="product star-deal"><a data-dimension112="5834bf5e-bc14-11f1-92da-eb47f9ffcbd9" data-action="Star Deal Block" data-label="P9 Express microSD Express Card (256GB)" data-dimension48="P9 Express microSD Express Card (256GB)" data-dimension25="£73.98" href="https://www.amazon.co.uk/Samsung-High-Speed-Nintendo-MB-MK256T-WW/dp/B0FTSYGNP7/" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1500px;"><p class="vanilla-image-block" style="padding-top:73.13%;"><img id="nvCt9gYBFDmxMNgTbnsaGk" name="P9 Express microSD Express Card (256GB)" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/nvCt9gYBFDmxMNgTbnsaGk-1920-80.png" mos="" align="middle" fullscreen="" width="1500" height="1097" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong><a href="https://www.amazon.co.uk/Samsung-High-Speed-Nintendo-MB-MK256T-WW/dp/B0FTSYGNP7/" target="_blank" rel="nofollow" data-dimension112="5834bf5e-bc14-11f1-92da-eb47f9ffcbd9" data-action="Star Deal Block" data-label="P9 Express microSD Express Card (256GB)" data-dimension48="P9 Express microSD Express Card (256GB)" data-dimension25="£73.98">P9 Express microSD Express Card (256GB): was £90.99 now £73.98</a></strong><br>This microSD card will let you upgrade the Nintendo Switch 2's storage, giving you an extra 256GB.<a class="view-deal button" href="https://www.amazon.co.uk/Samsung-High-Speed-Nintendo-MB-MK256T-WW/dp/B0FTSYGNP7/" target="_blank" rel="nofollow" data-dimension112="5834bf5e-bc14-11f1-92da-eb47f9ffcbd9" data-action="Star Deal Block" data-label="P9 Express microSD Express Card (256GB)" data-dimension48="P9 Express microSD Express Card (256GB)" data-dimension25="£73.98">View Deal</a></p></div><p>The <a href="https://www.amazon.co.uk/Nintendo-045496321451-Switch-2-Console-Black/dp/B0F2T4JFVG/">£354.99 sale price for the Nintendo Switch 2</a> is an awesome deal to pick up before Amazon's Big Deal Days event next week. Expect this limited-time deal to sell out fast, though, especially with console purchases ramping up before the Christmas period starts.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/nintendo/score-the-nintendo-switch-2-at-its-lowest-ever-amazon-uk-price-now-just-gbp354-99-pocket-a-gbp65-discount-on-nintendos-portable-gaming-console-with-a-7-9-inch-1080p-screen-4k-dock-and-magnetic-controllers</link>
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                            <![CDATA[ The Nintendo Switch 2 is now at a record low price on Amazon UK at just £354.99. ]]>
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                                                                        <pubDate>Tue, 29 Sep 2026 15:11:18 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Nintendo]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Ben Stockton ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/x7cx73rGMsxxczmp6Tavv-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Ben Stockton is a deals writer at Tom’s Hardware. Previously a hardware writer at PCGamesN, Ben’s been writing about Windows and PC hardware (among other things) since 2018, with bylines that include How-To Geek, Tom’s Guide, and Cloudwards. He was also the managing editor at groovyPost.com and has previously contributed to Computeractive magazine.&lt;br&gt;&lt;br&gt;Since his earliest days tinkering with Windows 95 on a classic Pentium MMX PC, Ben’s been obsessed with understanding how technology works, chatting about it with anyone who’ll listen. Along the way, he’s worked as a UK college lecturer, teaching IT to adults and teenagers, and as a PC technician, tackling all kinds of tech problems. He’s now busy tracking down brilliant bargains on all kinds of hardware, but when he doesn’t have his deal hat on, he’s adding to his homelab, watching old Star Trek episodes, or taking two hyperactive pugs on a much needed walk.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A Nintendo Switch 2 console next to its box]]></media:description>                                                            <media:text><![CDATA[A Nintendo Switch 2 console next to its box]]></media:text>
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                                <p>There's a brilliant deal to be had on the Nintendo Switch 2 over at Amazon in the UK right now. This<a href="https://www.amazon.co.uk/Nintendo-045496321451-Switch-2-Console-Black/dp/B0F2T4JFVG/"> family-friendly console has just hit £354.99</a>, which is a new record low price for this retailer, and arguably one of the cheapest prices we've seen for it to date. You'll save £65, or 15%, on this Switch 2 compared to its usual RRP, just before the big sales season starts.</p><p>● <a href="https://www.amazon.co.uk/Nintendo-045496321451-Switch-2-Console-Black/dp/B0F2T4JFVG">Check out this deal at Amazon</a></p><p>There are no compromises or hidden catches with this deal, and this item is brand new and sealed, so you're not getting a used return. Amazon is running this as a limited time deal ahead of its Big Deal Days event next week, but there's no guarantee that this deal will last long, so you'd better be quick to secure the console at this price.</p><div class="product star-deal"><a data-dimension112="5834be32-bc14-11f1-a445-41f73407daf6" data-action="Star Deal Block" data-label="Switch 2" data-dimension48="Switch 2" data-dimension25="£354.99" href="https://www.amazon.co.uk/Nintendo-045496321451-Switch-2-Console-Black/dp/B0F2T4JFVG/" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:221px;"><p class="vanilla-image-block" style="padding-top:103.17%;"><img id="u5mDNTi2uj8DABt5aGQxeP" name="Switch 2 and Mario Kart World Console Bundle" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/u5mDNTi2uj8DABt5aGQxeP-1920-80.jpg" mos="" align="middle" fullscreen="" width="221" height="228" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong><a href="https://www.amazon.co.uk/Nintendo-045496321451-Switch-2-Console-Black/dp/B0F2T4JFVG/" target="_blank" rel="nofollow" data-dimension112="5834be32-bc14-11f1-a445-41f73407daf6" data-action="Star Deal Block" data-label="Switch 2" data-dimension48="Switch 2" data-dimension25="£354.99">Switch 2: was £419.99 now £354.99</a></strong><br>The Nintendo Switch is at a record low price on Amazon right now. You're getting the console, dock and joycons for £354.99.<a class="view-deal button" href="https://www.amazon.co.uk/Nintendo-045496321451-Switch-2-Console-Black/dp/B0F2T4JFVG/" target="_blank" rel="nofollow" data-dimension112="5834be32-bc14-11f1-a445-41f73407daf6" data-action="Star Deal Block" data-label="Switch 2" data-dimension48="Switch 2" data-dimension25="£354.99">View Deal</a></p></div><p>The Nintendo Switch 2 is Nintendo's second generation version of the popular Switch. It comes with a 7.9-inch 1080p touchscreen that you can hold in your hands, but it also includes a dock that'll let you play games on a TV for 4K gaming at up to 120 fps. The included Joy-Con 2 controllers can be used attached or detached for flexibility.</p><p>You're getting 256GB of internal storage for games, but the Switch 2 does support expansion using microSD Express cards. The more big games you want installed, the more storage you'll need, so picking up a card here might not be a bad idea. A good option is this <a href="https://www.amazon.co.uk/Samsung-High-Speed-Nintendo-MB-MK256T-WW/dp/B0FTSYGNP7/">256GB Samsung P9 Express microSD card for £73.98</a>, saving you 19% on its usual price.</p><div class="product star-deal"><a data-dimension112="5834bf5e-bc14-11f1-92da-eb47f9ffcbd9" data-action="Star Deal Block" data-label="P9 Express microSD Express Card (256GB)" data-dimension48="P9 Express microSD Express Card (256GB)" data-dimension25="£73.98" href="https://www.amazon.co.uk/Samsung-High-Speed-Nintendo-MB-MK256T-WW/dp/B0FTSYGNP7/" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1500px;"><p class="vanilla-image-block" style="padding-top:73.13%;"><img id="nvCt9gYBFDmxMNgTbnsaGk" name="P9 Express microSD Express Card (256GB)" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/nvCt9gYBFDmxMNgTbnsaGk-1920-80.png" mos="" align="middle" fullscreen="" width="1500" height="1097" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong><a href="https://www.amazon.co.uk/Samsung-High-Speed-Nintendo-MB-MK256T-WW/dp/B0FTSYGNP7/" target="_blank" rel="nofollow" data-dimension112="5834bf5e-bc14-11f1-92da-eb47f9ffcbd9" data-action="Star Deal Block" data-label="P9 Express microSD Express Card (256GB)" data-dimension48="P9 Express microSD Express Card (256GB)" data-dimension25="£73.98">P9 Express microSD Express Card (256GB): was £90.99 now £73.98</a></strong><br>This microSD card will let you upgrade the Nintendo Switch 2's storage, giving you an extra 256GB.<a class="view-deal button" href="https://www.amazon.co.uk/Samsung-High-Speed-Nintendo-MB-MK256T-WW/dp/B0FTSYGNP7/" target="_blank" rel="nofollow" data-dimension112="5834bf5e-bc14-11f1-92da-eb47f9ffcbd9" data-action="Star Deal Block" data-label="P9 Express microSD Express Card (256GB)" data-dimension48="P9 Express microSD Express Card (256GB)" data-dimension25="£73.98">View Deal</a></p></div><p>The <a href="https://www.amazon.co.uk/Nintendo-045496321451-Switch-2-Console-Black/dp/B0F2T4JFVG/">£354.99 sale price for the Nintendo Switch 2</a> is an awesome deal to pick up before Amazon's Big Deal Days event next week. Expect this limited-time deal to sell out fast, though, especially with console purchases ramping up before the Christmas period starts.</p>
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                                                            <title><![CDATA[ Sony Japan tries an anti-scalper lottery system for PS5 Pro orders, locks systems behind a 60-hour playtime requirement ]]></title>
                                                                                                <dc:content><![CDATA[ <p>In the face of strong demand and device shortages, Sony has decided to filter <a href="https://www.amazon.com/s?k=ps5+pro&crid=1JK3NF7HSFXOX" target="_blank">PlayStation 5 Pro</a> purchasers in Japan using a lottery system. We’ve seen such anti-scalper techniques used by the makers of the most treasured tech before, but the Sony Store in Japan is also <a href="https://www.playstation.com/ja-jp/local/campaigns/ps5-pro-register-to-buy/" target="_blank">insisting</a> (machine translation) that those joining the queue for PS5 Pro purchase tickets possess a Japanese PSN account. Furthermore, participants must have logged at least 60 hours of gaming time on a <a href="https://www.tomshardware.com/video-games/handheld-gaming/ps4-slim-transformed-into-a-handheld-powered-by-a-miniaturized-motherboard-in-a-3d-printed-case-features-a-7-inch-oled-screen-hdmi-out-and-3-hour-battery-life" target="_blank">PS4</a> or PS5 over the last two years.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2104375541994606692"><p lang="en" dir="ltr">「PlayStation®5 Pro」のソニーストアでの購入申し込みを、本日9月28日（月）より受け付けます。ご応募・ご購入には条件がございます。ご応募数が販売予定台数を超えた場合は抽選となりますので、あらかじめご了承ください。詳しくはこちら⇒ https://t.co/h4rOIltI9Q pic.twitter.com/71VaLlu5ed<a href="https://twitter.com/cantworkitout/status/2104375541994606692">September 28, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The Sony Store’s PS5 Pro application and purchase conditions indicate that PS5 Pro purchase lottery ticket applications are limited to gamers who can satisfy the following:</p><ul><li>“For those using PlayStation Online Services with a Sony account registered in Japan.”</li><li>“You must be signed in to your Sony account and have played a total of 60 hours or more of games on either a PS5 or PS4, or both, between September 27, 2024 (Friday) and September 27, 2026 (Sunday) at 23:59.”</li></ul><p>These Sony Store PS5 Pro purchase applications will open on October 7, with sales to ticket holders commencing October 26, 2026. If the applications to purchase Sony’s MSRP stock outstrip supply, then prospective purchasers will be selected via lottery. Successful applicants will have until November 2 to complete the purchase of their PS5 Pro at MSRP.</p><p>The PS5 Pro has been available to buy for approaching two years (launched November 2024). These game consoles have also seen <a href="https://www.tomshardware.com/video-games/console-gaming/sony-hikes-ps5-prices-by-usd50-starting-tomorrow-sony-adds-up-to-10-percent-to-the-price-of-every-model-from-august-21" target="_blank">prices climb</a> several times this year due to key components being funneled to AI data centers. You might think that the console aging and getting more expensive would slow demand. It is thought, however, that demand for the PS5/Pro consoles is now rising, at least partly due to the impending release of Rockstar’s <a href="https://www.tomshardware.com/video-games/grand-theft-auto-6-will-run-at-only-30-fps-on-consoles-at-launch-no-performance-mode-promised-even-the-souped-up-ps5-pro-might-not-get-60-fps-support" target="_blank">GTA 6</a>. </p><p>Japanese gamers have previously been seen to grumble about foreign <a href="https://www.tomshardware.com/pc-components/gpus/japanese-rtx-50-retailer-apologizes-for-lottery-fueled-mayhem-unruly-crowd-caused-injuries-damaged-nearby-kindergarten">tourists buying up stocks of RTX 5090s</a>, for example. That experience makes the PS5 Pro lottery system, tied to the Japanese PSN account requirement, seem logical. Moreover, the logged PlayStation gaming time of 60 hours helps steer stock to folks who buy these machines to enjoy, rather than just <a href="https://www.tomshardware.com/peripherals/steam-controller-scalpers-are-asking-for-usd300-on-ebay-valves-usd99-controller-demands-high-price-as-pre-orders-sell-out-almost-immediately" target="_blank">scalp </a>and sell them on.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/playstation/sony-japan-tries-an-anti-scalper-lottery-system-for-ps5-pro-orders-locks-systems-behind-a-60-hour-playtime-requirement-strict-lottery-system-blocks-scalpers-and-tourists-in-japan-requires-a-domestic-account-to-buy</link>
                                                                            <description>
                            <![CDATA[ In the face of strong demand and device shortages, Sony has decided to filter PlayStation 5 Pro purchasers in Japan using a lottery system. ]]>
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                                                                        <pubDate>Tue, 29 Sep 2026 11:32:05 +0000</pubDate>                                                                                                                                <updated>Tue, 29 Sep 2026 14:26:09 +0000</updated>
                                                                                                                                            <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Mark Tyson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/56vqMYLDaKRHPhHZgbADFR-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Mark&#039;s enthusiasm for computers dampened at an early age by the rubber-keyed Sinclair Spectrum 48K and feelings of Commodore 64 envy. However, in the mid-80s, hope in a digital future was rekindled by the purchase of an Atari 520 STe. Since that time Mark has used a multitude of computers for fun and professional endeavors. He often owned both Macs and PCs but went cold on the former after OS9 was killed off, and warmed to the latter with the introduction of Windows XP.&lt;br&gt;
&lt;br&gt;
Early work years were spent in artwork and reprographics but in the late noughties, Mark started to blog about computers, Taiwanese food culture, and guitar design. This activity led to a full-time position writing about breaking PC tech news for HEXUS, for the best part of a decade. When HEXUS was abruptly closed, Mark helped with the foundation of Club386, before finding a new home at Tom&#039;s Hardware.&lt;br&gt;
&lt;br&gt;
When not wearing through the keycap legends on his PC keyboards, Mark can be found wandering the computer malls of Taiwan&#039;s neon-lit conurbations and enjoying local and international cuisine.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Sony PlayStation 5 Pro]]></media:description>                                                            <media:text><![CDATA[Sony PlayStation 5 Pro]]></media:text>
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                                <p>In the face of strong demand and device shortages, Sony has decided to filter <a href="https://www.amazon.com/s?k=ps5+pro&crid=1JK3NF7HSFXOX" target="_blank">PlayStation 5 Pro</a> purchasers in Japan using a lottery system. We’ve seen such anti-scalper techniques used by the makers of the most treasured tech before, but the Sony Store in Japan is also <a href="https://www.playstation.com/ja-jp/local/campaigns/ps5-pro-register-to-buy/" target="_blank">insisting</a> (machine translation) that those joining the queue for PS5 Pro purchase tickets possess a Japanese PSN account. Furthermore, participants must have logged at least 60 hours of gaming time on a <a href="https://www.tomshardware.com/video-games/handheld-gaming/ps4-slim-transformed-into-a-handheld-powered-by-a-miniaturized-motherboard-in-a-3d-printed-case-features-a-7-inch-oled-screen-hdmi-out-and-3-hour-battery-life" target="_blank">PS4</a> or PS5 over the last two years.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2104375541994606692"><p lang="en" dir="ltr">「PlayStation®5 Pro」のソニーストアでの購入申し込みを、本日9月28日（月）より受け付けます。ご応募・ご購入には条件がございます。ご応募数が販売予定台数を超えた場合は抽選となりますので、あらかじめご了承ください。詳しくはこちら⇒ https://t.co/h4rOIltI9Q pic.twitter.com/71VaLlu5ed<a href="https://twitter.com/cantworkitout/status/2104375541994606692">September 28, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The Sony Store’s PS5 Pro application and purchase conditions indicate that PS5 Pro purchase lottery ticket applications are limited to gamers who can satisfy the following:</p><ul><li>“For those using PlayStation Online Services with a Sony account registered in Japan.”</li><li>“You must be signed in to your Sony account and have played a total of 60 hours or more of games on either a PS5 or PS4, or both, between September 27, 2024 (Friday) and September 27, 2026 (Sunday) at 23:59.”</li></ul><p>These Sony Store PS5 Pro purchase applications will open on October 7, with sales to ticket holders commencing October 26, 2026. If the applications to purchase Sony’s MSRP stock outstrip supply, then prospective purchasers will be selected via lottery. Successful applicants will have until November 2 to complete the purchase of their PS5 Pro at MSRP.</p><p>The PS5 Pro has been available to buy for approaching two years (launched November 2024). These game consoles have also seen <a href="https://www.tomshardware.com/video-games/console-gaming/sony-hikes-ps5-prices-by-usd50-starting-tomorrow-sony-adds-up-to-10-percent-to-the-price-of-every-model-from-august-21" target="_blank">prices climb</a> several times this year due to key components being funneled to AI data centers. You might think that the console aging and getting more expensive would slow demand. It is thought, however, that demand for the PS5/Pro consoles is now rising, at least partly due to the impending release of Rockstar’s <a href="https://www.tomshardware.com/video-games/grand-theft-auto-6-will-run-at-only-30-fps-on-consoles-at-launch-no-performance-mode-promised-even-the-souped-up-ps5-pro-might-not-get-60-fps-support" target="_blank">GTA 6</a>. </p><p>Japanese gamers have previously been seen to grumble about foreign <a href="https://www.tomshardware.com/pc-components/gpus/japanese-rtx-50-retailer-apologizes-for-lottery-fueled-mayhem-unruly-crowd-caused-injuries-damaged-nearby-kindergarten">tourists buying up stocks of RTX 5090s</a>, for example. That experience makes the PS5 Pro lottery system, tied to the Japanese PSN account requirement, seem logical. Moreover, the logged PlayStation gaming time of 60 hours helps steer stock to folks who buy these machines to enjoy, rather than just <a href="https://www.tomshardware.com/peripherals/steam-controller-scalpers-are-asking-for-usd300-on-ebay-valves-usd99-controller-demands-high-price-as-pre-orders-sell-out-almost-immediately" target="_blank">scalp </a>and sell them on.</p>
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                                                            <title><![CDATA[ Steam adds low-latency Pyrowave codec to Remote Play — new codec offers better game streaming on local networks but costs '5-10 times' more bandwidth ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Game streaming over your local area network is cool, but game streaming as typically implemented is basically a hack. It borrows video streaming technology and applies it to interactive games, which isn't actually a great fit, like so many cases of using a tool for a task it wasn't really designed for. Legendary open-source dev Hans-Kristian "TheMaister" Arntzen (known for the libretro framework and Retroarch frontend), decided to tackle this problem by making a video codec called Pyrowave specifically designed for in-home game streaming, and now, that exact codec is <a href="https://steamcommunity.com/groups/homestream/discussions/0/564794422009744473" target="_blank">implemented in the Steam beta client</a>.</p><p>Your LAN has less than 10 milliseconds of latency; less than one millisecond if it's wired. However, in-home game streaming rarely achieves latency anywhere close to that because the process of rendering the game, encoding a video, sending it over the network, and then decoding it (before you can even see the new frame and react) usually takes upwards of tens of milliseconds, meaning that even on a LAN it's possible to have noticeable input lag when streaming. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:38.65%;"><img id="2YXHXpscouqgVa9QxwunRP" name="steam-remote-play-architecture" alt="A diagram of the network architecture for Steam's Remote Play feature." src="https://cdn.mos.cms.futurecdn.net/2YXHXpscouqgVa9QxwunRP-1920-80.png" mos="" align="middle" fullscreen="" width="1920" height="742" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">PyroWave seriously cuts down the delay at the "Decode" and "Encode" portions of this process. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Valve)</span></figcaption></figure><p>There are also possible compromises on image quality for in-home streaming. Typical video codecs like AVC and AV1 rely on a lot of "tricks" to reduce how much real data they need to use to encode a video stream; one of the most common is <a href="https://www.tomshardware.com/news/nvidia-kepler-4k-hdmi-1.4,27117.html" target="_blank">chroma subsampling</a>, where a video uses less data to represent the colors in a scene, because human vision is much less sensitive to brightness than color. This is fine for a lot of games, but it can cause problems on the desktop as well as in games with lots of text (or similar fine elements), because the text develops nasty fringing that makes it hard to read. You can solve this by using 4:4:4 video, but that's actually not very well supported by common video codec hardware.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1236px;"><p class="vanilla-image-block" style="padding-top:49.84%;"><img id="ravrBa3rJETr2UswxHsJZU" name="chroma-subsampling-example-wikimedia-commons" alt="An example image demonstrating chroma subsampling by showing lost chroma resolution in black and white." src="https://cdn.mos.cms.futurecdn.net/ravrBa3rJETr2UswxHsJZU-1920-80.png" mos="" align="middle" fullscreen="1" width="1236" height="616" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/ravrBa3rJETr2UswxHsJZU-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">This image shows the lost chroma resolution with subsampling in black and white. (View full size to see the difference more clearly.) </span><span class="credit" itemprop="copyrightHolder">(Image credit: <a href="https://en.wikipedia.org/wiki/User:Janke">Janke</a> at <a href="https://en.wikipedia.org/wiki/" target="_blank">English Wikipedia</a> (<a href="https://creativecommons.org/licenses/by-sa/3.0/" target="_blank">CC BY-SA 3.0</a>))</span></figcaption></figure><p>Arntzen's Pyrowave solves both of these problems (latency and quality) by working in a fundamentally different way from other video codecs. Instead of using Discrete Cosine Transforms and inter-frame encoding, Pyrowave is similar to Motion JPEG2000 and uses Discrete Wavelet Transforms along with intra-frame encoding. There are a lot of downsides to this approach, but a lot of upsides, too. You get very consistent quality from frame to frame (making it perfect for constant bitrate applications) and you also get excellent error resilience. Because Pyrowave is very simple and computed on the GPU's shader array rather than the video engine, <a href="https://www.tomshardware.com/news/amd-intel-nvidia-video-encoding-performance-quality-tested" target="_blank">which doesn't understand it</a>, you also get insanely low latency, and there are no concerns about the capabilities of fixed-function hardware.</p><p>The downside? Well, it's in the headline: bandwidth. In the Steam beta client patch notes where Valve announced the addition of this feature, Valve notes that the codec uses "5-10 times the amount of bandwidth of other streaming codecs." So how much bandwidth is that, really? In a brief test of <em>Phantasy Star Online 2: New Genesis</em>, streaming to a<a href="https://www.tomshardware.com/video-games/handheld-gaming/steam-os-as-a-desktop-i-used-the-legion-go-s-as-my-work-pc" target="_blank"> Lenovo Legion Go S</a> from a desktop, we clocked Pyrowave on default settings at about 210 megabits per second. That's over 26 megabytes per second of video going down the line, which is an incredible amount of data to be sending over a network so you can play a video game in bed without sacrificing visual quality or frame rate.</p><a href="https://themaister.net/blog/2025/06/16/i-designed-my-own-ridiculously-fast-game-streaming-video-codec-pyrowave/"><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:700px;"><p class="vanilla-image-block" style="padding-top:63.43%;"><img id="uYCDAeJRX2oQXHmUsrm3nZ" name="sf6-pyrowave" alt="A benchmark graph showing SSIM performance in Street Fighter 6 for four video codecs." src="https://cdn.mos.cms.futurecdn.net/uYCDAeJRX2oQXHmUsrm3nZ-1920-80.png" mos="" align="middle" fullscreen="" width="700" height="444" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Pyrowave consistently does worse in most quality-per-bit efficiency metrics, but with a high enough bitrate everything basically looks the same anyway. </span><span class="credit" itemprop="copyrightHolder">(Image credit: TheMaister)</span></figcaption></figure></a><p>But most notably, it was tangibly more responsive than the usual Remote Play experience, and best of all, the image quality was quite exceptional, especially once we ticked on the 4:4:4 mode. Unfortunately, we weren't able to see if the GPU overhead was overbearing with an RTX 5070 Ti and frame rates capped at 120 FPS for streaming. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eMPVgX"></div>                            </div>                            <script src="https://kwizly.com/embed/eMPVgX.js" async></script><p>Just for clarity's sake, while it's possible that Pyrowave streaming could cause service interruptions for other people on your LAN (and thus isn't suitable for high-traffic networks like at a company or large business), it is strictly intended to be used over your local network, not the Internet. As a result, your internet connection doesn't matter at all, so if you were worried about ripping through your data allotment on a metered connection, there's no need for alarm; all of the data sent is between devices on your network. Even the over-200 megabits-per-second of Pyrowave is peanuts compared to the tens of gigabytes per second your graphics card is sending to your display via DisplayPort or HDMI, after all.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:854px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="3FGwZZ4jRo5EVFmP67MG9E" name="pyrowave-steam" alt="A screenshot of Steam's Remote Play settings showing the new Pyrowave option." src="https://cdn.mos.cms.futurecdn.net/3FGwZZ4jRo5EVFmP67MG9E-1920-80.png" mos="" align="middle" fullscreen="" width="854" height="480" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Note that "hardware decoding" doesn't actually do anything with PyroWave enabled. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Zak Killian/Future)</span></figcaption></figure><p>If you'd like to test out the Pyrowave codec yourself with Steam Remote Play, you'll need to be on the Steam beta client first. After you swap to the beta client, go into the Remote Play settings and you should see the option for Pyrowave. It's currently only available for standard games (i.e. not VR) on macOS, Windows, and Linux, although Valve says it's coming soon to the Steam Link app for mobile devices as well. You'll need "at least Gigabit Ethernet", although user reports in the Steam discussions say that it works fine on <a href="https://www.tomshardware.com/networking/now-that-wi-fi-7-has-been-around-for-a-while-is-it-worth-upgrading" target="_blank">a solid Wi-Fi 6E or Wi-Fi 7 connection</a>, too. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/steam-adds-low-latency-pyrowave-codec-to-remote-play-new-codec-offers-better-game-streaming-on-local-networks-but-costs-5-10-times-more-bandwidth</link>
                                                                            <description>
                            <![CDATA[ The Pyrowave codec was specifically created for the purpose of game streaming, taking advantage of the large bandwidth and powerful compute available on home networks. ]]>
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                                                                        <pubDate>Mon, 28 Sep 2026 16:10:32 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Zak Killian ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yonJziSpjzVFahKcUonJvi-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Zak Killian is a freelance contributor to Tom&#039;s Hardware who has also written for HotHardware and Tech Report. Ever since typing in games from magazines in ATARI BASIC on his family&#039;s Atari 800XL as a youth, Zak has been deeply fascinated with the capabilities of computers. His passion for gaming as a kid led to more technical engagement with PCs as a teenager, when he first built his own system: an AMD K6. Not long after, he founded his own PC repair shop in the year 2000. Now, decades later, he&#039;s still building and benchmarking new boxes, still gaming in every free hour, and still arguing on the internet with almost any opinion anyone has. Something of a modern-day Renaissance man, he may not be an expert on anything, but he knows just a little about nearly everything. &lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Valve]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A cute graphic depicting people in multiple geographic locations playing games from a single PC.]]></media:description>                                                            <media:text><![CDATA[A cute graphic depicting people in multiple geographic locations playing games from a single PC.]]></media:text>
                                <media:title type="plain"><![CDATA[A cute graphic depicting people in multiple geographic locations playing games from a single PC.]]></media:title>
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                                <p>Game streaming over your local area network is cool, but game streaming as typically implemented is basically a hack. It borrows video streaming technology and applies it to interactive games, which isn't actually a great fit, like so many cases of using a tool for a task it wasn't really designed for. Legendary open-source dev Hans-Kristian "TheMaister" Arntzen (known for the libretro framework and Retroarch frontend), decided to tackle this problem by making a video codec called Pyrowave specifically designed for in-home game streaming, and now, that exact codec is <a href="https://steamcommunity.com/groups/homestream/discussions/0/564794422009744473" target="_blank">implemented in the Steam beta client</a>.</p><p>Your LAN has less than 10 milliseconds of latency; less than one millisecond if it's wired. However, in-home game streaming rarely achieves latency anywhere close to that because the process of rendering the game, encoding a video, sending it over the network, and then decoding it (before you can even see the new frame and react) usually takes upwards of tens of milliseconds, meaning that even on a LAN it's possible to have noticeable input lag when streaming. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:38.65%;"><img id="2YXHXpscouqgVa9QxwunRP" name="steam-remote-play-architecture" alt="A diagram of the network architecture for Steam's Remote Play feature." src="https://cdn.mos.cms.futurecdn.net/2YXHXpscouqgVa9QxwunRP-1920-80.png" mos="" align="middle" fullscreen="" width="1920" height="742" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">PyroWave seriously cuts down the delay at the "Decode" and "Encode" portions of this process. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Valve)</span></figcaption></figure><p>There are also possible compromises on image quality for in-home streaming. Typical video codecs like AVC and AV1 rely on a lot of "tricks" to reduce how much real data they need to use to encode a video stream; one of the most common is <a href="https://www.tomshardware.com/news/nvidia-kepler-4k-hdmi-1.4,27117.html" target="_blank">chroma subsampling</a>, where a video uses less data to represent the colors in a scene, because human vision is much less sensitive to brightness than color. This is fine for a lot of games, but it can cause problems on the desktop as well as in games with lots of text (or similar fine elements), because the text develops nasty fringing that makes it hard to read. You can solve this by using 4:4:4 video, but that's actually not very well supported by common video codec hardware.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1236px;"><p class="vanilla-image-block" style="padding-top:49.84%;"><img id="ravrBa3rJETr2UswxHsJZU" name="chroma-subsampling-example-wikimedia-commons" alt="An example image demonstrating chroma subsampling by showing lost chroma resolution in black and white." src="https://cdn.mos.cms.futurecdn.net/ravrBa3rJETr2UswxHsJZU-1920-80.png" mos="" align="middle" fullscreen="1" width="1236" height="616" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/ravrBa3rJETr2UswxHsJZU-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">This image shows the lost chroma resolution with subsampling in black and white. (View full size to see the difference more clearly.) </span><span class="credit" itemprop="copyrightHolder">(Image credit: <a href="https://en.wikipedia.org/wiki/User:Janke">Janke</a> at <a href="https://en.wikipedia.org/wiki/" target="_blank">English Wikipedia</a> (<a href="https://creativecommons.org/licenses/by-sa/3.0/" target="_blank">CC BY-SA 3.0</a>))</span></figcaption></figure><p>Arntzen's Pyrowave solves both of these problems (latency and quality) by working in a fundamentally different way from other video codecs. Instead of using Discrete Cosine Transforms and inter-frame encoding, Pyrowave is similar to Motion JPEG2000 and uses Discrete Wavelet Transforms along with intra-frame encoding. There are a lot of downsides to this approach, but a lot of upsides, too. You get very consistent quality from frame to frame (making it perfect for constant bitrate applications) and you also get excellent error resilience. Because Pyrowave is very simple and computed on the GPU's shader array rather than the video engine, <a href="https://www.tomshardware.com/news/amd-intel-nvidia-video-encoding-performance-quality-tested" target="_blank">which doesn't understand it</a>, you also get insanely low latency, and there are no concerns about the capabilities of fixed-function hardware.</p><p>The downside? Well, it's in the headline: bandwidth. In the Steam beta client patch notes where Valve announced the addition of this feature, Valve notes that the codec uses "5-10 times the amount of bandwidth of other streaming codecs." So how much bandwidth is that, really? In a brief test of <em>Phantasy Star Online 2: New Genesis</em>, streaming to a<a href="https://www.tomshardware.com/video-games/handheld-gaming/steam-os-as-a-desktop-i-used-the-legion-go-s-as-my-work-pc" target="_blank"> Lenovo Legion Go S</a> from a desktop, we clocked Pyrowave on default settings at about 210 megabits per second. That's over 26 megabytes per second of video going down the line, which is an incredible amount of data to be sending over a network so you can play a video game in bed without sacrificing visual quality or frame rate.</p><a href="https://themaister.net/blog/2025/06/16/i-designed-my-own-ridiculously-fast-game-streaming-video-codec-pyrowave/"><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:700px;"><p class="vanilla-image-block" style="padding-top:63.43%;"><img id="uYCDAeJRX2oQXHmUsrm3nZ" name="sf6-pyrowave" alt="A benchmark graph showing SSIM performance in Street Fighter 6 for four video codecs." src="https://cdn.mos.cms.futurecdn.net/uYCDAeJRX2oQXHmUsrm3nZ-1920-80.png" mos="" align="middle" fullscreen="" width="700" height="444" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Pyrowave consistently does worse in most quality-per-bit efficiency metrics, but with a high enough bitrate everything basically looks the same anyway. </span><span class="credit" itemprop="copyrightHolder">(Image credit: TheMaister)</span></figcaption></figure></a><p>But most notably, it was tangibly more responsive than the usual Remote Play experience, and best of all, the image quality was quite exceptional, especially once we ticked on the 4:4:4 mode. Unfortunately, we weren't able to see if the GPU overhead was overbearing with an RTX 5070 Ti and frame rates capped at 120 FPS for streaming. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eMPVgX"></div>                            </div>                            <script src="https://kwizly.com/embed/eMPVgX.js" async></script><p>Just for clarity's sake, while it's possible that Pyrowave streaming could cause service interruptions for other people on your LAN (and thus isn't suitable for high-traffic networks like at a company or large business), it is strictly intended to be used over your local network, not the Internet. As a result, your internet connection doesn't matter at all, so if you were worried about ripping through your data allotment on a metered connection, there's no need for alarm; all of the data sent is between devices on your network. Even the over-200 megabits-per-second of Pyrowave is peanuts compared to the tens of gigabytes per second your graphics card is sending to your display via DisplayPort or HDMI, after all.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:854px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="3FGwZZ4jRo5EVFmP67MG9E" name="pyrowave-steam" alt="A screenshot of Steam's Remote Play settings showing the new Pyrowave option." src="https://cdn.mos.cms.futurecdn.net/3FGwZZ4jRo5EVFmP67MG9E-1920-80.png" mos="" align="middle" fullscreen="" width="854" height="480" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Note that "hardware decoding" doesn't actually do anything with PyroWave enabled. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Zak Killian/Future)</span></figcaption></figure><p>If you'd like to test out the Pyrowave codec yourself with Steam Remote Play, you'll need to be on the Steam beta client first. After you swap to the beta client, go into the Remote Play settings and you should see the option for Pyrowave. It's currently only available for standard games (i.e. not VR) on macOS, Windows, and Linux, although Valve says it's coming soon to the Steam Link app for mobile devices as well. You'll need "at least Gigabit Ethernet", although user reports in the Steam discussions say that it works fine on <a href="https://www.tomshardware.com/networking/now-that-wi-fi-7-has-been-around-for-a-while-is-it-worth-upgrading" target="_blank">a solid Wi-Fi 6E or Wi-Fi 7 connection</a>, too. </p>
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                                                            <title><![CDATA[ You can now play Nintendo Switch games on a jailbroken PS5 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>PlayStations are traditionally where you go to play PlayStation games, but now you can also use your <a href="https://www.tomshardware.com/tag/playstation-5">PS5</a> to play <a href="https://www.tomshardware.com/tag/nintendo-switch">Nintendo Switch</a> games, too. At least, you can, so long as your PS5 is jailbroken and running the right version of Sony's software. And even then, not all games work, and those that do work might still have performance issues.</p><p>Backing up slightly, this whole thing is made possible by a project called ProsperoEden, which is based on the Eden open-source Nintendo Switch emulator that already works on Windows, macOS, and Linux. ProsperoEden takes that open-source base and then adapts it to work on the PS5, and while it's only available as an early alpha version right now, it does indeed work, as reported by <a href="https://videocardz.com/newz/nintendo-switch-emulator-now-runs-natively-on-jailbroken-ps5-cuphead-reaches-60-fps" target="_blank">VideoCardz</a>.</p><p>According to the project's documentation, a number of games have been tested with varying degrees of compatibility. <em>Cuphead</em> and <em>Metroid Dread</em> are said to run fine, reaching at least 40 FPS. <em>Hollow Knight</em>, <em>Horizon Chase Turbo</em>, <em>Mario Kart 8 Deluxe</em>, and a handful more achieve similar results.</p><p>At the other end of the scale, The <em>Legend of Zelda: Breath of the Wild</em> is "unplayable," while <em>Animal Crossing: New Horizons</em> runs "with major issues" and a frame rate that sits around the nausea-inducing 15 FPS.</p><p>The confusing compatibility situation can probably be put down to the fact that the emulator currently uses OpenGL, since there is no Vulkan renderer available to it. The PS5's firmware is also a variable not to be ignored. While most testing was done on a PS5 running the version 6.02 firmware, some builds of the ProsperoEden emulator have been known to work on firmware version 12.70. All of this is to say that your mileage may very well vary if you intend to take ProsperoEden for a spin on your own console.</p><p>The good news is that the project is in active development, so compatibility may improve over time. The latest v1.000.010 release promises improved game loading and includes fixes specifically for the <em>Metroid Dread</em> and <em>Super Mario 3D World</em> titles. It also includes improved OpenGL rendering and performance, including multisample operations, render-target compatibility, shader lifetime handling, and depth copies.</p><p>Anyone wondering about connecting their Switch Joy-Con to a PS5 needn't worry; ProsperoEden supports DualSense controllers, and there's even support for saving your game so you won't have to start from scratch every time you play.</p><p>If you want to check out ProsperoEden for yourself, you can. It's available as a free download <a href="https://github.com/blackbearreloaded/ProsperoEden/releases/tag/v1.000.010" target="_blank">via the project's GitHub page</a> right now. There's no guarantee it'll hang around for long, though. Nintendo has a history of <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-takes-down-over-400-github-repositories-for-switch-emulators-in-one-go-relentless-dmca-strikes-tied-to-piracy-concerns-over-illegal-cryptographic-keys">taking down emulation projects hosted on GitHub</a>.</p><figure class="van-image-figure pull-left inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:676px;"><p class="vanilla-image-block" style="padding-top:31.51%;"><img id="Ff8qW7gTwUZFZmPvceeLFd" name="Follow Tom's Hardware" alt="Google Preferred Source" src="https://cdn.mos.cms.futurecdn.net/Ff8qW7gTwUZFZmPvceeLFd-1920-80.png" mos="" align="left" fullscreen="" width="676" height="213" attribution="" endorsement="" class="pull-leftinline"></p></div></div></figure> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/console-gaming/you-can-now-play-nintendo-switch-games-on-a-jailbroken-ps5-early-alpha-hits-40-fps-in-lighter-titles-but-chokes-on-zelda</link>
                                                                            <description>
                            <![CDATA[ An experimental emulator makes it possible to play Nintendo Switch games on a jailbroken PS5, with a variety of games having been tested. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Mon, 28 Sep 2026 15:20:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Console Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Oliver Haslam ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/3XaHYJa7vPsa7PG8i5U8F5-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Oliver Haslam has written about technology of all shapes and sizes for over 15 years, both online and in print.&lt;/p&gt;&lt;p&gt;Having grown up using PCs and spending far too much money on graphics cards and fancy RAM, Oliver switched to the Mac with a G5 iMac. Nowadays, he uses both macOS and Windows depending on the job at hand. Oliver&amp;#39;s previous career in I.T. service management means he&amp;#39;s uniquely placed to understand the complexities of keeping a modern service online. Not that it stops him from getting grumpy when something stops working.&lt;/p&gt;&lt;p&gt;Passionate about mobile apps and the developer ecosystem, Oliver is always keen to try out the hottest new things to hit the various app stores.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[PS5 Dualsense held in front of a PS5 and monitor]]></media:description>                                                            <media:text><![CDATA[PS5 Dualsense held in front of a PS5 and monitor]]></media:text>
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                            <article>
                                <p>PlayStations are traditionally where you go to play PlayStation games, but now you can also use your <a href="https://www.tomshardware.com/tag/playstation-5">PS5</a> to play <a href="https://www.tomshardware.com/tag/nintendo-switch">Nintendo Switch</a> games, too. At least, you can, so long as your PS5 is jailbroken and running the right version of Sony's software. And even then, not all games work, and those that do work might still have performance issues.</p><p>Backing up slightly, this whole thing is made possible by a project called ProsperoEden, which is based on the Eden open-source Nintendo Switch emulator that already works on Windows, macOS, and Linux. ProsperoEden takes that open-source base and then adapts it to work on the PS5, and while it's only available as an early alpha version right now, it does indeed work, as reported by <a href="https://videocardz.com/newz/nintendo-switch-emulator-now-runs-natively-on-jailbroken-ps5-cuphead-reaches-60-fps" target="_blank">VideoCardz</a>.</p><p>According to the project's documentation, a number of games have been tested with varying degrees of compatibility. <em>Cuphead</em> and <em>Metroid Dread</em> are said to run fine, reaching at least 40 FPS. <em>Hollow Knight</em>, <em>Horizon Chase Turbo</em>, <em>Mario Kart 8 Deluxe</em>, and a handful more achieve similar results.</p><p>At the other end of the scale, The <em>Legend of Zelda: Breath of the Wild</em> is "unplayable," while <em>Animal Crossing: New Horizons</em> runs "with major issues" and a frame rate that sits around the nausea-inducing 15 FPS.</p><p>The confusing compatibility situation can probably be put down to the fact that the emulator currently uses OpenGL, since there is no Vulkan renderer available to it. The PS5's firmware is also a variable not to be ignored. While most testing was done on a PS5 running the version 6.02 firmware, some builds of the ProsperoEden emulator have been known to work on firmware version 12.70. All of this is to say that your mileage may very well vary if you intend to take ProsperoEden for a spin on your own console.</p><p>The good news is that the project is in active development, so compatibility may improve over time. The latest v1.000.010 release promises improved game loading and includes fixes specifically for the <em>Metroid Dread</em> and <em>Super Mario 3D World</em> titles. It also includes improved OpenGL rendering and performance, including multisample operations, render-target compatibility, shader lifetime handling, and depth copies.</p><p>Anyone wondering about connecting their Switch Joy-Con to a PS5 needn't worry; ProsperoEden supports DualSense controllers, and there's even support for saving your game so you won't have to start from scratch every time you play.</p><p>If you want to check out ProsperoEden for yourself, you can. It's available as a free download <a href="https://github.com/blackbearreloaded/ProsperoEden/releases/tag/v1.000.010" target="_blank">via the project's GitHub page</a> right now. There's no guarantee it'll hang around for long, though. Nintendo has a history of <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-takes-down-over-400-github-repositories-for-switch-emulators-in-one-go-relentless-dmca-strikes-tied-to-piracy-concerns-over-illegal-cryptographic-keys">taking down emulation projects hosted on GitHub</a>.</p><figure class="van-image-figure pull-left inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:676px;"><p class="vanilla-image-block" style="padding-top:31.51%;"><img id="Ff8qW7gTwUZFZmPvceeLFd" name="Follow Tom's Hardware" alt="Google Preferred Source" src="https://cdn.mos.cms.futurecdn.net/Ff8qW7gTwUZFZmPvceeLFd-1920-80.png" mos="" align="left" fullscreen="" width="676" height="213" attribution="" endorsement="" class="pull-leftinline"></p></div></div></figure>
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                                                            <title><![CDATA[ Demon's Souls reaches 40-50 FPS on private PS5 emulator with accurate graphics ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Few projects in the software world have experienced such rapid evolution as PlayStation 5 emulation. A few hours ago, a <a href="https://www.youtube.com/watch?v=Sm1Pn7h2Ck8">video popped up</a> of <em>Demon's Souls Remake</em> running at 40-50 FPS, seemingly with accurate graphics. Coincidentally or not, only scant months after Sony ditched physical releases of games — an announcement that landed as well as <a href="https://en.wikipedia.org/wiki/Hindenburg_disaster">the Hindenburg</a> — progress on KyTyPS5, SharpEmu, and AnyPS5 has gone into overdrive. </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="high" data-lazy-src="https://www.youtube-nocookie.com/embed/Sm1Pn7h2Ck8" allowfullscreen></iframe></div></div><p>The video above is short and only shows a few sections of the game, but it's an impressive watch. Even acknowledging that the hardware specs displayed comprise an RTX 5090 and a Core i9-14900K, having a game working this well, at least graphically, only a month after "barely works" was a landmark is nothing short of staggering.</p><p>To wit, KyTyPS5 was running <em>Demon's Souls Remake </em>with 1-2 FPS on actual gameplay three weeks ago, and struggling to reach 30 FPS a fortnight past. The same emulator has been <a href="https://www.tomshardware.com/video-games/pc-gaming/ps5-emulator-can-now-run-the-console-version-of-gta-v-at-up-to-60-fps-on-pc-but-quickly-crashes-as-tweakers-continue-to-optimize-ps5-emulation-advancing-at-an-astronomical-pace-leading-up-to-gta-vi-launch">shown partially running GTA V</a> before at 40-60 FPS, but that's an older title that presumably isn't as demanding as <em>Demon's Souls</em>.</p><p>The fact that the PlayStation 5's architecture is so similar to a standard PC apart from unified memory is a big reason why progress has been so speedy. As it stands, the major roadblocks aren't emulating a CPU or a GPU, but rather writing compatibility layers for the console's operating system and drivers, including but not limited to converting native graphics shaders to Vulkan's SPIR-V language.</p><p>Given the demo video's lack of stuttering, it's a reasonable assumption that the captured video was done after an initial run to avoid shader recompilation hitches. This particular aspect of emulation has always been a constant thorn in developers' side, as it's exceedingly difficult to predict which shaders a game will need before they're actually used.</p><p>The current best approach is to asynchronously compile and collect shaders from gamers' playthroughs and build a community database for preloading. This concept was popularized by RPCS3 around 2018, with a small team and limited to no budget.</p><p>Although Nvidia and AMD drivers have cached shaders in limited fashion for a long while, RPCS3's effort appeared seven years before Nvidia and Microsoft, with their <a href="https://www.tomshardware.com/tech-industry/big-tech/nvidia-revenue-tops-usd96-billion-as-memory-commitments-soar-to-usd160-billion-ceo-jensen-huang-says-ai-has-reached-its-inflection-point">gigantic piles of money</a>, bothered to try and fix this issue properly with their <a href="https://www.tomshardware.com/pc-components/gpu-drivers/nvidia-app-adds-auto-shader-compilation-for-faster-load-times-in-games-beta-feature-automatically-recompiles-shaders-in-the-background-after-every-driver-update">Auto Shader Compilation</a> and <a href="https://www.tomshardware.com/video-games/pc-gaming/directx-speeds-up-game-loads-up-to-10x-with-new-advanced-shader-compiling-feature-debuts-with-xbox-pc-app-on-rog-xbox-ally-and-ally-x-more-devices-later">Advanced Shader Delivery</a>, respectively.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/retro-gaming/demons-souls-reaches-40-50-fps-on-private-ps5-emulator-with-accurate-graphics-kytyps5-surges-from-unplayable-1-2-fps-in-just-three-weeks-new-milestone-comes-only-three-weeks-after-the-game-barely-booted</link>
                                                                            <description>
                            <![CDATA[ Private KyTyPS5 fork shows Demon's Souls running at 40-50 FPS with accurate graphics — new milestone only three weeks after the game barely booted ]]>
                                                                                                            </description>
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                                                                        <pubDate>Mon, 28 Sep 2026 12:30:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Retro Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Bruno Ferreira) ]]></author>                    <dc:creator><![CDATA[ Bruno Ferreira ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ZQiPPaXaAuQ4VrVEYnnR7G-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Bruno Ferreira&#039;s journey kicked off with the venerable ZX Spectrum, a cassette player, and his hopes and dreams. He quickly realized he had more fun figuring out how computers work than he did actually using the things. Kicking off a developer career with C and Assembly before moving to scripting languages, he&#039;s worn many hats, including both database architect and systems administration. As a teen, Bruno co-founded a web development outfit where he was for 17 years before moving on to spend nearly a decade at The Tech Report as a writer, editor, and (of course) developer. In this decade, he&#039;s been at Asus, MLCommons, and HotHardware, among others. When not fiddling with computers and games, his love for music and production sends him off to live shows and festivals. Occasionally, he pretends he can play the guitar and bass.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Demon&#039;s Souls]]></media:description>                                                            <media:text><![CDATA[Demon&#039;s Souls]]></media:text>
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                            <article>
                                <p>Few projects in the software world have experienced such rapid evolution as PlayStation 5 emulation. A few hours ago, a <a href="https://www.youtube.com/watch?v=Sm1Pn7h2Ck8">video popped up</a> of <em>Demon's Souls Remake</em> running at 40-50 FPS, seemingly with accurate graphics. Coincidentally or not, only scant months after Sony ditched physical releases of games — an announcement that landed as well as <a href="https://en.wikipedia.org/wiki/Hindenburg_disaster">the Hindenburg</a> — progress on KyTyPS5, SharpEmu, and AnyPS5 has gone into overdrive. </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="high" data-lazy-src="https://www.youtube-nocookie.com/embed/Sm1Pn7h2Ck8" allowfullscreen></iframe></div></div><p>The video above is short and only shows a few sections of the game, but it's an impressive watch. Even acknowledging that the hardware specs displayed comprise an RTX 5090 and a Core i9-14900K, having a game working this well, at least graphically, only a month after "barely works" was a landmark is nothing short of staggering.</p><p>To wit, KyTyPS5 was running <em>Demon's Souls Remake </em>with 1-2 FPS on actual gameplay three weeks ago, and struggling to reach 30 FPS a fortnight past. The same emulator has been <a href="https://www.tomshardware.com/video-games/pc-gaming/ps5-emulator-can-now-run-the-console-version-of-gta-v-at-up-to-60-fps-on-pc-but-quickly-crashes-as-tweakers-continue-to-optimize-ps5-emulation-advancing-at-an-astronomical-pace-leading-up-to-gta-vi-launch">shown partially running GTA V</a> before at 40-60 FPS, but that's an older title that presumably isn't as demanding as <em>Demon's Souls</em>.</p><p>The fact that the PlayStation 5's architecture is so similar to a standard PC apart from unified memory is a big reason why progress has been so speedy. As it stands, the major roadblocks aren't emulating a CPU or a GPU, but rather writing compatibility layers for the console's operating system and drivers, including but not limited to converting native graphics shaders to Vulkan's SPIR-V language.</p><p>Given the demo video's lack of stuttering, it's a reasonable assumption that the captured video was done after an initial run to avoid shader recompilation hitches. This particular aspect of emulation has always been a constant thorn in developers' side, as it's exceedingly difficult to predict which shaders a game will need before they're actually used.</p><p>The current best approach is to asynchronously compile and collect shaders from gamers' playthroughs and build a community database for preloading. This concept was popularized by RPCS3 around 2018, with a small team and limited to no budget.</p><p>Although Nvidia and AMD drivers have cached shaders in limited fashion for a long while, RPCS3's effort appeared seven years before Nvidia and Microsoft, with their <a href="https://www.tomshardware.com/tech-industry/big-tech/nvidia-revenue-tops-usd96-billion-as-memory-commitments-soar-to-usd160-billion-ceo-jensen-huang-says-ai-has-reached-its-inflection-point">gigantic piles of money</a>, bothered to try and fix this issue properly with their <a href="https://www.tomshardware.com/pc-components/gpu-drivers/nvidia-app-adds-auto-shader-compilation-for-faster-load-times-in-games-beta-feature-automatically-recompiles-shaders-in-the-background-after-every-driver-update">Auto Shader Compilation</a> and <a href="https://www.tomshardware.com/video-games/pc-gaming/directx-speeds-up-game-loads-up-to-10x-with-new-advanced-shader-compiling-feature-debuts-with-xbox-pc-app-on-rog-xbox-ally-and-ally-x-more-devices-later">Advanced Shader Delivery</a>, respectively.</p>
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                                                            <title><![CDATA[ Denuvo cracking group DenuvOwO reportedly disbands ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Irdeto, the company behind the much-maligned and performance-sapping DRM software Denuvo, has just scored itself an apparent win. According to <a href="https://x.com/realCrackWatch/status/2104290304580862231">reports circulating online</a>, DenuvOwO, the group that came up with the hypervisor-based bypass (HV) of Denuvo, has disbanded. Although it wasn't spelled out, a piracy scene source close to the matter stated that the action was probably due to <a href="https://www.tomshardware.com/video-games/denuvo-sues-anonymous-game-cracker-voices38-over-alleged-drm-circumvention-seeks-damages-after-anti-tamper-protections-bypassed-in-26-games">Irdeto's lawsuit</a> against known cracker Voices38. The HV bypass itself, rather than the games, is a DRM-breaking tool, and one that disables system-level protections to run, to boot.</p><p>The well-known CS.Rin forum was oftentimes the first place where links to DenuvOwO HV-bypassed games first appeared, and it has removed all links to said titles and banned some of the group's members. Despite the fact that the site is hosted in Russia, the likely explanation is that since Irdeto is now reaching out to multiple third-party services searching for Voices38's identity, CS.Rin wishes to reduce its exposure to far-reaching laws like the DMCA. </p><p>Although the loss is causing some consternation and concern among the piracy scene, this latest development isn't expected to freeze Denuvo cracking entirely. DenuvOwO's work was based around the usage of common open-source computing tools, and it's expected it'll be relatively easy for others to replicate.</p><p>Meanwhile, Voices38 has previously said "all is fine [...] Everything will continue as normal" regarding the lawsuit and keeps releasing games. Most recently, long-running cracking group RUNE has taken to using Denuvo DRM as cannonball target practice, and a couple days ago released a <a href="https://twistedvoxel.com/assassins-creed-mirage-cracked-version-improves-performance-by-15-over-denuvo-drm/">proof-of-concept crack</a> for <em>Assassin's Creed: Mirage,</em> fully removing Denuvo Anti-Tamper and VMProtect from the executable in one fell swoop.</p><p>Surprising nobody by now, the stripped version appears to run way better than the original, with a 15% boost to average FPS and a 76% uptick in minimum frame rates. This was measured on a beefy rig, too, with an Intel Core i7-13700K and an RTX 5080.</p><p>As an added bonus, the main executable size dropped from 496 MB to 102 MB. That's hardly surprising considering how much the binary resembled a barnacle-encrusted ship — the crack strips out 34 VMProtect-virtualized functions, 200 Denuvo VM cores, 261 function obfuscations, and 25,000 function relocations.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/denuvo-cracking-group-denuvowo-reportedly-disbands-lawsuit-from-irdeto-has-a-chilling-effect-but-cracking-continues-as-piracy-hub-purges-links</link>
                                                                            <description>
                            <![CDATA[ Denuvo hypervisor-bypassing group DenuvOwO reportedly disbands — lawsuit from Irdeto has a chilling effect, but cracking continues ]]>
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                                                                        <pubDate>Mon, 28 Sep 2026 11:30:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Bruno Ferreira) ]]></author>                    <dc:creator><![CDATA[ Bruno Ferreira ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ZQiPPaXaAuQ4VrVEYnnR7G-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Bruno Ferreira&#039;s journey kicked off with the venerable ZX Spectrum, a cassette player, and his hopes and dreams. He quickly realized he had more fun figuring out how computers work than he did actually using the things. Kicking off a developer career with C and Assembly before moving to scripting languages, he&#039;s worn many hats, including both database architect and systems administration. As a teen, Bruno co-founded a web development outfit where he was for 17 years before moving on to spend nearly a decade at The Tech Report as a writer, editor, and (of course) developer. In this decade, he&#039;s been at Asus, MLCommons, and HotHardware, among others. When not fiddling with computers and games, his love for music and production sends him off to live shows and festivals. Occasionally, he pretends he can play the guitar and bass.&lt;/p&gt; ]]></dc:description>
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                                <p>Irdeto, the company behind the much-maligned and performance-sapping DRM software Denuvo, has just scored itself an apparent win. According to <a href="https://x.com/realCrackWatch/status/2104290304580862231">reports circulating online</a>, DenuvOwO, the group that came up with the hypervisor-based bypass (HV) of Denuvo, has disbanded. Although it wasn't spelled out, a piracy scene source close to the matter stated that the action was probably due to <a href="https://www.tomshardware.com/video-games/denuvo-sues-anonymous-game-cracker-voices38-over-alleged-drm-circumvention-seeks-damages-after-anti-tamper-protections-bypassed-in-26-games">Irdeto's lawsuit</a> against known cracker Voices38. The HV bypass itself, rather than the games, is a DRM-breaking tool, and one that disables system-level protections to run, to boot.</p><p>The well-known CS.Rin forum was oftentimes the first place where links to DenuvOwO HV-bypassed games first appeared, and it has removed all links to said titles and banned some of the group's members. Despite the fact that the site is hosted in Russia, the likely explanation is that since Irdeto is now reaching out to multiple third-party services searching for Voices38's identity, CS.Rin wishes to reduce its exposure to far-reaching laws like the DMCA. </p><p>Although the loss is causing some consternation and concern among the piracy scene, this latest development isn't expected to freeze Denuvo cracking entirely. DenuvOwO's work was based around the usage of common open-source computing tools, and it's expected it'll be relatively easy for others to replicate.</p><p>Meanwhile, Voices38 has previously said "all is fine [...] Everything will continue as normal" regarding the lawsuit and keeps releasing games. Most recently, long-running cracking group RUNE has taken to using Denuvo DRM as cannonball target practice, and a couple days ago released a <a href="https://twistedvoxel.com/assassins-creed-mirage-cracked-version-improves-performance-by-15-over-denuvo-drm/">proof-of-concept crack</a> for <em>Assassin's Creed: Mirage,</em> fully removing Denuvo Anti-Tamper and VMProtect from the executable in one fell swoop.</p><p>Surprising nobody by now, the stripped version appears to run way better than the original, with a 15% boost to average FPS and a 76% uptick in minimum frame rates. This was measured on a beefy rig, too, with an Intel Core i7-13700K and an RTX 5080.</p><p>As an added bonus, the main executable size dropped from 496 MB to 102 MB. That's hardly surprising considering how much the binary resembled a barnacle-encrusted ship — the crack strips out 34 VMProtect-virtualized functions, 200 Denuvo VM cores, 261 function obfuscations, and 25,000 function relocations.</p>
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                                                            <title><![CDATA[ Proposed Pennsylvania law targets publishers that kill digital games ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Sony’s announcement that it will <a href="https://www.tomshardware.com/video-games/playstation/sony-officially-kills-the-playstation-disc-ending-physical-game-production-in-2028-shutting-down-the-playstation-store-on-the-playstation-3-and-ps-vita-systems">cease physical disc production</a> by 2028 has got many fans and users outraged and concerned about what will happen to digital-only games once their servers go offline. Because of this, one Pennsylvania state senator filed a bill that would compel publishers to find a way to ensure that gamers would always have access to their games, even if their online support has already ended. According to <a href="https://local21news.com/news/local/pa-senator-circulates-proposed-legal-protections-for-digital-video-game-buyers-pennsylvania-video-games-sony-playstation-digital-gaming-game-discs-legal-politics"><em>Local 21 News</em></a>, Sen. John Kane (D), the Protect Our Games Act will require video game manufacturers to give their customers at least 60-day notice before ending access to the title.</p><p>More importantly, it says that these companies must provide at least one of these options to affected gamers: allow for offline gaming, patch the title so that it could still be used online independently of the game’s online servers, or to refund the title’s cost at an amount equal to its highest price in the past 12 months, which should also not be lower than 25% of its initial sale price. If this law passes, this will offer some protection to gamers who often have no choice but to accept a game company’s decision to end a title.</p><p>The bill is only at its early stages, and there’s no telling how far it will go or if it will even be signed by the governor. Nevertheless, if it passes, it will force companies to ensure that their games remain playable even if they remove them from online stores, at least in Pennsylvania. Hopefully, this could set a precedent, and other states would soon follow suit. While this doesn’t solve the <a href="https://www.tomshardware.com/video-games/pc-gaming/steam-checkout-banner-clarifies-you-dont-own-the-game-you-buy-gog-takes-a-jab-at-steam-saying-it-gives-users-offline-installers-that-cannot-be-taken-away">ownership problem</a>, as you’re still getting a license to use the game instead of owning it on a physical disc, you at least are ensured that you do not lose access to the game even if the company folds or loses interest in maintaining the title.</p><p>This is exactly what the Stop Killing Games movement is fighting for, with the movement gaining support in both the EU and California. Unfortunately, none of its efforts have resulted in a law yet, with the EU declining to pursue new legislation in support of it. On the other hand, the California version of this bill has already passed a State Assembly vote, although it still has a long way to go before becoming law.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/proposed-pennsylvania-law-targets-publishers-that-kill-digital-games-publishers-must-provide-offline-mode-an-independent-server-patch-or-a-25-percent-minimum-refund</link>
                                                                            <description>
                            <![CDATA[ The Protect Our Games Act would ensure that even if video game manufacturers take a title offline, those who've previously bought it would not lose access. While it still does not give gamers ownership of the titles they buy, it would at least let them continue playing them even if the developer goes bust. ]]>
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                                                                        <pubDate>Mon, 28 Sep 2026 10:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Jowi Morales) ]]></author>                    <dc:creator><![CDATA[ Jowi Morales ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/gM7E2WSDg2wgCFoaDPz9yK-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jowi Morales is a writer and journalist covering the tech beat since 2021. However, he’s been interested in technology far earlier than that. He started discovering desktop computers when his father brought home a Windows 95 PC, but his first real experience working under the hood of the PC was when the old computer’s hard drive was filled to the brim in the year 2000. He deleted the Windows folder to attempt to rectify the situation, which led to his dad buying a new desktop PC. Since then, he learned a lot more about computers, and he’s always been the go-to tech expert for his family and friends.&lt;/p&gt;&lt;p&gt;Jowi primarily uses a Windows workstation and an Android phone, but he also bought into the Apple ecosystem with the 6th-gen iPad, iPhone 14 Pro Max, and the M1 MacBook Air. Today, Jowi covers hardware and software from Redmond and Cupertino, while also looking at the tech industry in general.&lt;/p&gt;&lt;p&gt;Aside from covering technology, Jowi is an avid photographer and writes about automobiles, aviation, and tanks. You can find his bylines at &lt;a href=&quot;https://www.makeuseof.com/author/jowi-morales/&quot;&gt;MakeUseOf&lt;/a&gt;, &lt;a href=&quot;https://www.slashgear.com/author/jowimorales/&quot;&gt;SlashGear&lt;/a&gt;, and, of course, &lt;a href=&quot;https://www.tomshardware.com/author/jowi-morales&quot;&gt;Tom’s Hardware&lt;/a&gt;.&lt;/p&gt; ]]></dc:description>
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                                <p>Sony’s announcement that it will <a href="https://www.tomshardware.com/video-games/playstation/sony-officially-kills-the-playstation-disc-ending-physical-game-production-in-2028-shutting-down-the-playstation-store-on-the-playstation-3-and-ps-vita-systems">cease physical disc production</a> by 2028 has got many fans and users outraged and concerned about what will happen to digital-only games once their servers go offline. Because of this, one Pennsylvania state senator filed a bill that would compel publishers to find a way to ensure that gamers would always have access to their games, even if their online support has already ended. According to <a href="https://local21news.com/news/local/pa-senator-circulates-proposed-legal-protections-for-digital-video-game-buyers-pennsylvania-video-games-sony-playstation-digital-gaming-game-discs-legal-politics"><em>Local 21 News</em></a>, Sen. John Kane (D), the Protect Our Games Act will require video game manufacturers to give their customers at least 60-day notice before ending access to the title.</p><p>More importantly, it says that these companies must provide at least one of these options to affected gamers: allow for offline gaming, patch the title so that it could still be used online independently of the game’s online servers, or to refund the title’s cost at an amount equal to its highest price in the past 12 months, which should also not be lower than 25% of its initial sale price. If this law passes, this will offer some protection to gamers who often have no choice but to accept a game company’s decision to end a title.</p><p>The bill is only at its early stages, and there’s no telling how far it will go or if it will even be signed by the governor. Nevertheless, if it passes, it will force companies to ensure that their games remain playable even if they remove them from online stores, at least in Pennsylvania. Hopefully, this could set a precedent, and other states would soon follow suit. While this doesn’t solve the <a href="https://www.tomshardware.com/video-games/pc-gaming/steam-checkout-banner-clarifies-you-dont-own-the-game-you-buy-gog-takes-a-jab-at-steam-saying-it-gives-users-offline-installers-that-cannot-be-taken-away">ownership problem</a>, as you’re still getting a license to use the game instead of owning it on a physical disc, you at least are ensured that you do not lose access to the game even if the company folds or loses interest in maintaining the title.</p><p>This is exactly what the Stop Killing Games movement is fighting for, with the movement gaining support in both the EU and California. Unfortunately, none of its efforts have resulted in a law yet, with the EU declining to pursue new legislation in support of it. On the other hand, the California version of this bill has already passed a State Assembly vote, although it still has a long way to go before becoming law.</p>
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                                                            <title><![CDATA[ 27-year-old GTA 2 gets full path tracing and 60 FPS frame generation via RTX Remix  ]]></title>
                                                                                                <dc:content><![CDATA[ <p>While gamers wait for the release of <em>Grand Theft Auto VI</em>, whether on their consoles or gaming PCs with one of the <a href="https://www.tomshardware.com/reviews/best-gpus,4380.html">best graphics cards</a>, they can relive one of the franchise's most memorable titles. Modder gebdag has unveiled GTA2 RTX Remix, a mod that harnesses Nvidia’s <a href="https://www.tomshardware.com/pc-components/gpus/nvidia-releases-rtx-remix-1-5-with-new-rtx-io-compression-reducing-mod-file-sizes-by-up-to-37-percent-update-also-adds-smooth-normals-and-rtx-remix-skills-agents">RTX Remix</a> technology to add full path tracing and dynamic time-of-day cycles to the 27-year-old classic, <em>Grand Theft Auto 2</em>.</p><div  class="fancy-box"><div class="fancy_box-title">Go deeper with TH Premium: GPUs</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wh9EZgD8NG9yUioNNgPB3d" name="ASUS RTX 5080 Noctua Edition - Continuing the legacy of acoustic excellence 6-26 screenshot" caption="" alt="Asus RTX 5080 Noctua Edition" src="https://cdn.mos.cms.futurecdn.net/Wh9EZgD8NG9yUioNNgPB3d-1920-80.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Noctua)</span></figcaption></figure><p class="fancy-box__body-text"><ul><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/desktop-gpu-roadmap-nvidia-rubin-amd-udna-and-intel-xe3-celestial?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Desktop GPU Roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/tech-industry/semiconductors/nvidia-enterprise-roadmap-rubin-rubin-ultra-feynman-and-silicon-photonics?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Nvidia's Enterprise GPU Roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/testing-directstorage-with-gpu-decompression-do-blackwell-gpus-have-the-upper-hand?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Testing DirectStorage with GPU decompression</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/the-geforce-rtx-30-series-upgrade-matrix-does-your-ampere-gpu-need-an-upgrade-in-2026?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">The GeForce RTX 30-series upgrade matrix — does your Ampere GPU need an upgrade in 2026?</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/nvidias-vera-rubin-platform-in-depth-inside-nvidias-most-complex-ai-and-hpc-platform-to-date?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Rubin in-depth</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cooling/the-stout-owl-how-i-built-the-ultimate-noctua-g2-pc?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">The Stout Owl: The ultimate Noctua G2 PC</a></li></ul></p></div></div><p><em>Grand Theft Auto 2</em>, released in 1999, used older graphics APIs such as DirectDraw and an earlier version of Direct3D. The problem is that these legacy APIs create a technical barrier to modern technologies like RTX Remix. Nvidia's platform lacks native support for DirectDraw and only plays well with Direct3D 9. It requires a wrapper to interface with previous versions of Direct3D, which is where the GTA2 RTX Remix comes in.</p><p>Modder gebdag ingeniously developed a custom Direct3D 9 renderer for <em>Grand Theft Auto 2</em>. It acts as a generational bridge between the original game and Nvidia’s RTX Remix. To do so, the mod relies on two DLLs (gta2dx9.dll and gta2dx9_vid.dll) that serve as translators, converting the game's legacy graphics pipeline into a modern Direct3D 9 renderer that RTX Remix can understand. As a result, RTX Remix can interpret Grand Theft Auto 2's visuals in real time and do its magic.</p><p>As you can see in the embedded video below, the mod preserves the core gameplay fans will appreciate while adding a dramatic graphic overhaul to the classic top-down action title. Anywhere City now looks like a living metropolis, with realistic lighting and shadow effects throughout. The dynamic day-night cycle is a great addition that lets you see the sun set and the moon rise. Things like explosions, vehicle fires, or neon signs now have their own light sources with glows and reflections. Press F4 to open the menu and tweak the lighting to your taste.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2103360212447244468"><p lang="en" dir="ltr">Here comes a GTA2 RTX Remix mod with full path tracing + dynamic time of day! From modder gabdeg 🤯 pic.twitter.com/dZ0eMyIfms<a href="https://twitter.com/cantworkitout/status/2103360212447244468">September 25, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The graphics revamp is just one of the mod’s improvements. Beyond the eye-candy upgrade, it also adds other features to bring <em>Grand Theft Auto 2 </em>up to modern standards. While the original was limited to a 4:3 native aspect ratio, the mod supports widescreen 16:9 displays, giving gamers a more immersive view of Anywhere City. The mod also improves gameplay by adding support for frame rates up to 60 FPS through <a href="https://www.tomshardware.com/pc-components/gpus/we-go-hands-on-with-nvidias-dlss-4-5-dynamic-multi-frame-generation-and-its-5x-and-6x-multipliers-more-generated-frames-now-tailor-made-for-your-monitors-refresh-rate">Frame Generation</a> technology. It also fixes the nuisance of cars and pedestrians popping in at the screen edges.</p><p>GTA2 RTX Remix is an open-source project available on <a href="https://github.com/gebdag/gta2-rtx-remix?tab=readme-ov-file">GitHub</a>. To use the mod, you will need a copy of <em>Grand Theft Auto 2. </em>The modder tested it specifically with version 9.6, which Rockstar Games distributed for free in 2004. You will also need a 64-bit version of Windows 10 or Windows 11, along with the required RTX Remix runtime files.</p><p>RTX Remix has opened the floodgates to a plethora of mods from studios and the modding community that transform some of the most beloved games from our childhood. Now, <em>Grand Theft Auto 2</em> has joined this notable list, which also includes <em>Need For Speed Carbon</em>, <em>Tomb Raider</em>, <em>Max Payne</em>, and <em>The Elder Scrolls III: Morrowind</em>, to name just a few.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/27-year-old-gta-2-gets-full-path-tracing-and-60-fps-frame-generation-via-rtx-remix-custom-direct3d-9-wrapper-modernizes-classic-with-custom-direct3d-9-bridge-unlocks-dynamic-lighting</link>
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                            <![CDATA[ Modder releases GTA2 RTX Remix, a mod that adds path tracing and a dynamic time of day to the 27-year-old Grand Theft Auto 2. ]]>
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                                                                        <pubDate>Sat, 26 Sep 2026 15:10:00 +0000</pubDate>                                                                                                                                <updated>Sat, 26 Sep 2026 15:54:49 +0000</updated>
                                                                                                                                            <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Zhiye Liu ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/HhmwL5w9ggUtLCPfqGjTi4-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Zhiye&#039;s passion for computer hardware ignited in his pre-teen years, thanks to a learning moment in which a power connection mishap set his Pentium P54CS system on fire and inadvertently short-circuited his entire home. Over the years, Zhiye&#039;s curiosity evolved into a relentless pursuit of deeper knowledge of computer hardware. A regular kid tinkering with something beyond his comprehension eventually became a power user for one of the world&#039;s top computer hardware brands. His quest to understand the inner workings of computer hardware has led him to become a writer at Tom&#039;s Hardware. When Zhiye isn&#039;t covering the latest processor, graphics card, or putting SSDs through their paces, you&#039;ll often find him overclocking RAM to the rhythm of the latest trance hits.&lt;/p&gt; ]]></dc:description>
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                                <p>While gamers wait for the release of <em>Grand Theft Auto VI</em>, whether on their consoles or gaming PCs with one of the <a href="https://www.tomshardware.com/reviews/best-gpus,4380.html">best graphics cards</a>, they can relive one of the franchise's most memorable titles. Modder gebdag has unveiled GTA2 RTX Remix, a mod that harnesses Nvidia’s <a href="https://www.tomshardware.com/pc-components/gpus/nvidia-releases-rtx-remix-1-5-with-new-rtx-io-compression-reducing-mod-file-sizes-by-up-to-37-percent-update-also-adds-smooth-normals-and-rtx-remix-skills-agents">RTX Remix</a> technology to add full path tracing and dynamic time-of-day cycles to the 27-year-old classic, <em>Grand Theft Auto 2</em>.</p><div  class="fancy-box"><div class="fancy_box-title">Go deeper with TH Premium: GPUs</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wh9EZgD8NG9yUioNNgPB3d" name="ASUS RTX 5080 Noctua Edition - Continuing the legacy of acoustic excellence 6-26 screenshot" caption="" alt="Asus RTX 5080 Noctua Edition" src="https://cdn.mos.cms.futurecdn.net/Wh9EZgD8NG9yUioNNgPB3d-1920-80.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Noctua)</span></figcaption></figure><p class="fancy-box__body-text"><ul><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/desktop-gpu-roadmap-nvidia-rubin-amd-udna-and-intel-xe3-celestial?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Desktop GPU Roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/tech-industry/semiconductors/nvidia-enterprise-roadmap-rubin-rubin-ultra-feynman-and-silicon-photonics?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Nvidia's Enterprise GPU Roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/testing-directstorage-with-gpu-decompression-do-blackwell-gpus-have-the-upper-hand?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Testing DirectStorage with GPU decompression</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/the-geforce-rtx-30-series-upgrade-matrix-does-your-ampere-gpu-need-an-upgrade-in-2026?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">The GeForce RTX 30-series upgrade matrix — does your Ampere GPU need an upgrade in 2026?</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/nvidias-vera-rubin-platform-in-depth-inside-nvidias-most-complex-ai-and-hpc-platform-to-date?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Rubin in-depth</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cooling/the-stout-owl-how-i-built-the-ultimate-noctua-g2-pc?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">The Stout Owl: The ultimate Noctua G2 PC</a></li></ul></p></div></div><p><em>Grand Theft Auto 2</em>, released in 1999, used older graphics APIs such as DirectDraw and an earlier version of Direct3D. The problem is that these legacy APIs create a technical barrier to modern technologies like RTX Remix. Nvidia's platform lacks native support for DirectDraw and only plays well with Direct3D 9. It requires a wrapper to interface with previous versions of Direct3D, which is where the GTA2 RTX Remix comes in.</p><p>Modder gebdag ingeniously developed a custom Direct3D 9 renderer for <em>Grand Theft Auto 2</em>. It acts as a generational bridge between the original game and Nvidia’s RTX Remix. To do so, the mod relies on two DLLs (gta2dx9.dll and gta2dx9_vid.dll) that serve as translators, converting the game's legacy graphics pipeline into a modern Direct3D 9 renderer that RTX Remix can understand. As a result, RTX Remix can interpret Grand Theft Auto 2's visuals in real time and do its magic.</p><p>As you can see in the embedded video below, the mod preserves the core gameplay fans will appreciate while adding a dramatic graphic overhaul to the classic top-down action title. Anywhere City now looks like a living metropolis, with realistic lighting and shadow effects throughout. The dynamic day-night cycle is a great addition that lets you see the sun set and the moon rise. Things like explosions, vehicle fires, or neon signs now have their own light sources with glows and reflections. Press F4 to open the menu and tweak the lighting to your taste.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2103360212447244468"><p lang="en" dir="ltr">Here comes a GTA2 RTX Remix mod with full path tracing + dynamic time of day! From modder gabdeg 🤯 pic.twitter.com/dZ0eMyIfms<a href="https://twitter.com/cantworkitout/status/2103360212447244468">September 25, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The graphics revamp is just one of the mod’s improvements. Beyond the eye-candy upgrade, it also adds other features to bring <em>Grand Theft Auto 2 </em>up to modern standards. While the original was limited to a 4:3 native aspect ratio, the mod supports widescreen 16:9 displays, giving gamers a more immersive view of Anywhere City. The mod also improves gameplay by adding support for frame rates up to 60 FPS through <a href="https://www.tomshardware.com/pc-components/gpus/we-go-hands-on-with-nvidias-dlss-4-5-dynamic-multi-frame-generation-and-its-5x-and-6x-multipliers-more-generated-frames-now-tailor-made-for-your-monitors-refresh-rate">Frame Generation</a> technology. It also fixes the nuisance of cars and pedestrians popping in at the screen edges.</p><p>GTA2 RTX Remix is an open-source project available on <a href="https://github.com/gebdag/gta2-rtx-remix?tab=readme-ov-file">GitHub</a>. To use the mod, you will need a copy of <em>Grand Theft Auto 2. </em>The modder tested it specifically with version 9.6, which Rockstar Games distributed for free in 2004. You will also need a 64-bit version of Windows 10 or Windows 11, along with the required RTX Remix runtime files.</p><p>RTX Remix has opened the floodgates to a plethora of mods from studios and the modding community that transform some of the most beloved games from our childhood. Now, <em>Grand Theft Auto 2</em> has joined this notable list, which also includes <em>Need For Speed Carbon</em>, <em>Tomb Raider</em>, <em>Max Payne</em>, and <em>The Elder Scrolls III: Morrowind</em>, to name just a few.</p>
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                                                            <title><![CDATA[ Open-source AnyPS5 dumps emulation to run PlayStation 5 console games natively on PC ]]></title>
                                                                                                <dc:content><![CDATA[ <p>PlayStation 5 emulation has witnessed massive growth ever since Sony confirmed its plans to end PC ports for its first-party, narrative-driven single-player games. The latest name joining the list is the open source project <a href="https://github.com/boykopovar/AnyPS5">AnyPS5</a>, which is claimed to run PS5 games natively on PC <em>without </em>requiring any emulation. The official GitHub page describes it as a tool for automatically porting executables to Linux and Windows. </p><p>Since the PS5 is powered by AMD’s Zen 2 hardware, it uses the x86-64 architecture, thus allowing AnyPS5 to work as a compatibility translation layer somewhat similar to Proton or Wine. It takes the original PS5 executable files and converts them into Windows and Linux formats, while the shaders are recompiled into SPIR-V for Vulkan. By avoiding emulation altogether, AnyPS5 can potentially eliminate some of the computational overhead, resulting in a smoother experience. </p><p>That said, development is still in the early stages, with test builds reportedly managing to boot select games as far as the main menu, with some even reaching gameplay with audio. However, the tool still requires a lot of work, particularly when it comes to system libraries and proprietary APIs unique to the PlayStation 5’s operating system. While the project is currently active on GitHub, a working public build is yet to be released. </p><p>PS5 emulation is still far from being practical, but if you are interested or have been following the topic, make sure to check out <a href="https://www.tomshardware.com/video-games/pc-gaming/ps5-emulator-can-now-run-the-console-version-of-gta-v-at-up-to-60-fps-on-pc-but-quickly-crashes-as-tweakers-continue-to-optimize-ps5-emulation-advancing-at-an-astronomical-pace-leading-up-to-gta-vi-launch">KytyPS5</a>, one of the most prominent and popular PlayStation 5 emulators in active development. It recently managed to run the PS5 version of <em>Grand Theft Auto V</em> as high as 40 to 60 FPS using high-end PC hardware. Unfortunately, this one is also in an early experimental phase and is not stable enough to maintain playable frame rates.</p><p>There is also <a href="https://www.tomshardware.com/video-games/playstation/ps5-emulation-arrives-on-steam-deck-astro-playroom-showcased-running-at-0-6-fps-milestone-sharpemu-development-shows-promise-despite-unplayable-performance">SharpEmu</a>, which focuses on accuracy and the underlying infrastructure needed to improve compatibility with PS5 games. The project has managed to successfully run <em>Astro’s Playroom</em> on a Steam Deck and was shown booting on the handheld at around 0.5 to 1 FPS. The game remains unplayable at those frame rates and does not progress beyond the introductory sequence, but getting PS5 emulation to run on the Steam Deck represents a major step forward for the project.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/playstation/open-source-anyps5-dumps-emulation-to-run-playstation-5-console-games-natively-on-pc-amd-zen-2-architecture-enables-proton-like-binary-translation-for-windows-and-linux</link>
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                            <![CDATA[ Traditional PS5 emulators attempt to recreate the console's hardware and software environment, but AnyPS5 is experimenting with a compatibility layer that translates PlayStation 5 executables into formats that can run on Windows and Linux. ]]>
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                                                                        <pubDate>Sat, 26 Sep 2026 13:59:04 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Kunal Khullar) ]]></author>                    <dc:creator><![CDATA[ Kunal Khullar ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/NDK3ae3zDxAx2BJnMXxBJV-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Kunal Khullar is a contributor at Tom’s Hardware with extensive writing experience in computing. With a deep-seated passion for technology, Kunal has dedicated years to mastering the intricacies of computer hardware components and staying at the forefront of the latest software developments. His journey in the tech world began with hands-on experience in assembling and troubleshooting PCs and laptops as a kid in the 90s, a skill he has meticulously honed over the years. He has worked for various publications covering a range of topics including smartphones, laptops, audio devices, and PC hardware. Currently, he is engrossed with everything happening in the world of computing with a growing obsession for unique PC cases and RGB cooling fans. Through his articles Kunal strives to demystify complex concepts for a broad audience. Kunal is also a casual gamer as he loves to squad up with his friends in &lt;em&gt;Apex Legends&lt;/em&gt;, and claims to have a fairly good taste in music especially when it comes to heavy metal.&lt;/p&gt; ]]></dc:description>
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                                <p>PlayStation 5 emulation has witnessed massive growth ever since Sony confirmed its plans to end PC ports for its first-party, narrative-driven single-player games. The latest name joining the list is the open source project <a href="https://github.com/boykopovar/AnyPS5">AnyPS5</a>, which is claimed to run PS5 games natively on PC <em>without </em>requiring any emulation. The official GitHub page describes it as a tool for automatically porting executables to Linux and Windows. </p><p>Since the PS5 is powered by AMD’s Zen 2 hardware, it uses the x86-64 architecture, thus allowing AnyPS5 to work as a compatibility translation layer somewhat similar to Proton or Wine. It takes the original PS5 executable files and converts them into Windows and Linux formats, while the shaders are recompiled into SPIR-V for Vulkan. By avoiding emulation altogether, AnyPS5 can potentially eliminate some of the computational overhead, resulting in a smoother experience. </p><p>That said, development is still in the early stages, with test builds reportedly managing to boot select games as far as the main menu, with some even reaching gameplay with audio. However, the tool still requires a lot of work, particularly when it comes to system libraries and proprietary APIs unique to the PlayStation 5’s operating system. While the project is currently active on GitHub, a working public build is yet to be released. </p><p>PS5 emulation is still far from being practical, but if you are interested or have been following the topic, make sure to check out <a href="https://www.tomshardware.com/video-games/pc-gaming/ps5-emulator-can-now-run-the-console-version-of-gta-v-at-up-to-60-fps-on-pc-but-quickly-crashes-as-tweakers-continue-to-optimize-ps5-emulation-advancing-at-an-astronomical-pace-leading-up-to-gta-vi-launch">KytyPS5</a>, one of the most prominent and popular PlayStation 5 emulators in active development. It recently managed to run the PS5 version of <em>Grand Theft Auto V</em> as high as 40 to 60 FPS using high-end PC hardware. Unfortunately, this one is also in an early experimental phase and is not stable enough to maintain playable frame rates.</p><p>There is also <a href="https://www.tomshardware.com/video-games/playstation/ps5-emulation-arrives-on-steam-deck-astro-playroom-showcased-running-at-0-6-fps-milestone-sharpemu-development-shows-promise-despite-unplayable-performance">SharpEmu</a>, which focuses on accuracy and the underlying infrastructure needed to improve compatibility with PS5 games. The project has managed to successfully run <em>Astro’s Playroom</em> on a Steam Deck and was shown booting on the handheld at around 0.5 to 1 FPS. The game remains unplayable at those frame rates and does not progress beyond the introductory sequence, but getting PS5 emulation to run on the Steam Deck represents a major step forward for the project.</p>
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                                                            <title><![CDATA[ Nvidia patents AI chatbot to streamline PC game optimization ]]></title>
                                                                                                <dc:content><![CDATA[ <p>A newly published patent shows that Nvidia has been working on an AI chatbot that could make it quicker and easier for developers to optimize their PC games. The chatbot would be capable of receiving a plain English request for help before running diagnostics based on the specific issue at hand.</p><div  class="fancy-box"><div class="fancy_box-title">Go deeper with TH Premium: AI and data centers</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Vh4nY3pMCcmra2ymXah9S7" name="Microsoft data center in Mount Pleasant, Wisconsin" caption="" alt="Microsoft data center in Mount Pleasant, Wisconsin" src="https://cdn.mos.cms.futurecdn.net/Vh4nY3pMCcmra2ymXah9S7-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Microsoft)</span></figcaption></figure><p class="fancy-box__body-text"><ul><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cooling/the-data-center-cooling-state-of-play-2025-liquid-cooling-is-on-the-rise-thermal-density-demands-skyrocket-in-ai-data-centers-and-tsmc-leads-with-direct-to-silicon-solutions?utm_source=edit-links&utm_medium=boxout&utm_term=datacenter" target="_blank">The data center cooling state of play</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/tech-industry/semiconductors/custom-ai-asics-examined-from-broadcom-to-mtia?utm_source=edit-links&utm_medium=boxout&utm_term=datacenter" target="_blank">The custom AI ASIC state of play </a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/tech-industry/americas-ai-chip-rules-keep-changing-and-the-rest-of-the-world-is-paying-the-price?utm_source=edit-links&utm_medium=boxout&utm_term=datacenter">America’s AI chip rules keep changing — and the rest of the world is paying the price</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/tech-industry/gc-2026-press-q-and-a-transcript?utm_source=edit-links&utm_medium=boxout&utm_term=datacenter">GTC 2026: Ian Buck press Q&A transcript — VP of Hyperscale and HPC speaks out on shelving CPX and shipping LPU decode this year</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cpus/demand-for-data-center-cpus-has-surged-and-ai-agents-are-responsible-why-the-cpu-to-gpu-ratio-is-more-important-than-ever-for-hyperscalers?utm_source=edit-links&utm_medium=boxout&utm_term=datacenter" target="_blank">Demand for data center CPUs has surged, and AI agents are responsible</a></li></ul></p></div></div><p>PC gamers are well aware of the impact of poor optimization on games. And while there are tools available to developers that help them identify issues and then address them, they require specialist knowledge to use. They also take time, something that developers rarely have — especially as they get closer to a release date.</p><p>The patent, first spotted by<a href="https://patentlyze.com/patent/nvidia-ai-writes-gpu-profiling-code-automatically/"> Patentlyze</a>, could help. It depicts a chatbot-like interface in which developers would be able to outline the issue that they are seeing. They would be able to do so using normal language, allowing even relatively inexperienced developers to use the tool.</p><p>Example questions provided by the patent include "What is causing the micro-stutter during camera cuts?" and "Why is frame time spiking when ray-traced reflections enter the viewport?".</p><p>Once the question has been posed, the AI would then write a diagnostic specific to the issue before automatically running it on the GPU and then providing the results for interpretation. The developer would then be able to implement any fixes and re-run any testing that is still required.</p><p>The patent doesn't make it clear whether there will be any validation or testing of the diagnostic code this tool would create, something that may give some pause. Test results are only as strong as the test that was used to get them, and developers will need to trust that Nvidia's chatbot is up to the job before relying on it.</p><p>However, it's important to remember that companies like Nvidia apply for countless patents every year. Not all of those patents turn into shipping products or features, and there is no guarantee that this one will ever see the light of day. That being said, it does seem similar to G-Assist, a chatbot-like tool that allows gamers to<a href="https://www.tomshardware.com/pc-components/gpus/nvidia-releases-public-g-assist-in-latest-app-to-provide-in-game-ai-assistance-also-introduces-dlss-custom-scaling-factors"> get AI-powered assistance for their GeForce RTX PC</a>. Nvidia has also sought to bring its AI chops to bear on other aspects of gaming, not least DLSS 5 and its<a href="https://www.tomshardware.com/pc-components/gpus/nvidia-shows-off-dlss-5-with-three-ai-modes-for-different-levels-of-detail-upscaler-can-switch-between-models-in-real-time"> multiple AI modes for different levels of detail</a> —<a href="https://www.tomshardware.com/pc-components/gpus/jensen-huang-says-gamers-are-completely-wrong-about-dlss-5-nvidia-ceo-responds-to-dlss-5-backlash"> whether gamers want it or not</a>.</p><p>For gamers, the hope will be that this patent will result in a tool that makes it easier for game developers to optimize their wares ahead of release.</p><figure class="van-image-figure pull-left inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:676px;"><p class="vanilla-image-block" style="padding-top:31.51%;"><img id="Ff8qW7gTwUZFZmPvceeLFd" name="Follow Tom's Hardware" alt="Google Preferred Source" src="https://cdn.mos.cms.futurecdn.net/Ff8qW7gTwUZFZmPvceeLFd-1920-80.png" mos="" align="left" fullscreen="" width="676" height="213" attribution="" endorsement="" class="pull-leftinline"></p></div></div></figure> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/an-nvidia-chatbot-could-one-day-help-developers-better-optimize-their-games-patent-filing-show-requests-can-be-made-in-plain-english</link>
                                                                            <description>
                            <![CDATA[ An Nvidia patent suggests the company could push developers to use a new chatbot as a way to get guidance on how to optimize their new games before release. ]]>
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                                                                        <pubDate>Sat, 26 Sep 2026 13:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Oliver Haslam ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/3XaHYJa7vPsa7PG8i5U8F5-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Oliver Haslam has written about technology of all shapes and sizes for over 15 years, both online and in print.&lt;/p&gt;&lt;p&gt;Having grown up using PCs and spending far too much money on graphics cards and fancy RAM, Oliver switched to the Mac with a G5 iMac. Nowadays, he uses both macOS and Windows depending on the job at hand. Oliver&amp;#39;s previous career in I.T. service management means he&amp;#39;s uniquely placed to understand the complexities of keeping a modern service online. Not that it stops him from getting grumpy when something stops working.&lt;/p&gt;&lt;p&gt;Passionate about mobile apps and the developer ecosystem, Oliver is always keen to try out the hottest new things to hit the various app stores.&lt;/p&gt; ]]></dc:description>
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                                <p>A newly published patent shows that Nvidia has been working on an AI chatbot that could make it quicker and easier for developers to optimize their PC games. The chatbot would be capable of receiving a plain English request for help before running diagnostics based on the specific issue at hand.</p><div  class="fancy-box"><div class="fancy_box-title">Go deeper with TH Premium: AI and data centers</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Vh4nY3pMCcmra2ymXah9S7" name="Microsoft data center in Mount Pleasant, Wisconsin" caption="" alt="Microsoft data center in Mount Pleasant, Wisconsin" src="https://cdn.mos.cms.futurecdn.net/Vh4nY3pMCcmra2ymXah9S7-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Microsoft)</span></figcaption></figure><p class="fancy-box__body-text"><ul><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cooling/the-data-center-cooling-state-of-play-2025-liquid-cooling-is-on-the-rise-thermal-density-demands-skyrocket-in-ai-data-centers-and-tsmc-leads-with-direct-to-silicon-solutions?utm_source=edit-links&utm_medium=boxout&utm_term=datacenter" target="_blank">The data center cooling state of play</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/tech-industry/semiconductors/custom-ai-asics-examined-from-broadcom-to-mtia?utm_source=edit-links&utm_medium=boxout&utm_term=datacenter" target="_blank">The custom AI ASIC state of play </a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/tech-industry/americas-ai-chip-rules-keep-changing-and-the-rest-of-the-world-is-paying-the-price?utm_source=edit-links&utm_medium=boxout&utm_term=datacenter">America’s AI chip rules keep changing — and the rest of the world is paying the price</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/tech-industry/gc-2026-press-q-and-a-transcript?utm_source=edit-links&utm_medium=boxout&utm_term=datacenter">GTC 2026: Ian Buck press Q&A transcript — VP of Hyperscale and HPC speaks out on shelving CPX and shipping LPU decode this year</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cpus/demand-for-data-center-cpus-has-surged-and-ai-agents-are-responsible-why-the-cpu-to-gpu-ratio-is-more-important-than-ever-for-hyperscalers?utm_source=edit-links&utm_medium=boxout&utm_term=datacenter" target="_blank">Demand for data center CPUs has surged, and AI agents are responsible</a></li></ul></p></div></div><p>PC gamers are well aware of the impact of poor optimization on games. And while there are tools available to developers that help them identify issues and then address them, they require specialist knowledge to use. They also take time, something that developers rarely have — especially as they get closer to a release date.</p><p>The patent, first spotted by<a href="https://patentlyze.com/patent/nvidia-ai-writes-gpu-profiling-code-automatically/"> Patentlyze</a>, could help. It depicts a chatbot-like interface in which developers would be able to outline the issue that they are seeing. They would be able to do so using normal language, allowing even relatively inexperienced developers to use the tool.</p><p>Example questions provided by the patent include "What is causing the micro-stutter during camera cuts?" and "Why is frame time spiking when ray-traced reflections enter the viewport?".</p><p>Once the question has been posed, the AI would then write a diagnostic specific to the issue before automatically running it on the GPU and then providing the results for interpretation. The developer would then be able to implement any fixes and re-run any testing that is still required.</p><p>The patent doesn't make it clear whether there will be any validation or testing of the diagnostic code this tool would create, something that may give some pause. Test results are only as strong as the test that was used to get them, and developers will need to trust that Nvidia's chatbot is up to the job before relying on it.</p><p>However, it's important to remember that companies like Nvidia apply for countless patents every year. Not all of those patents turn into shipping products or features, and there is no guarantee that this one will ever see the light of day. That being said, it does seem similar to G-Assist, a chatbot-like tool that allows gamers to<a href="https://www.tomshardware.com/pc-components/gpus/nvidia-releases-public-g-assist-in-latest-app-to-provide-in-game-ai-assistance-also-introduces-dlss-custom-scaling-factors"> get AI-powered assistance for their GeForce RTX PC</a>. Nvidia has also sought to bring its AI chops to bear on other aspects of gaming, not least DLSS 5 and its<a href="https://www.tomshardware.com/pc-components/gpus/nvidia-shows-off-dlss-5-with-three-ai-modes-for-different-levels-of-detail-upscaler-can-switch-between-models-in-real-time"> multiple AI modes for different levels of detail</a> —<a href="https://www.tomshardware.com/pc-components/gpus/jensen-huang-says-gamers-are-completely-wrong-about-dlss-5-nvidia-ceo-responds-to-dlss-5-backlash"> whether gamers want it or not</a>.</p><p>For gamers, the hope will be that this patent will result in a tool that makes it easier for game developers to optimize their wares ahead of release.</p><figure class="van-image-figure pull-left inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:676px;"><p class="vanilla-image-block" style="padding-top:31.51%;"><img id="Ff8qW7gTwUZFZmPvceeLFd" name="Follow Tom's Hardware" alt="Google Preferred Source" src="https://cdn.mos.cms.futurecdn.net/Ff8qW7gTwUZFZmPvceeLFd-1920-80.png" mos="" align="left" fullscreen="" width="676" height="213" attribution="" endorsement="" class="pull-leftinline"></p></div></div></figure>
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                                                            <title><![CDATA[ Nintendo wins $4.5 million lawsuit against Switch pirate by default  ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Nintendo of America just won a lawsuit against James Williams, who allegedly moderated the r/SwitchPirates subreddit and sold pirated Switch games online. According to <a href="https://aftermath.site/nintendo-switch-archbox-pirate-lawsuit/"><em>Aftermath</em></a><em>, </em>the company sued Williams in June 2024 for copyright violations. However, they failed to respond even after several months, so the company asked for and received a default judgement in their favor.</p><p>The court is now directing Williams to pay $4.5 million to Nintendo of America for damages and shut down the pirated shops they control. “To effectuate this injunction, Williams shall immediately disable access to all online ‘shops’ that he operates or otherwise controls which have offered to the public extensive libraries of pirated Nintendo Switch games for download,” Washington court clerk Joshua C. Lewis and deputy clerk Natalie Wood said in the default judgement filing.</p><p>Williams was reportedly uncovered through an in-depth investigation by the company and its lawyers, which tracked them through their Archbox persona on Reddit. Nintendo then matched the details it found on the social media platform to its internal database and discovered that it was linked to a Nintendo account that had a handheld sent in for repairs. A few days after the unit was returned to Williams’ address, the company sent a cease-and-desist, to which the defendant allegedly replied via email. </p><p>Nintendo said in its filing that Williams agreed to comply and cooperate with the company’s demands and requests that are within their control but has since cut-off communications. Because of this, it <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-asks-for-usd4-5-million-default-judgment-against-ex-reddit-mod-accused-of-pirating-thousands-of-games-archbox-allegedly-asked-for-donations-for-faster-access-to-his-stolen-library">asked the court for a default judgement</a> in October 2025, which the court finally granted.</p><p>Nintendo is known for being litigious when it comes to its intellectual property. The developers of Switch emulator Yuzu <a href="https://www.tomshardware.com/video-games/console-gaming/developers-of-switch-emulator-yuzu-settle-with-nintendo-in-court-for-dollar24-million-less-than-a-week-after-being-sued">settled with Nintendo for $2.4 million</a> in 2024, while the company <a href="https://www.tomshardware.com/video-games/nintendo-secures-settlement-against-switch-modder-who-represented-himself-in-court">won a $2 million settlement</a> against a Switch modder making backup devices like the MIG Switch and MIG Dumper last year. It has also successfully <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-takes-down-over-400-github-repositories-for-switch-emulators-in-one-go-relentless-dmca-strikes-tied-to-piracy-concerns-over-illegal-cryptographic-keys">applied DMCA strikes on over 400 GitHub repositories</a> hosting Switch emulators earlier this year.</p><p>But despite many public wins, Nintendo does not always prevail in its lawsuits. Palworld, which is often described as <a href="https://www.tomshardware.com/video-games/pc-gaming/pokemon-with-guns-game-palworld-sells-5-million-copies-tops-steam-most-played-in-a-single-weekend" target="_blank">“Pokémon with guns,”</a> has sold over 5 million copies on Steam, and Nintendo hasn’t filed a copyright lawsuit against the company. Instead, it <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-sues-palworld-developers-pocketpair-for-patent-infringement">sued the developers of the game for patent infringement</a> several months after it went viral. The case is still ongoing, but sources say that Nintendo could only expect a maximum payout of $30,000 if it were to win its case.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/nintendo/nintendo-wins-usd4-5-million-lawsuit-against-switch-pirate-by-default-defendant-allegedly-moderated-r-switchpirates-and-sold-pirated-switch-games</link>
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                            <![CDATA[ A Washington court granted Nintendo of America a $4.5 million default judgment after the defendant failed to appear in court and respond to the allegations. The company claimed that it sent a cease-and-desist letter and the respondent even answered via email saying they will comply and cooperate, but they have since cut-off communications. ]]>
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                                                                        <pubDate>Fri, 25 Sep 2026 12:26:21 +0000</pubDate>                                                                                                                                <updated>Fri, 25 Sep 2026 18:12:38 +0000</updated>
                                                                                                                                            <category><![CDATA[Nintendo]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Jowi Morales) ]]></author>                    <dc:creator><![CDATA[ Jowi Morales ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/gM7E2WSDg2wgCFoaDPz9yK-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jowi Morales is a writer and journalist covering the tech beat since 2021. However, he’s been interested in technology far earlier than that. He started discovering desktop computers when his father brought home a Windows 95 PC, but his first real experience working under the hood of the PC was when the old computer’s hard drive was filled to the brim in the year 2000. He deleted the Windows folder to attempt to rectify the situation, which led to his dad buying a new desktop PC. Since then, he learned a lot more about computers, and he’s always been the go-to tech expert for his family and friends.&lt;/p&gt;&lt;p&gt;Jowi primarily uses a Windows workstation and an Android phone, but he also bought into the Apple ecosystem with the 6th-gen iPad, iPhone 14 Pro Max, and the M1 MacBook Air. Today, Jowi covers hardware and software from Redmond and Cupertino, while also looking at the tech industry in general.&lt;/p&gt;&lt;p&gt;Aside from covering technology, Jowi is an avid photographer and writes about automobiles, aviation, and tanks. You can find his bylines at &lt;a href=&quot;https://www.makeuseof.com/author/jowi-morales/&quot;&gt;MakeUseOf&lt;/a&gt;, &lt;a href=&quot;https://www.slashgear.com/author/jowimorales/&quot;&gt;SlashGear&lt;/a&gt;, and, of course, &lt;a href=&quot;https://www.tomshardware.com/author/jowi-morales&quot;&gt;Tom’s Hardware&lt;/a&gt;.&lt;/p&gt; ]]></dc:description>
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                                <p>Nintendo of America just won a lawsuit against James Williams, who allegedly moderated the r/SwitchPirates subreddit and sold pirated Switch games online. According to <a href="https://aftermath.site/nintendo-switch-archbox-pirate-lawsuit/"><em>Aftermath</em></a><em>, </em>the company sued Williams in June 2024 for copyright violations. However, they failed to respond even after several months, so the company asked for and received a default judgement in their favor.</p><p>The court is now directing Williams to pay $4.5 million to Nintendo of America for damages and shut down the pirated shops they control. “To effectuate this injunction, Williams shall immediately disable access to all online ‘shops’ that he operates or otherwise controls which have offered to the public extensive libraries of pirated Nintendo Switch games for download,” Washington court clerk Joshua C. Lewis and deputy clerk Natalie Wood said in the default judgement filing.</p><p>Williams was reportedly uncovered through an in-depth investigation by the company and its lawyers, which tracked them through their Archbox persona on Reddit. Nintendo then matched the details it found on the social media platform to its internal database and discovered that it was linked to a Nintendo account that had a handheld sent in for repairs. A few days after the unit was returned to Williams’ address, the company sent a cease-and-desist, to which the defendant allegedly replied via email. </p><p>Nintendo said in its filing that Williams agreed to comply and cooperate with the company’s demands and requests that are within their control but has since cut-off communications. Because of this, it <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-asks-for-usd4-5-million-default-judgment-against-ex-reddit-mod-accused-of-pirating-thousands-of-games-archbox-allegedly-asked-for-donations-for-faster-access-to-his-stolen-library">asked the court for a default judgement</a> in October 2025, which the court finally granted.</p><p>Nintendo is known for being litigious when it comes to its intellectual property. The developers of Switch emulator Yuzu <a href="https://www.tomshardware.com/video-games/console-gaming/developers-of-switch-emulator-yuzu-settle-with-nintendo-in-court-for-dollar24-million-less-than-a-week-after-being-sued">settled with Nintendo for $2.4 million</a> in 2024, while the company <a href="https://www.tomshardware.com/video-games/nintendo-secures-settlement-against-switch-modder-who-represented-himself-in-court">won a $2 million settlement</a> against a Switch modder making backup devices like the MIG Switch and MIG Dumper last year. It has also successfully <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-takes-down-over-400-github-repositories-for-switch-emulators-in-one-go-relentless-dmca-strikes-tied-to-piracy-concerns-over-illegal-cryptographic-keys">applied DMCA strikes on over 400 GitHub repositories</a> hosting Switch emulators earlier this year.</p><p>But despite many public wins, Nintendo does not always prevail in its lawsuits. Palworld, which is often described as <a href="https://www.tomshardware.com/video-games/pc-gaming/pokemon-with-guns-game-palworld-sells-5-million-copies-tops-steam-most-played-in-a-single-weekend" target="_blank">“Pokémon with guns,”</a> has sold over 5 million copies on Steam, and Nintendo hasn’t filed a copyright lawsuit against the company. Instead, it <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-sues-palworld-developers-pocketpair-for-patent-infringement">sued the developers of the game for patent infringement</a> several months after it went viral. The case is still ongoing, but sources say that Nintendo could only expect a maximum payout of $30,000 if it were to win its case.</p>
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                                                            <title><![CDATA[ Sony patent could turn PlayStation controllers into tap-to-pay credit card terminals ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Paying for your new games or in-game content like new levels and skins might be about to get even easier if a newly published PlayStation patent is anything to go by. The patent, titled “Video Game Controller-Driven Information Transfer,” details a system that would allow a PlayStation controller to accept payments whenever a gamer taps it with their credit card or smartphone. It would work with gift cards, too.</p><p>The patent <a href="https://eureka.patsnap.com/patent/US20260273403A1" target="_blank">was first filed</a> way back in March 2025, but it was only made public on September 17 this year before being <a href="https://www.dexerto.com/gaming/sony-patent-could-let-players-tap-a-credit-card-on-their-controller-to-buy-games-3411921/" target="_blank">spotted by Dexerto</a>.</p><p>The patent includes artwork that shows how the payment system would potentially work. One example shows a TV displaying the question "Do you wish to purchase this game?" with a PS5 DualSense controller beside a smartphone. Another shows a "Gift card received!" message, confirming that we may be about to see the end of entering long strings of text just to top up a PlayStation Store balance.</p><p>PlayStation's patent also suggests that gamers could be prompted to buy a game after playing a demo at a retailer or event. The console would handle payment once a card or phone has been presented to a controller, although it's unclear if gamers would need to sign in to their PlayStation account for the purchase to be completed. The patent does allow for both NFC and Bluetooth to be used, so it's possible the PlayStation smartphone app may play a part here.</p><p>However, those hoping the patent would hint at a future PlayStation console or controller will be disappointed to learn that is very much not the case. Imagery used in the patent shows a <a href="https://www.tomshardware.com/reviews/playstation-5-sony-ps5">recognizable PS5 console</a> and DualSense controller.</p><p>There have been rumors of a PS6 launch as soon as 2027, but given the current state of play with regard to <a href="https://www.tomshardware.com/pc-components/ram/memory-prices-climb-500-percent-in-12-months-up-to-10x-the-lowest-ever-tracked-prices-128gb-of-ddr5-now-usd3-399">component shortages and price hikes</a>, that's far from confirmed at this point. A <a href="https://www.tomshardware.com/video-games/console-gaming/sony-considering-playstation-6-delay-to-2029-while-nintendo-could-hike-switch-2-price-according-to-report-memory-and-storage-chip-shortage-now-impacting-products-outside-of-ram-storage-and-gpus">delay until 2029</a> has also been rumored.</p><p>Just because Sony has a patent doesn't mean this idea will hit real PlayStations. Companies apply for (and are granted) patents all the time. Not everything depicted in those patents turn into shipping products or features. There are no guarantees this new payment system will ever see the light of day.</p><figure class="van-image-figure pull-left inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:676px;"><p class="vanilla-image-block" style="padding-top:31.51%;"><img id="Ff8qW7gTwUZFZmPvceeLFd" name="Follow Tom's Hardware" alt="Google Preferred Source" src="https://cdn.mos.cms.futurecdn.net/Ff8qW7gTwUZFZmPvceeLFd-1920-80.png" mos="" align="left" fullscreen="" width="676" height="213" attribution="" endorsement="" class="pull-leftinline"></p></div></div></figure> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/console-gaming/sony-patent-could-turn-playstation-controllers-into-tap-to-pay-credit-card-terminals-nfc-and-bluetooth-also-support-phones-and-gift-cards-for-instant-purchases</link>
                                                                            <description>
                            <![CDATA[ A new patent application details the potential for a future PlayStation controller to accept payments via credit cards and gift cards. ]]>
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                                                                        <pubDate>Thu, 24 Sep 2026 17:09:31 +0000</pubDate>                                                                                                                                <updated>Thu, 24 Sep 2026 19:20:22 +0000</updated>
                                                                                                                                            <category><![CDATA[Console Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Oliver Haslam ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/3XaHYJa7vPsa7PG8i5U8F5-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Oliver Haslam has written about technology of all shapes and sizes for over 15 years, both online and in print.&lt;/p&gt;&lt;p&gt;Having grown up using PCs and spending far too much money on graphics cards and fancy RAM, Oliver switched to the Mac with a G5 iMac. Nowadays, he uses both macOS and Windows depending on the job at hand. Oliver&amp;#39;s previous career in I.T. service management means he&amp;#39;s uniquely placed to understand the complexities of keeping a modern service online. Not that it stops him from getting grumpy when something stops working.&lt;/p&gt;&lt;p&gt;Passionate about mobile apps and the developer ecosystem, Oliver is always keen to try out the hottest new things to hit the various app stores.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Sony PlayStation 5 controllers]]></media:description>                                                            <media:text><![CDATA[Sony PlayStation 5 controllers]]></media:text>
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                                <p>Paying for your new games or in-game content like new levels and skins might be about to get even easier if a newly published PlayStation patent is anything to go by. The patent, titled “Video Game Controller-Driven Information Transfer,” details a system that would allow a PlayStation controller to accept payments whenever a gamer taps it with their credit card or smartphone. It would work with gift cards, too.</p><p>The patent <a href="https://eureka.patsnap.com/patent/US20260273403A1" target="_blank">was first filed</a> way back in March 2025, but it was only made public on September 17 this year before being <a href="https://www.dexerto.com/gaming/sony-patent-could-let-players-tap-a-credit-card-on-their-controller-to-buy-games-3411921/" target="_blank">spotted by Dexerto</a>.</p><p>The patent includes artwork that shows how the payment system would potentially work. One example shows a TV displaying the question "Do you wish to purchase this game?" with a PS5 DualSense controller beside a smartphone. Another shows a "Gift card received!" message, confirming that we may be about to see the end of entering long strings of text just to top up a PlayStation Store balance.</p><p>PlayStation's patent also suggests that gamers could be prompted to buy a game after playing a demo at a retailer or event. The console would handle payment once a card or phone has been presented to a controller, although it's unclear if gamers would need to sign in to their PlayStation account for the purchase to be completed. The patent does allow for both NFC and Bluetooth to be used, so it's possible the PlayStation smartphone app may play a part here.</p><p>However, those hoping the patent would hint at a future PlayStation console or controller will be disappointed to learn that is very much not the case. Imagery used in the patent shows a <a href="https://www.tomshardware.com/reviews/playstation-5-sony-ps5">recognizable PS5 console</a> and DualSense controller.</p><p>There have been rumors of a PS6 launch as soon as 2027, but given the current state of play with regard to <a href="https://www.tomshardware.com/pc-components/ram/memory-prices-climb-500-percent-in-12-months-up-to-10x-the-lowest-ever-tracked-prices-128gb-of-ddr5-now-usd3-399">component shortages and price hikes</a>, that's far from confirmed at this point. A <a href="https://www.tomshardware.com/video-games/console-gaming/sony-considering-playstation-6-delay-to-2029-while-nintendo-could-hike-switch-2-price-according-to-report-memory-and-storage-chip-shortage-now-impacting-products-outside-of-ram-storage-and-gpus">delay until 2029</a> has also been rumored.</p><p>Just because Sony has a patent doesn't mean this idea will hit real PlayStations. Companies apply for (and are granted) patents all the time. Not everything depicted in those patents turn into shipping products or features. There are no guarantees this new payment system will ever see the light of day.</p><figure class="van-image-figure pull-left inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:676px;"><p class="vanilla-image-block" style="padding-top:31.51%;"><img id="Ff8qW7gTwUZFZmPvceeLFd" name="Follow Tom's Hardware" alt="Google Preferred Source" src="https://cdn.mos.cms.futurecdn.net/Ff8qW7gTwUZFZmPvceeLFd-1920-80.png" mos="" align="left" fullscreen="" width="676" height="213" attribution="" endorsement="" class="pull-leftinline"></p></div></div></figure>
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                                                            <title><![CDATA[ Airbus turned the Steam Deck into a controller for a prototype Mars rover  ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Valve's <a href="https://www.tomshardware.com/reviews/steam-deck-valve-gaming-handheld">Steam Deck portable PC</a>, the same one you might play your favorite games on, isn't just for fun, as Airbus has just proven. The aerospace firm is using the Deck to control a prototype Mars rover throughout its development and testing process.</p><p>The ExoMars rover, a device that will be autonomous when it reaches the Red Planet, is being developed in the UK by Airbus. The rover and its Steam Deck companion made an appearance in a video shared by YouTube personality Tom Scott following a visit to Airbus' facility. And while ExoMars is being tested on Earth, it's hoped that it will eventually be capable of controlling itself when it rolls out onto the Martian terrain.</p><p>For now, engineers need a way to control the rover during its development and testing in a Mars-like environment. And for that, Airbus has settled on a Steam Deck.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/IJSO-BL3pEU" allowfullscreen></iframe></div></div><p>The video shows a Steam Deck running unspecified custom software. Just like playing the games Steam Deck owners are familiar with, Scott can be seen using the thumbsticks, triggers, and face buttons as a method for controlling the rover.</p><p>While novel, the decision to use a Steam Deck in this way probably shouldn't be all that surprising. It's a handheld PC in every sense of the word — it's powered by Linux and has both physical and touchscreen controls, not to mention Wi-Fi and Bluetooth support. If you're so inclined, you can even <a href="https://www.tomshardware.com/how-to/install-windows-steam-deck">install Windows on a Steam Deck</a>, too.</p><p>All of these things make the Steam Deck the perfect way to control something as advanced as a Mars rover. Doubly so if specialist software is required, something that traditional controllers like Sony's DualSense and Microsoft's Xbox controllers can't offer. With that in mind, it's perhaps only a matter of time until we see <a href="https://www.tomshardware.com/virtual-reality/valve-steam-frame-review">Valve's Steam Frame</a> also used for testing of a future Mars rover.</p><p>As for today, Airbus teams in Stevenage, UK, are working on a project to design the mechanical, thermal, and propulsion systems for the landing platform that will help a rover land on Mars in 2030. That rover will be officially called the Rosalind Franklin, and getting it to Mars safely will be "the culmination of more than 20 years’ work," <a href="https://www.airbus.com/en/newsroom/press-releases/2025-03-airbus-to-design-and-build-esas-exomars-rover-lander-platform" target="_blank">says Kata Escott</a>, the managing director of Airbus Defence and Space UK. Even if Valve's handheld doesn't prove necessary for controlling the Franklin rover once it's on Mars, it can still claim a cool spot in the history of the platform's development. </p><figure class="van-image-figure pull-left inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:676px;"><p class="vanilla-image-block" style="padding-top:31.51%;"><img id="Ff8qW7gTwUZFZmPvceeLFd" name="Follow Tom's Hardware" alt="Google Preferred Source" src="https://cdn.mos.cms.futurecdn.net/Ff8qW7gTwUZFZmPvceeLFd-1920-80.png" mos="" align="left" fullscreen="" width="676" height="213" attribution="" endorsement="" class="pull-leftinline"></p></div></div></figure> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/handheld-gaming/airbus-turned-the-steam-deck-into-a-controller-for-a-prototype-mars-rover-valve-handheld-pc-gives-engineers-command-of-the-exomars-platform-during-testing</link>
                                                                            <description>
                            <![CDATA[ Airbus engineers have employed Valve's Steam Deck handheld as a fancy remote control for the firm's new ExoMars ]]>
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                                                                        <pubDate>Wed, 23 Sep 2026 10:00:00 +0000</pubDate>                                                                                                                                <updated>Wed, 23 Sep 2026 10:35:15 +0000</updated>
                                                                                                                                            <category><![CDATA[Handheld Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Oliver Haslam ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/3XaHYJa7vPsa7PG8i5U8F5-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Oliver Haslam has written about technology of all shapes and sizes for over 15 years, both online and in print.&lt;/p&gt;&lt;p&gt;Having grown up using PCs and spending far too much money on graphics cards and fancy RAM, Oliver switched to the Mac with a G5 iMac. Nowadays, he uses both macOS and Windows depending on the job at hand. Oliver&amp;#39;s previous career in I.T. service management means he&amp;#39;s uniquely placed to understand the complexities of keeping a modern service online. Not that it stops him from getting grumpy when something stops working.&lt;/p&gt;&lt;p&gt;Passionate about mobile apps and the developer ecosystem, Oliver is always keen to try out the hottest new things to hit the various app stores.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Steam Deck gaming handheld]]></media:description>                                                            <media:text><![CDATA[Steam Deck gaming handheld]]></media:text>
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                                <p>Valve's <a href="https://www.tomshardware.com/reviews/steam-deck-valve-gaming-handheld">Steam Deck portable PC</a>, the same one you might play your favorite games on, isn't just for fun, as Airbus has just proven. The aerospace firm is using the Deck to control a prototype Mars rover throughout its development and testing process.</p><p>The ExoMars rover, a device that will be autonomous when it reaches the Red Planet, is being developed in the UK by Airbus. The rover and its Steam Deck companion made an appearance in a video shared by YouTube personality Tom Scott following a visit to Airbus' facility. And while ExoMars is being tested on Earth, it's hoped that it will eventually be capable of controlling itself when it rolls out onto the Martian terrain.</p><p>For now, engineers need a way to control the rover during its development and testing in a Mars-like environment. And for that, Airbus has settled on a Steam Deck.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/IJSO-BL3pEU" allowfullscreen></iframe></div></div><p>The video shows a Steam Deck running unspecified custom software. Just like playing the games Steam Deck owners are familiar with, Scott can be seen using the thumbsticks, triggers, and face buttons as a method for controlling the rover.</p><p>While novel, the decision to use a Steam Deck in this way probably shouldn't be all that surprising. It's a handheld PC in every sense of the word — it's powered by Linux and has both physical and touchscreen controls, not to mention Wi-Fi and Bluetooth support. If you're so inclined, you can even <a href="https://www.tomshardware.com/how-to/install-windows-steam-deck">install Windows on a Steam Deck</a>, too.</p><p>All of these things make the Steam Deck the perfect way to control something as advanced as a Mars rover. Doubly so if specialist software is required, something that traditional controllers like Sony's DualSense and Microsoft's Xbox controllers can't offer. With that in mind, it's perhaps only a matter of time until we see <a href="https://www.tomshardware.com/virtual-reality/valve-steam-frame-review">Valve's Steam Frame</a> also used for testing of a future Mars rover.</p><p>As for today, Airbus teams in Stevenage, UK, are working on a project to design the mechanical, thermal, and propulsion systems for the landing platform that will help a rover land on Mars in 2030. That rover will be officially called the Rosalind Franklin, and getting it to Mars safely will be "the culmination of more than 20 years’ work," <a href="https://www.airbus.com/en/newsroom/press-releases/2025-03-airbus-to-design-and-build-esas-exomars-rover-lander-platform" target="_blank">says Kata Escott</a>, the managing director of Airbus Defence and Space UK. Even if Valve's handheld doesn't prove necessary for controlling the Franklin rover once it's on Mars, it can still claim a cool spot in the history of the platform's development. </p><figure class="van-image-figure pull-left inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:676px;"><p class="vanilla-image-block" style="padding-top:31.51%;"><img id="Ff8qW7gTwUZFZmPvceeLFd" name="Follow Tom's Hardware" alt="Google Preferred Source" src="https://cdn.mos.cms.futurecdn.net/Ff8qW7gTwUZFZmPvceeLFd-1920-80.png" mos="" align="left" fullscreen="" width="676" height="213" attribution="" endorsement="" class="pull-leftinline"></p></div></div></figure>
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                                                            <title><![CDATA[ Final Fantasy VII Revelation might use upwards of 200 GB and requires an additional download ]]></title>
                                                                                                <dc:content><![CDATA[ <p>With storage prices hitting insane peaks across both SSDs and hard drives, it's a safe bet that many gamers are carefully counting every wasted gigabyte — particularly as most AAA productions get bigger with each iteration. <em>Final Fantasy VII</em> fans looking to play <em>Revelation</em>, the final entry in the remake series, might have to delete another game on their console or PC to <a href="https://www.videogameschronicle.com/features/interviews/ff7-revelation-director-hamaguchi-discusses-the-games-200gb-size-dlc-plans-and-a-new-tifa-detail/">make way for</a> the potentially over-200 GB title.</p><p>This revelation came about at the Tokyo Game Show, in an interview where Video Games Chronicle (VGC) talked to <em>Final Fantasy VII</em> remake series director Naoki Hamaguchi. He says the game might take up 200 GB or more, needing <a href="https://www.videogameschronicle.com/news/the-physical-edition-of-final-fantasy-7-revelation-needs-to-download-extra-game-data-on-all-formats/">the one UHD Blu-ray disc</a> (to the tune of 93.1 GB usable) along with an additional download for the remainder of the data — potentially putting the required download at 100+ GB.</p><p>The director remarks that the figure is an estimate, but it's not hard to believe considering the series' gigantic scope plus the fact that the previous entry in the series, <em>Rebirth</em>, took roughly 146 GB. When prompted about fitting the game in two discs (hypothetically, two UHD Blu-rays), he stated that doing so would require a "compromise" for the game's scope, or presumably, visual fidelity.</p><p>Furthermore, he clarified that delivering game content digitally allows for patching up until the release date, whereas the standard disc manufacturing process needs around three months' planning.</p><p>Hamaguchi added that there are two character backstory DLCs planned for <em>Revelation</em>. One will go over Vincent's story, while the other will be centered around everyone's favorite ōdachi-wielder Sephiroth. Considering that the <em>INTERmission</em> DLC for <em>Remake </em>was roughly 8 GB, there's a chance that a fully loaded install of <em>Revelation</em> could ring in at as much as 215 to 220 GB.</p><p>That storage requirement would make <em>Final Fantasy 7 Revelation</em> what appears to be the first game to require 200 GB for strictly a base install. Even the infamous 300+ GB requirement of <em>Call of Duty Black Ops 6</em> was only doable if one installed every single content pack and language. Some PC games like <em>DCS</em> titles, <em>Microsoft Flight Simulator</em>, and <em>ARK: Survival Evolved</em> can hit many hundreds of gigabytes, but that's by way of added maps and content packs.</p><p><em>Revelation</em> is coming April 8, 2027, giving gamers plenty of time to prepare. Even still, PC and PlayStation 5 owners can easily add storage, since both systems can use bog-standard NVMe drives — up to 8 TB in the case of Sony's console. Meanwhile, Xbox owners are worse off, since increasing available storage requires specific and pricier expansion modules that cap out at 4 TB.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/final-fantasy-vii-revelation-might-use-upwards-of-200-gb-and-requires-an-additional-download-latest-entry-in-the-series-of-remakes-may-set-a-new-record-for-the-size-of-a-base-install</link>
                                                                            <description>
                            <![CDATA[ Final Fantasy VII Revelation might use upwards of 200 GB and requires an additional download — latest entry in the series of remakes may set a new record for the size of a base install ]]>
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                                                                        <pubDate>Sun, 20 Sep 2026 13:30:00 +0000</pubDate>                                                                                                                                <updated>Sun, 20 Sep 2026 13:58:44 +0000</updated>
                                                                                                                                            <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Bruno Ferreira) ]]></author>                    <dc:creator><![CDATA[ Bruno Ferreira ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ZQiPPaXaAuQ4VrVEYnnR7G-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Bruno Ferreira&#039;s journey kicked off with the venerable ZX Spectrum, a cassette player, and his hopes and dreams. He quickly realized he had more fun figuring out how computers work than he did actually using the things. Kicking off a developer career with C and Assembly before moving to scripting languages, he&#039;s worn many hats, including both database architect and systems administration. As a teen, Bruno co-founded a web development outfit where he was for 17 years before moving on to spend nearly a decade at The Tech Report as a writer, editor, and (of course) developer. In this decade, he&#039;s been at Asus, MLCommons, and HotHardware, among others. When not fiddling with computers and games, his love for music and production sends him off to live shows and festivals. Occasionally, he pretends he can play the guitar and bass.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Final Fantasy 7 remake]]></media:description>                                                            <media:text><![CDATA[Final Fantasy 7 remake]]></media:text>
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                                <p>With storage prices hitting insane peaks across both SSDs and hard drives, it's a safe bet that many gamers are carefully counting every wasted gigabyte — particularly as most AAA productions get bigger with each iteration. <em>Final Fantasy VII</em> fans looking to play <em>Revelation</em>, the final entry in the remake series, might have to delete another game on their console or PC to <a href="https://www.videogameschronicle.com/features/interviews/ff7-revelation-director-hamaguchi-discusses-the-games-200gb-size-dlc-plans-and-a-new-tifa-detail/">make way for</a> the potentially over-200 GB title.</p><p>This revelation came about at the Tokyo Game Show, in an interview where Video Games Chronicle (VGC) talked to <em>Final Fantasy VII</em> remake series director Naoki Hamaguchi. He says the game might take up 200 GB or more, needing <a href="https://www.videogameschronicle.com/news/the-physical-edition-of-final-fantasy-7-revelation-needs-to-download-extra-game-data-on-all-formats/">the one UHD Blu-ray disc</a> (to the tune of 93.1 GB usable) along with an additional download for the remainder of the data — potentially putting the required download at 100+ GB.</p><p>The director remarks that the figure is an estimate, but it's not hard to believe considering the series' gigantic scope plus the fact that the previous entry in the series, <em>Rebirth</em>, took roughly 146 GB. When prompted about fitting the game in two discs (hypothetically, two UHD Blu-rays), he stated that doing so would require a "compromise" for the game's scope, or presumably, visual fidelity.</p><p>Furthermore, he clarified that delivering game content digitally allows for patching up until the release date, whereas the standard disc manufacturing process needs around three months' planning.</p><p>Hamaguchi added that there are two character backstory DLCs planned for <em>Revelation</em>. One will go over Vincent's story, while the other will be centered around everyone's favorite ōdachi-wielder Sephiroth. Considering that the <em>INTERmission</em> DLC for <em>Remake </em>was roughly 8 GB, there's a chance that a fully loaded install of <em>Revelation</em> could ring in at as much as 215 to 220 GB.</p><p>That storage requirement would make <em>Final Fantasy 7 Revelation</em> what appears to be the first game to require 200 GB for strictly a base install. Even the infamous 300+ GB requirement of <em>Call of Duty Black Ops 6</em> was only doable if one installed every single content pack and language. Some PC games like <em>DCS</em> titles, <em>Microsoft Flight Simulator</em>, and <em>ARK: Survival Evolved</em> can hit many hundreds of gigabytes, but that's by way of added maps and content packs.</p><p><em>Revelation</em> is coming April 8, 2027, giving gamers plenty of time to prepare. Even still, PC and PlayStation 5 owners can easily add storage, since both systems can use bog-standard NVMe drives — up to 8 TB in the case of Sony's console. Meanwhile, Xbox owners are worse off, since increasing available storage requires specific and pricier expansion modules that cap out at 4 TB.</p>
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                                                            <title><![CDATA[ Microsoft patents system to freeze games and inject ads during downtimes ]]></title>
                                                                                                <dc:content><![CDATA[ <p>More games are taking advantage of the free-to-play model, and Microsoft is building systems designed to deliver ads without disrupting the gaming experience. According to <a href="https://respawnfirst.com/microsoft-patents-ad-credit-system-for-pc-and-consoles-to-serve-in-game-ads-during-pause-windows/"><em>Respawn First</em></a><em>, </em>the system would first give players some ad-free playtime, which could either be based on time or in-game progress, such as levels and bosses. Once this expires, the company will then open a window and briefly serve “promoted content.” </p><p>However, this system will not just show ads out of the blue. Instead, it will work with the game engine so that they will only appear during downtimes, like after a boss fight, at the end of a cutscene, while a new level is loading, when you complete a quest, or enter a menu. While the ad is being served, the game enters a frozen state to ensure that player progress isn’t disturbed. After you finish watching the ad, it resets the ad-free playtime, allowing gamers to play another round with no distractions.</p><p>The patent application itself describes it as “a content management system” and that it could obtain a promoted content trigger event based partially on the game, suspend a user’s interaction with the game based on the promoted content trigger event, obtain promoted audiovisual content and present it to the user, commence the user’s interaction with the game, and establish “a credit based at partially on the promoted audiovisual content, wherein the credit delays suspension of the user’s interaction with the interactive software application during a credit duration.” </p><p>Based on this description, it works similarly to some free-to-play mobile games, where ads are automatically served after you finish a round or after a few minutes of playing. The difference with this system is that it doesn’t serve ads arbitrarily; instead, it works with the game engine and even uses machine learning to determine when it’s the best time to show players the ad.</p><p>While this is still a patent application and it’s not even clear if this has been deployed in actual games, it shows what Microsoft is considering for how it could monetize free-to-play games. We’ve seen similar moves with Xbox Cloud Gaming, with the company experimenting with <a href="https://www.tomshardware.com/video-games/cloud-gaming/microsoft-reportedly-mulls-ad-infested-free-xbox-cloud-gaming-plan-game-pass-ultimate-subscriber-allegedly-catches-ad-during-game-loading">an ad-supported free tier for the cloud gaming service</a>. </p><p>While the tech that Microsoft applied for a patent on could actually be a good thing, as it would make in-game ads less jarring, we could argue that it would encourage both gamers and publishers to focus on free-to-play titles. The idea behind these games and services is that it would allow more people, especially those who don’t want to spend cash, to enjoy gaming. However, some say that they’ve actually broken the diversity and innovation in the gaming industry, as developers and publishers focus more on monetization instead of unique games and quality titles. You can view the USPTO application here [<a href="https://image-ppubs.uspto.gov/dirsearch-public/print/downloadPdf/20260260258">PDF</a>].</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/microsoft-patents-system-to-freeze-games-and-inject-ads-during-downtimes-watching-commercials-earns-ad-free-playtime-credits</link>
                                                                            <description>
                            <![CDATA[ This patent uses the game engine and machine learning to determine the best time to serve an ad. ]]>
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                                                                        <pubDate>Sun, 20 Sep 2026 13:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Jowi Morales) ]]></author>                    <dc:creator><![CDATA[ Jowi Morales ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/gM7E2WSDg2wgCFoaDPz9yK-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jowi Morales is a writer and journalist covering the tech beat since 2021. However, he’s been interested in technology far earlier than that. He started discovering desktop computers when his father brought home a Windows 95 PC, but his first real experience working under the hood of the PC was when the old computer’s hard drive was filled to the brim in the year 2000. He deleted the Windows folder to attempt to rectify the situation, which led to his dad buying a new desktop PC. Since then, he learned a lot more about computers, and he’s always been the go-to tech expert for his family and friends.&lt;/p&gt;&lt;p&gt;Jowi primarily uses a Windows workstation and an Android phone, but he also bought into the Apple ecosystem with the 6th-gen iPad, iPhone 14 Pro Max, and the M1 MacBook Air. Today, Jowi covers hardware and software from Redmond and Cupertino, while also looking at the tech industry in general.&lt;/p&gt;&lt;p&gt;Aside from covering technology, Jowi is an avid photographer and writes about automobiles, aviation, and tanks. You can find his bylines at &lt;a href=&quot;https://www.makeuseof.com/author/jowi-morales/&quot;&gt;MakeUseOf&lt;/a&gt;, &lt;a href=&quot;https://www.slashgear.com/author/jowimorales/&quot;&gt;SlashGear&lt;/a&gt;, and, of course, &lt;a href=&quot;https://www.tomshardware.com/author/jowi-morales&quot;&gt;Tom’s Hardware&lt;/a&gt;.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[a gamer waiting for an ad to pass]]></media:description>                                                            <media:text><![CDATA[a gamer waiting for an ad to pass]]></media:text>
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                                <p>More games are taking advantage of the free-to-play model, and Microsoft is building systems designed to deliver ads without disrupting the gaming experience. According to <a href="https://respawnfirst.com/microsoft-patents-ad-credit-system-for-pc-and-consoles-to-serve-in-game-ads-during-pause-windows/"><em>Respawn First</em></a><em>, </em>the system would first give players some ad-free playtime, which could either be based on time or in-game progress, such as levels and bosses. Once this expires, the company will then open a window and briefly serve “promoted content.” </p><p>However, this system will not just show ads out of the blue. Instead, it will work with the game engine so that they will only appear during downtimes, like after a boss fight, at the end of a cutscene, while a new level is loading, when you complete a quest, or enter a menu. While the ad is being served, the game enters a frozen state to ensure that player progress isn’t disturbed. After you finish watching the ad, it resets the ad-free playtime, allowing gamers to play another round with no distractions.</p><p>The patent application itself describes it as “a content management system” and that it could obtain a promoted content trigger event based partially on the game, suspend a user’s interaction with the game based on the promoted content trigger event, obtain promoted audiovisual content and present it to the user, commence the user’s interaction with the game, and establish “a credit based at partially on the promoted audiovisual content, wherein the credit delays suspension of the user’s interaction with the interactive software application during a credit duration.” </p><p>Based on this description, it works similarly to some free-to-play mobile games, where ads are automatically served after you finish a round or after a few minutes of playing. The difference with this system is that it doesn’t serve ads arbitrarily; instead, it works with the game engine and even uses machine learning to determine when it’s the best time to show players the ad.</p><p>While this is still a patent application and it’s not even clear if this has been deployed in actual games, it shows what Microsoft is considering for how it could monetize free-to-play games. We’ve seen similar moves with Xbox Cloud Gaming, with the company experimenting with <a href="https://www.tomshardware.com/video-games/cloud-gaming/microsoft-reportedly-mulls-ad-infested-free-xbox-cloud-gaming-plan-game-pass-ultimate-subscriber-allegedly-catches-ad-during-game-loading">an ad-supported free tier for the cloud gaming service</a>. </p><p>While the tech that Microsoft applied for a patent on could actually be a good thing, as it would make in-game ads less jarring, we could argue that it would encourage both gamers and publishers to focus on free-to-play titles. The idea behind these games and services is that it would allow more people, especially those who don’t want to spend cash, to enjoy gaming. However, some say that they’ve actually broken the diversity and innovation in the gaming industry, as developers and publishers focus more on monetization instead of unique games and quality titles. You can view the USPTO application here [<a href="https://image-ppubs.uspto.gov/dirsearch-public/print/downloadPdf/20260260258">PDF</a>].</p>
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                                                            <title><![CDATA[ Massive 192GB GTA leak reveals early GTA VI map and canceled DLCs ]]></title>
                                                                                                <dc:content><![CDATA[ <p>A massive 192 GB treasure trove of GTA V data has surfaced online, and multiple fans and enthusiasts have revealed data pertaining to the early development of GTA VI as well as unreleased DLCs and alternate endings in the 2013 game. The data leaked way back in 2022, which was also the same year <a href="https://www.tomshardware.com/news/rockstar-confirms-gta-6-development-next-gen-updates-for-gta-5">Rockstar confirmed GTA VI</a>. Furthermore, more recent leaks have a <a href="https://www.tomshardware.com/video-games/catastrophic-gta-vi-leak-is-a-full-working-build-notorious-hacker-cyberleek-taunts-rockstar-games-by-spraying-the-word-leek-onto-a-wall-in-game-with-bullets">full working build of the upcoming game</a>, unlike the rough draft that we see here.</p><p>The most interesting thing found in the archive was an early build of the GTA VI map that has apparently been built and is playable on GTA V. X user TJGM shared screenshots of the rough drafts, showing early concepts of Leonidas, with various areas looking like they were built from satellite images and Google Maps Street View. It’s also been alleged that these were from 2014 to 2015 — if true, then this would show that Rockstar has been, to some extent, working on a sequel to its most popular title even before the original came out on PC in 2015.</p><p>There also appears to be a map outline for Liberty City designed, which is a nod to an unreleased DLC for GTA 5 that was supposedly set in the city. It’s only accessible via CodeWalker, the GTA 5 map editor, and is seemingly much larger than the original map in GTA IV. However, it’s only an outline, and there’s no other information embedded in the files. Aside from the Liberty City DLC, details of another unreleased single-player expansion called Agent Trevor were discovered buried among the files. </p><p>This was revealed in an X post by affmal, which showed a massive bunker under the satellite relay station in the Grand Senora Desert, a spaceship, and an Arab mansion. Although some of the details here were recycled from other in-game assets, the user said that they’re three times bigger than what we have seen in the game so far.</p><p>There were also some voice-overs for cutscenes that didn’t make it into the final game, including one where GTA IV’s Brucie Kibbutz was talking with GTA V’s Franklin in some sort of mission. The other sound clip shows Trevor getting a cold alternate ending if you picked Option A in GTA V’s finale. Here, it hints that Trevor crashed into a tank of liquid nitrogen, after which he freezes and breaks into pieces, which is quite the opposite of what actually happened to him in the final game.</p><p>GTA VI is set to go live in under two months, with <a href="https://www.tomshardware.com/video-games/pc-gaming/grand-theft-auto-6-preorders-begin-tonight-at-midnight-local-time-in-the-us-heres-where-to-buy-get-yours-now-its-in-the-garage-and-ready-to-roll">pre-orders available today</a>. Many GTA fans seem to be interested in the what-ifs and what-could-have-been scenarios: what if Rockstar had decided to release these things in the final game as side missions or alternate endings, or if the company had decided to make the single-player DLCs instead of focusing on GTA Online and Red Dead Redemption 2.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/massive-192gb-gta-leak-reveals-early-gta-vi-map-and-canceled-dlcs-files-show-liquid-nitrogen-death-for-trevor-and-scrapped-liberty-city-expansion</link>
                                                                            <description>
                            <![CDATA[ The massive leak revealed early efforts in the development of GTA VI, as well as unreleased side missions, alternate endings, and even planned DLCs that never came to fruition. ]]>
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                                                                        <pubDate>Sun, 20 Sep 2026 12:35:00 +0000</pubDate>                                                                                                                                <updated>Sun, 27 Sep 2026 14:55:13 +0000</updated>
                                                                                                                                            <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Jowi Morales) ]]></author>                    <dc:creator><![CDATA[ Jowi Morales ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/gM7E2WSDg2wgCFoaDPz9yK-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jowi Morales is a writer and journalist covering the tech beat since 2021. However, he’s been interested in technology far earlier than that. He started discovering desktop computers when his father brought home a Windows 95 PC, but his first real experience working under the hood of the PC was when the old computer’s hard drive was filled to the brim in the year 2000. He deleted the Windows folder to attempt to rectify the situation, which led to his dad buying a new desktop PC. Since then, he learned a lot more about computers, and he’s always been the go-to tech expert for his family and friends.&lt;/p&gt;&lt;p&gt;Jowi primarily uses a Windows workstation and an Android phone, but he also bought into the Apple ecosystem with the 6th-gen iPad, iPhone 14 Pro Max, and the M1 MacBook Air. Today, Jowi covers hardware and software from Redmond and Cupertino, while also looking at the tech industry in general.&lt;/p&gt;&lt;p&gt;Aside from covering technology, Jowi is an avid photographer and writes about automobiles, aviation, and tanks. You can find his bylines at &lt;a href=&quot;https://www.makeuseof.com/author/jowi-morales/&quot;&gt;MakeUseOf&lt;/a&gt;, &lt;a href=&quot;https://www.slashgear.com/author/jowimorales/&quot;&gt;SlashGear&lt;/a&gt;, and, of course, &lt;a href=&quot;https://www.tomshardware.com/author/jowi-morales&quot;&gt;Tom’s Hardware&lt;/a&gt;.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[GTA V physical disc in PlayStation 5 console]]></media:description>                                                            <media:text><![CDATA[GTA V physical disc in PlayStation 5 console]]></media:text>
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                            <article>
                                <p>A massive 192 GB treasure trove of GTA V data has surfaced online, and multiple fans and enthusiasts have revealed data pertaining to the early development of GTA VI as well as unreleased DLCs and alternate endings in the 2013 game. The data leaked way back in 2022, which was also the same year <a href="https://www.tomshardware.com/news/rockstar-confirms-gta-6-development-next-gen-updates-for-gta-5">Rockstar confirmed GTA VI</a>. Furthermore, more recent leaks have a <a href="https://www.tomshardware.com/video-games/catastrophic-gta-vi-leak-is-a-full-working-build-notorious-hacker-cyberleek-taunts-rockstar-games-by-spraying-the-word-leek-onto-a-wall-in-game-with-bullets">full working build of the upcoming game</a>, unlike the rough draft that we see here.</p><p>The most interesting thing found in the archive was an early build of the GTA VI map that has apparently been built and is playable on GTA V. X user TJGM shared screenshots of the rough drafts, showing early concepts of Leonidas, with various areas looking like they were built from satellite images and Google Maps Street View. It’s also been alleged that these were from 2014 to 2015 — if true, then this would show that Rockstar has been, to some extent, working on a sequel to its most popular title even before the original came out on PC in 2015.</p><p>There also appears to be a map outline for Liberty City designed, which is a nod to an unreleased DLC for GTA 5 that was supposedly set in the city. It’s only accessible via CodeWalker, the GTA 5 map editor, and is seemingly much larger than the original map in GTA IV. However, it’s only an outline, and there’s no other information embedded in the files. Aside from the Liberty City DLC, details of another unreleased single-player expansion called Agent Trevor were discovered buried among the files. </p><p>This was revealed in an X post by affmal, which showed a massive bunker under the satellite relay station in the Grand Senora Desert, a spaceship, and an Arab mansion. Although some of the details here were recycled from other in-game assets, the user said that they’re three times bigger than what we have seen in the game so far.</p><p>There were also some voice-overs for cutscenes that didn’t make it into the final game, including one where GTA IV’s Brucie Kibbutz was talking with GTA V’s Franklin in some sort of mission. The other sound clip shows Trevor getting a cold alternate ending if you picked Option A in GTA V’s finale. Here, it hints that Trevor crashed into a tank of liquid nitrogen, after which he freezes and breaks into pieces, which is quite the opposite of what actually happened to him in the final game.</p><p>GTA VI is set to go live in under two months, with <a href="https://www.tomshardware.com/video-games/pc-gaming/grand-theft-auto-6-preorders-begin-tonight-at-midnight-local-time-in-the-us-heres-where-to-buy-get-yours-now-its-in-the-garage-and-ready-to-roll">pre-orders available today</a>. Many GTA fans seem to be interested in the what-ifs and what-could-have-been scenarios: what if Rockstar had decided to release these things in the final game as side missions or alternate endings, or if the company had decided to make the single-player DLCs instead of focusing on GTA Online and Red Dead Redemption 2.</p>
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                                                            <title><![CDATA[ Father loses job over 9-year-old spending $118,000 on Minecraft YouTube ads using his company's credit card  ]]></title>
                                                                                                <dc:content><![CDATA[ <p>A 9-year-old Minecraft player called MightyMikePLays67 unknowingly <a href="https://www.tomshardware.com/video-games/devastated-father-says-his-9-year-old-son-spent-usd118-000-on-youtube-ad-campaigns-for-his-minecraft-channel-using-a-company-credit-card-bill-racked-up-in-just-three-weeks-was-supposed-to-be-one-usd20-promotion">spent a massive $118,000 on their dad’s company credit card</a> to promote their YouTube channel. The father, Dave, gave a lengthy update on the <a href="https://www.youtube.com/watch?v=ryNfntzrt9I">YouTube channel</a>, saying he’s lost his job and has to pay the amount within 30 days. </p><p>Interestingly, he’s had no issues with losing work, saying that “jobs come and go. I’ve worked my whole life; I’ll find another job… I’ve got two hands, I’m healthy, I’m capable of working. So, if losing my job was the worst that came out of this, I’d honestly probably be okay.” Unfortunately, he’s still on the hook for the massive bill, and it's gotten to the point where he and his wife are talking about selling their home to help pay for it.</p><div  class="fancy-box"><div class="fancy_box-title">Go deeper with TH Premium: GPUs</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wh9EZgD8NG9yUioNNgPB3d" name="ASUS RTX 5080 Noctua Edition - Continuing the legacy of acoustic excellence 6-26 screenshot" caption="" alt="Asus RTX 5080 Noctua Edition" src="https://cdn.mos.cms.futurecdn.net/Wh9EZgD8NG9yUioNNgPB3d-1920-80.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Noctua)</span></figcaption></figure><p class="fancy-box__body-text"><ul><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/desktop-gpu-roadmap-nvidia-rubin-amd-udna-and-intel-xe3-celestial?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Desktop GPU Roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/tech-industry/semiconductors/nvidia-enterprise-roadmap-rubin-rubin-ultra-feynman-and-silicon-photonics?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Nvidia's Enterprise GPU Roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/testing-directstorage-with-gpu-decompression-do-blackwell-gpus-have-the-upper-hand?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Testing DirectStorage with GPU decompression</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/the-geforce-rtx-30-series-upgrade-matrix-does-your-ampere-gpu-need-an-upgrade-in-2026?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">The GeForce RTX 30-series upgrade matrix — does your Ampere GPU need an upgrade in 2026?</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/nvidias-vera-rubin-platform-in-depth-inside-nvidias-most-complex-ai-and-hpc-platform-to-date?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Rubin in-depth</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cooling/the-stout-owl-how-i-built-the-ultimate-noctua-g2-pc?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">The Stout Owl: The ultimate Noctua G2 PC</a></li></ul></p></div></div><p>Despite the depressing development, Dave and Mike were still about to joke around a bit about it. After Dave thanked his son for bringing him some water, Mike answered, “67.” He then asked, “Mike, do you even know what 67 means?”</p><p>To which the kid replied, “To say the least, I do not know what it means, but I think it doesn’t mean anything. It’s just something that makes people laugh and smile.” </p><p>The dad then replied, “Yeah, I would have to agree with that, Mike. Actually, I know what 67 means, Mike. That’s how old you’re going to be when you finally have to stop mowing lawns… That’s retirement age for the general public, but not for your old man. After this situation, apparently, I’m going to be working until I’m like 94.”</p><p>Interestingly, Dave said that he doesn’t want to accept external help, like setting up a GoFundMe or a crypto coin to help with the bill. “We do not have a Mighty Mike coin. We don’t have a 67 coin. We don’t have any coins. No crypto. We don’t have a GoFundMe. We have no fund raising set up.”</p><p>He set up a merch website with 14 different shirt designs that remind people of Mighty Mike’s misadventures, but only three designs are currently available.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:48.63%;"><img id="VZ8myySPaG2oEhARUtigGP" name="screenshot of the $118k credit card bill" alt="screenshot of the $118k credit card bill" src="https://cdn.mos.cms.futurecdn.net/VZ8myySPaG2oEhARUtigGP-1920-80.webp" mos="" align="middle" fullscreen="" width="1600" height="778" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Mighty Mike Plays/YouTube)</span></figcaption></figure><p>A few comments said that this was a scam or a made-up story, but Dave shared a screenshot of the credit card bill (which was eventually removed) showing the $118,479.83 bill on the American Express Business Gold Rewards Card. </p><p>Several others encouraged him to take the help being offered and let big news channels talk to him, but he seems to want to deal with the problem on his own. “So, I felt like if I sit down with Fox or CNN or whatever, and I tell them my story, what has that changed?” Dave said during the YouTube video. “I’m still living in this reality, and I still have to sort of dig myself out of this hole. I don’t know if I have the mental bandwidth to sit there and talk to some reporter, but I might, anyway.”</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/father-loses-job-over-9-year-old-spending-usd118-000-on-youtube-ads-using-his-companys-credit-card-refuses-to-set-up-gofundme-or-put-up-crypto-coin-to-help-repay-massive-bill</link>
                                                                            <description>
                            <![CDATA[ Mighty Mike Play's dad is trying to figure out how to pay back the $118k his son accidentally spent on YouTube ads. He also warned against fundraisers made in their name, since they aren't making one yet. ]]>
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                                                                        <pubDate>Sat, 19 Sep 2026 13:37:12 +0000</pubDate>                                                                                                                                <updated>Sat, 19 Sep 2026 13:51:35 +0000</updated>
                                                                                                                                            <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Jowi Morales) ]]></author>                    <dc:creator><![CDATA[ Jowi Morales ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/gM7E2WSDg2wgCFoaDPz9yK-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jowi Morales is a writer and journalist covering the tech beat since 2021. However, he’s been interested in technology far earlier than that. He started discovering desktop computers when his father brought home a Windows 95 PC, but his first real experience working under the hood of the PC was when the old computer’s hard drive was filled to the brim in the year 2000. He deleted the Windows folder to attempt to rectify the situation, which led to his dad buying a new desktop PC. Since then, he learned a lot more about computers, and he’s always been the go-to tech expert for his family and friends.&lt;/p&gt;&lt;p&gt;Jowi primarily uses a Windows workstation and an Android phone, but he also bought into the Apple ecosystem with the 6th-gen iPad, iPhone 14 Pro Max, and the M1 MacBook Air. Today, Jowi covers hardware and software from Redmond and Cupertino, while also looking at the tech industry in general.&lt;/p&gt;&lt;p&gt;Aside from covering technology, Jowi is an avid photographer and writes about automobiles, aviation, and tanks. You can find his bylines at &lt;a href=&quot;https://www.makeuseof.com/author/jowi-morales/&quot;&gt;MakeUseOf&lt;/a&gt;, &lt;a href=&quot;https://www.slashgear.com/author/jowimorales/&quot;&gt;SlashGear&lt;/a&gt;, and, of course, &lt;a href=&quot;https://www.tomshardware.com/author/jowi-morales&quot;&gt;Tom’s Hardware&lt;/a&gt;.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Mighty Mike Plays/YouTube]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Mighty Mike Plays Minecraft main menu]]></media:description>                                                            <media:text><![CDATA[Mighty Mike Plays Minecraft main menu]]></media:text>
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                            <article>
                                <p>A 9-year-old Minecraft player called MightyMikePLays67 unknowingly <a href="https://www.tomshardware.com/video-games/devastated-father-says-his-9-year-old-son-spent-usd118-000-on-youtube-ad-campaigns-for-his-minecraft-channel-using-a-company-credit-card-bill-racked-up-in-just-three-weeks-was-supposed-to-be-one-usd20-promotion">spent a massive $118,000 on their dad’s company credit card</a> to promote their YouTube channel. The father, Dave, gave a lengthy update on the <a href="https://www.youtube.com/watch?v=ryNfntzrt9I">YouTube channel</a>, saying he’s lost his job and has to pay the amount within 30 days. </p><p>Interestingly, he’s had no issues with losing work, saying that “jobs come and go. I’ve worked my whole life; I’ll find another job… I’ve got two hands, I’m healthy, I’m capable of working. So, if losing my job was the worst that came out of this, I’d honestly probably be okay.” Unfortunately, he’s still on the hook for the massive bill, and it's gotten to the point where he and his wife are talking about selling their home to help pay for it.</p><div  class="fancy-box"><div class="fancy_box-title">Go deeper with TH Premium: GPUs</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wh9EZgD8NG9yUioNNgPB3d" name="ASUS RTX 5080 Noctua Edition - Continuing the legacy of acoustic excellence 6-26 screenshot" caption="" alt="Asus RTX 5080 Noctua Edition" src="https://cdn.mos.cms.futurecdn.net/Wh9EZgD8NG9yUioNNgPB3d-1920-80.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Noctua)</span></figcaption></figure><p class="fancy-box__body-text"><ul><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/desktop-gpu-roadmap-nvidia-rubin-amd-udna-and-intel-xe3-celestial?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Desktop GPU Roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/tech-industry/semiconductors/nvidia-enterprise-roadmap-rubin-rubin-ultra-feynman-and-silicon-photonics?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Nvidia's Enterprise GPU Roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/testing-directstorage-with-gpu-decompression-do-blackwell-gpus-have-the-upper-hand?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Testing DirectStorage with GPU decompression</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/the-geforce-rtx-30-series-upgrade-matrix-does-your-ampere-gpu-need-an-upgrade-in-2026?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">The GeForce RTX 30-series upgrade matrix — does your Ampere GPU need an upgrade in 2026?</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/nvidias-vera-rubin-platform-in-depth-inside-nvidias-most-complex-ai-and-hpc-platform-to-date?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Rubin in-depth</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cooling/the-stout-owl-how-i-built-the-ultimate-noctua-g2-pc?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">The Stout Owl: The ultimate Noctua G2 PC</a></li></ul></p></div></div><p>Despite the depressing development, Dave and Mike were still about to joke around a bit about it. After Dave thanked his son for bringing him some water, Mike answered, “67.” He then asked, “Mike, do you even know what 67 means?”</p><p>To which the kid replied, “To say the least, I do not know what it means, but I think it doesn’t mean anything. It’s just something that makes people laugh and smile.” </p><p>The dad then replied, “Yeah, I would have to agree with that, Mike. Actually, I know what 67 means, Mike. That’s how old you’re going to be when you finally have to stop mowing lawns… That’s retirement age for the general public, but not for your old man. After this situation, apparently, I’m going to be working until I’m like 94.”</p><p>Interestingly, Dave said that he doesn’t want to accept external help, like setting up a GoFundMe or a crypto coin to help with the bill. “We do not have a Mighty Mike coin. We don’t have a 67 coin. We don’t have any coins. No crypto. We don’t have a GoFundMe. We have no fund raising set up.”</p><p>He set up a merch website with 14 different shirt designs that remind people of Mighty Mike’s misadventures, but only three designs are currently available.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:48.63%;"><img id="VZ8myySPaG2oEhARUtigGP" name="screenshot of the $118k credit card bill" alt="screenshot of the $118k credit card bill" src="https://cdn.mos.cms.futurecdn.net/VZ8myySPaG2oEhARUtigGP-1920-80.webp" mos="" align="middle" fullscreen="" width="1600" height="778" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Mighty Mike Plays/YouTube)</span></figcaption></figure><p>A few comments said that this was a scam or a made-up story, but Dave shared a screenshot of the credit card bill (which was eventually removed) showing the $118,479.83 bill on the American Express Business Gold Rewards Card. </p><p>Several others encouraged him to take the help being offered and let big news channels talk to him, but he seems to want to deal with the problem on his own. “So, I felt like if I sit down with Fox or CNN or whatever, and I tell them my story, what has that changed?” Dave said during the YouTube video. “I’m still living in this reality, and I still have to sort of dig myself out of this hole. I don’t know if I have the mental bandwidth to sit there and talk to some reporter, but I might, anyway.”</p>
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                                                            <title><![CDATA[ Control Resonant PC performance tested ]]></title>
                                                                                                <dc:content><![CDATA[ <p>2019’s <em>Control </em>followed Jesse Faden into the ever-shifting, paranormally corrupted brutalist innards of the Oldest House, the headquarters of the Federal Bureau of Control, where she became the new FBC director, fought the invading forces of the Hiss, and sought the truth about the fate of her kidnapped brother Dylan.  </p><p><em>Control Resonant </em>marks the next chapter in the siblings’ story, as Dylan reawakens to discover that Jesse has gone missing and that the Hiss threat has escaped the Oldest House and corrupted Manhattan. Using his own powers and guided by the mysterious Board, Dylan sets out to find Jesse, combat the Hiss incursion, and uncover the mysteries of a new paranormal entity at work in the twisted Manhattan cityscape. </p><p>We’ve had access to <em>Control Resonant </em>for the past few days, and we’ve been exploring its performance and image quality across a range of hardware and settings. </p><p><em>Control </em>was one of the first games to show off the capabilities of GeForce RTX 20-series graphics cards and their ray-tracing capabilities, and it was also one of the first titles to incorporate DLSS upscaling. It’s only fitting, then, that<em> Resonant </em>is a technical showcase of its own. It features path-traced lighting effects bolstered by Nvidia’s RTX Mega Geometry tech, as well as support for the full suite of DLSS 4.5 features: Super Resolution (aka upscaling), Ray Reconstruction, and Multi Frame Generation. </p><p>With that extensive spread of cutting-edge rendering tech at its disposal, I expected <em>Resonant </em>to look incredible, as both <em>Control </em>and <em>Alan Wake II </em>did before it. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="YX28rxTDFp8P292bsWmxXW" name="CONTROL Resonant 9_18_2026 8_49_47 AM" alt="Control Resonant gameplay" src="https://cdn.mos.cms.futurecdn.net/YX28rxTDFp8P292bsWmxXW-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/YX28rxTDFp8P292bsWmxXW-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Remedy Entertainment/Future)</span></figcaption></figure><p>Even without ray tracing or path tracing and DLSS Ray Reconstruction, <em>Control Resonant </em>already looks good, as we’ve come to expect from Remedy games. If performance is a priority, you certainly won’t make the game bad by leaving RT off. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/dWAeUGgxzrLmvX9FNDKky6-1920-80.png" alt="Control Resonant RT off versus on" /><figcaption>Control Resonant RT off versus RT Ultra<small role="credit">Remedy Entertainment/Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/56z8KQpyfEMhoHitpzRi27-1920-80.png" alt="Control Resonant RT off versus on" /><figcaption><small role="credit">Remedy Entertainment/Future</small></figcaption></figure></figure><p>But ray tracing or path tracing is certainly worth enabling if you can. Outdoors, RT primarily improves the rather blobby shadows and soft reflections that appear in the numerous puddles around Manhattan. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/MWvgniv59H9w7Mg6Wue7kR-1920-80.png" alt="Control Resonant image quality" /><figcaption><small role="credit">Remedy Entertainment/Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/iU5sktDZ4nR39t5bvkSEeR-1920-80.png" alt="Control Resonant image quality" /><figcaption>Control Resonant RT off versus RT Ultra<small role="credit">Remedy Entertainment/Future</small></figcaption></figure></figure><p>Sometimes this is subtle; other times it’s dramatic, as with the railing shadow above. </p><p>At its highest settings, path tracing turns shadows into the crisp, accurate renderings you would expect in direct sunlight and makes reflections much stronger and clearer not only in water but in glass like car and shop windows.</p><p>Inside, RT models the behavior of strong artificial light sources more accurately. Overhead lights properly shadow Dylan’s face from above and let his back fall into darkness if he’s occluding them. Metallic objects like trash cans look and shine like roughed-up metal as you move around them, not a flat and static game asset.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/rRfH2qYbbXDCWb5AhQMfi7-1920-80.png" alt="Control Resonant image quality comparisons" /><figcaption><small role="credit">Remedy Entertainment/Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Powe3cEinsb99fvWGn6Bn7-1920-80.png" alt="Control Resonant image quality comparisons" /><figcaption>Control Resonant RT off versus RT ultra<small role="credit">Remedy Entertainment/Future</small></figcaption></figure></figure><p>In the examples above, you can see how path tracing accurately represents the light from a fluorescent tube outside the storeroom, casting a hard shadow on the wall and a green glare on Dylan's uniform. WIth RT off, this effect is only represented on the floor. </p><p>Everything looks more alive and more real, in other words, and these subtleties need to be appreciated in motion, not just in stills. I enable path tracing for those moments where something unexpectedly realistic catches the corner of my eye and makes me double back to explore it. </p><p>Despite all the environmental magic that path tracing and DLSS Ray Reconstruction lend to <em>Control Resonant</em>’s setting, that level of polish isn’t evenly applied across all the game’s assets. </p><p><em>Control </em>stood out to me not only for its lighting effects but also for its amazing facial modeling work. In <em>Resonant, </em>however, the character models of Dylan, Zoe, and supporting characters like Langston all look like a step back from the level of detail achieved in past Remedy games. Maybe I’ve been staring at too much DLSS 5 output, but the faces in <em>Resonant </em>don’t match up to the environmental quality, and that gap stands out. </p><h3 class="article-body__section" id="section-control-resonant-raster-gaming-performance"><span>Control Resonant raster gaming performance</span></h3><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/i7mJqqNJ8hoxg2YfSReYTb-1920-80.png" alt="Control Resonant raster performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/GjVGMZekURFMzmFX9zk9Ub-1920-80.png" alt="Control Resonant raster performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/SwSY8THW7knWJ8A5nvQWUb-1920-80.png" alt="Control Resonant raster performance" /><figcaption><small role="credit">Future</small></figcaption></figure></figure><p>Our gaming performance results start off with native res, raster-only settings. </p><p>At 1080p Ultra with RT off, <em>Control Resonant </em>is already placing heavy demands on our tested cards. You want an RTX 5060 Ti or better or Radeon RX 9060 XT or better for 60 FPS (ish) average among current-gen cards, or an RTX 4070, RTX 3080, or RX 7800 XT among earlier cards. The RTX 3060 can’t even break 30 FPS on average, and that’</p><p>Radeons also tend to turn in lower 1% lows than GeForces, although that didn’t translate to a bumpy experience with our high-refresh-rate, variable-refresh-rate monitor. If you’re only playing on a 60 Hz display, that difference may be more apparent. </p><p>Even though it still lands above a 60 FPS average at 1080p, the older Radeon RX 6800 XT is stuck with FSR 3.x upscaling, so its output image quality is noticeably worse than RX 9000- or RX 7000-series cards that get FSR 4.1.</p><p><em>Control Resonant </em>is also the first game we’ve tested where the demands of running the DLSS 4.5 transformer upscaling model hits RTX 30-series products hard, so if you’re not trying to perform heroic feats of upscaling, you can probably get a few frames per second back by shifting to older DLSS models at the cost of some output image quality.</p><p>2560x1440 Ultra is similarly punishing. Here, the RX 9070 GRE and RTX 4070 Ti end up just below a 60 FPS average, while the RX 9070 and RTX 5070 Ti end up slightly above it. Any weaker card will likely need lower settings, a dose of upscaling, or both to deliver a smoother experience. </p><p>Finally, at 4K, only the RTX 5090 can deliver the coveted 60 FPS average. Some degree of upscaling, frame generation, or both will be needed on every other graphics card here for this resolution (and possibly on the RTX 5090, depending on your desired experience). </p><h3 class="article-body__section" id="section-control-resonant-ray-traced-performance"><span>Control Resonant ray-traced performance</span></h3><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/jXSRjeswDc4Nwvvb8t222J-1920-80.png" alt="Control Resonant RT Medium Performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/kLJbrdGU7uRKBkyBwcfo2J-1920-80.png" alt="Control Resonant RT Medium Performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/V4EFgBDYAFAUYQrSdkzn2J-1920-80.png" alt="Control Resonant RT Medium Performance" /><figcaption><small role="credit">Future</small></figcaption></figure></figure><p>Given the already punishing raster baselines we just saw, we had little reason to believe that RT would be an attainable feat in <em>Control Resonant </em>at native resolutions, and it’s not. </p><p>Enabling even the medium RT preset at 1080p smacks down a wide swath of our tested cards. The RTX 4070 Ti, RX 7900 XTX, and RTX 5070 all land just below the 60 FPS mark, while the RX 9070 XT lands right on it. The RTX 5070 Ti offers a significantly more comfortable average frame rate and 1% lows for a smoother experience. </p><p>At 1440p, even the RTX 5080 isn’t quite enough to manage a 60 FPS average, and at 4K, not even the RTX 5090 can conquer <em>Control Resonant</em> with these settings. Oof. </p><p>These results mean that upscaling and frame generation will be mandatory if we’re going to chase RT glory in <em>Control Resonant</em>. </p><h3 class="article-body__section" id="section-control-resonant-path-traced-performance-with-upscaling-and-frame-generation"><span>Control Resonant path-traced performance with upscaling and frame generation</span></h3><p>There are two problems with trying to gauge competitive performance when we go ham on upscaling and frame generation, as we’re about to here. </p><p>For one, DLSS 4.5 produces a much more stable image than FSR 4, especially at extreme settings like 4K Ultra Performance. FSR 4 can look slightly sharper at rest, as reviewers usually are when creating side-by-side comparison images, but in motion, it can exhibit strong and distracting flickering artifacts, especially on fine structures with repeating elements like fire escapes and chain-link fences. </p><p>DLSS 4.5 isn’t entirely free of those artifacts, but they affect much smaller portions of the screen and to a much less intrusive degree. </p><p>The net result is that DLSS 4.5 frames are not the same as FSR 4.x frames, so that makes for two different experiential variables we have to account for in any comparison: raw performance and delivered image quality.</p><p>And the third variable is that FSR Frame Generation (whether in its ML-powered or traditional shader-based form) isn’t backed up with a robust latency reduction technology like Nvidia’s Reflex or Intel’s Xe Low Latency in <em>Control Resonant.</em></p><p>Radeon Anti-Lag does reduce input latency, but even with the RX 9070 XT in full path-tracing trim, it is at best taking a high input latency and making it somewhat less high. Even with Anti-Lag enabled on the RX 9070 XT, the average latency before framegen is enabled is well above the roughly 60 ms threshold we try not to exceed. </p><p> What’s frustrating is that AMD <em>has</em> a more robust input latency handler for devs to use. Radeon Anti-Lag 2 exists and works well in <em>Cyberpunk 2077</em>. But like FSR 4 Ray Regeneration, it’s not implemented in <em>Control Resonant</em>. </p><p>Worse, FSR Frame Generation isn’t compatible with the performance counters that Nvidia FrameView monitors to estimate PC latency, so we’re left with only our eyes and our guts to decide whether the net result of FSR FG is a truly playable experience. Even Intel’s XeFG supports these performance counters properly, so it’s all the more annoying that AMD doesn’t, even two years after the arrival of FSR 3.1.</p><p>So before we get into these results, bear a couple asterisks in mind. Path tracing as Nvidia envisions it and as <em>Control Resonant </em>implements it—with upscaling, denoising, frame generation, and lag reduction all working together—is not possible to replicate 100% on AMD hardware. </p><p>We include AMD results (and RTX 30-series cards with FSR framegen) as a sort of best-effort reference point for maxed-out RT behavior with this game, but because these are doubled frame rates, any figure below 60 FPS on these charts for RTX 30-series and AMD cards should be understood as an unpleasant (or even unplayable) experience, whether due to input latency, significant artifacting, or both. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/LQjkrxfD82jfQocuoo74dV-1920-80.png" alt="Control Resonant path tracing performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/iQYjRQ75AUB8YQeSB8zuYV-1920-80.png" alt="Control Resonant path tracing performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6K9EE2KBQ6zRxLnyfcXNfV-1920-80.png" alt="Control Resonant path tracing performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/crfYfkHVrZhzDUf4EqyWdV-1920-80.png" alt="Control Resonant path tracing performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/yzauxU5mWMb9xjqLkFrwcV-1920-80.png" alt="Control Resonant path tracing performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6BfUyXxej6pN6dgiu3CMfV-1920-80.png" alt="Control Resonant path tracing performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/nsa3N3rEc4GxAM8V3Xt3dV-1920-80.png" alt="Control Resonant path tracing performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6y8MFx8q75cz6S7J9BGPcV-1920-80.png" alt="Control Resonant path tracing performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/9jDxhq7nRDB6nJFJsUpAfV-1920-80.png" alt="Control Resonant path tracing performance" /><figcaption><small role="credit">Future</small></figcaption></figure></figure><p>At 1080p with Ultra RT, DLSS Quality, 2X Frame Generation, and DLSS 4.5 Ray Reconstruction, only the RTX 5050 and RTX 4060 fail to deliver playable input latency. Even the RTX 5060 squeaks in under the 60 ms threshold we want for a responsive experience. That’s great news for the accessibility of path tracing on relatively affordable hardware, or at least what used to be relatively affordable hardware. </p><p>At 1440p with DLSS Performance, the RTX 5060 just barely fails to meet the 60ms mark for acceptable input latency. This is more the territory of the RTX 5060 Ti and up. </p><p>And at 4K with DLSS Ultra Performance, we’d strongly recommend an RTX 4070 Ti or better, although you can get away with an RTX 5060 Ti or RTX 4070 in a pinch. </p><p>The combination of DLSS 4.5 technologies and Reflex makes for a perfectly playable path tracing experience in <em>Control Resonant </em>across a wide range of hardware, and as we’ve already noted, it’s impossible for AMD gamers to enjoy the same experience. </p><h3 class="article-body__section" id="section-bottom-line"><span>Bottom line</span></h3><p><em>Control Resonant </em>marks a new chapter for one of my favorite gaming sagas, and I was thrilled to step back into the Oldest House.  The Hiss-corrupted Manhattan setting looks fantastic, even if I’m still waiting for the story to fully grab me. I need to fully explore the full range of weapon forms, skill trees, and builds the game offers as our protagonist Dylan Faden fights through hordes of Hiss in close-quarters, split-second combat. Death is just one wrong move away in this game, and I've been frequently reminded of that fact. </p><p>For all its path-traced environmental splendor, there are some wrinkles on the tech side in <em>Control Resonant</em> that stand out. The character models, even main characters like Dylan and Zoe, look a bit basic for a 2026 game, especially with all the other graphical fireworks happening around them. Perhaps I’m ruined by DLSS 5 (and perhaps this game was meant to have it alongside more capable hardware), but I've come to expect more from Remedy given the artistic heights of <em>Control </em>and <em>Alan Wake II</em>. </p><p>Any graphical shortcomings like that stand out given how crushing <em>Control Resonant </em>is for many graphics cards. This is a game that really demands some degree of upscaling for good performance on less powerful hardware, and Ultra settings may not be possible on older, lower-end cards, period. </p><p>But at least for Nvidia RTX  50-series gamers, the aggregate improvements to the DLSS 4.5 software stack in 2026 make <em>Control Resonant’s </em>fanciest graphics settings incredibly accessible, and you really should take advantage of every DLSS feature at your disposal in this title. </p><p>Thanks to DLSS 4.5 Super Resolution’s remarkable capabilities, even the RTX 5060 can do path tracing at 1080p with DLSS Quality upscaling, DLSS Ray Reconstruction, and frame generation enabled, all with a reasonable input latency and solid output image quality. And if you’re willing to tolerate slightly higher input latency, you can get away with the same settings at 1440p using DLSS Performance. </p><p>The RTX 5070 provides a great experience at all resolutions with those same settings, and you really only need more powerful hardware like an RTX 5070 Ti if you’re chasing higher DLSS input resolutions. I would normally shout out the RTX 5060 Ti here, but that card’s 16GB version especially is so close in price to the RTX 5070 that you should just get the more powerful card if gaming is your goal.</p><p>The situation is less rosy on the AMD side, even for the latest RDNA 4 cards. FSR 4.x upscaling is available in this title for RX 9000- and RX 7000-series graphics cards, but it isn’t as strong at image reconstruction as DLSS 4.5, so lower RT settings and higher FSR input resolutions may be necessary on RX 9000-series cards than on comparable RTX 50-series hardware to achieve the right balance of performance and image quality. </p><p>And the lagginess of FSR Frame Generation means that you’ll have to carefully test that feature if you want to try to use it to boost smoothness, unlike the general no-brainer that is DLSS 4.5 (M)FG. </p><p>All told, the incomplete implementation of AMD’s gaming tech suite in <em>Control Resonant</em>, as well as the generally lower RT performance of RDNA 4 cards versus Blackwell, means that you can max out RT settings in this game, but you still won’t enjoy the same image quality as on GeForce cards, especially in the areas of the frame that DLSS 4.5 Ray Reconstruction enhances. </p><p>Once again, this situation proves that having a software feature in your toolkit is meaningless if you can’t convince a developer to adopt it. Every new game that comes out with only a patchwork of AMD features like this is another paper cut for RX 9000-series GPU owners who are left with a distinctly lower-tier experience than RTX 50-series cards get. Fine wine, this is not.</p><p>But maybe you’re totally unmoved by RT and neural rendering techniques and just want strong raster performance with a touch of upscaling where it’s needed. RX 9000-series cards deliver that experience with strong performance per dollar in today’s ever-pricier gaming graphics card market. </p><p>Going off what I’ve played of <em>Control Resonant</em> so far, I’d suggest checking some full gameplay reviews to see if it’s for you and perhaps giving it a post-launch point release or two to iron out some minor technical issues we saw.<em> </em></p><p>But one thing is for certain: the full array of Nvidia tech in this title, and its general accessibility across a wide range of hardware, means that a GeForce graphics card is the best way to play it. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/control-resonant-pc-performance-tested-28-gpus-take-us-back-to-the-oldest-house-and-a-warped-manhattan-cityscape</link>
                                                                            <description>
                            <![CDATA[ Control Resonant's warped Manhattan cityscape pushes graphics cards to the max thanks to path-traced lighting effects and full support for Nvidia's DLSS 4.5 technologies. We put it to the test to see how it performs on 28 graphics cards from Nvidia, AMD, and Intel. ]]>
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                                                                        <pubDate>Fri, 18 Sep 2026 13:01:36 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:03:33 +0000</updated>
                                                                                                                                            <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Jeffrey Kampman ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/8JCjGs5yVZds2YdKmzjUDE-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jeff Kampman has been playing PC games ever since he learned how to fire up freeware CDs from the DOS command line. He started building his own PCs in the mid-aughts and later turned that passion into a career, working as a news and guides writer, reviewer, and ultimately Editor-in-Chief at The Tech Report, where he dove deep on CPUs and GPUs (and more) in pursuit of the smoothest gaming experiences around. Jeff later took on roles at Asus and Intel as a technical marketer before joining Tom&#039;s Hardware. As Senior Analyst, Graphics, Jeff covers everything from integrated graphics processors to discrete graphics cards to the massive data center GPU installations powering our AI future. Jeff is also a hobbyist photographer, Twitch streamer, espresso enthusiast, and runner.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Remedy]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Control Resonant gameplay]]></media:description>                                                            <media:text><![CDATA[Control Resonant gameplay]]></media:text>
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                                <p>2019’s <em>Control </em>followed Jesse Faden into the ever-shifting, paranormally corrupted brutalist innards of the Oldest House, the headquarters of the Federal Bureau of Control, where she became the new FBC director, fought the invading forces of the Hiss, and sought the truth about the fate of her kidnapped brother Dylan.  </p><p><em>Control Resonant </em>marks the next chapter in the siblings’ story, as Dylan reawakens to discover that Jesse has gone missing and that the Hiss threat has escaped the Oldest House and corrupted Manhattan. Using his own powers and guided by the mysterious Board, Dylan sets out to find Jesse, combat the Hiss incursion, and uncover the mysteries of a new paranormal entity at work in the twisted Manhattan cityscape. </p><p>We’ve had access to <em>Control Resonant </em>for the past few days, and we’ve been exploring its performance and image quality across a range of hardware and settings. </p><p><em>Control </em>was one of the first games to show off the capabilities of GeForce RTX 20-series graphics cards and their ray-tracing capabilities, and it was also one of the first titles to incorporate DLSS upscaling. It’s only fitting, then, that<em> Resonant </em>is a technical showcase of its own. It features path-traced lighting effects bolstered by Nvidia’s RTX Mega Geometry tech, as well as support for the full suite of DLSS 4.5 features: Super Resolution (aka upscaling), Ray Reconstruction, and Multi Frame Generation. </p><p>With that extensive spread of cutting-edge rendering tech at its disposal, I expected <em>Resonant </em>to look incredible, as both <em>Control </em>and <em>Alan Wake II </em>did before it. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="YX28rxTDFp8P292bsWmxXW" name="CONTROL Resonant 9_18_2026 8_49_47 AM" alt="Control Resonant gameplay" src="https://cdn.mos.cms.futurecdn.net/YX28rxTDFp8P292bsWmxXW-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/YX28rxTDFp8P292bsWmxXW-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Remedy Entertainment/Future)</span></figcaption></figure><p>Even without ray tracing or path tracing and DLSS Ray Reconstruction, <em>Control Resonant </em>already looks good, as we’ve come to expect from Remedy games. If performance is a priority, you certainly won’t make the game bad by leaving RT off. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/dWAeUGgxzrLmvX9FNDKky6-1920-80.png" alt="Control Resonant RT off versus on" /><figcaption>Control Resonant RT off versus RT Ultra<small role="credit">Remedy Entertainment/Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/56z8KQpyfEMhoHitpzRi27-1920-80.png" alt="Control Resonant RT off versus on" /><figcaption><small role="credit">Remedy Entertainment/Future</small></figcaption></figure></figure><p>But ray tracing or path tracing is certainly worth enabling if you can. Outdoors, RT primarily improves the rather blobby shadows and soft reflections that appear in the numerous puddles around Manhattan. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/MWvgniv59H9w7Mg6Wue7kR-1920-80.png" alt="Control Resonant image quality" /><figcaption><small role="credit">Remedy Entertainment/Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/iU5sktDZ4nR39t5bvkSEeR-1920-80.png" alt="Control Resonant image quality" /><figcaption>Control Resonant RT off versus RT Ultra<small role="credit">Remedy Entertainment/Future</small></figcaption></figure></figure><p>Sometimes this is subtle; other times it’s dramatic, as with the railing shadow above. </p><p>At its highest settings, path tracing turns shadows into the crisp, accurate renderings you would expect in direct sunlight and makes reflections much stronger and clearer not only in water but in glass like car and shop windows.</p><p>Inside, RT models the behavior of strong artificial light sources more accurately. Overhead lights properly shadow Dylan’s face from above and let his back fall into darkness if he’s occluding them. Metallic objects like trash cans look and shine like roughed-up metal as you move around them, not a flat and static game asset.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/rRfH2qYbbXDCWb5AhQMfi7-1920-80.png" alt="Control Resonant image quality comparisons" /><figcaption><small role="credit">Remedy Entertainment/Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Powe3cEinsb99fvWGn6Bn7-1920-80.png" alt="Control Resonant image quality comparisons" /><figcaption>Control Resonant RT off versus RT ultra<small role="credit">Remedy Entertainment/Future</small></figcaption></figure></figure><p>In the examples above, you can see how path tracing accurately represents the light from a fluorescent tube outside the storeroom, casting a hard shadow on the wall and a green glare on Dylan's uniform. WIth RT off, this effect is only represented on the floor. </p><p>Everything looks more alive and more real, in other words, and these subtleties need to be appreciated in motion, not just in stills. I enable path tracing for those moments where something unexpectedly realistic catches the corner of my eye and makes me double back to explore it. </p><p>Despite all the environmental magic that path tracing and DLSS Ray Reconstruction lend to <em>Control Resonant</em>’s setting, that level of polish isn’t evenly applied across all the game’s assets. </p><p><em>Control </em>stood out to me not only for its lighting effects but also for its amazing facial modeling work. In <em>Resonant, </em>however, the character models of Dylan, Zoe, and supporting characters like Langston all look like a step back from the level of detail achieved in past Remedy games. Maybe I’ve been staring at too much DLSS 5 output, but the faces in <em>Resonant </em>don’t match up to the environmental quality, and that gap stands out. </p><h3 class="article-body__section" id="section-control-resonant-raster-gaming-performance"><span>Control Resonant raster gaming performance</span></h3><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/i7mJqqNJ8hoxg2YfSReYTb-1920-80.png" alt="Control Resonant raster performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/GjVGMZekURFMzmFX9zk9Ub-1920-80.png" alt="Control Resonant raster performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/SwSY8THW7knWJ8A5nvQWUb-1920-80.png" alt="Control Resonant raster performance" /><figcaption><small role="credit">Future</small></figcaption></figure></figure><p>Our gaming performance results start off with native res, raster-only settings. </p><p>At 1080p Ultra with RT off, <em>Control Resonant </em>is already placing heavy demands on our tested cards. You want an RTX 5060 Ti or better or Radeon RX 9060 XT or better for 60 FPS (ish) average among current-gen cards, or an RTX 4070, RTX 3080, or RX 7800 XT among earlier cards. The RTX 3060 can’t even break 30 FPS on average, and that’</p><p>Radeons also tend to turn in lower 1% lows than GeForces, although that didn’t translate to a bumpy experience with our high-refresh-rate, variable-refresh-rate monitor. If you’re only playing on a 60 Hz display, that difference may be more apparent. </p><p>Even though it still lands above a 60 FPS average at 1080p, the older Radeon RX 6800 XT is stuck with FSR 3.x upscaling, so its output image quality is noticeably worse than RX 9000- or RX 7000-series cards that get FSR 4.1.</p><p><em>Control Resonant </em>is also the first game we’ve tested where the demands of running the DLSS 4.5 transformer upscaling model hits RTX 30-series products hard, so if you’re not trying to perform heroic feats of upscaling, you can probably get a few frames per second back by shifting to older DLSS models at the cost of some output image quality.</p><p>2560x1440 Ultra is similarly punishing. Here, the RX 9070 GRE and RTX 4070 Ti end up just below a 60 FPS average, while the RX 9070 and RTX 5070 Ti end up slightly above it. Any weaker card will likely need lower settings, a dose of upscaling, or both to deliver a smoother experience. </p><p>Finally, at 4K, only the RTX 5090 can deliver the coveted 60 FPS average. Some degree of upscaling, frame generation, or both will be needed on every other graphics card here for this resolution (and possibly on the RTX 5090, depending on your desired experience). </p><h3 class="article-body__section" id="section-control-resonant-ray-traced-performance"><span>Control Resonant ray-traced performance</span></h3><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/jXSRjeswDc4Nwvvb8t222J-1920-80.png" alt="Control Resonant RT Medium Performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/kLJbrdGU7uRKBkyBwcfo2J-1920-80.png" alt="Control Resonant RT Medium Performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/V4EFgBDYAFAUYQrSdkzn2J-1920-80.png" alt="Control Resonant RT Medium Performance" /><figcaption><small role="credit">Future</small></figcaption></figure></figure><p>Given the already punishing raster baselines we just saw, we had little reason to believe that RT would be an attainable feat in <em>Control Resonant </em>at native resolutions, and it’s not. </p><p>Enabling even the medium RT preset at 1080p smacks down a wide swath of our tested cards. The RTX 4070 Ti, RX 7900 XTX, and RTX 5070 all land just below the 60 FPS mark, while the RX 9070 XT lands right on it. The RTX 5070 Ti offers a significantly more comfortable average frame rate and 1% lows for a smoother experience. </p><p>At 1440p, even the RTX 5080 isn’t quite enough to manage a 60 FPS average, and at 4K, not even the RTX 5090 can conquer <em>Control Resonant</em> with these settings. Oof. </p><p>These results mean that upscaling and frame generation will be mandatory if we’re going to chase RT glory in <em>Control Resonant</em>. </p><h3 class="article-body__section" id="section-control-resonant-path-traced-performance-with-upscaling-and-frame-generation"><span>Control Resonant path-traced performance with upscaling and frame generation</span></h3><p>There are two problems with trying to gauge competitive performance when we go ham on upscaling and frame generation, as we’re about to here. </p><p>For one, DLSS 4.5 produces a much more stable image than FSR 4, especially at extreme settings like 4K Ultra Performance. FSR 4 can look slightly sharper at rest, as reviewers usually are when creating side-by-side comparison images, but in motion, it can exhibit strong and distracting flickering artifacts, especially on fine structures with repeating elements like fire escapes and chain-link fences. </p><p>DLSS 4.5 isn’t entirely free of those artifacts, but they affect much smaller portions of the screen and to a much less intrusive degree. </p><p>The net result is that DLSS 4.5 frames are not the same as FSR 4.x frames, so that makes for two different experiential variables we have to account for in any comparison: raw performance and delivered image quality.</p><p>And the third variable is that FSR Frame Generation (whether in its ML-powered or traditional shader-based form) isn’t backed up with a robust latency reduction technology like Nvidia’s Reflex or Intel’s Xe Low Latency in <em>Control Resonant.</em></p><p>Radeon Anti-Lag does reduce input latency, but even with the RX 9070 XT in full path-tracing trim, it is at best taking a high input latency and making it somewhat less high. Even with Anti-Lag enabled on the RX 9070 XT, the average latency before framegen is enabled is well above the roughly 60 ms threshold we try not to exceed. </p><p> What’s frustrating is that AMD <em>has</em> a more robust input latency handler for devs to use. Radeon Anti-Lag 2 exists and works well in <em>Cyberpunk 2077</em>. But like FSR 4 Ray Regeneration, it’s not implemented in <em>Control Resonant</em>. </p><p>Worse, FSR Frame Generation isn’t compatible with the performance counters that Nvidia FrameView monitors to estimate PC latency, so we’re left with only our eyes and our guts to decide whether the net result of FSR FG is a truly playable experience. Even Intel’s XeFG supports these performance counters properly, so it’s all the more annoying that AMD doesn’t, even two years after the arrival of FSR 3.1.</p><p>So before we get into these results, bear a couple asterisks in mind. Path tracing as Nvidia envisions it and as <em>Control Resonant </em>implements it—with upscaling, denoising, frame generation, and lag reduction all working together—is not possible to replicate 100% on AMD hardware. </p><p>We include AMD results (and RTX 30-series cards with FSR framegen) as a sort of best-effort reference point for maxed-out RT behavior with this game, but because these are doubled frame rates, any figure below 60 FPS on these charts for RTX 30-series and AMD cards should be understood as an unpleasant (or even unplayable) experience, whether due to input latency, significant artifacting, or both. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/LQjkrxfD82jfQocuoo74dV-1920-80.png" alt="Control Resonant path tracing performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/iQYjRQ75AUB8YQeSB8zuYV-1920-80.png" alt="Control Resonant path tracing performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6K9EE2KBQ6zRxLnyfcXNfV-1920-80.png" alt="Control Resonant path tracing performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/crfYfkHVrZhzDUf4EqyWdV-1920-80.png" alt="Control Resonant path tracing performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/yzauxU5mWMb9xjqLkFrwcV-1920-80.png" alt="Control Resonant path tracing performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6BfUyXxej6pN6dgiu3CMfV-1920-80.png" alt="Control Resonant path tracing performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/nsa3N3rEc4GxAM8V3Xt3dV-1920-80.png" alt="Control Resonant path tracing performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6y8MFx8q75cz6S7J9BGPcV-1920-80.png" alt="Control Resonant path tracing performance" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/9jDxhq7nRDB6nJFJsUpAfV-1920-80.png" alt="Control Resonant path tracing performance" /><figcaption><small role="credit">Future</small></figcaption></figure></figure><p>At 1080p with Ultra RT, DLSS Quality, 2X Frame Generation, and DLSS 4.5 Ray Reconstruction, only the RTX 5050 and RTX 4060 fail to deliver playable input latency. Even the RTX 5060 squeaks in under the 60 ms threshold we want for a responsive experience. That’s great news for the accessibility of path tracing on relatively affordable hardware, or at least what used to be relatively affordable hardware. </p><p>At 1440p with DLSS Performance, the RTX 5060 just barely fails to meet the 60ms mark for acceptable input latency. This is more the territory of the RTX 5060 Ti and up. </p><p>And at 4K with DLSS Ultra Performance, we’d strongly recommend an RTX 4070 Ti or better, although you can get away with an RTX 5060 Ti or RTX 4070 in a pinch. </p><p>The combination of DLSS 4.5 technologies and Reflex makes for a perfectly playable path tracing experience in <em>Control Resonant </em>across a wide range of hardware, and as we’ve already noted, it’s impossible for AMD gamers to enjoy the same experience. </p><h3 class="article-body__section" id="section-bottom-line"><span>Bottom line</span></h3><p><em>Control Resonant </em>marks a new chapter for one of my favorite gaming sagas, and I was thrilled to step back into the Oldest House.  The Hiss-corrupted Manhattan setting looks fantastic, even if I’m still waiting for the story to fully grab me. I need to fully explore the full range of weapon forms, skill trees, and builds the game offers as our protagonist Dylan Faden fights through hordes of Hiss in close-quarters, split-second combat. Death is just one wrong move away in this game, and I've been frequently reminded of that fact. </p><p>For all its path-traced environmental splendor, there are some wrinkles on the tech side in <em>Control Resonant</em> that stand out. The character models, even main characters like Dylan and Zoe, look a bit basic for a 2026 game, especially with all the other graphical fireworks happening around them. Perhaps I’m ruined by DLSS 5 (and perhaps this game was meant to have it alongside more capable hardware), but I've come to expect more from Remedy given the artistic heights of <em>Control </em>and <em>Alan Wake II</em>. </p><p>Any graphical shortcomings like that stand out given how crushing <em>Control Resonant </em>is for many graphics cards. This is a game that really demands some degree of upscaling for good performance on less powerful hardware, and Ultra settings may not be possible on older, lower-end cards, period. </p><p>But at least for Nvidia RTX  50-series gamers, the aggregate improvements to the DLSS 4.5 software stack in 2026 make <em>Control Resonant’s </em>fanciest graphics settings incredibly accessible, and you really should take advantage of every DLSS feature at your disposal in this title. </p><p>Thanks to DLSS 4.5 Super Resolution’s remarkable capabilities, even the RTX 5060 can do path tracing at 1080p with DLSS Quality upscaling, DLSS Ray Reconstruction, and frame generation enabled, all with a reasonable input latency and solid output image quality. And if you’re willing to tolerate slightly higher input latency, you can get away with the same settings at 1440p using DLSS Performance. </p><p>The RTX 5070 provides a great experience at all resolutions with those same settings, and you really only need more powerful hardware like an RTX 5070 Ti if you’re chasing higher DLSS input resolutions. I would normally shout out the RTX 5060 Ti here, but that card’s 16GB version especially is so close in price to the RTX 5070 that you should just get the more powerful card if gaming is your goal.</p><p>The situation is less rosy on the AMD side, even for the latest RDNA 4 cards. FSR 4.x upscaling is available in this title for RX 9000- and RX 7000-series graphics cards, but it isn’t as strong at image reconstruction as DLSS 4.5, so lower RT settings and higher FSR input resolutions may be necessary on RX 9000-series cards than on comparable RTX 50-series hardware to achieve the right balance of performance and image quality. </p><p>And the lagginess of FSR Frame Generation means that you’ll have to carefully test that feature if you want to try to use it to boost smoothness, unlike the general no-brainer that is DLSS 4.5 (M)FG. </p><p>All told, the incomplete implementation of AMD’s gaming tech suite in <em>Control Resonant</em>, as well as the generally lower RT performance of RDNA 4 cards versus Blackwell, means that you can max out RT settings in this game, but you still won’t enjoy the same image quality as on GeForce cards, especially in the areas of the frame that DLSS 4.5 Ray Reconstruction enhances. </p><p>Once again, this situation proves that having a software feature in your toolkit is meaningless if you can’t convince a developer to adopt it. Every new game that comes out with only a patchwork of AMD features like this is another paper cut for RX 9000-series GPU owners who are left with a distinctly lower-tier experience than RTX 50-series cards get. Fine wine, this is not.</p><p>But maybe you’re totally unmoved by RT and neural rendering techniques and just want strong raster performance with a touch of upscaling where it’s needed. RX 9000-series cards deliver that experience with strong performance per dollar in today’s ever-pricier gaming graphics card market. </p><p>Going off what I’ve played of <em>Control Resonant</em> so far, I’d suggest checking some full gameplay reviews to see if it’s for you and perhaps giving it a post-launch point release or two to iron out some minor technical issues we saw.<em> </em></p><p>But one thing is for certain: the full array of Nvidia tech in this title, and its general accessibility across a wide range of hardware, means that a GeForce graphics card is the best way to play it. </p>
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                                                            <title><![CDATA[ Developer uses GPT-6 Astra to get CoD Black Ops 2 Hijacked map running natively inside Minecraft ]]></title>
                                                                                                <dc:content><![CDATA[ <p>An <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/sam-altman-says-ai-has-entered-the-singularity" target="_blank">artificial intelligence</a> and games development enthusiast has demonstrated the Call of Duty: Black Ops 2 Hijacked map running natively in <a href="https://www.tomshardware.com/video-games/pc-gaming/minecraft-system-requirements-raised-for-the-first-time-in-17-years-microsoft-now-recommends-16gb-of-ram-and-a-2020s-or-newer-cpu-to-run-the-java-edition" target="_blank">Minecraft</a>. In a post on X/Twitter, Luckey Faraday explains that a browser-based port of <a href="https://www.tomshardware.com/reviews/call-of-duty-black-ops-ii-performance-benchmark,3357-7.html" target="_blank">Black Ops 2</a> they previously created was first inserted into Minecraft and ran “on a PC screen inside” the game. Then, GPT Astra was used to rebuild the project so that the Hijacked map ran “directly on Minecraft’s own OpenGL context.” Video footage shows the 2012 Call of Duty map running full-screen pretty fluidly at around 45 fps.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2100417441671110715"><p lang="en" dir="ltr">I got Black Ops 2 running natively in Minecraft.Not through a browser, not on a screen inside the game. I ported Hijacked to Java and it runs directly on Minecraft’s own OpenGL context.The map, collision, bots, navmesh, weapons and rendering are all running inside Minecraft… https://t.co/r8PC15VVo7 pic.twitter.com/sMi2mj1mbp<a href="https://twitter.com/cantworkitout/status/2100417441671110715">September 17, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>“The map, collision, bots, navmesh, weapons and rendering are all running inside Minecraft as a Fabric mod,” explains Faraday. Fabric is a lightweight, open-source mod loader and development API for Minecraft. Thus, the Black Ops 2 content and Hijacked map are injected directly into Minecraft through this modding framework.</p><p>Faraday runs an <a href="https://whop.com/luckeyfaraday/ai-builders-community-4e/">AI builders’ community</a> where they invite fellow enthusiasts to collaboratively build demos and share logs and code. The way this port was made and rebuilt is a prime example of their process. Specifically, the dev began by making Hijacked playable in a browser. Subsequently, this effort was shoehorned into Minecraft but would exist only as a playable game on 'a PC' inside the sandbox. Then, Faraday decided to task <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/openais-gpt-6-astra-model-autonomously-completes-portal-in-24-hours-feat-cost-just-usd571-in-tokens">GPT Astra</a> with rebuilding the whole thing in <a href="https://www.tomshardware.com/news/amd-oracle-java,18090.html" target="_blank">Java</a>. With this new code, they were able to run the iconic FPS directly in Minecraft’s OpenGL context.</p><p>Faraday says that there’s “still a lot left to do,” but this compact yacht-based map looks playable enough running in Minecraft, rather than just being displayed in the game. Next up, if the project continues, we might expect additional maps, more weapons, and multiplayer modes.</p><p>Many will know Minecraft as the best-selling video game in history. While it appeals to youngsters for its adventure gaming, creative building, and social aspects, the openness and extensibility of the sandbox mean it also attracts some highly technical minds. This is why it has been behind some spellbinding computer science feats. Examples that immediately spring to mind are the working 5 million parameter ChatGPT model, dubbed <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/famed-gamer-creates-working-5-million-parameter-chatgpt-ai-model-in-minecraft-made-with-438-million-blocks-ai-trained-to-hold-conversations-working-model-runs-inference-in-the-game" target="_blank">CraftGPT</a>, wedged into the game. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/developer-uses-gpt-6-astra-to-get-cod-black-ops-2-hijacked-map-running-natively-inside-minecraft-achieves-45fps-performance-using-minecrafts-opengl-context</link>
                                                                            <description>
                            <![CDATA[ An artificial intelligence and games development enthusiast has demonstrated Call of Duty: Black Ops 2 Hijacked map running natively in Minecraft. ]]>
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                                                                        <pubDate>Thu, 17 Sep 2026 11:17:02 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Mark Tyson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/56vqMYLDaKRHPhHZgbADFR-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Mark&#039;s enthusiasm for computers dampened at an early age by the rubber-keyed Sinclair Spectrum 48K and feelings of Commodore 64 envy. However, in the mid-80s, hope in a digital future was rekindled by the purchase of an Atari 520 STe. Since that time Mark has used a multitude of computers for fun and professional endeavors. He often owned both Macs and PCs but went cold on the former after OS9 was killed off, and warmed to the latter with the introduction of Windows XP.&lt;br&gt;
&lt;br&gt;
Early work years were spent in artwork and reprographics but in the late noughties, Mark started to blog about computers, Taiwanese food culture, and guitar design. This activity led to a full-time position writing about breaking PC tech news for HEXUS, for the best part of a decade. When HEXUS was abruptly closed, Mark helped with the foundation of Club386, before finding a new home at Tom&#039;s Hardware.&lt;br&gt;
&lt;br&gt;
When not wearing through the keycap legends on his PC keyboards, Mark can be found wandering the computer malls of Taiwan&#039;s neon-lit conurbations and enjoying local and international cuisine.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Luckey Faraday]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Dev gets CoD: Black Ops 2 Hijacked map running natively in Minecraft]]></media:description>                                                            <media:text><![CDATA[Dev gets CoD: Black Ops 2 Hijacked map running natively in Minecraft]]></media:text>
                                <media:title type="plain"><![CDATA[Dev gets CoD: Black Ops 2 Hijacked map running natively in Minecraft]]></media:title>
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                                <p>An <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/sam-altman-says-ai-has-entered-the-singularity" target="_blank">artificial intelligence</a> and games development enthusiast has demonstrated the Call of Duty: Black Ops 2 Hijacked map running natively in <a href="https://www.tomshardware.com/video-games/pc-gaming/minecraft-system-requirements-raised-for-the-first-time-in-17-years-microsoft-now-recommends-16gb-of-ram-and-a-2020s-or-newer-cpu-to-run-the-java-edition" target="_blank">Minecraft</a>. In a post on X/Twitter, Luckey Faraday explains that a browser-based port of <a href="https://www.tomshardware.com/reviews/call-of-duty-black-ops-ii-performance-benchmark,3357-7.html" target="_blank">Black Ops 2</a> they previously created was first inserted into Minecraft and ran “on a PC screen inside” the game. Then, GPT Astra was used to rebuild the project so that the Hijacked map ran “directly on Minecraft’s own OpenGL context.” Video footage shows the 2012 Call of Duty map running full-screen pretty fluidly at around 45 fps.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2100417441671110715"><p lang="en" dir="ltr">I got Black Ops 2 running natively in Minecraft.Not through a browser, not on a screen inside the game. I ported Hijacked to Java and it runs directly on Minecraft’s own OpenGL context.The map, collision, bots, navmesh, weapons and rendering are all running inside Minecraft… https://t.co/r8PC15VVo7 pic.twitter.com/sMi2mj1mbp<a href="https://twitter.com/cantworkitout/status/2100417441671110715">September 17, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>“The map, collision, bots, navmesh, weapons and rendering are all running inside Minecraft as a Fabric mod,” explains Faraday. Fabric is a lightweight, open-source mod loader and development API for Minecraft. Thus, the Black Ops 2 content and Hijacked map are injected directly into Minecraft through this modding framework.</p><p>Faraday runs an <a href="https://whop.com/luckeyfaraday/ai-builders-community-4e/">AI builders’ community</a> where they invite fellow enthusiasts to collaboratively build demos and share logs and code. The way this port was made and rebuilt is a prime example of their process. Specifically, the dev began by making Hijacked playable in a browser. Subsequently, this effort was shoehorned into Minecraft but would exist only as a playable game on 'a PC' inside the sandbox. Then, Faraday decided to task <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/openais-gpt-6-astra-model-autonomously-completes-portal-in-24-hours-feat-cost-just-usd571-in-tokens">GPT Astra</a> with rebuilding the whole thing in <a href="https://www.tomshardware.com/news/amd-oracle-java,18090.html" target="_blank">Java</a>. With this new code, they were able to run the iconic FPS directly in Minecraft’s OpenGL context.</p><p>Faraday says that there’s “still a lot left to do,” but this compact yacht-based map looks playable enough running in Minecraft, rather than just being displayed in the game. Next up, if the project continues, we might expect additional maps, more weapons, and multiplayer modes.</p><p>Many will know Minecraft as the best-selling video game in history. While it appeals to youngsters for its adventure gaming, creative building, and social aspects, the openness and extensibility of the sandbox mean it also attracts some highly technical minds. This is why it has been behind some spellbinding computer science feats. Examples that immediately spring to mind are the working 5 million parameter ChatGPT model, dubbed <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/famed-gamer-creates-working-5-million-parameter-chatgpt-ai-model-in-minecraft-made-with-438-million-blocks-ai-trained-to-hold-conversations-working-model-runs-inference-in-the-game" target="_blank">CraftGPT</a>, wedged into the game. </p>
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                                                            <title><![CDATA[ Denuvo sues anonymous game cracker ‘voices38’ over alleged DRM circumvention ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Anti-Tamper and DRM (Digital Rights Management) software developer Denuvo is taking its fight against video game piracy to court by filing a lawsuit against the anonymous game cracker known as “voices38.” According to <a href="https://torrentfreak.com/denuvo-sues-game-cracker-voices38-for-bypassing-its-anti-tamper-drm/" target="_blank">TorrentFreak</a>, the company claims that the accused bypassed its Anti-Tamper technology in at least 26 PC games and is seeking monetary damages as well as a court order that would prevent further tampering of its DRM.</p><p>In its lawsuit filed on September 14 in the U.S. District Court for the Northern District of California, Denuvo alleges that the “defendant is a computer hacker who is focused on reverse engineering, hacking, or ‘cracking’ video games employing Denuvo’s Anti-Tamper product. Defendant has bypassed DRM restrictions in copyrighted works, removing protections that allow copyright owners to restrict who may access their works, and allowing for pirated versions of those copyrighted works.” The complaint also named 26 games including popular titles such as <em>Hogwarts Legacy, Black Myth: Wukong, Resident Evil Requiem, </em>and <em>Doom: The Dark Ages.</em></p><p>It is worth mentioning that Denuvo doesn’t actually own the copyrights to any of these games. Meaning that instead of a filing for copyright infringement, the complaint relies on the anti-circumvention provisions of the DMCA. It essentially prohibits bypassing a digital lock that controls access to a copyrighted work, or distributing tools and instructions that help others to bypass copyright protections. </p><p>What makes the case interesting is that Denuvo does not know the real identity of voices38. It only points to the defendant as “an unknown individual or entity” alongside ten other unnamed defendants. The complaint also references Reddit and Discord accounts as well as Steam profiles that Denuvo believes may be connected to the cracking activity. The company could eventually seek information from these platforms as part of its legal proceedings.</p><p>Voices38 has been particularly active in recent months, with reports pointing to a growing number of Denuvo-protected game cracks to the anonymous cracker. Recent releases include Star Wars: Outlaws, Persona 3 Reload, and Prince of Persia: The Lost Crown. For Denuvo, the lawsuit could lead the way in identifying one of the more active figures in the recent video game-cracking scene. That said, the case is still in its early stages, and Denuvo's allegations have yet to be tested in court.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/denuvo-sues-anonymous-game-cracker-voices38-over-alleged-drm-circumvention-seeks-damages-after-anti-tamper-protections-bypassed-in-26-games</link>
                                                                            <description>
                            <![CDATA[ Instead of pursuing traditional copyright infringement, Denuvo's case relies on the DMCA's anti-circumvention provisions, targeting the alleged bypassing of its digital protections. ]]>
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                                                                        <pubDate>Wed, 16 Sep 2026 14:22:54 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Kunal Khullar) ]]></author>                    <dc:creator><![CDATA[ Kunal Khullar ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/NDK3ae3zDxAx2BJnMXxBJV-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Kunal Khullar is a contributor at Tom’s Hardware with extensive writing experience in computing. With a deep-seated passion for technology, Kunal has dedicated years to mastering the intricacies of computer hardware components and staying at the forefront of the latest software developments. His journey in the tech world began with hands-on experience in assembling and troubleshooting PCs and laptops as a kid in the 90s, a skill he has meticulously honed over the years. He has worked for various publications covering a range of topics including smartphones, laptops, audio devices, and PC hardware. Currently, he is engrossed with everything happening in the world of computing with a growing obsession for unique PC cases and RGB cooling fans. Through his articles Kunal strives to demystify complex concepts for a broad audience. Kunal is also a casual gamer as he loves to squad up with his friends in &lt;em&gt;Apex Legends&lt;/em&gt;, and claims to have a fairly good taste in music especially when it comes to heavy metal.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Capcom/Denuvo]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The Denuvo logo.]]></media:description>                                                            <media:text><![CDATA[The Denuvo logo.]]></media:text>
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                                <p>Anti-Tamper and DRM (Digital Rights Management) software developer Denuvo is taking its fight against video game piracy to court by filing a lawsuit against the anonymous game cracker known as “voices38.” According to <a href="https://torrentfreak.com/denuvo-sues-game-cracker-voices38-for-bypassing-its-anti-tamper-drm/" target="_blank">TorrentFreak</a>, the company claims that the accused bypassed its Anti-Tamper technology in at least 26 PC games and is seeking monetary damages as well as a court order that would prevent further tampering of its DRM.</p><p>In its lawsuit filed on September 14 in the U.S. District Court for the Northern District of California, Denuvo alleges that the “defendant is a computer hacker who is focused on reverse engineering, hacking, or ‘cracking’ video games employing Denuvo’s Anti-Tamper product. Defendant has bypassed DRM restrictions in copyrighted works, removing protections that allow copyright owners to restrict who may access their works, and allowing for pirated versions of those copyrighted works.” The complaint also named 26 games including popular titles such as <em>Hogwarts Legacy, Black Myth: Wukong, Resident Evil Requiem, </em>and <em>Doom: The Dark Ages.</em></p><p>It is worth mentioning that Denuvo doesn’t actually own the copyrights to any of these games. Meaning that instead of a filing for copyright infringement, the complaint relies on the anti-circumvention provisions of the DMCA. It essentially prohibits bypassing a digital lock that controls access to a copyrighted work, or distributing tools and instructions that help others to bypass copyright protections. </p><p>What makes the case interesting is that Denuvo does not know the real identity of voices38. It only points to the defendant as “an unknown individual or entity” alongside ten other unnamed defendants. The complaint also references Reddit and Discord accounts as well as Steam profiles that Denuvo believes may be connected to the cracking activity. The company could eventually seek information from these platforms as part of its legal proceedings.</p><p>Voices38 has been particularly active in recent months, with reports pointing to a growing number of Denuvo-protected game cracks to the anonymous cracker. Recent releases include Star Wars: Outlaws, Persona 3 Reload, and Prince of Persia: The Lost Crown. For Denuvo, the lawsuit could lead the way in identifying one of the more active figures in the recent video game-cracking scene. That said, the case is still in its early stages, and Denuvo's allegations have yet to be tested in court.</p>
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                                                            <title><![CDATA[ Original Sony PlayStation 2 security chip ‘broken wide open’ after 26 years ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The ‘magic security chip’ inside the original <a href="https://www.tomshardware.com/video-games/handheld-gaming/enthusiast-crams-reversed-engineered-ps2-into-a-handheld-designs-custom-motherboard-bespoke-playstation-2-portable-pairs-modern-features-with-original-silicon" target="_blank">PlayStation 2</a> has been successfully reverse-engineered and dumped. Canadian retro hardware and software enthusiast DiscoStarslayer was the manic mind behind the cracking open of the CXP102064 MechaCon chip, which arrived inside the ‘PS2 Fat’ from 1999. It took “four years of effort” to reach this stage, but this milestone should be a boon to hardware preservation, repair, and <a href="https://www.tomshardware.com/video-games/playstation/ps5-emulation-arrives-on-steam-deck-astro-playroom-showcased-running-at-0-6-fps-milestone-sharpemu-development-shows-promise-despite-unplayable-performance" target="_blank">emulation </a>projects.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2099132300390744320"><p lang="en" dir="ltr">After 4 years of effort, I'm happy to announce that one of the final secrets of the PS2 has been broken wide open!It's been a long process of decapping, optical dumping, and now at last a software solution.Thank you Libby for finding the exploit from our dirty optical dumps! pic.twitter.com/VrsCH8I35C<a href="https://twitter.com/cantworkitout/status/2099132300390744320">September 13, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The Mechacon got its name from its primary duty of controlling the PS2’s optical and flash drive mechanics. It also played a significant part in Sony’s game optical disc security, supporting “Magic Gate [memory card] and KELF file [executable] decryption among other things,” notes the <a href="https://www.psdevwiki.com/ps2/MechaCon" target="_blank">PSDev Wiki.</a> Unlocking the secret workings of such chips can be important to those involved in video game preservation. So, many people will appreciate DiscoStarslayer’s work in <a href="https://www.tomshardware.com/tech-industry/semiconductors/china-may-have-reverse-engineered-euv-lithography-tool-in-covert-lab-report-claims-employees-given-fake-ids-to-avoid-secret-project-being-detected-prototypes-expected-in-2028" target="_blank">reverse engineering</a> and dumping one of the PS2’s last remaining secrets.</p><p>As per the social media post, the arduous task of breaking the MechaCon’s security took four years. Some of the reverse engineering tricks utilized by DiscoStarslayer include chemically <a href="https://www.tomshardware.com/pc-components/cpus/cpu-collector-stitches-216-micrographs-to-create-high-resolution-die-shot-of-the-legendary-i8008-intels-54-year-old-milestone-8-bit-cpu-seen-like-never-before" target="_blank">decapping </a>the CXP102064 to expose the die, then using microscopes and optical dumping skills to analyze the silicon chip circuitry. In this case, a lucky break during the hacking apparently uncovered an exploit that provided a method whereby the chip’s data could be extracted through software.</p><p>With this achievement unlocked, the game/hardware preservation and programming communities can look forward to improved emulation and homebrew developments. It should also open up possibilities for replacing the aging <a href="https://www.tomshardware.com/software/windows/optical-drive-demand-surges-amid-windows-10-retirement-japanese-users-switching-to-windows-11-are-buying-up-blu-ray-drives">optical drives</a> in PS2 consoles.</p><p>Beyond the confines of <a href="https://www.tomshardware.com/video-games/playstation/windows-95-on-a-playstation-2-kind-of-works-but-this-modded-ps2-couldnt-play-doom" target="_blank">PS2 </a>Fat consoles, some social media commenters noted that the MechaCon was also used in a handful of arcade machines from the era. Specifically, the Namco System 246 and System 256, as well as the Konami Python 1, which used modified PS2 hardware, used the MechaCon firmware to authenticate security and allow the execution of encrypted game data.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/playstation/26-year-old-sony-ps2-security-chip-broken-wide-open-after-four-years-of-effort-reverse-engineering-enthusiast-successfully-unlocks-cxp102064-mechacon-chip</link>
                                                                            <description>
                            <![CDATA[ The ‘magic security chip’ inside the original PlayStation 2 has been successfully reverse engineered and dumped after four years of effort. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Wed, 16 Sep 2026 10:30:00 +0000</pubDate>                                                                                                                                <updated>Wed, 16 Sep 2026 13:18:11 +0000</updated>
                                                                                                                                            <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Mark Tyson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/56vqMYLDaKRHPhHZgbADFR-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Mark&#039;s enthusiasm for computers dampened at an early age by the rubber-keyed Sinclair Spectrum 48K and feelings of Commodore 64 envy. However, in the mid-80s, hope in a digital future was rekindled by the purchase of an Atari 520 STe. Since that time Mark has used a multitude of computers for fun and professional endeavors. He often owned both Macs and PCs but went cold on the former after OS9 was killed off, and warmed to the latter with the introduction of Windows XP.&lt;br&gt;
&lt;br&gt;
Early work years were spent in artwork and reprographics but in the late noughties, Mark started to blog about computers, Taiwanese food culture, and guitar design. This activity led to a full-time position writing about breaking PC tech news for HEXUS, for the best part of a decade. When HEXUS was abruptly closed, Mark helped with the foundation of Club386, before finding a new home at Tom&#039;s Hardware.&lt;br&gt;
&lt;br&gt;
When not wearing through the keycap legends on his PC keyboards, Mark can be found wandering the computer malls of Taiwan&#039;s neon-lit conurbations and enjoying local and international cuisine.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[DiscoStarslayer ]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Sony PS2 security chip ‘broken wide open’]]></media:description>                                                            <media:text><![CDATA[Sony PS2 security chip ‘broken wide open’]]></media:text>
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                                <p>The ‘magic security chip’ inside the original <a href="https://www.tomshardware.com/video-games/handheld-gaming/enthusiast-crams-reversed-engineered-ps2-into-a-handheld-designs-custom-motherboard-bespoke-playstation-2-portable-pairs-modern-features-with-original-silicon" target="_blank">PlayStation 2</a> has been successfully reverse-engineered and dumped. Canadian retro hardware and software enthusiast DiscoStarslayer was the manic mind behind the cracking open of the CXP102064 MechaCon chip, which arrived inside the ‘PS2 Fat’ from 1999. It took “four years of effort” to reach this stage, but this milestone should be a boon to hardware preservation, repair, and <a href="https://www.tomshardware.com/video-games/playstation/ps5-emulation-arrives-on-steam-deck-astro-playroom-showcased-running-at-0-6-fps-milestone-sharpemu-development-shows-promise-despite-unplayable-performance" target="_blank">emulation </a>projects.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2099132300390744320"><p lang="en" dir="ltr">After 4 years of effort, I'm happy to announce that one of the final secrets of the PS2 has been broken wide open!It's been a long process of decapping, optical dumping, and now at last a software solution.Thank you Libby for finding the exploit from our dirty optical dumps! pic.twitter.com/VrsCH8I35C<a href="https://twitter.com/cantworkitout/status/2099132300390744320">September 13, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The Mechacon got its name from its primary duty of controlling the PS2’s optical and flash drive mechanics. It also played a significant part in Sony’s game optical disc security, supporting “Magic Gate [memory card] and KELF file [executable] decryption among other things,” notes the <a href="https://www.psdevwiki.com/ps2/MechaCon" target="_blank">PSDev Wiki.</a> Unlocking the secret workings of such chips can be important to those involved in video game preservation. So, many people will appreciate DiscoStarslayer’s work in <a href="https://www.tomshardware.com/tech-industry/semiconductors/china-may-have-reverse-engineered-euv-lithography-tool-in-covert-lab-report-claims-employees-given-fake-ids-to-avoid-secret-project-being-detected-prototypes-expected-in-2028" target="_blank">reverse engineering</a> and dumping one of the PS2’s last remaining secrets.</p><p>As per the social media post, the arduous task of breaking the MechaCon’s security took four years. Some of the reverse engineering tricks utilized by DiscoStarslayer include chemically <a href="https://www.tomshardware.com/pc-components/cpus/cpu-collector-stitches-216-micrographs-to-create-high-resolution-die-shot-of-the-legendary-i8008-intels-54-year-old-milestone-8-bit-cpu-seen-like-never-before" target="_blank">decapping </a>the CXP102064 to expose the die, then using microscopes and optical dumping skills to analyze the silicon chip circuitry. In this case, a lucky break during the hacking apparently uncovered an exploit that provided a method whereby the chip’s data could be extracted through software.</p><p>With this achievement unlocked, the game/hardware preservation and programming communities can look forward to improved emulation and homebrew developments. It should also open up possibilities for replacing the aging <a href="https://www.tomshardware.com/software/windows/optical-drive-demand-surges-amid-windows-10-retirement-japanese-users-switching-to-windows-11-are-buying-up-blu-ray-drives">optical drives</a> in PS2 consoles.</p><p>Beyond the confines of <a href="https://www.tomshardware.com/video-games/playstation/windows-95-on-a-playstation-2-kind-of-works-but-this-modded-ps2-couldnt-play-doom" target="_blank">PS2 </a>Fat consoles, some social media commenters noted that the MechaCon was also used in a handful of arcade machines from the era. Specifically, the Namco System 246 and System 256, as well as the Konami Python 1, which used modified PS2 hardware, used the MechaCon firmware to authenticate security and allow the execution of encrypted game data.</p>
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                                                            <title><![CDATA[ Devastated father says his 9-year-old son spent $118,000 on YouTube ad campaigns for his Minecraft channel using a company credit card ]]></title>
                                                                                                <dc:content><![CDATA[ <p>A father says his 9-year-old son spent $118,000 on YouTube ad campaigns for his Minecraft and Roblox gameplay videos over about three weeks, all charged to a company credit card the father had saved to his own Google account, which his son also used. The father, who identifies himself only as Dave, described the incident in a video titled “Message from Dad…Mighty Mike Plays is Over.” posted to the boy’s channel on Sept. 15. Dave said he was called into a meeting with his manager, corporate staff, and finance and shown the advertising charges.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/SL8_lX4E6ME" allowfullscreen></iframe></div></div><p><a href="https://www.youtube.com/@MightyMikePlays67">Mighty Mike Plays (@MightyMikePlays67)</a> is a 9-year-old’s <a href="https://www.tomshardware.com/video-games/retro-gaming/minecraft-legacy-gets-re-written-in-c-for-ps2-and-wii-ports-code-is-tuned-so-it-works-well-even-on-the-ps2s-meager-32mb-of-ram">Minecraft</a> and Roblox gameplay channel with about 24,000 subscribers and 182 uploads as of early Sept. 16. Dave said it started when the boy was around 8, streaming straight from a PS5 with a cheap headset and no editing. Early videos got 5 to 11 views, he said. Dave said he entered the company card himself to buy Robux for his son, and it then sat saved on the Google account that also carries his work email, calendar, and files. Dave did not say why he used the company card for that purchase.</p><p>Dave said that after the boy complained about views, he set up a roughly $20 promotion and talked through the steps aloud: set a budget, select who sees the ads, hit run. The boy then created his own campaigns, and Dave said his son did not understand the $20 as a limit. “The credit card, it just says approved every single time,” Dave said in the video. Finance showed him three weeks of ad spend totaling $118,000 on campaigns titled “Mighty Mike,” “Epic Roblox,” and Minecraft gameplay.</p><p>Three of the promoted videos reached around 200,000 views. As of a check at 12:26 a.m. ET on Sept. 16, the channel’s three most-viewed gameplay videos stood at 260,000, 224,000, and 178,000 views, with a run of uploads above 1,000 views and most of the rest under 100. Four days before Dave’s video, the boy had posted a video titled “NeverMyFault made a Short about my Ad?” about another creator noticing one of his promotions; it had about 70,000 views.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="v62p5uQBcfstufyWoA3rkk" name="mighty-mike-plays-16x9" alt="The Mighty Mike Plays channel's Popular tab as of 12:26 a.m. ET Sept. 16." src="https://cdn.mos.cms.futurecdn.net/v62p5uQBcfstufyWoA3rkk-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: YouTube / Mighty Mike Plays)</span></figcaption></figure><p>Dave said the matter has been escalated and he does not yet know whether he will get to keep his job or have to repay the costs.</p><p>Google’s own help pages say a payment method entered for any Google purchase is <a href="https://support.google.com/paymentscenter/answer/9028746">stored in a payments profile</a> tied to the Google Account and is offered again for the next purchase. The profile is also <a href="https://support.google.com/google-ads/answer/7268503">shared across Google Ads</a> and other Google products. YouTube’s Promote tool, which Google describes as a simplified version of Google Ads, walks a creator through a goal, an audience, <a href="https://support.google.com/youtube/answer/16869935">a budget, and an end date</a>. Dave did not say which interface his son used, but the steps he described match Promote’s. Google Ads <a href="https://support.google.com/google-ads/answer/11071468">does not allow users under 18</a>, but the account was the father’s.</p><p>In a separate case, <a href="https://www.ftc.gov/news-events/news/press-releases/2014/09/google-refund-consumers-least-19-million-settle-ftc-complaint-it-unlawfully-billed-parents-childrens">the FTC announced</a> on Sept. 4, 2014, that Google would refund at least $19 million to parents billed for children’s unauthorized in-app purchases on Google Play, and required it to get express consent before billing. That covered Google Play, not Google Ads. Dave said the family will remove saved payment details, add spending caps, and set up parental controls, and that the channel is paused until “real guard rails” are in place.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/devastated-father-says-his-9-year-old-son-spent-usd118-000-on-youtube-ad-campaigns-for-his-minecraft-channel-using-a-company-credit-card-bill-racked-up-in-just-three-weeks-was-supposed-to-be-one-usd20-promotion</link>
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                            <![CDATA[ A father says his 9-year-old son spent $118,000 of his employer's money on YouTube ads for Minecraft and Roblox videos in three weeks. ]]>
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                                                                        <pubDate>Wed, 16 Sep 2026 10:15:00 +0000</pubDate>                                                                                                                                <updated>Wed, 16 Sep 2026 13:18:11 +0000</updated>
                                                                                                                                            <category><![CDATA[Video Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Shane Downing ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Zosi9VrDytS9FkgJiHvc69-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Shane has a background in computer engineering and has worked as a freelance consultant in multiple industries. He has a strong affection for history and loves to game. He worked his way up from a Commodore 64 and has always been interested in technology and writing. He particularly enjoys breaking down complex concepts into understandable ideas. He’s a lifelong East-coaster and animal-lover.&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;&lt;br&gt;
&lt;/p&gt; ]]></dc:description>
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                                <p>A father says his 9-year-old son spent $118,000 on YouTube ad campaigns for his Minecraft and Roblox gameplay videos over about three weeks, all charged to a company credit card the father had saved to his own Google account, which his son also used. The father, who identifies himself only as Dave, described the incident in a video titled “Message from Dad…Mighty Mike Plays is Over.” posted to the boy’s channel on Sept. 15. Dave said he was called into a meeting with his manager, corporate staff, and finance and shown the advertising charges.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/SL8_lX4E6ME" allowfullscreen></iframe></div></div><p><a href="https://www.youtube.com/@MightyMikePlays67">Mighty Mike Plays (@MightyMikePlays67)</a> is a 9-year-old’s <a href="https://www.tomshardware.com/video-games/retro-gaming/minecraft-legacy-gets-re-written-in-c-for-ps2-and-wii-ports-code-is-tuned-so-it-works-well-even-on-the-ps2s-meager-32mb-of-ram">Minecraft</a> and Roblox gameplay channel with about 24,000 subscribers and 182 uploads as of early Sept. 16. Dave said it started when the boy was around 8, streaming straight from a PS5 with a cheap headset and no editing. Early videos got 5 to 11 views, he said. Dave said he entered the company card himself to buy Robux for his son, and it then sat saved on the Google account that also carries his work email, calendar, and files. Dave did not say why he used the company card for that purchase.</p><p>Dave said that after the boy complained about views, he set up a roughly $20 promotion and talked through the steps aloud: set a budget, select who sees the ads, hit run. The boy then created his own campaigns, and Dave said his son did not understand the $20 as a limit. “The credit card, it just says approved every single time,” Dave said in the video. Finance showed him three weeks of ad spend totaling $118,000 on campaigns titled “Mighty Mike,” “Epic Roblox,” and Minecraft gameplay.</p><p>Three of the promoted videos reached around 200,000 views. As of a check at 12:26 a.m. ET on Sept. 16, the channel’s three most-viewed gameplay videos stood at 260,000, 224,000, and 178,000 views, with a run of uploads above 1,000 views and most of the rest under 100. Four days before Dave’s video, the boy had posted a video titled “NeverMyFault made a Short about my Ad?” about another creator noticing one of his promotions; it had about 70,000 views.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="v62p5uQBcfstufyWoA3rkk" name="mighty-mike-plays-16x9" alt="The Mighty Mike Plays channel's Popular tab as of 12:26 a.m. ET Sept. 16." src="https://cdn.mos.cms.futurecdn.net/v62p5uQBcfstufyWoA3rkk-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: YouTube / Mighty Mike Plays)</span></figcaption></figure><p>Dave said the matter has been escalated and he does not yet know whether he will get to keep his job or have to repay the costs.</p><p>Google’s own help pages say a payment method entered for any Google purchase is <a href="https://support.google.com/paymentscenter/answer/9028746">stored in a payments profile</a> tied to the Google Account and is offered again for the next purchase. The profile is also <a href="https://support.google.com/google-ads/answer/7268503">shared across Google Ads</a> and other Google products. YouTube’s Promote tool, which Google describes as a simplified version of Google Ads, walks a creator through a goal, an audience, <a href="https://support.google.com/youtube/answer/16869935">a budget, and an end date</a>. Dave did not say which interface his son used, but the steps he described match Promote’s. Google Ads <a href="https://support.google.com/google-ads/answer/11071468">does not allow users under 18</a>, but the account was the father’s.</p><p>In a separate case, <a href="https://www.ftc.gov/news-events/news/press-releases/2014/09/google-refund-consumers-least-19-million-settle-ftc-complaint-it-unlawfully-billed-parents-childrens">the FTC announced</a> on Sept. 4, 2014, that Google would refund at least $19 million to parents billed for children’s unauthorized in-app purchases on Google Play, and required it to get express consent before billing. That covered Google Play, not Google Ads. Dave said the family will remove saved payment details, add spending caps, and set up parental controls, and that the channel is paused until “real guard rails” are in place.</p>
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                                                            <title><![CDATA[ Minecraft Legacy gets rewritten in C++ for PS2 and Wii ports ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Games optimization specialist OptiProjects (AKA OptiJeugos) has released a new port of Minecraft Legacy for the <a href="https://www.tomshardware.com/video-games/handheld-gaming/enthusiast-crams-reversed-engineered-ps2-into-a-handheld-designs-custom-motherboard-bespoke-playstation-2-portable-pairs-modern-features-with-original-silicon" target="_blank">Sony PlayStation 2</a> and <a href="https://www.tomshardware.com/video-games/nintendo/hungry-retro-gamer-resurrects-nintendo-wii-food-channel-to-order-dominos-pizza-the-wiilink-project-is-the-magic-ingredient-in-this-feat" target="_blank">Nintendo Wii</a> consoles. <a href="https://optijuegos.net/?t=OptiCraft&a=opticraftheritage" target="_blank">The project</a> is based on the Minecraft Java 1.2.5 source code, rewritten in C++, and using a recreated legacy console interface (machine translation). Even on the quarter-century-old PS2 with its cramped 32MB of RAM, the OptiCraft Heritage Edition runs at 15-30 fps. Check out the video demo embedded below.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2099515084036854154"><p lang="en" dir="ltr">TERMINADO!!! FINALMENTE NUEVO PORT DE ""MINECRAFT LEGACY"" a PS2 y WII!!Es un PORT de JAVA 1.2.5 a C++ con la interfaz de Legacy recreada, corriendo nativamente en la PS2 y Wii.Probado en hardware real! La wii soporta online con servidores de JAVA en esa version! https://t.co/x3pQw8XvBJ pic.twitter.com/nZNc0QehGy<a href="https://twitter.com/cantworkitout/status/2099515084036854154">September 14, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Minecraft is one of the best-selling games of all time, with sales above $400 million <a href="https://ew.com/xbox-25th-anniversary-hollywood-adaptations-cover-story-exclusive-12003252">according to an <em>Entertainment Weekly </em>report</a> earlier this year. Meanwhile, the PS2 is the best-selling home console in history, with 160 million units shifted worldwide. When <a href="https://www.tomshardware.com/video-games/pc-gaming/minecraft-system-requirements-raised-for-the-first-time-in-17-years-microsoft-now-recommends-16gb-of-ram-and-a-2020s-or-newer-cpu-to-run-the-java-edition" target="_blank">Minecraft </a>first launched, the PS2 had already been kicking around for close to a decade and was rapidly reaching retirement age. Thus the Minecraft PS2 game release was never a thing (it did launch on <a href="https://www.tomshardware.com/video-games/playstation/hardware-modder-builds-overclocked-ps3-pro-v3-with-3d-printed-cooling-mod-dual-noctua-fans-and-server-heatsinks-provide-fps-boost-in-almost-every-game" target="_blank">PS3 </a>in 2013-14). Similarly, the Wii got overlooked by <em>Minecraft</em>'s publishers, with the <a href="https://www.tomshardware.com/video-games/nintendo/usd21-nintendo-wii-u-upgrade-lets-you-add-tbs-of-storage-to-your-console-with-an-m-2-or-sata-ssd-upgrade-makes-console-slightly-faster-but-requires-homebrew-and-custom-firmware" target="_blank">Wii U</a> only getting the game in late 2014. </p><div ><table><tbody><tr><td class="firstcol " ><p> </p></td><td  ><p><strong>Windows PC (Java Edition 1.2.5)</strong></p></td><td  ><p><strong>PS2 (OptiCraft Heritage)</strong></p></td><td  ><p><strong>Wii (OptiCraft Heritage)</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Engine / Language</strong></p></td><td  ><p>Java</p></td><td  ><p>C++ (native port)</p></td><td  ><p>C++ (native port)</p></td></tr><tr><td class="firstcol " ><p><strong>Hardware / RAM</strong></p></td><td  ><p>Min. ~2GB recommended for era</p></td><td  ><p>32MB system RAM</p></td><td  ><p>~88MB available RAM</p></td></tr><tr><td class="firstcol " ><p><strong>Chunks / draw distance</strong></p></td><td  ><p>Scalable, (usually 8–16+ chunks)</p></td><td  ><p>2 chunks</p></td><td  ><p>4 chunks</p></td></tr><tr><td class="firstcol " ><p><strong>Performance</strong></p></td><td  ><p>Often 60+ FPS on period PCs</p></td><td  ><p>15–30 FPS</p></td><td  ><p>15–60 FPS</p></td></tr><tr><td class="firstcol " ><p><strong>Controls</strong></p></td><td  ><p>Keyboard + mouse</p></td><td  ><p>DualShock 2</p></td><td  ><p>Wii Remote / Classic Controller</p></td></tr><tr><td class="firstcol " ><p><strong>Interface</strong></p></td><td  ><p>Original 1.2.5 UI</p></td><td  ><p>Recreated Legacy interface</p></td><td  ><p>Recreated Legacy interface</p></td></tr></tbody></table></div><p>Ponder over the features and performance comparison table we have nailed together, above. You can see how tightly the PS2 version is constrained by its hardware limitations. In comparison the Wii version is significantly more comfortable. Moreover, the Wii version has experimental online gaming functionality.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/CKgMguJRfZgc3nccJRxyVd-1920-80.jpg" alt="Minecraft Legacy for the Sony PlayStation 2 and Nintendo Wii" /><figcaption><small role="credit">OptiProjects</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/wWV7VAAa8n4nwfnSUqN2Wd-1920-80.jpg" alt="Minecraft Legacy for the Sony PlayStation 2 and Nintendo Wii" /><figcaption><small role="credit">OptiProjects</small></figcaption></figure></figure><p>If you are interested in enjoying some retro Minecrafting on your old PS2 or Wii, or <a href="https://www.tomshardware.com/video-games/playstation/ps5-emulation-ramps-up-in-wake-of-sonys-end-to-physical-media-ps5-titles-now-booting-across-different-emulators-with-rapid-community-development-for-both-2d-and-3d-games" target="_blank">emulators </a>for either system head on over to the official OptiProjects page linked top for your downloads. Those aiming to play on original hardware will need to be able to load .ELF files from USB (on PS2), or access the game via SD card and the Homebrew Channel (on Wii). To my knowledge that means your PS2 or Wii must be soft or hard <a href="https://www.tomshardware.com/video-games/handheld-gaming/steam-deck-modded-with-61-terabyte-ssd" target="_blank">modded </a>to play homebrew code.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/retro-gaming/minecraft-legacy-gets-re-written-in-c-for-ps2-and-wii-ports-code-is-tuned-so-it-works-well-even-on-the-ps2s-meager-32mb-of-ram</link>
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                            <![CDATA[ Games optimization specialist OptiProjects (AKA OptiJeugos) has released a new port of Minecraft Legacy for the Sony PlayStation 2 and Nintendo Wii consoles. ]]>
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                                                                        <pubDate>Tue, 15 Sep 2026 10:30:00 +0000</pubDate>                                                                                                                                <updated>Tue, 15 Sep 2026 12:34:15 +0000</updated>
                                                                                                                                            <category><![CDATA[Retro Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Mark Tyson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/56vqMYLDaKRHPhHZgbADFR-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Mark&#039;s enthusiasm for computers dampened at an early age by the rubber-keyed Sinclair Spectrum 48K and feelings of Commodore 64 envy. However, in the mid-80s, hope in a digital future was rekindled by the purchase of an Atari 520 STe. Since that time Mark has used a multitude of computers for fun and professional endeavors. He often owned both Macs and PCs but went cold on the former after OS9 was killed off, and warmed to the latter with the introduction of Windows XP.&lt;br&gt;
&lt;br&gt;
Early work years were spent in artwork and reprographics but in the late noughties, Mark started to blog about computers, Taiwanese food culture, and guitar design. This activity led to a full-time position writing about breaking PC tech news for HEXUS, for the best part of a decade. When HEXUS was abruptly closed, Mark helped with the foundation of Club386, before finding a new home at Tom&#039;s Hardware.&lt;br&gt;
&lt;br&gt;
When not wearing through the keycap legends on his PC keyboards, Mark can be found wandering the computer malls of Taiwan&#039;s neon-lit conurbations and enjoying local and international cuisine.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Minecraft Legacy for the Sony PlayStation 2 and Nintendo Wii]]></media:description>                                                            <media:text><![CDATA[Minecraft Legacy for the Sony PlayStation 2 and Nintendo Wii]]></media:text>
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                                <p>Games optimization specialist OptiProjects (AKA OptiJeugos) has released a new port of Minecraft Legacy for the <a href="https://www.tomshardware.com/video-games/handheld-gaming/enthusiast-crams-reversed-engineered-ps2-into-a-handheld-designs-custom-motherboard-bespoke-playstation-2-portable-pairs-modern-features-with-original-silicon" target="_blank">Sony PlayStation 2</a> and <a href="https://www.tomshardware.com/video-games/nintendo/hungry-retro-gamer-resurrects-nintendo-wii-food-channel-to-order-dominos-pizza-the-wiilink-project-is-the-magic-ingredient-in-this-feat" target="_blank">Nintendo Wii</a> consoles. <a href="https://optijuegos.net/?t=OptiCraft&a=opticraftheritage" target="_blank">The project</a> is based on the Minecraft Java 1.2.5 source code, rewritten in C++, and using a recreated legacy console interface (machine translation). Even on the quarter-century-old PS2 with its cramped 32MB of RAM, the OptiCraft Heritage Edition runs at 15-30 fps. Check out the video demo embedded below.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2099515084036854154"><p lang="en" dir="ltr">TERMINADO!!! FINALMENTE NUEVO PORT DE ""MINECRAFT LEGACY"" a PS2 y WII!!Es un PORT de JAVA 1.2.5 a C++ con la interfaz de Legacy recreada, corriendo nativamente en la PS2 y Wii.Probado en hardware real! La wii soporta online con servidores de JAVA en esa version! https://t.co/x3pQw8XvBJ pic.twitter.com/nZNc0QehGy<a href="https://twitter.com/cantworkitout/status/2099515084036854154">September 14, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Minecraft is one of the best-selling games of all time, with sales above $400 million <a href="https://ew.com/xbox-25th-anniversary-hollywood-adaptations-cover-story-exclusive-12003252">according to an <em>Entertainment Weekly </em>report</a> earlier this year. Meanwhile, the PS2 is the best-selling home console in history, with 160 million units shifted worldwide. When <a href="https://www.tomshardware.com/video-games/pc-gaming/minecraft-system-requirements-raised-for-the-first-time-in-17-years-microsoft-now-recommends-16gb-of-ram-and-a-2020s-or-newer-cpu-to-run-the-java-edition" target="_blank">Minecraft </a>first launched, the PS2 had already been kicking around for close to a decade and was rapidly reaching retirement age. Thus the Minecraft PS2 game release was never a thing (it did launch on <a href="https://www.tomshardware.com/video-games/playstation/hardware-modder-builds-overclocked-ps3-pro-v3-with-3d-printed-cooling-mod-dual-noctua-fans-and-server-heatsinks-provide-fps-boost-in-almost-every-game" target="_blank">PS3 </a>in 2013-14). Similarly, the Wii got overlooked by <em>Minecraft</em>'s publishers, with the <a href="https://www.tomshardware.com/video-games/nintendo/usd21-nintendo-wii-u-upgrade-lets-you-add-tbs-of-storage-to-your-console-with-an-m-2-or-sata-ssd-upgrade-makes-console-slightly-faster-but-requires-homebrew-and-custom-firmware" target="_blank">Wii U</a> only getting the game in late 2014. </p><div ><table><tbody><tr><td class="firstcol " ><p> </p></td><td  ><p><strong>Windows PC (Java Edition 1.2.5)</strong></p></td><td  ><p><strong>PS2 (OptiCraft Heritage)</strong></p></td><td  ><p><strong>Wii (OptiCraft Heritage)</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Engine / Language</strong></p></td><td  ><p>Java</p></td><td  ><p>C++ (native port)</p></td><td  ><p>C++ (native port)</p></td></tr><tr><td class="firstcol " ><p><strong>Hardware / RAM</strong></p></td><td  ><p>Min. ~2GB recommended for era</p></td><td  ><p>32MB system RAM</p></td><td  ><p>~88MB available RAM</p></td></tr><tr><td class="firstcol " ><p><strong>Chunks / draw distance</strong></p></td><td  ><p>Scalable, (usually 8–16+ chunks)</p></td><td  ><p>2 chunks</p></td><td  ><p>4 chunks</p></td></tr><tr><td class="firstcol " ><p><strong>Performance</strong></p></td><td  ><p>Often 60+ FPS on period PCs</p></td><td  ><p>15–30 FPS</p></td><td  ><p>15–60 FPS</p></td></tr><tr><td class="firstcol " ><p><strong>Controls</strong></p></td><td  ><p>Keyboard + mouse</p></td><td  ><p>DualShock 2</p></td><td  ><p>Wii Remote / Classic Controller</p></td></tr><tr><td class="firstcol " ><p><strong>Interface</strong></p></td><td  ><p>Original 1.2.5 UI</p></td><td  ><p>Recreated Legacy interface</p></td><td  ><p>Recreated Legacy interface</p></td></tr></tbody></table></div><p>Ponder over the features and performance comparison table we have nailed together, above. You can see how tightly the PS2 version is constrained by its hardware limitations. In comparison the Wii version is significantly more comfortable. Moreover, the Wii version has experimental online gaming functionality.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/CKgMguJRfZgc3nccJRxyVd-1920-80.jpg" alt="Minecraft Legacy for the Sony PlayStation 2 and Nintendo Wii" /><figcaption><small role="credit">OptiProjects</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/wWV7VAAa8n4nwfnSUqN2Wd-1920-80.jpg" alt="Minecraft Legacy for the Sony PlayStation 2 and Nintendo Wii" /><figcaption><small role="credit">OptiProjects</small></figcaption></figure></figure><p>If you are interested in enjoying some retro Minecrafting on your old PS2 or Wii, or <a href="https://www.tomshardware.com/video-games/playstation/ps5-emulation-ramps-up-in-wake-of-sonys-end-to-physical-media-ps5-titles-now-booting-across-different-emulators-with-rapid-community-development-for-both-2d-and-3d-games" target="_blank">emulators </a>for either system head on over to the official OptiProjects page linked top for your downloads. Those aiming to play on original hardware will need to be able to load .ELF files from USB (on PS2), or access the game via SD card and the Homebrew Channel (on Wii). To my knowledge that means your PS2 or Wii must be soft or hard <a href="https://www.tomshardware.com/video-games/handheld-gaming/steam-deck-modded-with-61-terabyte-ssd" target="_blank">modded </a>to play homebrew code.</p>
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                                                            <title><![CDATA[ Need for Speed Underground 2 now runs directly on Nintendo Switch ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Retro gaming fans who own <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-switch-2-hands-on-bigger-faster-and-with-mouse-controls" target="_blank">Nintendo Switch</a> consoles now have several classic Windows titles they can now enjoy. A video shared on Twitter/X shows the well-loved <em>Need for Speed Underground 2</em> running pretty smoothly on Nintendo’s hybrid device. Meanwhile, a <a href="https://forum.ticoverse.com/topic/74/wine-nx-windows-games-running-on-the-nintendo-switch-itself" target="_blank">forum about Wine-NX</a> says that <em>Quake III </em>and <em>OpenTTD</em> are also playable, with <em>WarCraft III </em>nearly ready, too. It's early days for this 'experimental' software, but things look very promising.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2099269754905039116"><p lang="en" dir="ltr">Windows x86 games are now running directly on Nintendo Switch homebrewNeed for Speed Underground 2 on capture 😀 pic.twitter.com/SD0sugV4Ds<a href="https://twitter.com/cantworkitout/status/2099269754905039116">September 13, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>In the embedded video you can see <em>NFSU2</em> runs rather well on Nintendo’s hardware. Older PC games are perhaps a good fit for what many consider to be the rather anemic specs of the Switch. A status panel shows CPU and GPU usage. According to the forum post “Races run at roughly 20–45 fps at default detail with the CPU overclocked.”</p><p>Other games that Wine-NX can handle well at this time include <em>OpenTTD (Transport Tycoon Deluxe)</em>, which runs at up to 60 fps. <a href="https://www.tomshardware.com/reviews/performance-guide,189-11.html" target="_blank"><em>Quake III Arena</em></a> is also capable of running at around 37 fps at 1,280 x 720 pixels, according to the source. The last PC game mentioned as being compatible, almost, is <em>WarCraft III</em>, and specifically this work in progress has working “menus, campaigns, and now cutscenes.” </p><p>The Wine-NX forum page linked to helpfully explains what exactly this is, and how it works. In brief, Wine-NX is a port of <a href="https://www.tomshardware.com/software/linux/wine-10-0-the-latest-windows-compatibility-layer-for-linux-has-a-stable-release" target="_blank">Wine 11</a> to the Switch’s native Horizon OS. It comes as a homebrew package in the NRO format Horizon expects games to be in, but that allows it to run Windows programs and games with Box64's ARM64 dynarec translating the x86 code. Graphics are handled through Mesa 20.1's nouveau driver. It supports audio and touchscreen, and the Switch controllers can also handle mouse / keyboard duties – as well as doubling as an <a href="https://www.tomshardware.com/video-games/xbox/microsoft-shipped-a-native-xbox-360-emulator-with-its-new-backwards-compatible-releases-on-pc-modders-quickly-got-360-games-running-with-minor-tweaks" target="_blank">Xbox 360</a> controller.</p><p>You can’t use any Nintendo Switch to load Wine-NX and Windows PC games. You’ll need to have a console that can boost custom <a href="https://www.tomshardware.com/reviews/motherboard-firmware-definition,5750.html" target="_blank">firmware</a>, and run homebrew NROs. That means an older unpatched Switch or one with a hardware mod.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/retro-gaming/need-for-speed-underground-2-now-runs-directly-on-nintendo-switch-other-classic-windows-titles-playable-thanks-to-custom-firmware-boot</link>
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                            <![CDATA[ Retro gaming fans who own Nintendo Switch consoles now have several classic Windows titles they can now enjoy. ]]>
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                                                                        <pubDate>Mon, 14 Sep 2026 13:36:24 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Retro Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Mark Tyson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/56vqMYLDaKRHPhHZgbADFR-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Mark&#039;s enthusiasm for computers dampened at an early age by the rubber-keyed Sinclair Spectrum 48K and feelings of Commodore 64 envy. However, in the mid-80s, hope in a digital future was rekindled by the purchase of an Atari 520 STe. Since that time Mark has used a multitude of computers for fun and professional endeavors. He often owned both Macs and PCs but went cold on the former after OS9 was killed off, and warmed to the latter with the introduction of Windows XP.&lt;br&gt;
&lt;br&gt;
Early work years were spent in artwork and reprographics but in the late noughties, Mark started to blog about computers, Taiwanese food culture, and guitar design. This activity led to a full-time position writing about breaking PC tech news for HEXUS, for the best part of a decade. When HEXUS was abruptly closed, Mark helped with the foundation of Club386, before finding a new home at Tom&#039;s Hardware.&lt;br&gt;
&lt;br&gt;
When not wearing through the keycap legends on his PC keyboards, Mark can be found wandering the computer malls of Taiwan&#039;s neon-lit conurbations and enjoying local and international cuisine.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Need for Speed Underground 2 - Windows game on the Switch]]></media:description>                                                            <media:text><![CDATA[Need for Speed Underground 2 - Windows game on the Switch]]></media:text>
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                                <p>Retro gaming fans who own <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-switch-2-hands-on-bigger-faster-and-with-mouse-controls" target="_blank">Nintendo Switch</a> consoles now have several classic Windows titles they can now enjoy. A video shared on Twitter/X shows the well-loved <em>Need for Speed Underground 2</em> running pretty smoothly on Nintendo’s hybrid device. Meanwhile, a <a href="https://forum.ticoverse.com/topic/74/wine-nx-windows-games-running-on-the-nintendo-switch-itself" target="_blank">forum about Wine-NX</a> says that <em>Quake III </em>and <em>OpenTTD</em> are also playable, with <em>WarCraft III </em>nearly ready, too. It's early days for this 'experimental' software, but things look very promising.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2099269754905039116"><p lang="en" dir="ltr">Windows x86 games are now running directly on Nintendo Switch homebrewNeed for Speed Underground 2 on capture 😀 pic.twitter.com/SD0sugV4Ds<a href="https://twitter.com/cantworkitout/status/2099269754905039116">September 13, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>In the embedded video you can see <em>NFSU2</em> runs rather well on Nintendo’s hardware. Older PC games are perhaps a good fit for what many consider to be the rather anemic specs of the Switch. A status panel shows CPU and GPU usage. According to the forum post “Races run at roughly 20–45 fps at default detail with the CPU overclocked.”</p><p>Other games that Wine-NX can handle well at this time include <em>OpenTTD (Transport Tycoon Deluxe)</em>, which runs at up to 60 fps. <a href="https://www.tomshardware.com/reviews/performance-guide,189-11.html" target="_blank"><em>Quake III Arena</em></a> is also capable of running at around 37 fps at 1,280 x 720 pixels, according to the source. The last PC game mentioned as being compatible, almost, is <em>WarCraft III</em>, and specifically this work in progress has working “menus, campaigns, and now cutscenes.” </p><p>The Wine-NX forum page linked to helpfully explains what exactly this is, and how it works. In brief, Wine-NX is a port of <a href="https://www.tomshardware.com/software/linux/wine-10-0-the-latest-windows-compatibility-layer-for-linux-has-a-stable-release" target="_blank">Wine 11</a> to the Switch’s native Horizon OS. It comes as a homebrew package in the NRO format Horizon expects games to be in, but that allows it to run Windows programs and games with Box64's ARM64 dynarec translating the x86 code. Graphics are handled through Mesa 20.1's nouveau driver. It supports audio and touchscreen, and the Switch controllers can also handle mouse / keyboard duties – as well as doubling as an <a href="https://www.tomshardware.com/video-games/xbox/microsoft-shipped-a-native-xbox-360-emulator-with-its-new-backwards-compatible-releases-on-pc-modders-quickly-got-360-games-running-with-minor-tweaks" target="_blank">Xbox 360</a> controller.</p><p>You can’t use any Nintendo Switch to load Wine-NX and Windows PC games. You’ll need to have a console that can boost custom <a href="https://www.tomshardware.com/reviews/motherboard-firmware-definition,5750.html" target="_blank">firmware</a>, and run homebrew NROs. That means an older unpatched Switch or one with a hardware mod.</p>
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                                                            <title><![CDATA[ IKEA releases new Skyrim mod that adds gloriously mundane Kallax shelving unit as your newest companion ]]></title>
                                                                                                <dc:content><![CDATA[ <p>IKEA has announced the <a href="https://www.ikea.com/ie/en/cat/kallax-series-27534/">Kallax Storageborn</a> companion creation for players of <em>The Elder Scrolls V: </em><a href="https://www.tomshardware.com/news/enderal-skyrim-mod-acclaim,32986.html"><em>Skyrim </em></a><em>Special Edition</em> on PC or Xbox. But who’d want a set of drab utilitarian Swedish shelves following them around during their adventures in this fantastical role-playing game? The answer is quite a lot of people, it would seem, from the social media feedback we’ve seen. IKEA’s free mod for this iconic RPG also appeals to gamers’ pragmatic instincts with its claims that “your inventory woes end here.”</p><div  class="fancy-box"><div class="fancy_box-title">Go deeper with TH Premium: CPU</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Xh2MupWrRjJPiLLuopmKRB" name="W1103180" caption="" alt="A hand holding the Ryzen 7 9850X3D." src="https://cdn.mos.cms.futurecdn.net/Xh2MupWrRjJPiLLuopmKRB-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p class="fancy-box__body-text"><ul><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cpus/intel-vp-robert-hallock-sets-nova-lake-expectations-teases-return-to-raptor-lake-for-ddr4-platforms-our-full-1-1-interview-transcript?utm_source=edit-links&utm_medium=boxout&utm_term=cpu" target="_blank">Intel VP Robert Hallock sets Nova Lake expectations, teases return to Raptor Lake for DDR4 platforms</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/tech-industry/cpu-scaling-with-dlss-investigating-cpu-performance-in-the-age-of-upscaling?utm_source=edit-links&utm_medium=boxout&utm_term=cpu" target="_blank">CPU scaling with DLSS</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cpus/intels-one-two-punch-plan-in-desktop-cpus-is-taking-shape-z990-spotted-nova-lake-detailed-raptor-lake-next-teased?utm_source=edit-links&utm_medium=boxout&utm_term=cpu" target="_blank">Intel's one-two punch plan in desktop CPUs is taking shape</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cpus/benchmarking-amds-bc-250-offering-steam-machine-like-performance-at-half-the-price-unlocking-40-cus-eight-zen-2-cores-on-the-repurposed-ps5-apu?utm_source=edit-links&utm_medium=boxout&utm_term=cpu" target="_blank">Benchmarking AMD's BC-250, offering Steam Machine-like performance at half the price</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cpus/amd-splits-zen-7-into-three-epyc-families-for-2028-and-starts-selling-server-cpus-by-the-agent?utm_source=edit-links&utm_medium=boxout&utm_term=cpu" target="_blank">AMD splits Zen 7 into three EPYC families for 2028 and starts selling server CPUs by the agent </a></li></ul></p></div></div><p>The household furniture giant says it designed this Skyrim mod as it wanted to bring its real world smart storage solutions to the digital domain. Skyrim was chosen, in particular, because gamers in this classic title are “plagued by the evils of encumbrance and disorganization,” asserts IKEA.</p><p>Of course, the furniture maker will have invested time and money into the development of this fully voiced companion mod (voiced by comic actor Matt Berry) for the publicity, too. But there's little to complain about as it's free and entirely optional to your Skyrim experience.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/0tBlFZsMuO8" allowfullscreen></iframe></div></div><p>If you are interested in adding the Kallax Storageborn companion creation to your Skyrim experience, you can get it <a href="https://creations.bethesda.net/en/skyrim/details/bb2fbdf4-239e-4945-b69a-a5560fcf5b86/KALLAX_STORAGEBORN">directly from Bethesda here,</a> for free. But before using these eminently practical flatpack DIY shelves in your game and “sending clutter back to the fires of oblivion,” you have to discover and assemble your Kallax through a questline. You’ll find it at the Dwemer furniture store, where you’ll also discover the secrets of Kallax’s origin and have to defeat the Clutter Golem.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/KoKA6F5orQ2p3jbzz955dm-1920-80.jpg" alt="Skyrim Kallax Storageborn companion " /><figcaption><small role="credit">IKEA</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/oPkq98o54orjqAEwt9Kpem-1920-80.jpg" alt="Skyrim Kallax Storageborn companion " /><figcaption><small role="credit">IKEA</small></figcaption></figure></figure><p>Naturally, you summon this shelving unit in the game with a call of ‘Aya Key Yah.”</p><p>The <a href="https://www.tomshardware.com/video-games/playstation/hardware-modder-builds-overclocked-ps3-pro-v3-with-3d-printed-cooling-mod-dual-noctua-fans-and-server-heatsinks-provide-fps-boost-in-almost-every-game">mod </a>doesn’t just introduce your trusty new Kallax Storageborn companion; you’ll also get access to the Allenblade weapon, some blue and yellow-themed armor,  and a Meatball helmet.</p><p>It is always interesting to see non-tech brands cross over into our reporting realm. The first example that springs to mind is the <a href="https://www.tomshardware.com/news/kfcs-kfconsole-is-real-secret-ingredient-is-intel-silicon">KFC console</a>, but IKEA has dipped its toe into tech more recently by expanding its computer furniture ranges to include products such as the Xbox Gaming Den furniture series showcased at <a href="https://www.tomshardware.com/video-games/pc-gaming/at-least-three-exhibitors-got-robbed-at-gamescom-2026-laptops-and-handhelds-with-unfinished-game-builds-stolen-from-locked-cabinets">Gamescom </a>2026, plus various smart home accessories.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/ikea-releases-new-skyrim-mod-that-adds-gloriously-mundane-kallax-shelving-unit-as-your-newest-companion-free-collab-provides-a-drab-flatpack-answer-to-your-loot-woes</link>
                                                                            <description>
                            <![CDATA[ IKEA has announced the Kallax Storageborn companion creation for players of The Elder Scrolls V: Skyrim Special Edition on PC or Xbox. ]]>
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                                                                        <pubDate>Sat, 12 Sep 2026 13:31:55 +0000</pubDate>                                                                                                                                <updated>Sat, 12 Sep 2026 13:45:19 +0000</updated>
                                                                                                                                            <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Mark Tyson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/56vqMYLDaKRHPhHZgbADFR-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Mark&#039;s enthusiasm for computers dampened at an early age by the rubber-keyed Sinclair Spectrum 48K and feelings of Commodore 64 envy. However, in the mid-80s, hope in a digital future was rekindled by the purchase of an Atari 520 STe. Since that time Mark has used a multitude of computers for fun and professional endeavors. He often owned both Macs and PCs but went cold on the former after OS9 was killed off, and warmed to the latter with the introduction of Windows XP.&lt;br&gt;
&lt;br&gt;
Early work years were spent in artwork and reprographics but in the late noughties, Mark started to blog about computers, Taiwanese food culture, and guitar design. This activity led to a full-time position writing about breaking PC tech news for HEXUS, for the best part of a decade. When HEXUS was abruptly closed, Mark helped with the foundation of Club386, before finding a new home at Tom&#039;s Hardware.&lt;br&gt;
&lt;br&gt;
When not wearing through the keycap legends on his PC keyboards, Mark can be found wandering the computer malls of Taiwan&#039;s neon-lit conurbations and enjoying local and international cuisine.&lt;/p&gt; ]]></dc:description>
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                                <p>IKEA has announced the <a href="https://www.ikea.com/ie/en/cat/kallax-series-27534/">Kallax Storageborn</a> companion creation for players of <em>The Elder Scrolls V: </em><a href="https://www.tomshardware.com/news/enderal-skyrim-mod-acclaim,32986.html"><em>Skyrim </em></a><em>Special Edition</em> on PC or Xbox. But who’d want a set of drab utilitarian Swedish shelves following them around during their adventures in this fantastical role-playing game? The answer is quite a lot of people, it would seem, from the social media feedback we’ve seen. IKEA’s free mod for this iconic RPG also appeals to gamers’ pragmatic instincts with its claims that “your inventory woes end here.”</p><div  class="fancy-box"><div class="fancy_box-title">Go deeper with TH Premium: CPU</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Xh2MupWrRjJPiLLuopmKRB" name="W1103180" caption="" alt="A hand holding the Ryzen 7 9850X3D." src="https://cdn.mos.cms.futurecdn.net/Xh2MupWrRjJPiLLuopmKRB-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p class="fancy-box__body-text"><ul><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cpus/intel-vp-robert-hallock-sets-nova-lake-expectations-teases-return-to-raptor-lake-for-ddr4-platforms-our-full-1-1-interview-transcript?utm_source=edit-links&utm_medium=boxout&utm_term=cpu" target="_blank">Intel VP Robert Hallock sets Nova Lake expectations, teases return to Raptor Lake for DDR4 platforms</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/tech-industry/cpu-scaling-with-dlss-investigating-cpu-performance-in-the-age-of-upscaling?utm_source=edit-links&utm_medium=boxout&utm_term=cpu" target="_blank">CPU scaling with DLSS</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cpus/intels-one-two-punch-plan-in-desktop-cpus-is-taking-shape-z990-spotted-nova-lake-detailed-raptor-lake-next-teased?utm_source=edit-links&utm_medium=boxout&utm_term=cpu" target="_blank">Intel's one-two punch plan in desktop CPUs is taking shape</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cpus/benchmarking-amds-bc-250-offering-steam-machine-like-performance-at-half-the-price-unlocking-40-cus-eight-zen-2-cores-on-the-repurposed-ps5-apu?utm_source=edit-links&utm_medium=boxout&utm_term=cpu" target="_blank">Benchmarking AMD's BC-250, offering Steam Machine-like performance at half the price</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cpus/amd-splits-zen-7-into-three-epyc-families-for-2028-and-starts-selling-server-cpus-by-the-agent?utm_source=edit-links&utm_medium=boxout&utm_term=cpu" target="_blank">AMD splits Zen 7 into three EPYC families for 2028 and starts selling server CPUs by the agent </a></li></ul></p></div></div><p>The household furniture giant says it designed this Skyrim mod as it wanted to bring its real world smart storage solutions to the digital domain. Skyrim was chosen, in particular, because gamers in this classic title are “plagued by the evils of encumbrance and disorganization,” asserts IKEA.</p><p>Of course, the furniture maker will have invested time and money into the development of this fully voiced companion mod (voiced by comic actor Matt Berry) for the publicity, too. But there's little to complain about as it's free and entirely optional to your Skyrim experience.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/0tBlFZsMuO8" allowfullscreen></iframe></div></div><p>If you are interested in adding the Kallax Storageborn companion creation to your Skyrim experience, you can get it <a href="https://creations.bethesda.net/en/skyrim/details/bb2fbdf4-239e-4945-b69a-a5560fcf5b86/KALLAX_STORAGEBORN">directly from Bethesda here,</a> for free. But before using these eminently practical flatpack DIY shelves in your game and “sending clutter back to the fires of oblivion,” you have to discover and assemble your Kallax through a questline. You’ll find it at the Dwemer furniture store, where you’ll also discover the secrets of Kallax’s origin and have to defeat the Clutter Golem.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/KoKA6F5orQ2p3jbzz955dm-1920-80.jpg" alt="Skyrim Kallax Storageborn companion " /><figcaption><small role="credit">IKEA</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/oPkq98o54orjqAEwt9Kpem-1920-80.jpg" alt="Skyrim Kallax Storageborn companion " /><figcaption><small role="credit">IKEA</small></figcaption></figure></figure><p>Naturally, you summon this shelving unit in the game with a call of ‘Aya Key Yah.”</p><p>The <a href="https://www.tomshardware.com/video-games/playstation/hardware-modder-builds-overclocked-ps3-pro-v3-with-3d-printed-cooling-mod-dual-noctua-fans-and-server-heatsinks-provide-fps-boost-in-almost-every-game">mod </a>doesn’t just introduce your trusty new Kallax Storageborn companion; you’ll also get access to the Allenblade weapon, some blue and yellow-themed armor,  and a Meatball helmet.</p><p>It is always interesting to see non-tech brands cross over into our reporting realm. The first example that springs to mind is the <a href="https://www.tomshardware.com/news/kfcs-kfconsole-is-real-secret-ingredient-is-intel-silicon">KFC console</a>, but IKEA has dipped its toe into tech more recently by expanding its computer furniture ranges to include products such as the Xbox Gaming Den furniture series showcased at <a href="https://www.tomshardware.com/video-games/pc-gaming/at-least-three-exhibitors-got-robbed-at-gamescom-2026-laptops-and-handhelds-with-unfinished-game-builds-stolen-from-locked-cabinets">Gamescom </a>2026, plus various smart home accessories.</p>
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                                                            <title><![CDATA[ Consumer Rights Wiki documents at least 44 instances in which Sony says you own your games ]]></title>
                                                                                                <dc:content><![CDATA[ <p>In a recent lawsuit against Sony, <a href="https://www.tomshardware.com/video-games/console-gaming/playstation-store-buy-button-class-action-may-never-reach-a-courtroom">the firm argued that "reasonable consumers would not be misled"</a> into believing they own digital games that they "purchased" on the PlayStation Store. Folks on the Consumer Rights Wiki have now compiled <a href="https://consumerrights.wiki/w/Sony_PlayStation_digital_game_ownership_lawsuit" target="_blank">a humongous list of specific instances</a> in which Sony currently states that users do, in fact, own their digital PS4 and/or PS5 games. The list is currently up to 44 specifically documented statements, but actually notes hundreds of examples where Sony explicitly states that users do, in fact, "own" their games across its various services and pages.</p><p>In this case, Sony says that no "reasonable person" would believe that, when they add a game to their cart and click "Purchase" on the PlayStation Store, they are entering a contract that <a href="https://www.tomshardware.com/video-games/console-gaming/playstation-store-buy-button-class-action-may-never-reach-a-courtroom" target="_blank">entitles them to ownership of the digital goods</a> in question. Instead, Sony believes it's obvious that what you're paying for is a limited, revocable license for a service that only remains available as long as Sony offers it, which is quite different from ownership in a legal context.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XjcgsYTLxWGb9B88CKrTVc" name="playstation5-games-in-my-library" alt="A photograph of PlayStation 4 and PlayStation 5 games in their cases." src="https://cdn.mos.cms.futurecdn.net/XjcgsYTLxWGb9B88CKrTVc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Whose games, exactly? </span><span class="credit" itemprop="copyrightHolder">(Image credit: Zak Killian/Future)</span></figcaption></figure><p>The case <a href="https://www.tomshardware.com/video-games/playstation/sony-faces-class-action-over-expensive-digital-game-and-dlc-prices-sony-tax-means-digital-games-cost-an-average-of-47-percent-more-than-those-on-disc-group-alleges" target="_blank">isn't exactly about ownership</a>, though; it's really about consumer disclosure and product representation. The plaintiffs aren't arguing that buying a digital game somehow transfers ownership of Sony's underlying intellectual property, but rather that Sony's use of words such as "buy," "purchase," and "own" could reasonably lead consumers to believe that they were acquiring a durable right to use the game, rather than merely obtaining a revocable license. That distinction matters because Sony's defense depends in part on the claim that no reasonable consumer would interpret the transaction that way. At the same time, the plaintiffs have produced a substantial body of evidence showing that Sony itself routinely uses precisely that ownership language when describing the digital games its customers have purchased.</p><p>This issue is in particularly sharp relief now that Sony's digital store is confirmed to be the only way to purchase new PlayStation games from next year. The publisher's announcement that it would <a href="https://www.tomshardware.com/video-games/playstation/sony-officially-kills-the-playstation-disc-ending-physical-game-production-in-2028-shutting-down-the-playstation-store-on-the-playstation-3-and-ps-vita-systems" target="_blank">stop producing game discs in January</a> of 2028 caused quite an uproar among gamers who value physical copies of games as a token of ownership. It's worth noting that most players do purchase games digitally (as much as 85% of PlayStation games, by some reporting), and also that disc production and usage become less practical as the manufacturing of both disc drives and discs slowly winds down.</p><p>The gamer outrage isn't really about the end of discs, though. This fury has been simmering for a good while now, as gamers resent perceived anti-consumer practices. The realization that discs are going away simply forced a lot of gamers outside the enthusiast sphere to confront the reality that they do not own their digital purchases and that they can be taken away at any time, just as <a href="https://www.tomshardware.com/video-games/playstation/playstation-is-removing-over-500-movies-from-uk-customers-accounts-with-no-refunds-iconic-films-like-terminator-2-apocalypse-now-and-mulholland-drive-are-getting-deleted" target="_blank">Sony has already done in the past</a>. This is especially pointed in light of the price increases asked by game publishers in the last few years, where games have gone from a typical ceiling of $60 USD up to $70 and now, more recently, $80 (with <em>Mario Kart World</em>, <em>Zelda: Tears of the Kingdom</em>, and now <a href="https://www.tomshardware.com/video-games/pc-gaming/grand-theft-auto-6-preorders-begin-tonight-at-midnight-local-time-in-the-us-heres-where-to-buy-get-yours-now-its-in-the-garage-and-ready-to-roll" target="_blank"><em>Grand Theft Auto VI</em></a>), despite often struggling to provide the same level of satisfaction and enjoyment as older titles.</p><a href="https://consumerrights.wiki/w/Sony_PlayStation_digital_game_ownership_lawsuit"><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1168px;"><p class="vanilla-image-block" style="padding-top:74.49%;"><img id="x2joqSWWfhLWc38Ymvk3u4" name="digital-ps4-game-you-already-own" alt="A screenshot of a Sony website showing the language "digital PS4 game you already own"." src="https://cdn.mos.cms.futurecdn.net/x2joqSWWfhLWc38Ymvk3u4-1920-80.png" mos="" align="middle" fullscreen="1" width="1168" height="870" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/x2joqSWWfhLWc38Ymvk3u4-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">There are many more examples like this on the Consumer Rights Wiki page about the lawsuit. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Screenshot of Sony Interactive Entertainment website — source: <a href="https://consumerrights.wiki/w/Sony_PlayStation_digital_game_ownership_lawsuit" target="_blank">Consumer Rights Wiki</a>, licensed under <a href="https://creativecommons.org/licenses/by-sa/4.0/deed.en" target="_blank">CC BY-SA 4.0</a>. Screenshot by unknown author. No modifications.)</span></figcaption></figure></a><p>And so we come back around to the Consumer Rights Wiki and its list of times that Sony has explicitly used ownership language on its website and on its digital storefront. The Wiki catalogs these quotes with both links to live pages as well as archived snapshots and screenshots with the relevant text highlighted. The Consumer Rights Wiki was of course founded by <a href="https://www.tomshardware.com/pc-components/ssds/louis-rossman-threatens-to-take-samsung-to-court-over-dead-4tb-990-pro-ssd-after-ssd-maker-failed-to-replace-the-drive-under-warranty" target="_blank">consumer rights advocate and YouTuber Louis Rossmann</a>, but much of the work was done by the community that has sprung up around the site as people rebel against the continuous erosion of their consumer rights, particularly by technology companies that argue against their own responsibility.</p><p>It's unfortunately still not clear if this case is actually going to trial yet. Sony is attempting to have the case <a href="https://www.tomshardware.com/news/Steam-Valve-Software-Class-Action-Arbitration-Subscriber-Agreement,16598.html" target="_blank">moved to private arbitration</a>, citing that all four plaintiffs agreed to such when signing up for the PlayStation Network; in that case, Sony will likely pay a small cash award to each plaintiff and the matter will be settled, legally speaking. If the case goes to trial, there's a possibility for real legal precedent to be set by a public ruling, at least in California. For the sake of consumer transparency on the PlayStation Store, let's hope that the court agrees to hear this one.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/playstation/consumer-rights-wiki-documents-at-least-44-instances-in-which-sony-says-you-own-your-games-project-is-direct-assault-on-sonys-claim-in-recent-ownership-lawsuit</link>
                                                                            <description>
                            <![CDATA[ The detailed sourcing directly attacks Sony's legal claim that a reasonable person wouldn't expect to own their digital purchases on the PlayStation Store. ]]>
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                                                                        <pubDate>Sat, 12 Sep 2026 10:30:00 +0000</pubDate>                                                                                                                                <updated>Sat, 12 Sep 2026 13:43:33 +0000</updated>
                                                                                                                                            <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Zak Killian ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yonJziSpjzVFahKcUonJvi-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Zak Killian is a freelance contributor to Tom&#039;s Hardware who has also written for HotHardware and Tech Report. Ever since typing in games from magazines in ATARI BASIC on his family&#039;s Atari 800XL as a youth, Zak has been deeply fascinated with the capabilities of computers. His passion for gaming as a kid led to more technical engagement with PCs as a teenager, when he first built his own system: an AMD K6. Not long after, he founded his own PC repair shop in the year 2000. Now, decades later, he&#039;s still building and benchmarking new boxes, still gaming in every free hour, and still arguing on the internet with almost any opinion anyone has. Something of a modern-day Renaissance man, he may not be an expert on anything, but he knows just a little about nearly everything. &lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Jack Tretton proudly announces that the PlayStation 4 supports used games during the system&#039;s launch showcase in 2014.]]></media:description>                                                            <media:text><![CDATA[Jack Tretton proudly announces that the PlayStation 4 supports used games during the system&#039;s launch showcase in 2014.]]></media:text>
                                <media:title type="plain"><![CDATA[Jack Tretton proudly announces that the PlayStation 4 supports used games during the system&#039;s launch showcase in 2014.]]></media:title>
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                                <p>In a recent lawsuit against Sony, <a href="https://www.tomshardware.com/video-games/console-gaming/playstation-store-buy-button-class-action-may-never-reach-a-courtroom">the firm argued that "reasonable consumers would not be misled"</a> into believing they own digital games that they "purchased" on the PlayStation Store. Folks on the Consumer Rights Wiki have now compiled <a href="https://consumerrights.wiki/w/Sony_PlayStation_digital_game_ownership_lawsuit" target="_blank">a humongous list of specific instances</a> in which Sony currently states that users do, in fact, own their digital PS4 and/or PS5 games. The list is currently up to 44 specifically documented statements, but actually notes hundreds of examples where Sony explicitly states that users do, in fact, "own" their games across its various services and pages.</p><p>In this case, Sony says that no "reasonable person" would believe that, when they add a game to their cart and click "Purchase" on the PlayStation Store, they are entering a contract that <a href="https://www.tomshardware.com/video-games/console-gaming/playstation-store-buy-button-class-action-may-never-reach-a-courtroom" target="_blank">entitles them to ownership of the digital goods</a> in question. Instead, Sony believes it's obvious that what you're paying for is a limited, revocable license for a service that only remains available as long as Sony offers it, which is quite different from ownership in a legal context.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XjcgsYTLxWGb9B88CKrTVc" name="playstation5-games-in-my-library" alt="A photograph of PlayStation 4 and PlayStation 5 games in their cases." src="https://cdn.mos.cms.futurecdn.net/XjcgsYTLxWGb9B88CKrTVc-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Whose games, exactly? </span><span class="credit" itemprop="copyrightHolder">(Image credit: Zak Killian/Future)</span></figcaption></figure><p>The case <a href="https://www.tomshardware.com/video-games/playstation/sony-faces-class-action-over-expensive-digital-game-and-dlc-prices-sony-tax-means-digital-games-cost-an-average-of-47-percent-more-than-those-on-disc-group-alleges" target="_blank">isn't exactly about ownership</a>, though; it's really about consumer disclosure and product representation. The plaintiffs aren't arguing that buying a digital game somehow transfers ownership of Sony's underlying intellectual property, but rather that Sony's use of words such as "buy," "purchase," and "own" could reasonably lead consumers to believe that they were acquiring a durable right to use the game, rather than merely obtaining a revocable license. That distinction matters because Sony's defense depends in part on the claim that no reasonable consumer would interpret the transaction that way. At the same time, the plaintiffs have produced a substantial body of evidence showing that Sony itself routinely uses precisely that ownership language when describing the digital games its customers have purchased.</p><p>This issue is in particularly sharp relief now that Sony's digital store is confirmed to be the only way to purchase new PlayStation games from next year. The publisher's announcement that it would <a href="https://www.tomshardware.com/video-games/playstation/sony-officially-kills-the-playstation-disc-ending-physical-game-production-in-2028-shutting-down-the-playstation-store-on-the-playstation-3-and-ps-vita-systems" target="_blank">stop producing game discs in January</a> of 2028 caused quite an uproar among gamers who value physical copies of games as a token of ownership. It's worth noting that most players do purchase games digitally (as much as 85% of PlayStation games, by some reporting), and also that disc production and usage become less practical as the manufacturing of both disc drives and discs slowly winds down.</p><p>The gamer outrage isn't really about the end of discs, though. This fury has been simmering for a good while now, as gamers resent perceived anti-consumer practices. The realization that discs are going away simply forced a lot of gamers outside the enthusiast sphere to confront the reality that they do not own their digital purchases and that they can be taken away at any time, just as <a href="https://www.tomshardware.com/video-games/playstation/playstation-is-removing-over-500-movies-from-uk-customers-accounts-with-no-refunds-iconic-films-like-terminator-2-apocalypse-now-and-mulholland-drive-are-getting-deleted" target="_blank">Sony has already done in the past</a>. This is especially pointed in light of the price increases asked by game publishers in the last few years, where games have gone from a typical ceiling of $60 USD up to $70 and now, more recently, $80 (with <em>Mario Kart World</em>, <em>Zelda: Tears of the Kingdom</em>, and now <a href="https://www.tomshardware.com/video-games/pc-gaming/grand-theft-auto-6-preorders-begin-tonight-at-midnight-local-time-in-the-us-heres-where-to-buy-get-yours-now-its-in-the-garage-and-ready-to-roll" target="_blank"><em>Grand Theft Auto VI</em></a>), despite often struggling to provide the same level of satisfaction and enjoyment as older titles.</p><a href="https://consumerrights.wiki/w/Sony_PlayStation_digital_game_ownership_lawsuit"><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1168px;"><p class="vanilla-image-block" style="padding-top:74.49%;"><img id="x2joqSWWfhLWc38Ymvk3u4" name="digital-ps4-game-you-already-own" alt="A screenshot of a Sony website showing the language "digital PS4 game you already own"." src="https://cdn.mos.cms.futurecdn.net/x2joqSWWfhLWc38Ymvk3u4-1920-80.png" mos="" align="middle" fullscreen="1" width="1168" height="870" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/x2joqSWWfhLWc38Ymvk3u4-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">There are many more examples like this on the Consumer Rights Wiki page about the lawsuit. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Screenshot of Sony Interactive Entertainment website — source: <a href="https://consumerrights.wiki/w/Sony_PlayStation_digital_game_ownership_lawsuit" target="_blank">Consumer Rights Wiki</a>, licensed under <a href="https://creativecommons.org/licenses/by-sa/4.0/deed.en" target="_blank">CC BY-SA 4.0</a>. Screenshot by unknown author. No modifications.)</span></figcaption></figure></a><p>And so we come back around to the Consumer Rights Wiki and its list of times that Sony has explicitly used ownership language on its website and on its digital storefront. The Wiki catalogs these quotes with both links to live pages as well as archived snapshots and screenshots with the relevant text highlighted. The Consumer Rights Wiki was of course founded by <a href="https://www.tomshardware.com/pc-components/ssds/louis-rossman-threatens-to-take-samsung-to-court-over-dead-4tb-990-pro-ssd-after-ssd-maker-failed-to-replace-the-drive-under-warranty" target="_blank">consumer rights advocate and YouTuber Louis Rossmann</a>, but much of the work was done by the community that has sprung up around the site as people rebel against the continuous erosion of their consumer rights, particularly by technology companies that argue against their own responsibility.</p><p>It's unfortunately still not clear if this case is actually going to trial yet. Sony is attempting to have the case <a href="https://www.tomshardware.com/news/Steam-Valve-Software-Class-Action-Arbitration-Subscriber-Agreement,16598.html" target="_blank">moved to private arbitration</a>, citing that all four plaintiffs agreed to such when signing up for the PlayStation Network; in that case, Sony will likely pay a small cash award to each plaintiff and the matter will be settled, legally speaking. If the case goes to trial, there's a possibility for real legal precedent to be set by a public ruling, at least in California. For the sake of consumer transparency on the PlayStation Store, let's hope that the court agrees to hear this one.</p>
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                                                            <title><![CDATA[ Hardware-accurate NeoGeo AES+ delayed to late 2027 due to memory shortage ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Plaion's release of the <a href="https://plaionreplai.com/pages/neogeo" target="_blank">NeoGeo AES+</a>, a contemporary, hardware-level 1:1 replica of SNK's evergreen NeoGeo console, is being delayed by 10 months, with a new September 16, 2027 release date. Predictably, Plaion says the main reason is the AI-driven RAM shortage, though it remarks that demand is higher than expected.</p><p>Unlike nearly every other modern console re-release, the AES+ is intended to be an exact, 100% compatible replica of the original, by way of physical hardware rather than emulation software. Plaion says it's using dedicated ASIC chips and presumably contemporary clones of processors like the Motorola 68000 and Zilog Z80A.</p><p>The team counts long-time MiSTER core developer Jotego among its staff, lending serious pedigree to the project and assuaging concerns about whether the AES+ will perform just like the original. They're even going as far as using 5 V power delivery to be directly compatible with the original cartridges.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1391px;"><p class="vanilla-image-block" style="padding-top:56.29%;"><img id="dFBXPZ7T87h3uichYtzzSD" name="NeoGeo AES" alt="NeoGeo AES" src="https://cdn.mos.cms.futurecdn.net/dFBXPZ7T87h3uichYtzzSD-1920-80.webp" mos="" align="middle" fullscreen="" width="1391" height="783" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Plaion / SNK)</span></figcaption></figure><p>It's expected that every game cartridge from the original NeoGeo AES (Advanced Entertainment System) home console will work on the AES+, and there are modern third-party adapters for using original arcade cartridges. Plaion is re-releasing ten iconic games in cartridge form, including <em>Metal Slug</em>, <em>Garou: Mark of the Wolves</em>, <em>Pulstar</em>, and <em>King of Fighters 2002</em>.</p><p>The NeoGeo was the greatest 2D arcade/home system that ever existed (according to me), with production lasting for 14 years from 1990 to 2004. It had a number of "firsts," being the first system that used the same exact hardware for the home version as it did inside an arcade cabinet, with nothing but the form factor, the name (AES vs. MVS), and a defeatable lockout mechanism as a distinction. Arcade operators loved the then-new swappable cartridge system, and there were variants that could hold four games that were switchable on the fly.</p><p>The AES also marked the appearance of memory cards for save games, and that came with a serious arcade joystick, unlike its competitors' gamepads. Every home console release at the time promised  "arcade-quality games in your home," but only the Neo Geo actually delivered.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1316px;"><p class="vanilla-image-block" style="padding-top:49.54%;"><img id="W2MRLAF6RxX65KBXLkKiPK" name="NeoGeo joystick" alt="NeoGeo joystick" src="https://cdn.mos.cms.futurecdn.net/W2MRLAF6RxX65KBXLkKiPK-1920-80.webp" mos="" align="middle" fullscreen="" width="1316" height="652" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Plaion / SNK)</span></figcaption></figure><p>Of course, all this goodness had a small problem: the AES cost $399.99, or $1,028 in today's dollars — for <em>just the base system</em> with the one joystick and no games. The Gold package with two sticks, one game, and a memory card would set buyers back a cool $649.99, or $1,671 today.</p><p>The technical reasons for the NeoGeo's longevity are quite straightforward: it was ridiculously overpowered from the start. Its architecture covered almost every possible use case and lent itself well to most every type of 2D game. The NeoGeo packed a total of seven processors and co-processors, and a GPU with a 24-bit bus, capable of 3840 simultaneous colors across 380 sprites. The graphics chip also had hardware scaling and used an unconventional but effective vertical-strip sprite mechanism, unlike tile maps of the era.</p><p>The expandable storage also played a big part in longevity, with late-day cartridges storing as much as 716 Mb, or 89.5 MB. The only notable omission is the lack of a direct-to-screen drawing mechanism (aka framebuffer), precluding <em>Doom </em>ports — but as always, people are <a href="https://www.youtube.com/watch?v=VJwffCeo4jU" target="_blank">finding a way</a> regardless.</p><p>If you're looking to order a NeoGeo AES+, the base model with the console and one stick will <a href="https://plaionreplai.com/products/neogeo-aes" target="_blank">set you back $249.99</a> (or 199.99€), an affordable amount considering a decent joystick can cost $75-100 on its own. The Anniversary Edition comes in a white finish, with <em>Metal Slug</em>, a wireless joystick, and a memory card, <a href="https://plaionreplai.com/products/neogeo-aes-anniversary-edition" target="_blank">for $349.99</a> (or 299.99€). Finally, the Ultimate Edition comes with all ten re-released games, two joysticks (one wired, one wireless), and a gamepad, <a href="https://plaionreplai.com/products/neogeo-aes-ultimate-edition" target="_blank">for $999.99</a> (or 899.99€).</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/retro-gaming/neogeo-aes-console-remake-delayed-for-nearly-a-year-decision-driven-by-ram-shortage-and-unexpected-popularity</link>
                                                                            <description>
                            <![CDATA[ NeoGeo AES+ console remake delayed for nearly a year — decision driven by RAM shortage and unexpected popularity ]]>
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                                                                        <pubDate>Fri, 11 Sep 2026 11:30:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Retro Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Bruno Ferreira) ]]></author>                    <dc:creator><![CDATA[ Bruno Ferreira ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ZQiPPaXaAuQ4VrVEYnnR7G-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Bruno Ferreira&#039;s journey kicked off with the venerable ZX Spectrum, a cassette player, and his hopes and dreams. He quickly realized he had more fun figuring out how computers work than he did actually using the things. Kicking off a developer career with C and Assembly before moving to scripting languages, he&#039;s worn many hats, including both database architect and systems administration. As a teen, Bruno co-founded a web development outfit where he was for 17 years before moving on to spend nearly a decade at The Tech Report as a writer, editor, and (of course) developer. In this decade, he&#039;s been at Asus, MLCommons, and HotHardware, among others. When not fiddling with computers and games, his love for music and production sends him off to live shows and festivals. Occasionally, he pretends he can play the guitar and bass.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Plaion / SNK]]></media:credit>
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                                <media:title type="plain"><![CDATA[NeoGeo AES]]></media:title>
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                                <p>Plaion's release of the <a href="https://plaionreplai.com/pages/neogeo" target="_blank">NeoGeo AES+</a>, a contemporary, hardware-level 1:1 replica of SNK's evergreen NeoGeo console, is being delayed by 10 months, with a new September 16, 2027 release date. Predictably, Plaion says the main reason is the AI-driven RAM shortage, though it remarks that demand is higher than expected.</p><p>Unlike nearly every other modern console re-release, the AES+ is intended to be an exact, 100% compatible replica of the original, by way of physical hardware rather than emulation software. Plaion says it's using dedicated ASIC chips and presumably contemporary clones of processors like the Motorola 68000 and Zilog Z80A.</p><p>The team counts long-time MiSTER core developer Jotego among its staff, lending serious pedigree to the project and assuaging concerns about whether the AES+ will perform just like the original. They're even going as far as using 5 V power delivery to be directly compatible with the original cartridges.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1391px;"><p class="vanilla-image-block" style="padding-top:56.29%;"><img id="dFBXPZ7T87h3uichYtzzSD" name="NeoGeo AES" alt="NeoGeo AES" src="https://cdn.mos.cms.futurecdn.net/dFBXPZ7T87h3uichYtzzSD-1920-80.webp" mos="" align="middle" fullscreen="" width="1391" height="783" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Plaion / SNK)</span></figcaption></figure><p>It's expected that every game cartridge from the original NeoGeo AES (Advanced Entertainment System) home console will work on the AES+, and there are modern third-party adapters for using original arcade cartridges. Plaion is re-releasing ten iconic games in cartridge form, including <em>Metal Slug</em>, <em>Garou: Mark of the Wolves</em>, <em>Pulstar</em>, and <em>King of Fighters 2002</em>.</p><p>The NeoGeo was the greatest 2D arcade/home system that ever existed (according to me), with production lasting for 14 years from 1990 to 2004. It had a number of "firsts," being the first system that used the same exact hardware for the home version as it did inside an arcade cabinet, with nothing but the form factor, the name (AES vs. MVS), and a defeatable lockout mechanism as a distinction. Arcade operators loved the then-new swappable cartridge system, and there were variants that could hold four games that were switchable on the fly.</p><p>The AES also marked the appearance of memory cards for save games, and that came with a serious arcade joystick, unlike its competitors' gamepads. Every home console release at the time promised  "arcade-quality games in your home," but only the Neo Geo actually delivered.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1316px;"><p class="vanilla-image-block" style="padding-top:49.54%;"><img id="W2MRLAF6RxX65KBXLkKiPK" name="NeoGeo joystick" alt="NeoGeo joystick" src="https://cdn.mos.cms.futurecdn.net/W2MRLAF6RxX65KBXLkKiPK-1920-80.webp" mos="" align="middle" fullscreen="" width="1316" height="652" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Plaion / SNK)</span></figcaption></figure><p>Of course, all this goodness had a small problem: the AES cost $399.99, or $1,028 in today's dollars — for <em>just the base system</em> with the one joystick and no games. The Gold package with two sticks, one game, and a memory card would set buyers back a cool $649.99, or $1,671 today.</p><p>The technical reasons for the NeoGeo's longevity are quite straightforward: it was ridiculously overpowered from the start. Its architecture covered almost every possible use case and lent itself well to most every type of 2D game. The NeoGeo packed a total of seven processors and co-processors, and a GPU with a 24-bit bus, capable of 3840 simultaneous colors across 380 sprites. The graphics chip also had hardware scaling and used an unconventional but effective vertical-strip sprite mechanism, unlike tile maps of the era.</p><p>The expandable storage also played a big part in longevity, with late-day cartridges storing as much as 716 Mb, or 89.5 MB. The only notable omission is the lack of a direct-to-screen drawing mechanism (aka framebuffer), precluding <em>Doom </em>ports — but as always, people are <a href="https://www.youtube.com/watch?v=VJwffCeo4jU" target="_blank">finding a way</a> regardless.</p><p>If you're looking to order a NeoGeo AES+, the base model with the console and one stick will <a href="https://plaionreplai.com/products/neogeo-aes" target="_blank">set you back $249.99</a> (or 199.99€), an affordable amount considering a decent joystick can cost $75-100 on its own. The Anniversary Edition comes in a white finish, with <em>Metal Slug</em>, a wireless joystick, and a memory card, <a href="https://plaionreplai.com/products/neogeo-aes-anniversary-edition" target="_blank">for $349.99</a> (or 299.99€). Finally, the Ultimate Edition comes with all ten re-released games, two joysticks (one wired, one wireless), and a gamepad, <a href="https://plaionreplai.com/products/neogeo-aes-ultimate-edition" target="_blank">for $999.99</a> (or 899.99€).</p>
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                                                            <title><![CDATA[ Nintendo of America puts tariff refunds towards 'customer appreciation' sale, but no refunds to Switch 2 buyers ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Nintendo of America got its tariff refund and is using the money to hold a sale, rather than returning it to customers who paid higher-than-expected prices for the Nintendo Switch 2 and accessories. The rare promotion, dubbed the "Customer Appreciation Sale," will run from September 13 to 26 and will offer 30% off digital Switch games, bundles, and "select physical games, downloadable content, accessories, amiibo, and apparel." Discounts will be available in Nintendo Stores and the Nintendo eShop, as well as other participating retailers.<br><br>"The Customer Appreciation Sale is our way of saying thank you to Nintendo players for their continued support and is made possible in part by tariff-related refunds," a brief blog post <a href="https://www.nintendo.com/us/whatsnew/adventure-awaits-nintendo-of-america-announces-customer-appreciation-sale/">on Nintendo's U.S. website </a>reads. "While Nintendo absorbed most tariff-related costs, the refunds helped make promotions like this one possible."<br><br>In a 2026 earnings document, the company stated that it got $300 million in tariff refunds. </p><p>Nintendo of America is<a href="https://www.gamedeveloper.com/business/nintendo-is-being-sued-by-customers-seeking-tariff-refunds"> facing a proposed class action lawsuit</a> from customers who believe the company will be made whole twice: once through raised prices and a second time through the refunds. Sony is facing a similar suit, and in September, Nintendo of America <a href="https://www.courtlistener.com/docket/73224663/35/hoffert-v-nintendo-of-america-inc/">filed a motion to dismiss its suit</a>.</p><p>Nintendo was hit hard by the Trump administration's tariffs. Soon after the Switch 2's initial announcement, the company <a href="https://www.tomshardware.com/video-games/handheld-gaming/nintendos-switch-2-pre-orders-delayed-by-trump-tariffs-june-5-launch-date-still-on-schedule">delayed U.S. pre-orders</a> for the console, though the system launched on time. In May, Nintendo <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-is-raising-the-price-of-the-switch-2-by-usd50-starting-in-september-console-will-soon-cost-usd499-but-you-can-avoid-the-price-hike-if-you-buy-now">raised the price of the Switch 2</a> by $50 to $499, though that also priced in component shortages and included hikes in Europe and Japan.<br><br>In March, Nintendo of America<a href="https://www.tomshardware.com/video-games/handheld-gaming/nintendos-switch-2-pre-orders-delayed-by-trump-tariffs-june-5-launch-date-still-on-schedule"> sued the U.S. government</a> in the U.S. Court of International Trade seeking refunds, joining Costco, FedEx, Revlon, and more than 1,000 others. The Supreme Court ruled that large swaths of the tariffs were unlawful, with over $166 billion due back to American businesses. By the end of July, the government <a href="https://abcnews.com/Business/trump-administration-pays-milestone-100-billion-tariff-refunds/story?id=135399276">had paid $100 billion in refunds</a>.<br><br>Most companies seem to be pocketing the refunds, even though costs were typically passed on to American consumers. In August, Panic, which makes the handheld <a href="https://www.tomshardware.com/reviews/playdate">Playdate</a> focused on indie games, <a href="https://help.play.date/orders/tariffs/?_sp=45d10627-39cb-4764-8d78-1dd035ed90c5.1789067292558">refunded tariffs to customers</a>. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/nintendo/nintendo-of-america-puts-tariff-refunds-towards-customer-appreciation-sale-but-no-refunds-to-switch-2-buyers-offers-30-percent-off-games-and-accessories-from-september-13-to-26</link>
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                            <![CDATA[ Nintendo is offering a 30% sale with its tariff refunds, as opposed as returning the money directly to customers. ]]>
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                                                                        <pubDate>Thu, 10 Sep 2026 19:35:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Nintendo]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Andrew E. Freedman ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/MTveuGNKPqpzrLttEA9ebb-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Andrew oversees laptop and desktop coverage and keeps up with the latest news in tech and gaming. His work has been published in Kotaku, PCMag, Complex, Tom’s Guide and Laptop Mag, among others. He fondly remembers his first computer: a Gateway that still lives in a spare room in his parents&#039; home, albeit without an internet connection. When he’s not writing about tech, you can find him playing video games, checking social media and waiting for the next Marvel movie. Follow him on Threads &lt;a href=&quot;https://www.threads.net/@freedmanae&quot;&gt;@FreedmanAE&lt;/a&gt; and BlueSky &lt;a href=&quot;https://bsky.app/profile/andrewfreedman.net&quot;&gt;@andrewfreedman.net&lt;/a&gt;.&lt;a href=&quot;https://bsky.app/profile/andrewfreedman.net&quot;&gt; &lt;/a&gt;You can send him tips on Signal: andrewfreedman.01&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Shopper carrying a Nintendo bag outside of the Nintendo store in New York City.]]></media:description>                                                            <media:text><![CDATA[Shopper carrying a Nintendo bag outside of the Nintendo store in New York City.]]></media:text>
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                                <p>Nintendo of America got its tariff refund and is using the money to hold a sale, rather than returning it to customers who paid higher-than-expected prices for the Nintendo Switch 2 and accessories. The rare promotion, dubbed the "Customer Appreciation Sale," will run from September 13 to 26 and will offer 30% off digital Switch games, bundles, and "select physical games, downloadable content, accessories, amiibo, and apparel." Discounts will be available in Nintendo Stores and the Nintendo eShop, as well as other participating retailers.<br><br>"The Customer Appreciation Sale is our way of saying thank you to Nintendo players for their continued support and is made possible in part by tariff-related refunds," a brief blog post <a href="https://www.nintendo.com/us/whatsnew/adventure-awaits-nintendo-of-america-announces-customer-appreciation-sale/">on Nintendo's U.S. website </a>reads. "While Nintendo absorbed most tariff-related costs, the refunds helped make promotions like this one possible."<br><br>In a 2026 earnings document, the company stated that it got $300 million in tariff refunds. </p><p>Nintendo of America is<a href="https://www.gamedeveloper.com/business/nintendo-is-being-sued-by-customers-seeking-tariff-refunds"> facing a proposed class action lawsuit</a> from customers who believe the company will be made whole twice: once through raised prices and a second time through the refunds. Sony is facing a similar suit, and in September, Nintendo of America <a href="https://www.courtlistener.com/docket/73224663/35/hoffert-v-nintendo-of-america-inc/">filed a motion to dismiss its suit</a>.</p><p>Nintendo was hit hard by the Trump administration's tariffs. Soon after the Switch 2's initial announcement, the company <a href="https://www.tomshardware.com/video-games/handheld-gaming/nintendos-switch-2-pre-orders-delayed-by-trump-tariffs-june-5-launch-date-still-on-schedule">delayed U.S. pre-orders</a> for the console, though the system launched on time. In May, Nintendo <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-is-raising-the-price-of-the-switch-2-by-usd50-starting-in-september-console-will-soon-cost-usd499-but-you-can-avoid-the-price-hike-if-you-buy-now">raised the price of the Switch 2</a> by $50 to $499, though that also priced in component shortages and included hikes in Europe and Japan.<br><br>In March, Nintendo of America<a href="https://www.tomshardware.com/video-games/handheld-gaming/nintendos-switch-2-pre-orders-delayed-by-trump-tariffs-june-5-launch-date-still-on-schedule"> sued the U.S. government</a> in the U.S. Court of International Trade seeking refunds, joining Costco, FedEx, Revlon, and more than 1,000 others. The Supreme Court ruled that large swaths of the tariffs were unlawful, with over $166 billion due back to American businesses. By the end of July, the government <a href="https://abcnews.com/Business/trump-administration-pays-milestone-100-billion-tariff-refunds/story?id=135399276">had paid $100 billion in refunds</a>.<br><br>Most companies seem to be pocketing the refunds, even though costs were typically passed on to American consumers. In August, Panic, which makes the handheld <a href="https://www.tomshardware.com/reviews/playdate">Playdate</a> focused on indie games, <a href="https://help.play.date/orders/tariffs/?_sp=45d10627-39cb-4764-8d78-1dd035ed90c5.1789067292558">refunded tariffs to customers</a>. </p>
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                                                            <title><![CDATA[ Steam enforces Australian age verification via credit cards ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Today is September 9, and the significance of the date for Australian consumers is that, by law, buying online apps and games now requires an over-18 age verification step. The local law isn't specific about the exact type of verification, only that it offers "appropriate age assurance measures." Valve is complying by asking for a bank card rather than government ID or a biometric check. The problem in the land down under is that while credit cards seemingly all work, debit card support is spotty and conditional.</p><p>This situation isn't unique, as it's basically a repeat of the same existing scenario in the United Kingdom. Valve's <a href="https://help.steampowered.com/en/faqs/view/292B-3DA3-CFC8-97F6" target="_blank">privacy-minded approach</a> is laudable, as a bank card only links a payment method to a name and address. Meanwhile, a government ID is a more dangerous document if it gets leaked; face scans are quite fallible and revealing, and biometrics are intrinsic to the person and not replaceable if exposed — unlike bank cards, which can be canceled and swapped in minutes.</p><p>However, having a card check as the only verification option is causing problems, and many users are already asking for other means of verification, even if they're more invasive, citing Xbox and Sony's services as more accommodating.</p><p>Since credit cards in Australia (and the UK) can only be issued to adults, they work fine for Steam verification. Debit cards, on the other hand, can be carried by minors, and they're only valid for age checks under specific conditions. For now, that seems to be those (a) belonging to the Mastercard network, which introduced its own global automatic age verification check on June 2, 2026, and (b) for which the issuing bank flagged the card product as adults-only. The transaction firm only passes the answer to "is the buyer an adult?" back to the merchant (in this case, Steam), without exposing an actual date of birth.</p><p>A quick harnessing of user reports, mainly from Reddit posts, seems to indicate that debit Mastercards from Commonwealth, Westpac, and Macquarie appear to work, while those from Bendigo, St. George, Revolut, ANZ, and most Visa cards seem to fail the check. Note that this is an evolving situation, so the situation may have changed by the time you're reading this.</p><p>The demographics of credit card ownership definitely don't help matters. Unlike the U.S., where credit cards are the default method of purchase, only about 45% of Australian buyers and 65% of UK punters own one. Perhaps most importantly, within the 18-24 age demographic, only 25% to 30% own a credit card — precisely the people who buy the most games and are the most affected. For both user satisfaction and business reasons, it's seemingly desirable that Steam add verification alternatives.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/steam-enforces-australian-age-verification-via-credit-cards-debit-card-glitches-and-low-credit-adoption-alienate-core-gamers-privacy-first-mindset-leads-to-dearth-of-options-that-may-hinder-consumers</link>
                                                                            <description>
                            <![CDATA[ Valve starts enforcing Australian age verification law, but its privacy-minded choice of bank card as the only verification method is causing issues with many consumers. ]]>
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                                                                        <pubDate>Thu, 10 Sep 2026 10:30:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Bruno Ferreira) ]]></author>                    <dc:creator><![CDATA[ Bruno Ferreira ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ZQiPPaXaAuQ4VrVEYnnR7G-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Bruno Ferreira&#039;s journey kicked off with the venerable ZX Spectrum, a cassette player, and his hopes and dreams. He quickly realized he had more fun figuring out how computers work than he did actually using the things. Kicking off a developer career with C and Assembly before moving to scripting languages, he&#039;s worn many hats, including both database architect and systems administration. As a teen, Bruno co-founded a web development outfit where he was for 17 years before moving on to spend nearly a decade at The Tech Report as a writer, editor, and (of course) developer. In this decade, he&#039;s been at Asus, MLCommons, and HotHardware, among others. When not fiddling with computers and games, his love for music and production sends him off to live shows and festivals. Occasionally, he pretends he can play the guitar and bass.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Valve Steam Machine]]></media:description>                                                            <media:text><![CDATA[Valve Steam Machine]]></media:text>
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                                <p>Today is September 9, and the significance of the date for Australian consumers is that, by law, buying online apps and games now requires an over-18 age verification step. The local law isn't specific about the exact type of verification, only that it offers "appropriate age assurance measures." Valve is complying by asking for a bank card rather than government ID or a biometric check. The problem in the land down under is that while credit cards seemingly all work, debit card support is spotty and conditional.</p><p>This situation isn't unique, as it's basically a repeat of the same existing scenario in the United Kingdom. Valve's <a href="https://help.steampowered.com/en/faqs/view/292B-3DA3-CFC8-97F6" target="_blank">privacy-minded approach</a> is laudable, as a bank card only links a payment method to a name and address. Meanwhile, a government ID is a more dangerous document if it gets leaked; face scans are quite fallible and revealing, and biometrics are intrinsic to the person and not replaceable if exposed — unlike bank cards, which can be canceled and swapped in minutes.</p><p>However, having a card check as the only verification option is causing problems, and many users are already asking for other means of verification, even if they're more invasive, citing Xbox and Sony's services as more accommodating.</p><p>Since credit cards in Australia (and the UK) can only be issued to adults, they work fine for Steam verification. Debit cards, on the other hand, can be carried by minors, and they're only valid for age checks under specific conditions. For now, that seems to be those (a) belonging to the Mastercard network, which introduced its own global automatic age verification check on June 2, 2026, and (b) for which the issuing bank flagged the card product as adults-only. The transaction firm only passes the answer to "is the buyer an adult?" back to the merchant (in this case, Steam), without exposing an actual date of birth.</p><p>A quick harnessing of user reports, mainly from Reddit posts, seems to indicate that debit Mastercards from Commonwealth, Westpac, and Macquarie appear to work, while those from Bendigo, St. George, Revolut, ANZ, and most Visa cards seem to fail the check. Note that this is an evolving situation, so the situation may have changed by the time you're reading this.</p><p>The demographics of credit card ownership definitely don't help matters. Unlike the U.S., where credit cards are the default method of purchase, only about 45% of Australian buyers and 65% of UK punters own one. Perhaps most importantly, within the 18-24 age demographic, only 25% to 30% own a credit card — precisely the people who buy the most games and are the most affected. For both user satisfaction and business reasons, it's seemingly desirable that Steam add verification alternatives.</p>
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                                                            <title><![CDATA[ Switch 2 Zelda 40th Anniversary Edition preorders open on Amazon for $519.99 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Preorders for the Nintendo Switch 2 The Legend of Zelda 40th Anniversary Edition went live shortly after yesterday's Nintendo Direct and sold out instantly. <a href="https://www.walmart.com/ip/Nintendo-Switch-2-The-Legend-of-Zelda-40th-Anniversary-Edition/21002656445">Walmart</a> has listed the handheld gaming console but has enabled preorders. Meanwhile, you can preorder it on Amazon for <a href="https://www.amazon.com/dp/B0HJ6F8L6V">$519.99, </a>so you may still have a chance to get one at MSRP before the scalpers.</p><ul><li><a href="https://www.amazon.com/dp/B0HJ6F8L6V">Pre-order the Switch 2 The Legend of Zelda 40th Anniversary Edition on Amazon</a></li><li><a href="https://www.amazon.com/dp/B0HJ6F8L6V">Pre-order </a><a href="https://www.walmart.com/ip/Nintendo-Switch-2-The-Legend-of-Zelda-40th-Anniversary-Edition/21002656445">the Switch 2 The Legend of Zelda 40th Anniversary Edition on Walmart</a></li><li><a href="https://www.bestbuy.com/product/switch-2-the-legend-of-zelda-40th-anniversary-edition/J7GSL57HTY">Pre-order the Switch 2 The Legend of Zelda 40th Anniversary Edition on Best Buy</a></li><li><a href="https://www.target.com/p/nintendo-8482-switch-2-the-legend-of-zelda-40th-anniversary-edition-console-system/-/A-1013322047">Pre-order the Switch 2 The Legend of Zelda 40th Anniversary Edition on Target</a></li><li><a href="https://www.gamestop.com/consoles-hardware/nintendo-switch-2/products/nintendo-switch-2-the-legend-of-zelda-40th-anniversary-edition/20037854.html">Pre-order the Switch 2 The Legend of Zelda 40th Anniversary Edition on GameStop</a></li></ul><p>Major U.S. retailers, including Target, Best Buy, and GameStop, were the first to enable preorders for the <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-unveils-the-legend-of-zelda-40th-anniversary-switch-2-for-usd520-first-ever-special-edition-switch-2-drops-october-19-alongside-usd100-pro-controller-pre-orders-live">Switch 2 The Legend of Zelda 40th Anniversary Edition</a>, which instantly sold out. It did not take long for scalpers to hit eBay to resell preorders for as much as $1,000, almost 2X over Nintendo's MSRP. Zelda-exclusive consoles have always been prime targets for scalpers. </p><p>The Switch 2 The Legend of Zelda 40th Anniversary Edition, the first limited edition of the <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-switch-2-tested-new-internals-are-a-major-power-up">Switch 2</a> and a <em>The Legend of Zelda</em>-themed edition celebrating the franchise's 40 years, makes the handheld console even more desirable to hardcore fans and scalpers looking to make a quick profit. Plus, the console's $519.99 price tag, which is only $20 over the vanilla Switch 2, gives gamers extra incentive to purchase one. The problem is finding one in stock.</p><p>Along with the console, Nintendo also gave the Switch 2 Pro controller and carrying case with an included screen protector the same The Legend of Zelda 40th Anniversary Edition treatment. Best Buy currently has both up for preorder at <a href="https://www.bestbuy.com/product/nintendo-switch-2-pro-controller-the-legend-of-zelda-40th-anniversary-edition-multi/J7GSL57W27">$99.99</a> and <a href="https://www.bestbuy.com/product/nintendo-switch-2-carrying-case-and-screen-protector-the-legend-of-zelda-40th-anniversary-edition-multi/J7GSL57WCW/sku/6691852">$39.99</a>, respectively.</p><p>The Switch 2 The Legend of Zelda 40th Anniversary Edition officially launches on October 29. Historically, <em>The Legend of Zelda-</em>themed<em> </em>consoles are available for purchase on launch day. However, stock will likely be extremely limited, which is why many fans like to lock in their preorders early.</p><p>It remains to be seen whether Nintendo will produce many units of the Switch 2 The Legend of Zelda 40th Anniversary Edition. At least for the previous limited-edition consoles, like the Nintendo Switch OLED: Tears of the Kingdom Edition or Nintendo Switch Lite: Hyrule Edition, stock was not a problem since you can still buy them today despite being last-generation consoles.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/handheld-gaming/switch-2-zelda-40th-anniversary-edition-preorders-hit-usd1-000-on-ebay-amazon-and-walmart-are-your-last-shot-at-usd520-msrp</link>
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                            <![CDATA[ Scalpers have started selling preorders of the Nintendo Switch 2 The Legend of Zelda 40th Anniversary Edition on eBay, starting at $700. ]]>
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                                                                        <pubDate>Wed, 09 Sep 2026 17:06:03 +0000</pubDate>                                                                                                                                <updated>Wed, 09 Sep 2026 23:12:13 +0000</updated>
                                                                                                                                            <category><![CDATA[Handheld Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Zhiye Liu ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/HhmwL5w9ggUtLCPfqGjTi4-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Zhiye&#039;s passion for computer hardware ignited in his pre-teen years, thanks to a learning moment in which a power connection mishap set his Pentium P54CS system on fire and inadvertently short-circuited his entire home. Over the years, Zhiye&#039;s curiosity evolved into a relentless pursuit of deeper knowledge of computer hardware. A regular kid tinkering with something beyond his comprehension eventually became a power user for one of the world&#039;s top computer hardware brands. His quest to understand the inner workings of computer hardware has led him to become a writer at Tom&#039;s Hardware. When Zhiye isn&#039;t covering the latest processor, graphics card, or putting SSDs through their paces, you&#039;ll often find him overclocking RAM to the rhythm of the latest trance hits.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Nintendo Switch 2 The Legend of Zelda 40th Anniversary Edition]]></media:description>                                                            <media:text><![CDATA[Nintendo Switch 2 The Legend of Zelda 40th Anniversary Edition]]></media:text>
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                                <p>Preorders for the Nintendo Switch 2 The Legend of Zelda 40th Anniversary Edition went live shortly after yesterday's Nintendo Direct and sold out instantly. <a href="https://www.walmart.com/ip/Nintendo-Switch-2-The-Legend-of-Zelda-40th-Anniversary-Edition/21002656445">Walmart</a> has listed the handheld gaming console but has enabled preorders. Meanwhile, you can preorder it on Amazon for <a href="https://www.amazon.com/dp/B0HJ6F8L6V">$519.99, </a>so you may still have a chance to get one at MSRP before the scalpers.</p><ul><li><a href="https://www.amazon.com/dp/B0HJ6F8L6V">Pre-order the Switch 2 The Legend of Zelda 40th Anniversary Edition on Amazon</a></li><li><a href="https://www.amazon.com/dp/B0HJ6F8L6V">Pre-order </a><a href="https://www.walmart.com/ip/Nintendo-Switch-2-The-Legend-of-Zelda-40th-Anniversary-Edition/21002656445">the Switch 2 The Legend of Zelda 40th Anniversary Edition on Walmart</a></li><li><a href="https://www.bestbuy.com/product/switch-2-the-legend-of-zelda-40th-anniversary-edition/J7GSL57HTY">Pre-order the Switch 2 The Legend of Zelda 40th Anniversary Edition on Best Buy</a></li><li><a href="https://www.target.com/p/nintendo-8482-switch-2-the-legend-of-zelda-40th-anniversary-edition-console-system/-/A-1013322047">Pre-order the Switch 2 The Legend of Zelda 40th Anniversary Edition on Target</a></li><li><a href="https://www.gamestop.com/consoles-hardware/nintendo-switch-2/products/nintendo-switch-2-the-legend-of-zelda-40th-anniversary-edition/20037854.html">Pre-order the Switch 2 The Legend of Zelda 40th Anniversary Edition on GameStop</a></li></ul><p>Major U.S. retailers, including Target, Best Buy, and GameStop, were the first to enable preorders for the <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-unveils-the-legend-of-zelda-40th-anniversary-switch-2-for-usd520-first-ever-special-edition-switch-2-drops-october-19-alongside-usd100-pro-controller-pre-orders-live">Switch 2 The Legend of Zelda 40th Anniversary Edition</a>, which instantly sold out. It did not take long for scalpers to hit eBay to resell preorders for as much as $1,000, almost 2X over Nintendo's MSRP. Zelda-exclusive consoles have always been prime targets for scalpers. </p><p>The Switch 2 The Legend of Zelda 40th Anniversary Edition, the first limited edition of the <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-switch-2-tested-new-internals-are-a-major-power-up">Switch 2</a> and a <em>The Legend of Zelda</em>-themed edition celebrating the franchise's 40 years, makes the handheld console even more desirable to hardcore fans and scalpers looking to make a quick profit. Plus, the console's $519.99 price tag, which is only $20 over the vanilla Switch 2, gives gamers extra incentive to purchase one. The problem is finding one in stock.</p><p>Along with the console, Nintendo also gave the Switch 2 Pro controller and carrying case with an included screen protector the same The Legend of Zelda 40th Anniversary Edition treatment. Best Buy currently has both up for preorder at <a href="https://www.bestbuy.com/product/nintendo-switch-2-pro-controller-the-legend-of-zelda-40th-anniversary-edition-multi/J7GSL57W27">$99.99</a> and <a href="https://www.bestbuy.com/product/nintendo-switch-2-carrying-case-and-screen-protector-the-legend-of-zelda-40th-anniversary-edition-multi/J7GSL57WCW/sku/6691852">$39.99</a>, respectively.</p><p>The Switch 2 The Legend of Zelda 40th Anniversary Edition officially launches on October 29. Historically, <em>The Legend of Zelda-</em>themed<em> </em>consoles are available for purchase on launch day. However, stock will likely be extremely limited, which is why many fans like to lock in their preorders early.</p><p>It remains to be seen whether Nintendo will produce many units of the Switch 2 The Legend of Zelda 40th Anniversary Edition. At least for the previous limited-edition consoles, like the Nintendo Switch OLED: Tears of the Kingdom Edition or Nintendo Switch Lite: Hyrule Edition, stock was not a problem since you can still buy them today despite being last-generation consoles.</p>
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                                                            <title><![CDATA[ Microsoft reportedly gives secret Xbox Game Pass discounts to churned subscribers to reel them back in ]]></title>
                                                                                                <dc:content><![CDATA[ <p>If you play hard to get, you could get Xbox Game Pass for cheaper; at least that is what numerous users are reporting on a Reddit thread. One Xbox Game Pass subscriber shared a screenshot of Microsoft offering them the Ultimate plan for $16.09 for a month, 30% lower than the standard $22.99. Their secret? Cancel Xbox Game Pass almost every month.</p><div  class="fancy-box"><div class="fancy_box-title">Go deeper with TH Premium: GPUs</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wh9EZgD8NG9yUioNNgPB3d" name="ASUS RTX 5080 Noctua Edition - Continuing the legacy of acoustic excellence 6-26 screenshot" caption="" alt="Asus RTX 5080 Noctua Edition" src="https://cdn.mos.cms.futurecdn.net/Wh9EZgD8NG9yUioNNgPB3d-1920-80.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Noctua)</span></figcaption></figure><p class="fancy-box__body-text"><ul><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/desktop-gpu-roadmap-nvidia-rubin-amd-udna-and-intel-xe3-celestial?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Desktop GPU Roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/tech-industry/semiconductors/nvidia-enterprise-roadmap-rubin-rubin-ultra-feynman-and-silicon-photonics?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Nvidia's Enterprise GPU Roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/testing-directstorage-with-gpu-decompression-do-blackwell-gpus-have-the-upper-hand?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Testing DirectStorage with GPU decompression</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/the-geforce-rtx-30-series-upgrade-matrix-does-your-ampere-gpu-need-an-upgrade-in-2026?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">The GeForce RTX 30-series upgrade matrix — does your Ampere GPU need an upgrade in 2026?</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/nvidias-vera-rubin-platform-in-depth-inside-nvidias-most-complex-ai-and-hpc-platform-to-date?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Rubin in-depth</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cooling/the-stout-owl-how-i-built-the-ultimate-noctua-g2-pc?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">The Stout Owl: The ultimate Noctua G2 PC</a></li></ul></p></div></div><p>Dynamic win-back discounts are perhaps the oldest trick in the book, but they remain widely used because of their effectiveness in re-engaging customers who have stopped buying a product or, in Microsoft's case, canceled their Xbox Game Pass subscription. These targeted offers, often disguised as "We Miss You" or "Welcome back" deals, aim to win back lost customers with exclusive or time-limited discounts.</p><p>According to the Redditor, they have used Xbox Game Pass on and off for about two years. However, instead of committing to an annual plan, the user frequently paused and resubscribed. In the Redditor's words, they were "not doing any sort of tricks lol...just got the offer randomly because I cancel gamepass almost every month, so maybe this was their way of keeping me."</p><p>This kind of customer behavior is not uncommon among subscription services, since buyers seek to maximize value and avoid unnecessary spending. Apparently, Microsoft seemingly noticed this user and proactively offered a 30% discount, dropping the Xbox Game Pass Ultimate price from $22.99 to $16.09 for a year. And it worked. The Redditor confirmed that they took the offer and locked in for the entire year.</p><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/XboxGamePass/comments/1w8i4de/got_offered_a_game_pass_annual_subscription">Got Offered a Game Pass Annual Subscription</a><figcaption><cite> from <a href="https://www.reddit.com/r/XboxGamePass">r/XboxGamePass</a></cite></figcaption></blockquote></figure><script async src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script><p>At least one other Redditor confirmed they also received the same $16.09 offer. The thread quickly filled with additional posts as users shared their experiences with Xbox Game Pass discounts. For example, one Reddit user said that when they logged in with a secondary account on their Xbox console, they saw an $18 offer for 12 months of Xbox Game Pass Ultimate. Their main account allegedly never receives offers like this. Meanwhile, other users chimed in to report receiving $ 20-per-month offers.</p><p>It is unclear what criteria Microsoft uses to distribute these win-back discounts. Many speculate that the company may be considering activity, subscription history, or even multiple accounts. The discounts do not seem limited to the U.S., where the Redditor lives. Users in the thread have reported similar discounts in regions like México.</p><p>Despite Microsoft slashing <a href="https://www.tomshardware.com/video-games/xbox/microsoft-announces-surprise-xbox-game-pass-price-cuts-ends-day-one-call-of-duty-inclusion-ultimate-down-to-usd22-99-while-pc-game-pass-drops-to-usd13-99">Xbox Game Pass pricing</a> earlier this year, many gamers still resort to digital key marketplaces such as Eneba, G2A, or Loaded, where one month of Xbox Game Pass Ultimate can cost as little as $9.28. By running targeted annual promotions, Microsoft can encourage subscribers to stick with Xbox Game Pass, secure long-term revenue, and avoid the risks of month-to-month cancellation.</p><p>However, these targeted discounts raise an important question: should Microsoft not reward loyal Xbox Game Pass subscribers with similar exclusive discounts? Win-back promotions are great for bringing back former subscribers, but long-time users will feel overlooked and see no reason to commit, since the generous deals go to those who cancel and return.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/microsoft-reportedly-gives-secret-xbox-game-pass-discounts-to-churned-subscribers-to-reel-them-back-in-targeted-offers-slash-up-to-30-percent-off-the-regular-price</link>
                                                                            <description>
                            <![CDATA[ Microsoft appears to be using dynamic pricing to push select users to commit to Xbox Game Pass. ]]>
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                                                                        <pubDate>Wed, 09 Sep 2026 14:39:23 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Zhiye Liu ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/HhmwL5w9ggUtLCPfqGjTi4-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Zhiye&#039;s passion for computer hardware ignited in his pre-teen years, thanks to a learning moment in which a power connection mishap set his Pentium P54CS system on fire and inadvertently short-circuited his entire home. Over the years, Zhiye&#039;s curiosity evolved into a relentless pursuit of deeper knowledge of computer hardware. A regular kid tinkering with something beyond his comprehension eventually became a power user for one of the world&#039;s top computer hardware brands. His quest to understand the inner workings of computer hardware has led him to become a writer at Tom&#039;s Hardware. When Zhiye isn&#039;t covering the latest processor, graphics card, or putting SSDs through their paces, you&#039;ll often find him overclocking RAM to the rhythm of the latest trance hits.&lt;/p&gt; ]]></dc:description>
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                            <article>
                                <p>If you play hard to get, you could get Xbox Game Pass for cheaper; at least that is what numerous users are reporting on a Reddit thread. One Xbox Game Pass subscriber shared a screenshot of Microsoft offering them the Ultimate plan for $16.09 for a month, 30% lower than the standard $22.99. Their secret? Cancel Xbox Game Pass almost every month.</p><div  class="fancy-box"><div class="fancy_box-title">Go deeper with TH Premium: GPUs</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wh9EZgD8NG9yUioNNgPB3d" name="ASUS RTX 5080 Noctua Edition - Continuing the legacy of acoustic excellence 6-26 screenshot" caption="" alt="Asus RTX 5080 Noctua Edition" src="https://cdn.mos.cms.futurecdn.net/Wh9EZgD8NG9yUioNNgPB3d-1920-80.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Noctua)</span></figcaption></figure><p class="fancy-box__body-text"><ul><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/desktop-gpu-roadmap-nvidia-rubin-amd-udna-and-intel-xe3-celestial?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Desktop GPU Roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/tech-industry/semiconductors/nvidia-enterprise-roadmap-rubin-rubin-ultra-feynman-and-silicon-photonics?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Nvidia's Enterprise GPU Roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/testing-directstorage-with-gpu-decompression-do-blackwell-gpus-have-the-upper-hand?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Testing DirectStorage with GPU decompression</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/the-geforce-rtx-30-series-upgrade-matrix-does-your-ampere-gpu-need-an-upgrade-in-2026?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">The GeForce RTX 30-series upgrade matrix — does your Ampere GPU need an upgrade in 2026?</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/nvidias-vera-rubin-platform-in-depth-inside-nvidias-most-complex-ai-and-hpc-platform-to-date?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Rubin in-depth</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cooling/the-stout-owl-how-i-built-the-ultimate-noctua-g2-pc?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">The Stout Owl: The ultimate Noctua G2 PC</a></li></ul></p></div></div><p>Dynamic win-back discounts are perhaps the oldest trick in the book, but they remain widely used because of their effectiveness in re-engaging customers who have stopped buying a product or, in Microsoft's case, canceled their Xbox Game Pass subscription. These targeted offers, often disguised as "We Miss You" or "Welcome back" deals, aim to win back lost customers with exclusive or time-limited discounts.</p><p>According to the Redditor, they have used Xbox Game Pass on and off for about two years. However, instead of committing to an annual plan, the user frequently paused and resubscribed. In the Redditor's words, they were "not doing any sort of tricks lol...just got the offer randomly because I cancel gamepass almost every month, so maybe this was their way of keeping me."</p><p>This kind of customer behavior is not uncommon among subscription services, since buyers seek to maximize value and avoid unnecessary spending. Apparently, Microsoft seemingly noticed this user and proactively offered a 30% discount, dropping the Xbox Game Pass Ultimate price from $22.99 to $16.09 for a year. And it worked. The Redditor confirmed that they took the offer and locked in for the entire year.</p><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/XboxGamePass/comments/1w8i4de/got_offered_a_game_pass_annual_subscription">Got Offered a Game Pass Annual Subscription</a><figcaption><cite> from <a href="https://www.reddit.com/r/XboxGamePass">r/XboxGamePass</a></cite></figcaption></blockquote></figure><script async src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script><p>At least one other Redditor confirmed they also received the same $16.09 offer. The thread quickly filled with additional posts as users shared their experiences with Xbox Game Pass discounts. For example, one Reddit user said that when they logged in with a secondary account on their Xbox console, they saw an $18 offer for 12 months of Xbox Game Pass Ultimate. Their main account allegedly never receives offers like this. Meanwhile, other users chimed in to report receiving $ 20-per-month offers.</p><p>It is unclear what criteria Microsoft uses to distribute these win-back discounts. Many speculate that the company may be considering activity, subscription history, or even multiple accounts. The discounts do not seem limited to the U.S., where the Redditor lives. Users in the thread have reported similar discounts in regions like México.</p><p>Despite Microsoft slashing <a href="https://www.tomshardware.com/video-games/xbox/microsoft-announces-surprise-xbox-game-pass-price-cuts-ends-day-one-call-of-duty-inclusion-ultimate-down-to-usd22-99-while-pc-game-pass-drops-to-usd13-99">Xbox Game Pass pricing</a> earlier this year, many gamers still resort to digital key marketplaces such as Eneba, G2A, or Loaded, where one month of Xbox Game Pass Ultimate can cost as little as $9.28. By running targeted annual promotions, Microsoft can encourage subscribers to stick with Xbox Game Pass, secure long-term revenue, and avoid the risks of month-to-month cancellation.</p><p>However, these targeted discounts raise an important question: should Microsoft not reward loyal Xbox Game Pass subscribers with similar exclusive discounts? Win-back promotions are great for bringing back former subscribers, but long-time users will feel overlooked and see no reason to commit, since the generous deals go to those who cancel and return.</p>
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                                                            <title><![CDATA[ Nintendo unveils The Legend of Zelda 40th Anniversary Switch 2, pre-orders live at $520 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Nintendo just aired one of the most important Directs of the Switch 2 generation, showcasing the upcoming <em>Ocarina of Time</em> remake in all its glory. The presentation also brought along the announcement of the first special edition Switch 2 hardware: <a href="https://www.nintendo.com/us/store/products/nintendo-switch-2-the-legend-of-zelda-40th-anniversary-edition-121642/" target="_blank">The Legend of Zelda 40th Anniversary Edition</a>. The console costs $519.99, but there's also an identically themed <a href="https://www.nintendo.com/us/store/products/nintendo-switch-2-pro-controller-the-legend-of-zelda-40th-anniversary-edition-127074/" target="_blank">Pro Controller for $99.99</a> that you can pre-order right now — either item ships later this year on October 29.</p><ul><li><a href="https://www.bestbuy.com/product/switch-2-the-legend-of-zelda-40th-anniversary-edition/J7GSL57HTY" target="_blank">Pre-order The Legend of Zelda 40th Anniversary Edition Switch 2</a></li><li><a href="https://www.bestbuy.com/product/nintendo-switch-2-pro-controller-the-legend-of-zelda-40th-anniversary-edition-multi/J7GSL57W27" target="_blank">Pre-order The Legend of Zelda 40th Anniversary Edition Pro Controller</a></li><li><a href="https://www.bestbuy.com/product/nintendo-switch-2-carrying-case-and-screen-protector-the-legend-of-zelda-40th-anniversary-edition-multi/J7GSL57WCW/sku/6691852" target="_blank">Pre-order The Legend of Zelda 40th Anniversary Edition Carrying Case</a></li></ul><p>The company's first handheld to be adorned in special edition <em>Zelda </em>makeup was the Game Boy Advance SP released in 2004 alongside <em>The Legend of Zelda: The Minish Cap</em>. The first home console to receive the same treatment was <em>The Wind Waker</em> <em>HD </em>edition of the Wii U in 2013. Most recently, we got a <em>Tears of the Kingdom</em>-themed Switch OLED in 2023, followed by the Hyrule Edition of the Switch Lite next year. </p><p>Across every handled and home console released, The Legend of Zelda 40th Anniversary special edition Switch 2 will be the 12th piece of <em>Zelda</em>-themed hardware Nintendo has put out. Moreover, it took the original Switch just a few months to get its first limited-edition hardware (<em>Monster Hunter XX</em> Special Pack), but the Switch 2 has clearly taken its time with this design, and it's sure to be a collector's item. </p><p>The tablet itself is mostly the same boring black except for a few golden triangles at the back. However, the Joy-Cons feature a beautiful green design with a Tri-Force symbol on the left. The dock is a gorgeous, two-tone golden and black color with a very bold Tri-Force theme across the front and some easter eggs on the back. Even the packaging is supposed to have textured foil cover art. The console will retail for $520 and does not come with any game. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/xDJLR2dp74qW8hEcGERGMb-1920-80.jpg" alt="The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case" /><figcaption><small role="credit">Nintendo</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/CKmtSrCdWfJDBSobkacTJb-1920-80.jpg" alt="The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case" /><figcaption><small role="credit">Nintendo</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/9iUXGWMhxJfzNVe8F7H3Fb-1920-80.jpg" alt="The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case" /><figcaption><small role="credit">Nintendo</small></figcaption></figure></figure><p>Alongside the console, there's a <a href="https://www.nintendo.com/us/store/products/nintendo-switch-2-pro-controller-the-legend-of-zelda-40th-anniversary-edition-127074/" target="_blank">Switch 2 Pro Controller</a> that looks very similar to the Joy-Cons, with a green and gold theme that combines elements of the Triforce with a crest emblem. It comes as is for $100, but you can also get it with a subtly themed display stand for $110. Finally, there's also <a href="https://www.nintendo.com/us/store/products/nintendo-switch-2-carrying-case-screen-protector-the-legend-of-zelda-40th-anniversary-edition-127073/" target="_blank">a $40 carrying case</a> adorned with <em>Zelda </em>illustrations. You even get a custom, green-colored microfiber cloth inside and a screen protector. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/eNtte57P8KMgvyAxs5piKb-1920-80.jpg" alt="The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case" /><figcaption><small role="credit">Nintendo</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/T8WvGBP53aH3tXZBJubaKb-1920-80.jpg" alt="The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case" /><figcaption><small role="credit">Nintendo</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/2NKGqgYZnKZAZwo7DJvUNb-1920-80.jpg" alt="The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case" /><figcaption><small role="credit">Nintendo</small></figcaption></figure></figure><ul><li><a href="https://www.amazon.com/dp/B0HJ6F7L6T" target="_blank">Pre-order The Legend of Zelda: Ocarina of Time (remake) </a></li></ul><p>Keep in mind that all of this hardware celebrates the 40th anniversary of the <em>Zelda </em>franchise, which already passed earlier this year. It has nothing to do with the upcoming <em>Ocarina of Time </em>remake and, as such, the game is not included in the $520 limited edition Switch 2. Pre-orders for all the items discussed above are open, and they will be released on October 29, 2026. The <em>Ocarina of Time</em> remake drops next month, on November 19, 2026, and will be sold separately for $60. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/nintendo/nintendo-unveils-the-legend-of-zelda-40th-anniversary-switch-2-for-usd520-first-ever-special-edition-switch-2-drops-october-19-alongside-usd100-pro-controller-pre-orders-live</link>
                                                                            <description>
                            <![CDATA[ Nintendo is releasing its first-ever limited-edition Switch 2 to commemorate Zelda's 40th anniversary and it will cost $520. It does not come with Ocarina of Time, but you can purchase a similarly-themed Pro Controller for $100. ]]>
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                                                                        <pubDate>Wed, 09 Sep 2026 11:40:00 +0000</pubDate>                                                                                                                                <updated>Wed, 09 Sep 2026 14:06:31 +0000</updated>
                                                                                                                                            <category><![CDATA[Nintendo]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Hassam Nasir) ]]></author>                    <dc:creator><![CDATA[ Hassam Nasir ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SxxNFHt95eGK37mKPhJpdZ-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Hassam is a lifelong PC gamer and tech enthusiast with over five years of experience in PC hardware journalism. His passion began in childhood when he rescued a discarded Pentium 4 processor, straightening its pins with a kitchen knife to revive a Dell Dimension 2400 at the age of seven. Since then, he has followed the advancements in technology, witnessing the evolution of hardware from the era of AMD&#039;s Opteron architecture to Intel&#039;s Smithfield (Pentium D), and the rise of Voodoo GPUs alongside Nvidia&#039;s FX GPUs taking the market by storm to the latest innovations today. As a seasoned writer, Hassam loves to get into the nitty-gritty details of hardware, providing insights on everything from CPUs, Motherboards and RAM to GPUs. When he’s not writing, you’ll find him building custom water-cooled PCs for himself and his friends, attending drag racing events, or collecting niche fragrances.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case]]></media:description>                                                            <media:text><![CDATA[The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case]]></media:text>
                                <media:title type="plain"><![CDATA[The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>Nintendo just aired one of the most important Directs of the Switch 2 generation, showcasing the upcoming <em>Ocarina of Time</em> remake in all its glory. The presentation also brought along the announcement of the first special edition Switch 2 hardware: <a href="https://www.nintendo.com/us/store/products/nintendo-switch-2-the-legend-of-zelda-40th-anniversary-edition-121642/" target="_blank">The Legend of Zelda 40th Anniversary Edition</a>. The console costs $519.99, but there's also an identically themed <a href="https://www.nintendo.com/us/store/products/nintendo-switch-2-pro-controller-the-legend-of-zelda-40th-anniversary-edition-127074/" target="_blank">Pro Controller for $99.99</a> that you can pre-order right now — either item ships later this year on October 29.</p><ul><li><a href="https://www.bestbuy.com/product/switch-2-the-legend-of-zelda-40th-anniversary-edition/J7GSL57HTY" target="_blank">Pre-order The Legend of Zelda 40th Anniversary Edition Switch 2</a></li><li><a href="https://www.bestbuy.com/product/nintendo-switch-2-pro-controller-the-legend-of-zelda-40th-anniversary-edition-multi/J7GSL57W27" target="_blank">Pre-order The Legend of Zelda 40th Anniversary Edition Pro Controller</a></li><li><a href="https://www.bestbuy.com/product/nintendo-switch-2-carrying-case-and-screen-protector-the-legend-of-zelda-40th-anniversary-edition-multi/J7GSL57WCW/sku/6691852" target="_blank">Pre-order The Legend of Zelda 40th Anniversary Edition Carrying Case</a></li></ul><p>The company's first handheld to be adorned in special edition <em>Zelda </em>makeup was the Game Boy Advance SP released in 2004 alongside <em>The Legend of Zelda: The Minish Cap</em>. The first home console to receive the same treatment was <em>The Wind Waker</em> <em>HD </em>edition of the Wii U in 2013. Most recently, we got a <em>Tears of the Kingdom</em>-themed Switch OLED in 2023, followed by the Hyrule Edition of the Switch Lite next year. </p><p>Across every handled and home console released, The Legend of Zelda 40th Anniversary special edition Switch 2 will be the 12th piece of <em>Zelda</em>-themed hardware Nintendo has put out. Moreover, it took the original Switch just a few months to get its first limited-edition hardware (<em>Monster Hunter XX</em> Special Pack), but the Switch 2 has clearly taken its time with this design, and it's sure to be a collector's item. </p><p>The tablet itself is mostly the same boring black except for a few golden triangles at the back. However, the Joy-Cons feature a beautiful green design with a Tri-Force symbol on the left. The dock is a gorgeous, two-tone golden and black color with a very bold Tri-Force theme across the front and some easter eggs on the back. Even the packaging is supposed to have textured foil cover art. The console will retail for $520 and does not come with any game. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/xDJLR2dp74qW8hEcGERGMb-1920-80.jpg" alt="The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case" /><figcaption><small role="credit">Nintendo</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/CKmtSrCdWfJDBSobkacTJb-1920-80.jpg" alt="The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case" /><figcaption><small role="credit">Nintendo</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/9iUXGWMhxJfzNVe8F7H3Fb-1920-80.jpg" alt="The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case" /><figcaption><small role="credit">Nintendo</small></figcaption></figure></figure><p>Alongside the console, there's a <a href="https://www.nintendo.com/us/store/products/nintendo-switch-2-pro-controller-the-legend-of-zelda-40th-anniversary-edition-127074/" target="_blank">Switch 2 Pro Controller</a> that looks very similar to the Joy-Cons, with a green and gold theme that combines elements of the Triforce with a crest emblem. It comes as is for $100, but you can also get it with a subtly themed display stand for $110. Finally, there's also <a href="https://www.nintendo.com/us/store/products/nintendo-switch-2-carrying-case-screen-protector-the-legend-of-zelda-40th-anniversary-edition-127073/" target="_blank">a $40 carrying case</a> adorned with <em>Zelda </em>illustrations. You even get a custom, green-colored microfiber cloth inside and a screen protector. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/eNtte57P8KMgvyAxs5piKb-1920-80.jpg" alt="The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case" /><figcaption><small role="credit">Nintendo</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/T8WvGBP53aH3tXZBJubaKb-1920-80.jpg" alt="The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case" /><figcaption><small role="credit">Nintendo</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/2NKGqgYZnKZAZwo7DJvUNb-1920-80.jpg" alt="The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case" /><figcaption><small role="credit">Nintendo</small></figcaption></figure></figure><ul><li><a href="https://www.amazon.com/dp/B0HJ6F7L6T" target="_blank">Pre-order The Legend of Zelda: Ocarina of Time (remake) </a></li></ul><p>Keep in mind that all of this hardware celebrates the 40th anniversary of the <em>Zelda </em>franchise, which already passed earlier this year. It has nothing to do with the upcoming <em>Ocarina of Time </em>remake and, as such, the game is not included in the $520 limited edition Switch 2. Pre-orders for all the items discussed above are open, and they will be released on October 29, 2026. The <em>Ocarina of Time</em> remake drops next month, on November 19, 2026, and will be sold separately for $60. </p>
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                                                            <title><![CDATA[ Super Smash Bros Melee gets fully decompiled after over six years of effort ]]></title>
                                                                                                <dc:content><![CDATA[ <p>A <em>Super Smash Bros Melee </em>decompilation <a href="https://github.com/doldecomp/melee" target="_blank">project</a> hit its key long-standing goal a few hours ago. Nintendo’s legendary platform fighting game, which launched on the GameCube in 2001, has now been 100% decompiled by a team of developers. This is a complex game to convert to C code, but the project code can now be compiled into a binary byte‑for‑byte identical to Nintendo’s original main.dol. The effort has taken the team six years or more to get to this stage, with OpenAI's Astra part of the effort to get it over the line. Gamers may already be excitedly anticipating <em>Super Smash Bros Melee</em> ports and modding tools, but these too will take time and effort.</p><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/SSBM/comments/1wa2vpy/super_smash_bros_melee_has_been_100_decompiled">Super Smash Bros. Melee has been 100% decompiled!</a><figcaption><cite> from <a href="https://www.reddit.com/r/SSBM">r/SSBM</a></cite></figcaption></blockquote></figure><script async src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script><p>Decompilation projects seem like the latest trend to grasp the retro gaming and development communities, but some, like this, have been in progress for a very long time. Enthusiasts are spurred on by <a href="https://www.tomshardware.com/video-games/console-gaming/gaming-consoles-are-becoming-more-expensive-as-they-age-for-the-first-time-in-history-gamers-blame-tariffs-for-playstation-xbox-and-switch-price-increases" target="_blank">old console hardware</a> becoming scarce, expensive, or uneconomical to repair. Thus, they want to preserve the original game code in a manner that can be ported to modern supported systems. Demanding 100% accuracy with a complex game like this was ambitious, but now that milestone has been reached.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="B3AzPAbJhjcUyNuG7ALTi8" name="smash-100" alt="Super Smash Bros Melee decomp" src="https://cdn.mos.cms.futurecdn.net/B3AzPAbJhjcUyNuG7ALTi8-1920-80.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/B3AzPAbJhjcUyNuG7ALTi8-1920-80.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: <a href="https://decomp.dev/doldecomp/melee" target="_blank">decomp tracker</a>)</span></figcaption></figure><p>Preservation isn’t the only goal, or result of projects like this. Seasoned developers will now be able to pore over the game’s C code and gain insights into Melee’s engine, physics, game mechanics, and more. Armed with this knowledge, we should eventually see the modding potential of this game blossom. This has happened in the wake of previous successful decompilation projects.  </p><p>If you drop in on the doldecomp/melee GitHub page, linked above, you can check over the code for yourself. There are instructions for compiling this <em>Super Smash Bros Melee </em>C code on various platforms, including Windows. However, please remember these aren’t ports; you will just be recreating the v1.02 US release main.dol file from the <a href="https://www.tomshardware.com/video-games/nintendo/keychain-size-gamecube-uses-genuine-nintendo-silicon-system-also-includes-a-dock-design-shared-to-github" target="_blank">GameCube, </a>which weighs in at 3.88MB. You'll also need the original assets (textures, audio, etc.) from the GameCube disc that you own, in order to run the game.</p><p>Some highlight that the project was finalized with thanks in part to the latest AI tech, including <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/openais-gpt-6-astra-model-autonomously-completes-portal-in-24-hours-feat-cost-just-usd571-in-tokens" target="_blank">GPT-6 Astra</a>. Similar tech might also be used to rapidly develop the ports and mods that the crowds are looking forward to.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/retro-gaming/super-smash-bros-melee-gets-fully-decompiled-after-over-six-years-of-effort-ambitious-and-technically-impressive-project-delivers-gamecube-classic-as-c-code</link>
                                                                            <description>
                            <![CDATA[ A Super Smash Bros Melee decompilation project hit its key long-standing goal a few hours ago. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Tue, 08 Sep 2026 12:57:45 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Retro Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Mark Tyson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/56vqMYLDaKRHPhHZgbADFR-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Mark&#039;s enthusiasm for computers dampened at an early age by the rubber-keyed Sinclair Spectrum 48K and feelings of Commodore 64 envy. However, in the mid-80s, hope in a digital future was rekindled by the purchase of an Atari 520 STe. Since that time Mark has used a multitude of computers for fun and professional endeavors. He often owned both Macs and PCs but went cold on the former after OS9 was killed off, and warmed to the latter with the introduction of Windows XP.&lt;br&gt;
&lt;br&gt;
Early work years were spent in artwork and reprographics but in the late noughties, Mark started to blog about computers, Taiwanese food culture, and guitar design. This activity led to a full-time position writing about breaking PC tech news for HEXUS, for the best part of a decade. When HEXUS was abruptly closed, Mark helped with the foundation of Club386, before finding a new home at Tom&#039;s Hardware.&lt;br&gt;
&lt;br&gt;
When not wearing through the keycap legends on his PC keyboards, Mark can be found wandering the computer malls of Taiwan&#039;s neon-lit conurbations and enjoying local and international cuisine.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Super Smash Bros Melee on Amazon]]></media:description>                                                            <media:text><![CDATA[Super Smash Bros Melee on Amazon]]></media:text>
                                <media:title type="plain"><![CDATA[Super Smash Bros Melee on Amazon]]></media:title>
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                                <p>A <em>Super Smash Bros Melee </em>decompilation <a href="https://github.com/doldecomp/melee" target="_blank">project</a> hit its key long-standing goal a few hours ago. Nintendo’s legendary platform fighting game, which launched on the GameCube in 2001, has now been 100% decompiled by a team of developers. This is a complex game to convert to C code, but the project code can now be compiled into a binary byte‑for‑byte identical to Nintendo’s original main.dol. The effort has taken the team six years or more to get to this stage, with OpenAI's Astra part of the effort to get it over the line. Gamers may already be excitedly anticipating <em>Super Smash Bros Melee</em> ports and modding tools, but these too will take time and effort.</p><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/SSBM/comments/1wa2vpy/super_smash_bros_melee_has_been_100_decompiled">Super Smash Bros. Melee has been 100% decompiled!</a><figcaption><cite> from <a href="https://www.reddit.com/r/SSBM">r/SSBM</a></cite></figcaption></blockquote></figure><script async src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script><p>Decompilation projects seem like the latest trend to grasp the retro gaming and development communities, but some, like this, have been in progress for a very long time. Enthusiasts are spurred on by <a href="https://www.tomshardware.com/video-games/console-gaming/gaming-consoles-are-becoming-more-expensive-as-they-age-for-the-first-time-in-history-gamers-blame-tariffs-for-playstation-xbox-and-switch-price-increases" target="_blank">old console hardware</a> becoming scarce, expensive, or uneconomical to repair. Thus, they want to preserve the original game code in a manner that can be ported to modern supported systems. Demanding 100% accuracy with a complex game like this was ambitious, but now that milestone has been reached.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="B3AzPAbJhjcUyNuG7ALTi8" name="smash-100" alt="Super Smash Bros Melee decomp" src="https://cdn.mos.cms.futurecdn.net/B3AzPAbJhjcUyNuG7ALTi8-1920-80.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/B3AzPAbJhjcUyNuG7ALTi8-1920-80.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: <a href="https://decomp.dev/doldecomp/melee" target="_blank">decomp tracker</a>)</span></figcaption></figure><p>Preservation isn’t the only goal, or result of projects like this. Seasoned developers will now be able to pore over the game’s C code and gain insights into Melee’s engine, physics, game mechanics, and more. Armed with this knowledge, we should eventually see the modding potential of this game blossom. This has happened in the wake of previous successful decompilation projects.  </p><p>If you drop in on the doldecomp/melee GitHub page, linked above, you can check over the code for yourself. There are instructions for compiling this <em>Super Smash Bros Melee </em>C code on various platforms, including Windows. However, please remember these aren’t ports; you will just be recreating the v1.02 US release main.dol file from the <a href="https://www.tomshardware.com/video-games/nintendo/keychain-size-gamecube-uses-genuine-nintendo-silicon-system-also-includes-a-dock-design-shared-to-github" target="_blank">GameCube, </a>which weighs in at 3.88MB. You'll also need the original assets (textures, audio, etc.) from the GameCube disc that you own, in order to run the game.</p><p>Some highlight that the project was finalized with thanks in part to the latest AI tech, including <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/openais-gpt-6-astra-model-autonomously-completes-portal-in-24-hours-feat-cost-just-usd571-in-tokens" target="_blank">GPT-6 Astra</a>. Similar tech might also be used to rapidly develop the ports and mods that the crowds are looking forward to.</p>
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                                                            <title><![CDATA[ Sony threatens to cut off customer support and pursue legal action over harassment as backlash to PlayStation’s physical-disc phaseout intensifies  ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.playstation.com/ja-jp/" target="_blank">Sony</a> Japan has officially implemented a new customer harassment policy to address ongoing customer backlash, following the company’s controversial announcement to <a href="https://www.tomshardware.com/video-games/playstation/sony-officially-kills-the-playstation-disc-ending-physical-game-production-in-2028-shutting-down-the-playstation-store-on-the-playstation-3-and-ps-vita-systems" target="_blank">phase out physical PlayStation game discs by January 2028</a>. In an official publication on September 1, the company outlined prohibited customer behaviors to protect the dignity and safety of its employees and threatened to suspend customer service if the behaviors continued.</p><p>“The dignity and safety of our employees must not be threatened by customer harassment, such as words or demands from customers that exceed what is considered reasonable according to social norms,” the publication read. “If any behavior constituting customer harassment is confirmed, we may restrict or suspend customer service in order to protect the safety of our employees.”</p><p>Some of the examples of customer harassment detailed in the publication include “persistent and repeated, or prolonged, demands; excessive or unreasonable demands for compensation; abusive language, threats, slander, and other similar behaviors; requests unrelated to products or services; intimidating attitude; discriminatory or sexual conduct; and attacks and demands against individual employees.</p><p>The company also listed “forcing someone to prostrate themselves,” visiting company grounds without permission, and excessively asking for apologies as customer harassment, expressing willingness to use legal force if necessary. “We will take a firm stance against such actions and aim to build healthy and sustainable relationships while respecting both our customers and employees,” it said. “If we deem it necessary, we will cooperate with the police, lawyers, etc., and consider taking action, including legal measures and criminal proceedings.”</p><p>The new policies appear to be in response to the intense backlash over Sony's decision to end physical disc production by 2028. The decision was met with immediate, widespread backlash from the gaming community, which argued — among other things — that ending physical discs was equivalent to eliminating true ownership. Critics also argued that digital purchases were rentals and placed too much power in the company's hands, which could restrict access at will. Just 6 days after the July 1st announcement, a <a href="https://www.tomshardware.com/video-games/playstation/playstation-disc-petition-approaches-200000-signatures" target="_blank">Change.org petition to stop the move</a> had amassed 200,000 signatures and is now approaching 400,000.</p><p>The company doesn't appear to be backing down. After a class action lawsuit related to Sony’s decision to kill physical discs, the company moved to force the case into out-of-court arbitration, arguing that “<a href="https://www.tomshardware.com/video-games/console-gaming/playstation-store-buy-button-class-action-may-never-reach-a-courtroom" target="_blank">reasonable consumers would not be misled into believing they own digital games.</a>” The plaintiffs allege that Sony misleads consumers by using "Buy" buttons for digital PlayStation games without clearly disclosing that buyers are only purchasing a temporary, revocable license rather than actual, permanent ownership of the game.</p><p>Several other related lawsuits are ongoing. Regardless, Sony has said it will "cautiously move forward" with its decision despite “strong views” from players. The company hopes its new customer harassment policy will curb some of the backlash individual employees are currently facing. The policies also align with Japan's recent law that mandates companies to take measures to prevent customer harassment towards their workers.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/playstation/sony-threatens-to-cut-off-customer-support-and-pursue-legal-action-over-harassment-as-backlash-to-playstations-physical-disc-phaseout-intensifies-company-to-move-forward-with-no-disc-decision-despite-several-lawsuits</link>
                                                                            <description>
                            <![CDATA[ Sony Japan has introduced a customer-harassment policy as anger continues over PlayStation’s plan to phase out physical game discs by 2028. ]]>
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                                                                        <pubDate>Tue, 08 Sep 2026 12:20:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Etiido Uko ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/BBrMt7jWtSo2Dc3iKoroyD-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Etiido Uko is a mechanical engineer and senior technical writer with over nine years of experience in documentation and reporting. He is deeply passionate about all things engineering and technology, and is an expert in gadgets, manufacturing, robotics, automotive, and aerospace. His work spans content creation for industry leaders across multiple sectors, including Autodesk, Siemens, Xometry, Telus, and Coca-Cola. When he is not writing or keeping up with the latest innovations, you can find him exploring lands unknown. Check out more of his work at etiidowrites.com.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[PlayStation 5 Pro]]></media:description>                                                            <media:text><![CDATA[PlayStation 5 Pro]]></media:text>
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                                <p><a href="https://www.playstation.com/ja-jp/" target="_blank">Sony</a> Japan has officially implemented a new customer harassment policy to address ongoing customer backlash, following the company’s controversial announcement to <a href="https://www.tomshardware.com/video-games/playstation/sony-officially-kills-the-playstation-disc-ending-physical-game-production-in-2028-shutting-down-the-playstation-store-on-the-playstation-3-and-ps-vita-systems" target="_blank">phase out physical PlayStation game discs by January 2028</a>. In an official publication on September 1, the company outlined prohibited customer behaviors to protect the dignity and safety of its employees and threatened to suspend customer service if the behaviors continued.</p><p>“The dignity and safety of our employees must not be threatened by customer harassment, such as words or demands from customers that exceed what is considered reasonable according to social norms,” the publication read. “If any behavior constituting customer harassment is confirmed, we may restrict or suspend customer service in order to protect the safety of our employees.”</p><p>Some of the examples of customer harassment detailed in the publication include “persistent and repeated, or prolonged, demands; excessive or unreasonable demands for compensation; abusive language, threats, slander, and other similar behaviors; requests unrelated to products or services; intimidating attitude; discriminatory or sexual conduct; and attacks and demands against individual employees.</p><p>The company also listed “forcing someone to prostrate themselves,” visiting company grounds without permission, and excessively asking for apologies as customer harassment, expressing willingness to use legal force if necessary. “We will take a firm stance against such actions and aim to build healthy and sustainable relationships while respecting both our customers and employees,” it said. “If we deem it necessary, we will cooperate with the police, lawyers, etc., and consider taking action, including legal measures and criminal proceedings.”</p><p>The new policies appear to be in response to the intense backlash over Sony's decision to end physical disc production by 2028. The decision was met with immediate, widespread backlash from the gaming community, which argued — among other things — that ending physical discs was equivalent to eliminating true ownership. Critics also argued that digital purchases were rentals and placed too much power in the company's hands, which could restrict access at will. Just 6 days after the July 1st announcement, a <a href="https://www.tomshardware.com/video-games/playstation/playstation-disc-petition-approaches-200000-signatures" target="_blank">Change.org petition to stop the move</a> had amassed 200,000 signatures and is now approaching 400,000.</p><p>The company doesn't appear to be backing down. After a class action lawsuit related to Sony’s decision to kill physical discs, the company moved to force the case into out-of-court arbitration, arguing that “<a href="https://www.tomshardware.com/video-games/console-gaming/playstation-store-buy-button-class-action-may-never-reach-a-courtroom" target="_blank">reasonable consumers would not be misled into believing they own digital games.</a>” The plaintiffs allege that Sony misleads consumers by using "Buy" buttons for digital PlayStation games without clearly disclosing that buyers are only purchasing a temporary, revocable license rather than actual, permanent ownership of the game.</p><p>Several other related lawsuits are ongoing. Regardless, Sony has said it will "cautiously move forward" with its decision despite “strong views” from players. The company hopes its new customer harassment policy will curb some of the backlash individual employees are currently facing. The policies also align with Japan's recent law that mandates companies to take measures to prevent customer harassment towards their workers.</p>
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                                                            <title><![CDATA[ Vintage Emulator Studio recreates 44 legendary synths down to the chip level ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Musicians and synth-heads in the audience, rejoice. A new vintage synthesizer plugin has arrived that has the potential to blow many commercial offerings out of the water — and it's completely free, to boot. Audio software maker Autodafe <a href="https://www.autodafe.net/vintage-emulator-studio.html" target="_blank">has released</a> the Vintage Emulator Studio (VES), a fresh new plugin that integrates a fair number of the open-source MAME emulator's synthesizer cores in one neat package.</p><p>The entire list of emulated synths is below, but it includes iconic entries like the <a href="https://www.youtube.com/watch?v=8GliyDgAGQI" target="_blank">Akai MPC3000</a>, <a href="https://www.youtube.com/watch?v=rblt2EtFfC4" target="_blank">LinnDrum</a>, <a href="https://www.youtube.com/watch?v=9GMjH1nR0ds" target="_blank">Oberheim DMX</a>, and <a href="https://www.youtube.com/watch?v=F93ywiGMDnQ" target="_blank">Roland TR-707</a> — used by names like Dr. Dre, New Order, The Police, INXS, and Prince, among many other high-level acts. There are a total of 44 machines, all with component-level emulation.</p><p>What makes VES different from most other synth plugins is that instead of presenting a facsimile of the final output or a hybrid mix of component- and output-stage emulation, it employs — by way of MAME — full <a href="https://github.com/mamedev/discrete" target="_blank">component-level emulation</a>. Each processor, tone generator, envelope generator, filter chip, and converter should be faithfully reproduced, potentially resulting in a <a href="https://sonicstate.com/news/2025/12/12/tx81z-mame-emulation-vs-the-hardware-/" target="_blank">"perfect" emulation</a> of the gear in question, more or less depending on the status of each driver core.</p><p>Notably, on machines whose MAME emulation is farther along, analog and/or digital output stages are faithfully recreated, meaning you won't need additional low-pass filters or any other trickery to make the synth sound like the actual hardware. Additionally, the skeuomorphic, HiDPI-ready UI replicates the units' control panels, dials, buttons, and LCD displays, making them easy to interact with if you're familiar with the real hardware — and probably a nightmare if you're not, as "ease of use" wasn't high on the list of priorities back then. Floppy disk, CD-ROM, and peripheral emulation ought to be included too.</p><p>If by now you're thinking this is all too good to be true, there are indeed a couple or three catches. First and foremost, as with any emulator, you'll need to provide your own ROM/firmware, and depending on the synthesizer, any associated sample packs. Although obtaining those is not too difficult, having a copy of that data is a legal gray area if you don't own the original hardware. Although we haven't tested it ourselves, the CPU usage of the plug-in ought to be somewhat high, considering all the work it's doing simulating every single component.</p><p>Additionally, while MAME's emulation cores aim for full component-level emulation, not every synth driver has had the same amount of work put into it. For example, the Akai MPC-3000 driver is nearly complete, while the Prophet-5's has only been introduced to MAME fairly recently — so your mileage may vary. We'd expect this VST to be updated somewhat frequently as work on its MAME core moves forward.</p><p>For the sake of argument, though, if only a handful of synths are fully emulated, that's still an impressive showing out of a list of 44, given that in theory you'll get output that tracks exceedingly close to that of the original hardware, all from one plugin. You can download the Vintage Emulator Studio <a href="https://www.autodafe.net/vintage-emulator-studio.html" target="_blank">right here</a>, in VST3 or AU format, for every major OS: Windows, macOS Intel/M-series, and Linux. It's also available as a handy standalone application.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/retro-gaming/vintage-emulator-studio-recreates-44-legendary-synths-down-to-the-chip-level-free-mame-powered-component-level-emulation-should-offer-exceedingly-accurate-sound</link>
                                                                            <description>
                            <![CDATA[ Vintage Emulator Studio brings iconic vintage synths and samplers to life — MAME-powered component-level emulation should offer exceedingly accurate sound ]]>
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                                                                        <pubDate>Tue, 08 Sep 2026 11:40:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Retro Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Bruno Ferreira) ]]></author>                    <dc:creator><![CDATA[ Bruno Ferreira ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ZQiPPaXaAuQ4VrVEYnnR7G-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Bruno Ferreira&#039;s journey kicked off with the venerable ZX Spectrum, a cassette player, and his hopes and dreams. He quickly realized he had more fun figuring out how computers work than he did actually using the things. Kicking off a developer career with C and Assembly before moving to scripting languages, he&#039;s worn many hats, including both database architect and systems administration. As a teen, Bruno co-founded a web development outfit where he was for 17 years before moving on to spend nearly a decade at The Tech Report as a writer, editor, and (of course) developer. In this decade, he&#039;s been at Asus, MLCommons, and HotHardware, among others. When not fiddling with computers and games, his love for music and production sends him off to live shows and festivals. Occasionally, he pretends he can play the guitar and bass.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Akai MPC3000 synth/sampler]]></media:description>                                                            <media:text><![CDATA[Akai MPC3000 synth/sampler]]></media:text>
                                <media:title type="plain"><![CDATA[Akai MPC3000 synth/sampler]]></media:title>
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                                <p>Musicians and synth-heads in the audience, rejoice. A new vintage synthesizer plugin has arrived that has the potential to blow many commercial offerings out of the water — and it's completely free, to boot. Audio software maker Autodafe <a href="https://www.autodafe.net/vintage-emulator-studio.html" target="_blank">has released</a> the Vintage Emulator Studio (VES), a fresh new plugin that integrates a fair number of the open-source MAME emulator's synthesizer cores in one neat package.</p><p>The entire list of emulated synths is below, but it includes iconic entries like the <a href="https://www.youtube.com/watch?v=8GliyDgAGQI" target="_blank">Akai MPC3000</a>, <a href="https://www.youtube.com/watch?v=rblt2EtFfC4" target="_blank">LinnDrum</a>, <a href="https://www.youtube.com/watch?v=9GMjH1nR0ds" target="_blank">Oberheim DMX</a>, and <a href="https://www.youtube.com/watch?v=F93ywiGMDnQ" target="_blank">Roland TR-707</a> — used by names like Dr. Dre, New Order, The Police, INXS, and Prince, among many other high-level acts. There are a total of 44 machines, all with component-level emulation.</p><p>What makes VES different from most other synth plugins is that instead of presenting a facsimile of the final output or a hybrid mix of component- and output-stage emulation, it employs — by way of MAME — full <a href="https://github.com/mamedev/discrete" target="_blank">component-level emulation</a>. Each processor, tone generator, envelope generator, filter chip, and converter should be faithfully reproduced, potentially resulting in a <a href="https://sonicstate.com/news/2025/12/12/tx81z-mame-emulation-vs-the-hardware-/" target="_blank">"perfect" emulation</a> of the gear in question, more or less depending on the status of each driver core.</p><p>Notably, on machines whose MAME emulation is farther along, analog and/or digital output stages are faithfully recreated, meaning you won't need additional low-pass filters or any other trickery to make the synth sound like the actual hardware. Additionally, the skeuomorphic, HiDPI-ready UI replicates the units' control panels, dials, buttons, and LCD displays, making them easy to interact with if you're familiar with the real hardware — and probably a nightmare if you're not, as "ease of use" wasn't high on the list of priorities back then. Floppy disk, CD-ROM, and peripheral emulation ought to be included too.</p><p>If by now you're thinking this is all too good to be true, there are indeed a couple or three catches. First and foremost, as with any emulator, you'll need to provide your own ROM/firmware, and depending on the synthesizer, any associated sample packs. Although obtaining those is not too difficult, having a copy of that data is a legal gray area if you don't own the original hardware. Although we haven't tested it ourselves, the CPU usage of the plug-in ought to be somewhat high, considering all the work it's doing simulating every single component.</p><p>Additionally, while MAME's emulation cores aim for full component-level emulation, not every synth driver has had the same amount of work put into it. For example, the Akai MPC-3000 driver is nearly complete, while the Prophet-5's has only been introduced to MAME fairly recently — so your mileage may vary. We'd expect this VST to be updated somewhat frequently as work on its MAME core moves forward.</p><p>For the sake of argument, though, if only a handful of synths are fully emulated, that's still an impressive showing out of a list of 44, given that in theory you'll get output that tracks exceedingly close to that of the original hardware, all from one plugin. You can download the Vintage Emulator Studio <a href="https://www.autodafe.net/vintage-emulator-studio.html" target="_blank">right here</a>, in VST3 or AU format, for every major OS: Windows, macOS Intel/M-series, and Linux. It's also available as a handy standalone application.</p>
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                                                            <title><![CDATA[ Google maps entire brain and central nervous system of adult male fruit fly, software engineers immediately make it run Doom ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Late last week, Google announced that scientists had, for the first time, “mapped the complete <a href="https://www.tomshardware.com/pc-components/cpus/worlds-first-bioprocessor-uses-16-human-brain-organoids-for-a-million-times-less-power-consumption-than-a-digital-chip" target="_blank">brain </a>and central nervous system of an adult male fruit fly.” On Monday, software engineers were already demonstrating the full MaleCNS v1.0 fruit fly connectome being trained to play <em>Doom</em>, as well as <em>Super Mario 64</em>. In light of these developments, perhaps it is time to amend Arthur C. Clarke’s Third Law. We suggest something similar to ‘Any sufficiently advanced new technology will immediately be forced to play <em>Doom</em>.’</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2095553014715093022"><p lang="en" dir="ltr">For the first time, scientists have mapped the complete brain and central nervous system of an adult male fruit fly — a key model organism in science. 🪰Working alongside HHMI Janelia Research Campus and the scientific community, @GoogleResearch scientists and researchers used… pic.twitter.com/dpcXH4jmNS<a href="https://twitter.com/cantworkitout/status/2095553014715093022">September 3, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Let’s look at this story in its natural chronological order. Scientists have been using fruit flies for research for over a century. The winged insects have a strong history in the avenues of genetic research. The humble fruit fly is still relevant in the 2020s in genetics, <a href="https://www.tomshardware.com/peripherals/wearable-tech/sam-altman-raises-usd252-million-for-brain-computer-interface-venture-but-merge-labs-is-still-in-an-early-research-phase" target="_blank">neuroscience</a>, and more.</p><p>Now, for the first time, the complete brain and central nervous system of an adult male fruit fly have been fully mapped. Google Research scientists worked alongside HHMI Janelia Research Campus and the scientific community to achieve this milestone. In the social media post outlining the achievement, Google claimed that AI was used “to combine millions of 2D images into 3D neural shapes, reconstructing a record-breaking 166,000+ neurons.” That’s somewhat below the estimated 86 billion neurons in the human brain. <a href="https://www.tomshardware.com/tech-industry/data-centers/ai-data-center-investment-projected-to-hit-usd32-trillion-by-2050-infrastructure-spending-estimated-to-exceed-capital-requirements-for-railways-electrification-or-the-internet" target="_blank">AI data centers</a> are going to need<a href="https://www.tomshardware.com/pc-components/ram/one-year-into-the-ai-induced-ram-apocalypse-how-much-does-memory-actually-cost-and-is-there-hope-for-a-more-affordable-future" target="_blank"> more RAM</a>, folks.</p><p>This scientific breakthrough is going to “accelerate our understanding of the brain, and is a major milestone in neuroscience,” noted Google last Thursday. By Tuesday, it was already being trained to play <a href="https://www.tomshardware.com/video-games/retro-gaming/you-can-log-into-28-vintage-computer-systems-in-your-browser-for-free-thanks-to-the-interim-computer-museum-and-sdf-org-experience-legendary-oses-architectures-programming-languages-and-games" target="_blank">classic video games</a>.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2096409780961059119"><p lang="en" dir="ltr">I'm training a fly brain to play Doom using the full MaleCNS v1.0 fruit fly connectome.Each Doom frame stimulates sensory neurons. Neural activity is mapped to game controls. Damage triggers a stimulus to two PPL101 dopamine cells as reinforcement.Will the fly learn to… https://t.co/ObCJ03gxy3 pic.twitter.com/H2YDBtyuR8<a href="https://twitter.com/cantworkitout/status/2096409780961059119">September 6, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>We’ve seen software engineer Alex Wormuth and ‘C++ ragebaiteur’ Jessica Paquette already demonstrate fly-brain video game training. Their fly-brain tinkering focuses on <em>Doom </em>and<em> Mario 64</em>, respectively. </p><p>Of their <em>Doom </em>training efforts, Wormuth says that “Each <em>Doom </em>frame stimulates sensory neurons. Neural activity is mapped to game controls. Damage triggers a stimulus to two PPL101 dopamine cells as reinforcement.” The dev closes their tweet with the question “Will the fly learn to survive?” The code is fully open source, and you can also <a href="https://fly-brain-doom.awormuth.chatgpt.site/" target="_blank">watch the training progress </a>of the 166,700 neurons live.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2097004115826200898"><p lang="en" dir="ltr">playing mario 64 using a fly's brain pic.twitter.com/G4BmfMSWb8<a href="https://twitter.com/cantworkitout/status/2097004115826200898">September 7, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Paquette’s short video clip shows <em>Mario </em>repeatedly taking off and bumping into a wall. If it were bumping into a window, it would be exhibiting the pinnacle of fly-brain intelligence. We also have the code to this fly-brain video gaming project, which was “literally 100% vibe coded with GPT Astra… just for fun.” Hopefully non-coders/tinkerers will get updates on the success of this training via Paquette’s socials.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/software/programming/google-maps-entire-brain-and-central-nervous-system-of-adult-male-fruit-fly-software-engineers-immediately-make-it-run-doom-ai-powered-3d-model-of-over-166-000-neurons-can-also-play-super-mario-64</link>
                                                                            <description>
                            <![CDATA[ Scientists mapped the complete brain and central nervous system of an adult male fruit fly for the first time. Days later the full MaleCNS v1.0 fruit fly connectome was being trained to play Doom and Mario 64. ]]>
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                                                                        <pubDate>Tue, 08 Sep 2026 11:06:26 +0000</pubDate>                                                                                                                                <updated>Tue, 08 Sep 2026 12:52:48 +0000</updated>
                                                                                                                                            <category><![CDATA[Programming]]></category>
                                                    <category><![CDATA[Software]]></category>
                                                                                                                    <dc:creator><![CDATA[ Mark Tyson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/56vqMYLDaKRHPhHZgbADFR-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Mark&#039;s enthusiasm for computers dampened at an early age by the rubber-keyed Sinclair Spectrum 48K and feelings of Commodore 64 envy. However, in the mid-80s, hope in a digital future was rekindled by the purchase of an Atari 520 STe. Since that time Mark has used a multitude of computers for fun and professional endeavors. He often owned both Macs and PCs but went cold on the former after OS9 was killed off, and warmed to the latter with the introduction of Windows XP.&lt;br&gt;
&lt;br&gt;
Early work years were spent in artwork and reprographics but in the late noughties, Mark started to blog about computers, Taiwanese food culture, and guitar design. This activity led to a full-time position writing about breaking PC tech news for HEXUS, for the best part of a decade. When HEXUS was abruptly closed, Mark helped with the foundation of Club386, before finding a new home at Tom&#039;s Hardware.&lt;br&gt;
&lt;br&gt;
When not wearing through the keycap legends on his PC keyboards, Mark can be found wandering the computer malls of Taiwan&#039;s neon-lit conurbations and enjoying local and international cuisine.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Google Research]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Fruit fly brain mapped]]></media:description>                                                            <media:text><![CDATA[Fruit fly brain mapped]]></media:text>
                                <media:title type="plain"><![CDATA[Fruit fly brain mapped]]></media:title>
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                                <p>Late last week, Google announced that scientists had, for the first time, “mapped the complete <a href="https://www.tomshardware.com/pc-components/cpus/worlds-first-bioprocessor-uses-16-human-brain-organoids-for-a-million-times-less-power-consumption-than-a-digital-chip" target="_blank">brain </a>and central nervous system of an adult male fruit fly.” On Monday, software engineers were already demonstrating the full MaleCNS v1.0 fruit fly connectome being trained to play <em>Doom</em>, as well as <em>Super Mario 64</em>. In light of these developments, perhaps it is time to amend Arthur C. Clarke’s Third Law. We suggest something similar to ‘Any sufficiently advanced new technology will immediately be forced to play <em>Doom</em>.’</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2095553014715093022"><p lang="en" dir="ltr">For the first time, scientists have mapped the complete brain and central nervous system of an adult male fruit fly — a key model organism in science. 🪰Working alongside HHMI Janelia Research Campus and the scientific community, @GoogleResearch scientists and researchers used… pic.twitter.com/dpcXH4jmNS<a href="https://twitter.com/cantworkitout/status/2095553014715093022">September 3, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Let’s look at this story in its natural chronological order. Scientists have been using fruit flies for research for over a century. The winged insects have a strong history in the avenues of genetic research. The humble fruit fly is still relevant in the 2020s in genetics, <a href="https://www.tomshardware.com/peripherals/wearable-tech/sam-altman-raises-usd252-million-for-brain-computer-interface-venture-but-merge-labs-is-still-in-an-early-research-phase" target="_blank">neuroscience</a>, and more.</p><p>Now, for the first time, the complete brain and central nervous system of an adult male fruit fly have been fully mapped. Google Research scientists worked alongside HHMI Janelia Research Campus and the scientific community to achieve this milestone. In the social media post outlining the achievement, Google claimed that AI was used “to combine millions of 2D images into 3D neural shapes, reconstructing a record-breaking 166,000+ neurons.” That’s somewhat below the estimated 86 billion neurons in the human brain. <a href="https://www.tomshardware.com/tech-industry/data-centers/ai-data-center-investment-projected-to-hit-usd32-trillion-by-2050-infrastructure-spending-estimated-to-exceed-capital-requirements-for-railways-electrification-or-the-internet" target="_blank">AI data centers</a> are going to need<a href="https://www.tomshardware.com/pc-components/ram/one-year-into-the-ai-induced-ram-apocalypse-how-much-does-memory-actually-cost-and-is-there-hope-for-a-more-affordable-future" target="_blank"> more RAM</a>, folks.</p><p>This scientific breakthrough is going to “accelerate our understanding of the brain, and is a major milestone in neuroscience,” noted Google last Thursday. By Tuesday, it was already being trained to play <a href="https://www.tomshardware.com/video-games/retro-gaming/you-can-log-into-28-vintage-computer-systems-in-your-browser-for-free-thanks-to-the-interim-computer-museum-and-sdf-org-experience-legendary-oses-architectures-programming-languages-and-games" target="_blank">classic video games</a>.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2096409780961059119"><p lang="en" dir="ltr">I'm training a fly brain to play Doom using the full MaleCNS v1.0 fruit fly connectome.Each Doom frame stimulates sensory neurons. Neural activity is mapped to game controls. Damage triggers a stimulus to two PPL101 dopamine cells as reinforcement.Will the fly learn to… https://t.co/ObCJ03gxy3 pic.twitter.com/H2YDBtyuR8<a href="https://twitter.com/cantworkitout/status/2096409780961059119">September 6, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>We’ve seen software engineer Alex Wormuth and ‘C++ ragebaiteur’ Jessica Paquette already demonstrate fly-brain video game training. Their fly-brain tinkering focuses on <em>Doom </em>and<em> Mario 64</em>, respectively. </p><p>Of their <em>Doom </em>training efforts, Wormuth says that “Each <em>Doom </em>frame stimulates sensory neurons. Neural activity is mapped to game controls. Damage triggers a stimulus to two PPL101 dopamine cells as reinforcement.” The dev closes their tweet with the question “Will the fly learn to survive?” The code is fully open source, and you can also <a href="https://fly-brain-doom.awormuth.chatgpt.site/" target="_blank">watch the training progress </a>of the 166,700 neurons live.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2097004115826200898"><p lang="en" dir="ltr">playing mario 64 using a fly's brain pic.twitter.com/G4BmfMSWb8<a href="https://twitter.com/cantworkitout/status/2097004115826200898">September 7, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Paquette’s short video clip shows <em>Mario </em>repeatedly taking off and bumping into a wall. If it were bumping into a window, it would be exhibiting the pinnacle of fly-brain intelligence. We also have the code to this fly-brain video gaming project, which was “literally 100% vibe coded with GPT Astra… just for fun.” Hopefully non-coders/tinkerers will get updates on the success of this training via Paquette’s socials.</p>
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                                                            <title><![CDATA[ GTA Vice City and GTA III return to web browsers after a DMCA takedown ]]></title>
                                                                                                <dc:content><![CDATA[ <p><em>Grand Theft Auto: Vice City</em> has cemented itself as one of the most legendary games of all time. It originally came out in 2002 on the PS2 before making its way to the Xbox and PC a year later. Fast forward to 2026, and now the game is entirely playable in a browser window. It was actually already playable <a href="https://www.tomshardware.com/video-games/gta-vice-city-is-now-playable-straight-from-a-browser-requires-upload-of-an-original-game-file-to-save-progress-2002-title-that-once-demanded-pentium-3-now-runs-in-chrome" target="_blank">last year on DOS Zone</a> but was <a href="https://www.tomshardware.com/video-games/browser-run-copy-of-grand-theft-auto-gets-taken-down-by-dcma-take-two-says-dos-zone-infringed-companys-intellectual-property-rights-despite-disclaimers-and-requirement-to-own-original-copy-of-title-to-run-full-game-online" target="_blank">quickly shut down</a> following a DMCA strike from Take-Two. However, a different website called "<a href="https://quenq.com/apps/vice-city-online/" target="_blank">Quenq</a>" has taken up the mantle now, and it also hosts <em>GTA III</em> there.</p><p>The project is still the same because it quite literally says DOS Zone in the pause menu. Anyhow, for a change of pace, we tried the game on a OnePlus 12; it loaded immediately and ran without any issues. Beyond keyboard/mouse and controller, the game is also compatible with touchscreen controls. We were able to seamlessly move around the world and control Tommy in both landscape and portrait orientations.</p><p>You get a save game and mod manager, allowing you to upload your own files right into the browser. You can type cheats using an external keyboard as well. There's an FPS limit option before the game begins because <em>GTA Vice City</em> was intended to run at 30 FPS, so playing it at unlocked framerates (which this port supports) can sometimes cause bugs and physics to break. We were able to easily play the game past 100 FPS on desktop, though.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/gesUfFqHhFC8TEFBskgYTQ-1920-80.png" alt="GTA: Vice City running in a browser" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/VK5uFicCqRJZXdGYvtpBnP-1920-80.png" alt="GTA: Vice City running in a browser" /><figcaption><small role="credit">Future</small></figcaption></figure></figure><p>The project likely uses <em>reVC </em>— a community project that decompiles the original source code of <em>GTA: Vice City</em> into clean, readable C++ code. Then, WebAssembly helps translate C++ code into JavaScript that the browser can natively understand. The port should be running on WebGL 2, a JavaScript API that bypasses your browser's typical layout engine and talks directly to your GPU to execute graphics-intensive tasks. </p><p>The same goes for <em>GTA III</em> — it's also <a href="https://quenq.com/apps/gta-3-online/" target="_blank">available on Quenq</a>, features the same controls and options (except for the mod manager), and is likely built using <em>re3</em>, which is the decompiled source code of <em>GTA III</em>. This project doesn't seem to be ripped off from DOS Zone, as there is no indication of such in the pause menu. It also runs just as well as the <em>Vice City </em>port, and we had no issues playing it across a bunch of devices. </p><p>Just out of curiosity, we checked DOS Zone and actually found both<a href="https://dos.zone/revcdos/" target="_blank"><em> Vice City</em></a> and <a href="https://dos.zone/regta3dos/" target="_blank"><em>GTA III</em></a> listed there, but they require uploading the game assets. You can also just download the data through a torrent after you click a button, but the platform leaves that choice to you with clear disclaimers that they won't be responsible for piracy. It's clear that the DMCA takedown has shifted the way the platform distributes these projects, but it's still impressive that they're up, nonetheless.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2479px;"><p class="vanilla-image-block" style="padding-top:63.70%;"><img id="rWeYP8mggu5YYwVriFr6ei" name="Screenshot 2026-09-07 065205" alt="GTA III running in a browser" src="https://cdn.mos.cms.futurecdn.net/rWeYP8mggu5YYwVriFr6ei-1920-80.png" mos="" align="middle" fullscreen="" width="2479" height="1579" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/gta-vice-city-and-gta-iii-return-to-web-browsers-after-a-dmca-takedown-open-source-reverse-engineering-brings-the-classics-to-the-web-with-over-100-fps-performance</link>
                                                                            <description>
                            <![CDATA[ You can play GTA: Vice City and GTA III in your browser right now across pretty much any modern device. The projects are compiled from source codes of the original games and are available on either DOS Zone, where you're required to upload or torrent a few assets, or Quenq. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Mon, 07 Sep 2026 11:30:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Hassam Nasir) ]]></author>                    <dc:creator><![CDATA[ Hassam Nasir ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SxxNFHt95eGK37mKPhJpdZ-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Hassam is a lifelong PC gamer and tech enthusiast with over five years of experience in PC hardware journalism. His passion began in childhood when he rescued a discarded Pentium 4 processor, straightening its pins with a kitchen knife to revive a Dell Dimension 2400 at the age of seven. Since then, he has followed the advancements in technology, witnessing the evolution of hardware from the era of AMD&#039;s Opteron architecture to Intel&#039;s Smithfield (Pentium D), and the rise of Voodoo GPUs alongside Nvidia&#039;s FX GPUs taking the market by storm to the latest innovations today. As a seasoned writer, Hassam loves to get into the nitty-gritty details of hardware, providing insights on everything from CPUs, Motherboards and RAM to GPUs. When he’s not writing, you’ll find him building custom water-cooled PCs for himself and his friends, attending drag racing events, or collecting niche fragrances.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[GTA: Vice City running in a browser]]></media:description>                                                            <media:text><![CDATA[GTA: Vice City running in a browser]]></media:text>
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                                <p><em>Grand Theft Auto: Vice City</em> has cemented itself as one of the most legendary games of all time. It originally came out in 2002 on the PS2 before making its way to the Xbox and PC a year later. Fast forward to 2026, and now the game is entirely playable in a browser window. It was actually already playable <a href="https://www.tomshardware.com/video-games/gta-vice-city-is-now-playable-straight-from-a-browser-requires-upload-of-an-original-game-file-to-save-progress-2002-title-that-once-demanded-pentium-3-now-runs-in-chrome" target="_blank">last year on DOS Zone</a> but was <a href="https://www.tomshardware.com/video-games/browser-run-copy-of-grand-theft-auto-gets-taken-down-by-dcma-take-two-says-dos-zone-infringed-companys-intellectual-property-rights-despite-disclaimers-and-requirement-to-own-original-copy-of-title-to-run-full-game-online" target="_blank">quickly shut down</a> following a DMCA strike from Take-Two. However, a different website called "<a href="https://quenq.com/apps/vice-city-online/" target="_blank">Quenq</a>" has taken up the mantle now, and it also hosts <em>GTA III</em> there.</p><p>The project is still the same because it quite literally says DOS Zone in the pause menu. Anyhow, for a change of pace, we tried the game on a OnePlus 12; it loaded immediately and ran without any issues. Beyond keyboard/mouse and controller, the game is also compatible with touchscreen controls. We were able to seamlessly move around the world and control Tommy in both landscape and portrait orientations.</p><p>You get a save game and mod manager, allowing you to upload your own files right into the browser. You can type cheats using an external keyboard as well. There's an FPS limit option before the game begins because <em>GTA Vice City</em> was intended to run at 30 FPS, so playing it at unlocked framerates (which this port supports) can sometimes cause bugs and physics to break. We were able to easily play the game past 100 FPS on desktop, though.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/gesUfFqHhFC8TEFBskgYTQ-1920-80.png" alt="GTA: Vice City running in a browser" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/VK5uFicCqRJZXdGYvtpBnP-1920-80.png" alt="GTA: Vice City running in a browser" /><figcaption><small role="credit">Future</small></figcaption></figure></figure><p>The project likely uses <em>reVC </em>— a community project that decompiles the original source code of <em>GTA: Vice City</em> into clean, readable C++ code. Then, WebAssembly helps translate C++ code into JavaScript that the browser can natively understand. The port should be running on WebGL 2, a JavaScript API that bypasses your browser's typical layout engine and talks directly to your GPU to execute graphics-intensive tasks. </p><p>The same goes for <em>GTA III</em> — it's also <a href="https://quenq.com/apps/gta-3-online/" target="_blank">available on Quenq</a>, features the same controls and options (except for the mod manager), and is likely built using <em>re3</em>, which is the decompiled source code of <em>GTA III</em>. This project doesn't seem to be ripped off from DOS Zone, as there is no indication of such in the pause menu. It also runs just as well as the <em>Vice City </em>port, and we had no issues playing it across a bunch of devices. </p><p>Just out of curiosity, we checked DOS Zone and actually found both<a href="https://dos.zone/revcdos/" target="_blank"><em> Vice City</em></a> and <a href="https://dos.zone/regta3dos/" target="_blank"><em>GTA III</em></a> listed there, but they require uploading the game assets. You can also just download the data through a torrent after you click a button, but the platform leaves that choice to you with clear disclaimers that they won't be responsible for piracy. It's clear that the DMCA takedown has shifted the way the platform distributes these projects, but it's still impressive that they're up, nonetheless.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2479px;"><p class="vanilla-image-block" style="padding-top:63.70%;"><img id="rWeYP8mggu5YYwVriFr6ei" name="Screenshot 2026-09-07 065205" alt="GTA III running in a browser" src="https://cdn.mos.cms.futurecdn.net/rWeYP8mggu5YYwVriFr6ei-1920-80.png" mos="" align="middle" fullscreen="" width="2479" height="1579" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure>
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                                                            <title><![CDATA[ This 10-inch 4:3 television hides your retro consoles in a secret rear compartment ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Getting a retro game console to look right on a modern TV can be a challenge, as legacy video signals need to be scaled or de-interlaced, while latency and aspect-ratio issues can further make retro games look or feel different from the original experience. In an attempt to recreate the nostalgic experience, retro gaming hardware manufacturer Unico has introduced the <a href="https://unico-arcade.myshopify.com/pages/traveller-ulw10">Traveller ULW10</a>, a CRT-inspired 10-inch TV.</p><p>According to the company, the ULW10 is a PVM (Professional Video Monitor) with a vibrant 4:3 panel that “combines the character of a classic display format with the reliability of modern technology.” In terms of connectivity, the monitor comes with RGB, VGA, and HDMI video inputs, offering support for a wide variety of consoles. There is also a USB Type-A port, while the rear compartment provides storage for compatible consoles that can be tucked behind the display. It also includes knobs and physical buttons for various settings, similar to those found on old-school televisions.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/ZdpLFbc6sXfcGcghA9PFkH-1920-80.png" alt="The Unico Traveller ULW10 retro gaming monitor" /><figcaption><small role="credit">Unico</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/f7C8WSvndApMtkVoUsD4va-1920-80.jpg" alt="The Unico Traveller ULW10 retro gaming monitor" /><figcaption><small role="credit">Unico</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Bd8WD8uDnPzrCNTMQ6mt3H-1920-80.jpg" alt="The Unico Traveller ULW10 retro gaming monitor" /><figcaption><small role="credit">Unico</small></figcaption></figure></figure><p>Unfortunately, the ULW10 does not include a composite video input, and Unico says the decision ultimately came down to the limited space inside its compact chassis. With room needed for the signal board and other components, the company had to choose which video inputs to include. HDMI and VGA were retained for modern devices, PCs, and video converters, while RGB SCART was selected as the analog option because it offered the best balance between compatibility and image quality. It is also worth mentioning that the ULW10 is not a CRT monitor, but it can simulate the CRT or pixel-art style of old games.</p><p>The monitor will be offered in three color options: red and white, cream white, and studio gray. The casing includes built-in carrying handles as well as speaker vents, although the monitor itself does not include any speakers. The Traveller ULW10 will be available via <a href="https://www.kickstarter.com/projects/unicousa/travellerulw10-a-modern-take-on-the-retro-4-3-pvm-monitor">Kickstarter</a>, and while pricing information has not yet been confirmed, you can <a href="https://unico-arcade.myshopify.com/products/traveller-ulw10-4-3-retro-gaming-monitor">reserve a ‘Founder Spot’ for $5</a> and receive $30 back when you back the monitor on Kickstarter.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/retro-gaming/this-10-inch-4-3-television-hides-your-retro-consoles-in-a-secret-rear-compartment-unicos-traveller-ulw10-trades-composite-video-for-rgb-scart-and-hdmi</link>
                                                                            <description>
                            <![CDATA[ The ULW10 Traveller offers retro gamers a compact alternative to modern widescreen TVs, complete with a 4:3 display and CRT-style visuals ]]>
                                                                                                            </description>
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                                                                        <pubDate>Mon, 07 Sep 2026 11:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Retro Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Kunal Khullar) ]]></author>                    <dc:creator><![CDATA[ Kunal Khullar ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/NDK3ae3zDxAx2BJnMXxBJV-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Kunal Khullar is a contributor at Tom’s Hardware with extensive writing experience in computing. With a deep-seated passion for technology, Kunal has dedicated years to mastering the intricacies of computer hardware components and staying at the forefront of the latest software developments. His journey in the tech world began with hands-on experience in assembling and troubleshooting PCs and laptops as a kid in the 90s, a skill he has meticulously honed over the years. He has worked for various publications covering a range of topics including smartphones, laptops, audio devices, and PC hardware. Currently, he is engrossed with everything happening in the world of computing with a growing obsession for unique PC cases and RGB cooling fans. Through his articles Kunal strives to demystify complex concepts for a broad audience. Kunal is also a casual gamer as he loves to squad up with his friends in &lt;em&gt;Apex Legends&lt;/em&gt;, and claims to have a fairly good taste in music especially when it comes to heavy metal.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Unico]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The Unico Traveller ULW10 monitor for retro gaming]]></media:description>                                                            <media:text><![CDATA[The Unico Traveller ULW10 monitor for retro gaming]]></media:text>
                                <media:title type="plain"><![CDATA[The Unico Traveller ULW10 monitor for retro gaming]]></media:title>
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                                <p>Getting a retro game console to look right on a modern TV can be a challenge, as legacy video signals need to be scaled or de-interlaced, while latency and aspect-ratio issues can further make retro games look or feel different from the original experience. In an attempt to recreate the nostalgic experience, retro gaming hardware manufacturer Unico has introduced the <a href="https://unico-arcade.myshopify.com/pages/traveller-ulw10">Traveller ULW10</a>, a CRT-inspired 10-inch TV.</p><p>According to the company, the ULW10 is a PVM (Professional Video Monitor) with a vibrant 4:3 panel that “combines the character of a classic display format with the reliability of modern technology.” In terms of connectivity, the monitor comes with RGB, VGA, and HDMI video inputs, offering support for a wide variety of consoles. There is also a USB Type-A port, while the rear compartment provides storage for compatible consoles that can be tucked behind the display. It also includes knobs and physical buttons for various settings, similar to those found on old-school televisions.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/ZdpLFbc6sXfcGcghA9PFkH-1920-80.png" alt="The Unico Traveller ULW10 retro gaming monitor" /><figcaption><small role="credit">Unico</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/f7C8WSvndApMtkVoUsD4va-1920-80.jpg" alt="The Unico Traveller ULW10 retro gaming monitor" /><figcaption><small role="credit">Unico</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Bd8WD8uDnPzrCNTMQ6mt3H-1920-80.jpg" alt="The Unico Traveller ULW10 retro gaming monitor" /><figcaption><small role="credit">Unico</small></figcaption></figure></figure><p>Unfortunately, the ULW10 does not include a composite video input, and Unico says the decision ultimately came down to the limited space inside its compact chassis. With room needed for the signal board and other components, the company had to choose which video inputs to include. HDMI and VGA were retained for modern devices, PCs, and video converters, while RGB SCART was selected as the analog option because it offered the best balance between compatibility and image quality. It is also worth mentioning that the ULW10 is not a CRT monitor, but it can simulate the CRT or pixel-art style of old games.</p><p>The monitor will be offered in three color options: red and white, cream white, and studio gray. The casing includes built-in carrying handles as well as speaker vents, although the monitor itself does not include any speakers. The Traveller ULW10 will be available via <a href="https://www.kickstarter.com/projects/unicousa/travellerulw10-a-modern-take-on-the-retro-4-3-pvm-monitor">Kickstarter</a>, and while pricing information has not yet been confirmed, you can <a href="https://unico-arcade.myshopify.com/products/traveller-ulw10-4-3-retro-gaming-monitor">reserve a ‘Founder Spot’ for $5</a> and receive $30 back when you back the monitor on Kickstarter.</p>
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                                                            <title><![CDATA[ RPCS3 emulator can now run games on PC directly from a disc drive in landmark development ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The developers of the Sony PlayStation 3 emulator RPCS3 have told their social media followers that it is now possible to play games straight from discs. As announced on Twitter/X, the emulator’s latest refinement works only with certain internal and external <a href="https://www.tomshardware.com/video-games/console-gaming/modern-blu-ray-drives-can-now-rip-gamecube-wii-and-xbox-360-games-to-pc-third-party-firmware-unlocks-game-rips-from-physical-media-on-select-players" target="_blank">Blu-ray drives.</a> Happily for retro gamers, there’s a lengthy <a href="https://rpcs3.net/quickstart#dumping_drives" target="_blank">compatibility list of drives</a> featuring many models and brands, and the same drives are also compatible with dumping your media to fixed storage.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2096669803993829481"><p lang="en" dir="ltr">You can now play your PS3 games on PC... DIRECTLY FROM THE DISC DRIVE!💿 PLUG AND PLAY! Owning your games as physical media allows you to play games released as far back as 20 years ago without relying on any servers!See compatible disc drive models at https://t.co/nSzG5S954L pic.twitter.com/d1uKE7Bpyr<a href="https://twitter.com/cantworkitout/status/2096669803993829481">September 6, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Above you can see the RPCS3 devs are pretty happy with the slick new “plug and play” refinements that are available to users of the latest version of the emulator. “You can now play your PS3 games on PC... DIRECTLY FROM THE DISC DRIVE!” boast the open source emulator programmers. “PLUG AND PLAY! Owning your games as physical media allows you to play games released as far back as 20 years ago without relying on any servers!” The <a href="https://www.tomshardware.com/video-games/playstation/rpcs3-ps3-emulator-gets-cell-cpu-breakthrough-that-improves-performance-in-all-games" target="_blank">RPCS3 </a>team thanks <em>digant73 </em>and <em>Megamouse</em>, specifically, for contributions making this feat possible.</p><p>Indeed, this is another step forward in making a slick emulator that works in a surprisingly frictionless fashion. Though the Tweet mentions PC, specifically, extended disc drive play support is also available on <a href="https://www.tomshardware.com/news/live/my-week-with-linux" target="_blank">Linux</a>, FreeBSD, and macOS. You just need to check that drive compatibility list. Moreover, all users can enjoy “optimized install times for package installations from the disc drive.” It has also been confirmed that PS4 and PS5 console users with Linux installs can launch PS3 games directly from disc using RPCS3.</p><p>Here’s a quick tip for folks who have an obscure Blu-ray drive that isn’t in the list. If you want to confirm compatibility with the drive, just put a <a href="https://www.tomshardware.com/video-games/playstation/sony-officially-kills-the-playstation-disc-ending-physical-game-production-in-2028-shutting-down-the-playstation-store-on-the-playstation-3-and-ps-vita-systems" target="_blank">PS3 disc</a> in it. If you can browse its files, it's compatible; if nothing shows up, then it's not.</p><p>With pricing for <a href="https://www.tomshardware.com/reviews/best-ssds,3891.html" target="_blank">the best SSDs</a> now sky-high, being able to test-run new (old) games before dumping them to fixed storage could be a boon. It might also be good for auditioning a batch of discs you have recently bought, to see which ones are keepers.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/playstation/rpcs3-emulator-can-now-run-games-on-pc-directly-from-a-disc-drive-in-landmark-development-unlocks-20-years-of-physical-ps3-games-on-windows-linux-and-macos</link>
                                                                            <description>
                            <![CDATA[ The developers of the Sony PlayStation 3 emulator RPCS3 have told their social media followers that it is now possible to play games straight from discs. ]]>
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                                                                        <pubDate>Mon, 07 Sep 2026 10:47:25 +0000</pubDate>                                                                                                                                <updated>Mon, 07 Sep 2026 13:22:51 +0000</updated>
                                                                                                                                            <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Mark Tyson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/56vqMYLDaKRHPhHZgbADFR-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Mark&#039;s enthusiasm for computers dampened at an early age by the rubber-keyed Sinclair Spectrum 48K and feelings of Commodore 64 envy. However, in the mid-80s, hope in a digital future was rekindled by the purchase of an Atari 520 STe. Since that time Mark has used a multitude of computers for fun and professional endeavors. He often owned both Macs and PCs but went cold on the former after OS9 was killed off, and warmed to the latter with the introduction of Windows XP.&lt;br&gt;
&lt;br&gt;
Early work years were spent in artwork and reprographics but in the late noughties, Mark started to blog about computers, Taiwanese food culture, and guitar design. This activity led to a full-time position writing about breaking PC tech news for HEXUS, for the best part of a decade. When HEXUS was abruptly closed, Mark helped with the foundation of Club386, before finding a new home at Tom&#039;s Hardware.&lt;br&gt;
&lt;br&gt;
When not wearing through the keycap legends on his PC keyboards, Mark can be found wandering the computer malls of Taiwan&#039;s neon-lit conurbations and enjoying local and international cuisine.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[PS3 games]]></media:description>                                                            <media:text><![CDATA[PS3 games]]></media:text>
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                                <p>The developers of the Sony PlayStation 3 emulator RPCS3 have told their social media followers that it is now possible to play games straight from discs. As announced on Twitter/X, the emulator’s latest refinement works only with certain internal and external <a href="https://www.tomshardware.com/video-games/console-gaming/modern-blu-ray-drives-can-now-rip-gamecube-wii-and-xbox-360-games-to-pc-third-party-firmware-unlocks-game-rips-from-physical-media-on-select-players" target="_blank">Blu-ray drives.</a> Happily for retro gamers, there’s a lengthy <a href="https://rpcs3.net/quickstart#dumping_drives" target="_blank">compatibility list of drives</a> featuring many models and brands, and the same drives are also compatible with dumping your media to fixed storage.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2096669803993829481"><p lang="en" dir="ltr">You can now play your PS3 games on PC... DIRECTLY FROM THE DISC DRIVE!💿 PLUG AND PLAY! Owning your games as physical media allows you to play games released as far back as 20 years ago without relying on any servers!See compatible disc drive models at https://t.co/nSzG5S954L pic.twitter.com/d1uKE7Bpyr<a href="https://twitter.com/cantworkitout/status/2096669803993829481">September 6, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Above you can see the RPCS3 devs are pretty happy with the slick new “plug and play” refinements that are available to users of the latest version of the emulator. “You can now play your PS3 games on PC... DIRECTLY FROM THE DISC DRIVE!” boast the open source emulator programmers. “PLUG AND PLAY! Owning your games as physical media allows you to play games released as far back as 20 years ago without relying on any servers!” The <a href="https://www.tomshardware.com/video-games/playstation/rpcs3-ps3-emulator-gets-cell-cpu-breakthrough-that-improves-performance-in-all-games" target="_blank">RPCS3 </a>team thanks <em>digant73 </em>and <em>Megamouse</em>, specifically, for contributions making this feat possible.</p><p>Indeed, this is another step forward in making a slick emulator that works in a surprisingly frictionless fashion. Though the Tweet mentions PC, specifically, extended disc drive play support is also available on <a href="https://www.tomshardware.com/news/live/my-week-with-linux" target="_blank">Linux</a>, FreeBSD, and macOS. You just need to check that drive compatibility list. Moreover, all users can enjoy “optimized install times for package installations from the disc drive.” It has also been confirmed that PS4 and PS5 console users with Linux installs can launch PS3 games directly from disc using RPCS3.</p><p>Here’s a quick tip for folks who have an obscure Blu-ray drive that isn’t in the list. If you want to confirm compatibility with the drive, just put a <a href="https://www.tomshardware.com/video-games/playstation/sony-officially-kills-the-playstation-disc-ending-physical-game-production-in-2028-shutting-down-the-playstation-store-on-the-playstation-3-and-ps-vita-systems" target="_blank">PS3 disc</a> in it. If you can browse its files, it's compatible; if nothing shows up, then it's not.</p><p>With pricing for <a href="https://www.tomshardware.com/reviews/best-ssds,3891.html" target="_blank">the best SSDs</a> now sky-high, being able to test-run new (old) games before dumping them to fixed storage could be a boon. It might also be good for auditioning a batch of discs you have recently bought, to see which ones are keepers.</p>
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                                                            <title><![CDATA[ PS5 emulator can now run the console version of GTA V at up to 60 FPS on PC, but quickly crashes as tweakers continue to optimize  ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The PS5 emulation scene is growing at a rapid pace, perhaps the most rapidly we've ever seen, because the PS5 version of GTA V is now at least playable at up to 60 FPS on PC for a few minutes as modders work to fine-tune their approach. The <a href="https://www.tomshardware.com/video-games/playstation/ps5-emulation-hits-new-milestone-in-record-time-multiple-3d-games-now-playable-in-kyty-performance-and-support-steadily-improving-with-30-fps-gameplay-possible-today" target="_blank">last time we checked in </a>over a month ago, GTA V was still stuck at the initial splash screen while 2D games were running smoothly, and other 3D games were just beginning to perform. Evidently, a lot of progress has been made since then — all in an effort to potentially get GTA VI playable on PC before an official port drops. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2096078619026055300"><p lang="en" dir="ltr">PS5 Version of Grand Theft Auto 5 emulated on KyTyPS5 emulator at 40 to 60 fps pic.twitter.com/JJlvqrHCof<a href="https://twitter.com/cantworkitout/status/2096078619026055300">September 5, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The video above shows GTA V's starting mission running at roughly 40 to 60 FPS, fluctuating based on how much action is going on. It's the starting mission of the game, so the true test of the open world is still a bit far out. The game is being emulated via <a href="https://github.com/KytyPS5/KytyPS5" target="_blank">KytyPS5</a>, the most prominent PS5 emulator at the moment, alongside ShadEmu. The PC running it has a Ryzen 7 9950X3D CPU and an RX 7900 XT GPU, so admittedly very high-end specs.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2085240349497381008"><p lang="en" dir="ltr">More PlayStation 5 games are now running smoothly on Kyty PS5 Emulator.Current playable titles include:• Tomb Raider IV-VI Remastered• STORY OF SEASONS: A Wonderful Life• PAC-MAN WORLD Re-PAC• Double Dragon Gaiden: Rise of the DragonsAll of them are now rendering and… pic.twitter.com/Ms4RCS29mu<a href="https://twitter.com/cantworkitout/status/2085240349497381008">August 6, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Unfortunately, as soon as the player gets to the shutter that opens up to police waiting outside, the game crashes. It would've been almost euphoric to see actual gunplay between the character you're controlling and the NPCs shooting at you, but what we already witnessed was highly impressive, nonetheless. This is by far the biggest milestone in the PS5 emulation scene and the closest we've gotten to the actual goal of all this sudden development. </p><p>Case in point, <a href="https://x.com/BrutalSam_/status/2096527374753959956https://www.youtube.com/watch?v=43ke6Swr7yc" target="_blank">a user was able to get past</a> the starting mission and actually into the open world of GTA V. The game was running below 15 FPS, but as soon as Franklin and Lamar's cutscene occurred, the frame rate rose to the mid-40s. The game crashed as soon as the cutscene ended, but remember that GTA V cutscenes are not pre-rendered videos but are instead rendered in real time using the game engine, so this is a very impressive feat for the KytyPS5 emulator. </p><p>GTA V is not a difficult game to run; Android flagships from the past three years can emulate it at up to 60 FPS as well these days. But getting the PS5 version of the game to even be playable on PC in such a short amount of time is a testament to the community's dedication. It's easy to imagine that after seeing the <a href="https://www.tomshardware.com/video-games/grand-theft-auto-6-will-run-at-only-30-fps-on-consoles-at-launch-no-performance-mode-promised-even-the-souped-up-ps5-pro-might-not-get-60-fps-support">GTA VI gameplay reveal</a>, the urge to play it on PC right away instead of waiting for an official release has spiked to an all-time high. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2096527374753959956"><p lang="en" dir="ltr">Grand Theft Auto PS5 version PPSA04264 running on PS5 emulator KyTyPS5 forks.(some of the builds are forks, some are local builds)(Yes, GTA 5 is on PC, we know that, the point is the progress for big 3D games).for updates: https://t.co/Hz6VoBrtHh credit to ihc160/Komary pic.twitter.com/en1iKatnmT<a href="https://twitter.com/cantworkitout/status/2096527374753959956">September 6, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>GTA V actually first booted inside KytyPS5 a week ago before getting to this point, but it's not the only game running well right now. There are at least four other PS5 titles capable of being played at 60 FPS through emulation. The tweet above shows them all running on an RTX 5080 system with a Ryzen 7 5800X3D. We tried one game ourselves — PAC-MAN WORLD Re-PAC — and it ran shockingly well, locked at 60 FPS, even on an RX 6700 XT rig paired with a Ryzen 7 7700X processor. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1648px;"><p class="vanilla-image-block" style="padding-top:49.76%;"><img id="UQT97vjE98fi2sgK37MpMj" name="Screenshot 2026-09-05 214519" alt="The PS5 version of PAC-MAN WORLD Re-PAC being emulated on a PC via KytyPS5" src="https://cdn.mos.cms.futurecdn.net/UQT97vjE98fi2sgK37MpMj-1920-80.png" mos="" align="middle" fullscreen="" width="1648" height="820" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>On the other hand, SharpEmu is also making progress, but that team has a different approach to the same hurdle. They're busy tackling accuracy and infrastructure setup rather than game-specific compatibility, per its GitHub repo. In other words, it means fixing low-level issues that are preventing games like <em>Astro Bot </em>from currently reaching the gameplay state. Astro's Playroom has just barely <a href="https://x.com/BrutalSam_/status/2092711965416186089" target="_blank">reached the point where it boots</a>. </p><p>SharpEmu is delivering a lot of achievements on the handheld side, though, with massive improvements made for the Steam Deck. The post below shows a similar level of performance for Astro’s Playroom compared to a much more powerful RX 7900 XT system with a Ryzen 9 7900X CPU. It's still barely 1 frame per second, and the game doesn't get past the boot screen, but the fact that it's even possible is enough cause for celebration. Remember, this is the worst that PS5 emulation will ever be. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2088265652356174132"><p lang="en" dir="ltr">SharpEmu just hit a pretty wild Steam Deck emulation milestone.-Astro’s Playroom booted locally on SteamOS-PS5 emulation running directly on Steam Deck-Roughly 0.5–1 FPS-Only reaches the intro/loading sequence-Completely unplayable right nowThe interesting part isn’t… pic.twitter.com/qL8lLKHwDO<a href="https://twitter.com/cantworkitout/status/2088265652356174132">August 14, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/ps5-emulator-can-now-run-the-console-version-of-gta-v-at-up-to-60-fps-on-pc-but-quickly-crashes-as-tweakers-continue-to-optimize-ps5-emulation-advancing-at-an-astronomical-pace-leading-up-to-gta-vi-launch</link>
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                            <![CDATA[ A spark was lit under the PS5 emulation scene a couple of months ago and instead of fading over time, it seems to be burning brighter than ever. GTA V now runs between 40-60 FPS for a few minutes before crashing, along with several other games being rendered smoothly. ]]>
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                                                                        <pubDate>Sun, 06 Sep 2026 11:48:08 +0000</pubDate>                                                                                                                                <updated>Sun, 06 Sep 2026 12:55:52 +0000</updated>
                                                                                                                                            <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Hassam Nasir) ]]></author>                    <dc:creator><![CDATA[ Hassam Nasir ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SxxNFHt95eGK37mKPhJpdZ-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Hassam is a lifelong PC gamer and tech enthusiast with over five years of experience in PC hardware journalism. His passion began in childhood when he rescued a discarded Pentium 4 processor, straightening its pins with a kitchen knife to revive a Dell Dimension 2400 at the age of seven. Since then, he has followed the advancements in technology, witnessing the evolution of hardware from the era of AMD&#039;s Opteron architecture to Intel&#039;s Smithfield (Pentium D), and the rise of Voodoo GPUs alongside Nvidia&#039;s FX GPUs taking the market by storm to the latest innovations today. As a seasoned writer, Hassam loves to get into the nitty-gritty details of hardware, providing insights on everything from CPUs, Motherboards and RAM to GPUs. When he’s not writing, you’ll find him building custom water-cooled PCs for himself and his friends, attending drag racing events, or collecting niche fragrances.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[PS5 version of GTA V being emulated on a PC]]></media:description>                                                            <media:text><![CDATA[PS5 version of GTA V being emulated on a PC]]></media:text>
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                                <p>The PS5 emulation scene is growing at a rapid pace, perhaps the most rapidly we've ever seen, because the PS5 version of GTA V is now at least playable at up to 60 FPS on PC for a few minutes as modders work to fine-tune their approach. The <a href="https://www.tomshardware.com/video-games/playstation/ps5-emulation-hits-new-milestone-in-record-time-multiple-3d-games-now-playable-in-kyty-performance-and-support-steadily-improving-with-30-fps-gameplay-possible-today" target="_blank">last time we checked in </a>over a month ago, GTA V was still stuck at the initial splash screen while 2D games were running smoothly, and other 3D games were just beginning to perform. Evidently, a lot of progress has been made since then — all in an effort to potentially get GTA VI playable on PC before an official port drops. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2096078619026055300"><p lang="en" dir="ltr">PS5 Version of Grand Theft Auto 5 emulated on KyTyPS5 emulator at 40 to 60 fps pic.twitter.com/JJlvqrHCof<a href="https://twitter.com/cantworkitout/status/2096078619026055300">September 5, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The video above shows GTA V's starting mission running at roughly 40 to 60 FPS, fluctuating based on how much action is going on. It's the starting mission of the game, so the true test of the open world is still a bit far out. The game is being emulated via <a href="https://github.com/KytyPS5/KytyPS5" target="_blank">KytyPS5</a>, the most prominent PS5 emulator at the moment, alongside ShadEmu. The PC running it has a Ryzen 7 9950X3D CPU and an RX 7900 XT GPU, so admittedly very high-end specs.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2085240349497381008"><p lang="en" dir="ltr">More PlayStation 5 games are now running smoothly on Kyty PS5 Emulator.Current playable titles include:• Tomb Raider IV-VI Remastered• STORY OF SEASONS: A Wonderful Life• PAC-MAN WORLD Re-PAC• Double Dragon Gaiden: Rise of the DragonsAll of them are now rendering and… pic.twitter.com/Ms4RCS29mu<a href="https://twitter.com/cantworkitout/status/2085240349497381008">August 6, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Unfortunately, as soon as the player gets to the shutter that opens up to police waiting outside, the game crashes. It would've been almost euphoric to see actual gunplay between the character you're controlling and the NPCs shooting at you, but what we already witnessed was highly impressive, nonetheless. This is by far the biggest milestone in the PS5 emulation scene and the closest we've gotten to the actual goal of all this sudden development. </p><p>Case in point, <a href="https://x.com/BrutalSam_/status/2096527374753959956https://www.youtube.com/watch?v=43ke6Swr7yc" target="_blank">a user was able to get past</a> the starting mission and actually into the open world of GTA V. The game was running below 15 FPS, but as soon as Franklin and Lamar's cutscene occurred, the frame rate rose to the mid-40s. The game crashed as soon as the cutscene ended, but remember that GTA V cutscenes are not pre-rendered videos but are instead rendered in real time using the game engine, so this is a very impressive feat for the KytyPS5 emulator. </p><p>GTA V is not a difficult game to run; Android flagships from the past three years can emulate it at up to 60 FPS as well these days. But getting the PS5 version of the game to even be playable on PC in such a short amount of time is a testament to the community's dedication. It's easy to imagine that after seeing the <a href="https://www.tomshardware.com/video-games/grand-theft-auto-6-will-run-at-only-30-fps-on-consoles-at-launch-no-performance-mode-promised-even-the-souped-up-ps5-pro-might-not-get-60-fps-support">GTA VI gameplay reveal</a>, the urge to play it on PC right away instead of waiting for an official release has spiked to an all-time high. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2096527374753959956"><p lang="en" dir="ltr">Grand Theft Auto PS5 version PPSA04264 running on PS5 emulator KyTyPS5 forks.(some of the builds are forks, some are local builds)(Yes, GTA 5 is on PC, we know that, the point is the progress for big 3D games).for updates: https://t.co/Hz6VoBrtHh credit to ihc160/Komary pic.twitter.com/en1iKatnmT<a href="https://twitter.com/cantworkitout/status/2096527374753959956">September 6, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>GTA V actually first booted inside KytyPS5 a week ago before getting to this point, but it's not the only game running well right now. There are at least four other PS5 titles capable of being played at 60 FPS through emulation. The tweet above shows them all running on an RTX 5080 system with a Ryzen 7 5800X3D. We tried one game ourselves — PAC-MAN WORLD Re-PAC — and it ran shockingly well, locked at 60 FPS, even on an RX 6700 XT rig paired with a Ryzen 7 7700X processor. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1648px;"><p class="vanilla-image-block" style="padding-top:49.76%;"><img id="UQT97vjE98fi2sgK37MpMj" name="Screenshot 2026-09-05 214519" alt="The PS5 version of PAC-MAN WORLD Re-PAC being emulated on a PC via KytyPS5" src="https://cdn.mos.cms.futurecdn.net/UQT97vjE98fi2sgK37MpMj-1920-80.png" mos="" align="middle" fullscreen="" width="1648" height="820" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>On the other hand, SharpEmu is also making progress, but that team has a different approach to the same hurdle. They're busy tackling accuracy and infrastructure setup rather than game-specific compatibility, per its GitHub repo. In other words, it means fixing low-level issues that are preventing games like <em>Astro Bot </em>from currently reaching the gameplay state. Astro's Playroom has just barely <a href="https://x.com/BrutalSam_/status/2092711965416186089" target="_blank">reached the point where it boots</a>. </p><p>SharpEmu is delivering a lot of achievements on the handheld side, though, with massive improvements made for the Steam Deck. The post below shows a similar level of performance for Astro’s Playroom compared to a much more powerful RX 7900 XT system with a Ryzen 9 7900X CPU. It's still barely 1 frame per second, and the game doesn't get past the boot screen, but the fact that it's even possible is enough cause for celebration. Remember, this is the worst that PS5 emulation will ever be. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2088265652356174132"><p lang="en" dir="ltr">SharpEmu just hit a pretty wild Steam Deck emulation milestone.-Astro’s Playroom booted locally on SteamOS-PS5 emulation running directly on Steam Deck-Roughly 0.5–1 FPS-Only reaches the intro/loading sequence-Completely unplayable right nowThe interesting part isn’t… pic.twitter.com/qL8lLKHwDO<a href="https://twitter.com/cantworkitout/status/2088265652356174132">August 14, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div>
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                                                            <title><![CDATA[ Former Old School RuneScape dev gets jail time for stealing $400,000 from players  ]]></title>
                                                                                                <dc:content><![CDATA[ <p>A former Jagex employee who used to work on Old School RuneScape (OSRS) was sentenced to a three-year prison term and suspended for two years after he was found guilty of stealing over $400,000 worth of virtual gold and selling it on the black market. According to <a href="https://www.dexerto.com/entertainment/ex-old-school-runescape-dev-sentenced-for-stealing-over-400k-in-virtual-gold-from-players-3406017/"><em>Dexerto</em></a>, 32-year-old Andrew Lakeman, also known as Jed Sanderson, worked on the game starting in 2015 and is known to the community as “Mod Jed.” By 2018, Jagex noticed a pattern: accounts would get recovered under suspicious circumstances, and then valuable in-game items and gold would disappear from them.</p><p>OSRS’s in-game economy is similar to that of the real world, where players can trade items with each other or sell them directly on the Grand Exchange, which functions much like a stock exchange. While we don’t know if OSRS players have built <a href="https://www.tomshardware.com/video-games/pc-gaming/prolific-team-fortress-2-collector-is-selling-his-in-game-case-arsenal-for-an-estimated-usd100-000-1-7-million-items-collected-over-10-years-are-enough-to-fund-a-house-purchase">collections worth $100,000</a> or more like in other titles such as Team Fortress 2, these missing virtual items still hold real monetary value and could have a direct financial impact on its players. </p><p>Jagex initially thought it was a glitch, but a deeper investigation led the company to suspect that it was an inside job. The event wasn’t that catastrophic for Jagex, unlike the <a href="https://www.tomshardware.com/video-games/rainbow-six-siege-is-under-siege-by-hackers-ubisoft-forced-to-take-all-servers-offline-players-randomly-received-billions-of-credits-ultra-exclusive-skins-and-bans-or-unbans">Rainbow Six Siege X hack</a> that shut down the game and forced Ubisoft to take all its servers offline. However, it’s still a major breach for the developer, especially given that the hack was done by its own employee. Failing to act on the issue would break player trust — a crucial metric for a game that averages more than 100,000 players at any given time. </p><p>So, it changed how account recoveries work and also modified its firewall without telling its people, allowing its IT team to track the illegal activity back to Mod Jed. Lakeman denied the accusations and claimed that somebody hacked his account to conduct the thefts, but Jagex fired him anyway and reported the incident to the police. Investigators later discovered that the virtual gold and other in-game items Lakeman stole were eventually sold on the black market for over $400,000. He even held $493,000 in cash in various bank accounts, allegedly as proceeds of cryptocurrency sales, although it’s unclear whether this amount came from his illicit sales. </p><p>He was finally arrested in July 2019 but was only given a three-year sentence, suspended for two years, on September 3. The Cambridge Crown Court also gave him a 150-hour unpaid work sentence, plus 25 days of rehabilitation. “Lakeman was well aware that what he was doing was wrong, and the hundreds of thousands of pounds he gained from selling the in-game items is no different from any other theft,” Detective Constable Andrew McKeane said in a statement by the <a href="https://www.cambs.police.uk/news/cambridgeshire/news/2026/sept/hacker-sentenced-for-stealing-virtual-gold/" target="_blank">Cambridgeshire Constabulary</a>. “Just because it’s virtual, doesn’t mean he shouldn’t face the full force of the law.”</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/former-old-school-runescape-dev-gets-jail-time-for-stealing-usd400-000-from-players-virtual-gold-stolen-and-sold-on-the-black-market-before-jagex-caught-the-culprit-using-hidden-firewall-tweaks</link>
                                                                            <description>
                            <![CDATA[ A former Jagex employee stole over $400,000 worth of in-game items and virtual currency from OSRS players and sold them on the black market. He was eventually arrested and sentenced to a three-year prison sentence, with one investigator saying, "Just because it's virtual, doesn't mean he shouldn't face the full force of the law." ]]>
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                                                                        <pubDate>Sun, 06 Sep 2026 10:30:00 +0000</pubDate>                                                                                                                                <updated>Sun, 06 Sep 2026 12:55:52 +0000</updated>
                                                                                                                                            <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Jowi Morales) ]]></author>                    <dc:creator><![CDATA[ Jowi Morales ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/gM7E2WSDg2wgCFoaDPz9yK-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jowi Morales is a writer and journalist covering the tech beat since 2021. However, he’s been interested in technology far earlier than that. He started discovering desktop computers when his father brought home a Windows 95 PC, but his first real experience working under the hood of the PC was when the old computer’s hard drive was filled to the brim in the year 2000. He deleted the Windows folder to attempt to rectify the situation, which led to his dad buying a new desktop PC. Since then, he learned a lot more about computers, and he’s always been the go-to tech expert for his family and friends.&lt;/p&gt;&lt;p&gt;Jowi primarily uses a Windows workstation and an Android phone, but he also bought into the Apple ecosystem with the 6th-gen iPad, iPhone 14 Pro Max, and the M1 MacBook Air. Today, Jowi covers hardware and software from Redmond and Cupertino, while also looking at the tech industry in general.&lt;/p&gt;&lt;p&gt;Aside from covering technology, Jowi is an avid photographer and writes about automobiles, aviation, and tanks. You can find his bylines at &lt;a href=&quot;https://www.makeuseof.com/author/jowi-morales/&quot;&gt;MakeUseOf&lt;/a&gt;, &lt;a href=&quot;https://www.slashgear.com/author/jowimorales/&quot;&gt;SlashGear&lt;/a&gt;, and, of course, &lt;a href=&quot;https://www.tomshardware.com/author/jowi-morales&quot;&gt;Tom’s Hardware&lt;/a&gt;.&lt;/p&gt; ]]></dc:description>
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                                <p>A former Jagex employee who used to work on Old School RuneScape (OSRS) was sentenced to a three-year prison term and suspended for two years after he was found guilty of stealing over $400,000 worth of virtual gold and selling it on the black market. According to <a href="https://www.dexerto.com/entertainment/ex-old-school-runescape-dev-sentenced-for-stealing-over-400k-in-virtual-gold-from-players-3406017/"><em>Dexerto</em></a>, 32-year-old Andrew Lakeman, also known as Jed Sanderson, worked on the game starting in 2015 and is known to the community as “Mod Jed.” By 2018, Jagex noticed a pattern: accounts would get recovered under suspicious circumstances, and then valuable in-game items and gold would disappear from them.</p><p>OSRS’s in-game economy is similar to that of the real world, where players can trade items with each other or sell them directly on the Grand Exchange, which functions much like a stock exchange. While we don’t know if OSRS players have built <a href="https://www.tomshardware.com/video-games/pc-gaming/prolific-team-fortress-2-collector-is-selling-his-in-game-case-arsenal-for-an-estimated-usd100-000-1-7-million-items-collected-over-10-years-are-enough-to-fund-a-house-purchase">collections worth $100,000</a> or more like in other titles such as Team Fortress 2, these missing virtual items still hold real monetary value and could have a direct financial impact on its players. </p><p>Jagex initially thought it was a glitch, but a deeper investigation led the company to suspect that it was an inside job. The event wasn’t that catastrophic for Jagex, unlike the <a href="https://www.tomshardware.com/video-games/rainbow-six-siege-is-under-siege-by-hackers-ubisoft-forced-to-take-all-servers-offline-players-randomly-received-billions-of-credits-ultra-exclusive-skins-and-bans-or-unbans">Rainbow Six Siege X hack</a> that shut down the game and forced Ubisoft to take all its servers offline. However, it’s still a major breach for the developer, especially given that the hack was done by its own employee. Failing to act on the issue would break player trust — a crucial metric for a game that averages more than 100,000 players at any given time. </p><p>So, it changed how account recoveries work and also modified its firewall without telling its people, allowing its IT team to track the illegal activity back to Mod Jed. Lakeman denied the accusations and claimed that somebody hacked his account to conduct the thefts, but Jagex fired him anyway and reported the incident to the police. Investigators later discovered that the virtual gold and other in-game items Lakeman stole were eventually sold on the black market for over $400,000. He even held $493,000 in cash in various bank accounts, allegedly as proceeds of cryptocurrency sales, although it’s unclear whether this amount came from his illicit sales. </p><p>He was finally arrested in July 2019 but was only given a three-year sentence, suspended for two years, on September 3. The Cambridge Crown Court also gave him a 150-hour unpaid work sentence, plus 25 days of rehabilitation. “Lakeman was well aware that what he was doing was wrong, and the hundreds of thousands of pounds he gained from selling the in-game items is no different from any other theft,” Detective Constable Andrew McKeane said in a statement by the <a href="https://www.cambs.police.uk/news/cambridgeshire/news/2026/sept/hacker-sentenced-for-stealing-virtual-gold/" target="_blank">Cambridgeshire Constabulary</a>. “Just because it’s virtual, doesn’t mean he shouldn’t face the full force of the law.”</p>
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                                                            <title><![CDATA[ Gamescom apologizes after backlash over callous response to indie dev hardware thefts ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Gamescom organizers issued an apology after facing backlash over their initial response to a report that <a href="https://www.tomshardware.com/video-games/pc-gaming/at-least-three-exhibitors-got-robbed-at-gamescom-2026-laptops-and-handhelds-with-unfinished-game-builds-stolen-from-locked-cabinets">some indie exhibitors had their equipment stolen</a> from their booths. The company said in an <a href="https://x.com/gamescom/status/2095819078405431426">X post</a> that it accepts the criticism it received and recognizes the gravity of the developers’ losses.</p><div  class="fancy-box"><div class="fancy_box-title">Go deeper with TH Premium: GPUs</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wh9EZgD8NG9yUioNNgPB3d" name="ASUS RTX 5080 Noctua Edition - Continuing the legacy of acoustic excellence 6-26 screenshot" caption="" alt="Asus RTX 5080 Noctua Edition" src="https://cdn.mos.cms.futurecdn.net/Wh9EZgD8NG9yUioNNgPB3d-1920-80.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Noctua)</span></figcaption></figure><p class="fancy-box__body-text"><ul><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/desktop-gpu-roadmap-nvidia-rubin-amd-udna-and-intel-xe3-celestial?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Desktop GPU Roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/tech-industry/semiconductors/nvidia-enterprise-roadmap-rubin-rubin-ultra-feynman-and-silicon-photonics?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Nvidia's Enterprise GPU Roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/testing-directstorage-with-gpu-decompression-do-blackwell-gpus-have-the-upper-hand?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Testing DirectStorage with GPU decompression</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/the-geforce-rtx-30-series-upgrade-matrix-does-your-ampere-gpu-need-an-upgrade-in-2026?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">The GeForce RTX 30-series upgrade matrix — does your Ampere GPU need an upgrade in 2026?</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/nvidias-vera-rubin-platform-in-depth-inside-nvidias-most-complex-ai-and-hpc-platform-to-date?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Rubin in-depth</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cooling/the-stout-owl-how-i-built-the-ultimate-noctua-g2-pc?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">The Stout Owl: The ultimate Noctua G2 PC</a></li></ul></p></div></div><p>“Over the past few days, we have received a great deal of criticism for the way we communicated about the theft of hardware belonging to several indie developers. That criticism is justified. Our first response did not strike the right tone, and it did not show the people affected the empathy they deserved. We are sorry,” Gamescom wrote in its statement. </p><p>“A theft like this is far more than a material loss. It can ruin an entire gamescom for the people it happens to, and it can destroy work that took months or years to build — work that, for a small studio, can be almost everything. To everyone affected: we understand what this has cost you, and we should have so from the very first moment.”</p><p>Aside from apologizing for its initial remarks, the company also laid out the steps it has been taking to address the issue. It said that it has already been in contact with the affected parties to learn about the consequences of the incident. Alongside that, it’s also conducting its regular post-event review and exhibitor feedback evaluation, plus an additional security review for indie exhibitors. As part of the latter, it’s inviting shared indie booth organizers to a roundtable “so that we can develop concrete measures together.”</p><p>So far, only three exhibitors have reported having their laptops and consoles stolen — Mimic developer Ryan Laley, iam8bit, and Tessera Studios. The latter two were situated close together in Hall 4.1, next to the west entrance gate, making them easy targets, but Tessera Studios was in Hall 10.2, on the second floor and quite distant from the other two victims. Laley lost a brand-new Alienware gaming laptop, while iam8bit reported two missing laptops. Tessera Studios also lost two laptops, plus a <a href="https://www.tomshardware.com/reviews/steam-deck-valve-gaming-handheld">Steam Deck</a>. </p><p>This is a considerable sum, especially since these devices are likely gaming laptops that cost far more than your average entry-level model. But beyond the monetary cost, the bigger blow to these developers is the missing intellectual property. While they may have backed up their projects on some of the <a href="https://www.tomshardware.com/reviews/best-external-hard-drive-ssd,5987.html">best external SSDs</a>, the fact that their unfinished work is now out in the wild will be <a href="https://www.tomshardware.com/video-games/rockstar-releases-statement-after-a-week-of-gta-vi-leaks-avoids-mentioning-leakers-demands-says-that-gameplay-leaks-have-been-heartbreaking-for-our-team">“heartbreaking” for any game developer</a>.</p><p>The gaming industry has since stepped up and offered to help the affected studios and developers. “We have also been moved by how this industry responded. Within hours, people offered help — unconditionally, and without being asked. That says a great deal about this community, and we are grateful for it,” the organizers said. “What it does not do is relieve us, as the organizers, of our own responsibility to work together with our exhibitors and partners to create the best possible environment for everyone.”</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/gamescom-apologizes-after-backlash-over-callous-response-to-indie-dev-hardware-thefts-pledges-security-overhaul-and-invites-devs-to-the-roundtable</link>
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                            <![CDATA[ The Gamescom organizers apologized for their initial response and outlined plans to prevent future incidents. They also praised the community for supporting the affected developers. ]]>
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                                                                        <pubDate>Sat, 05 Sep 2026 16:18:54 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Jowi Morales) ]]></author>                    <dc:creator><![CDATA[ Jowi Morales ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/gM7E2WSDg2wgCFoaDPz9yK-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jowi Morales is a writer and journalist covering the tech beat since 2021. However, he’s been interested in technology far earlier than that. He started discovering desktop computers when his father brought home a Windows 95 PC, but his first real experience working under the hood of the PC was when the old computer’s hard drive was filled to the brim in the year 2000. He deleted the Windows folder to attempt to rectify the situation, which led to his dad buying a new desktop PC. Since then, he learned a lot more about computers, and he’s always been the go-to tech expert for his family and friends.&lt;/p&gt;&lt;p&gt;Jowi primarily uses a Windows workstation and an Android phone, but he also bought into the Apple ecosystem with the 6th-gen iPad, iPhone 14 Pro Max, and the M1 MacBook Air. Today, Jowi covers hardware and software from Redmond and Cupertino, while also looking at the tech industry in general.&lt;/p&gt;&lt;p&gt;Aside from covering technology, Jowi is an avid photographer and writes about automobiles, aviation, and tanks. You can find his bylines at &lt;a href=&quot;https://www.makeuseof.com/author/jowi-morales/&quot;&gt;MakeUseOf&lt;/a&gt;, &lt;a href=&quot;https://www.slashgear.com/author/jowimorales/&quot;&gt;SlashGear&lt;/a&gt;, and, of course, &lt;a href=&quot;https://www.tomshardware.com/author/jowi-morales&quot;&gt;Tom’s Hardware&lt;/a&gt;.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[the crowd at Gamescom 2026]]></media:description>                                                            <media:text><![CDATA[the crowd at Gamescom 2026]]></media:text>
                                <media:title type="plain"><![CDATA[the crowd at Gamescom 2026]]></media:title>
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                                <p>Gamescom organizers issued an apology after facing backlash over their initial response to a report that <a href="https://www.tomshardware.com/video-games/pc-gaming/at-least-three-exhibitors-got-robbed-at-gamescom-2026-laptops-and-handhelds-with-unfinished-game-builds-stolen-from-locked-cabinets">some indie exhibitors had their equipment stolen</a> from their booths. The company said in an <a href="https://x.com/gamescom/status/2095819078405431426">X post</a> that it accepts the criticism it received and recognizes the gravity of the developers’ losses.</p><div  class="fancy-box"><div class="fancy_box-title">Go deeper with TH Premium: GPUs</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wh9EZgD8NG9yUioNNgPB3d" name="ASUS RTX 5080 Noctua Edition - Continuing the legacy of acoustic excellence 6-26 screenshot" caption="" alt="Asus RTX 5080 Noctua Edition" src="https://cdn.mos.cms.futurecdn.net/Wh9EZgD8NG9yUioNNgPB3d-1920-80.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Noctua)</span></figcaption></figure><p class="fancy-box__body-text"><ul><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/desktop-gpu-roadmap-nvidia-rubin-amd-udna-and-intel-xe3-celestial?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Desktop GPU Roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/tech-industry/semiconductors/nvidia-enterprise-roadmap-rubin-rubin-ultra-feynman-and-silicon-photonics?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Nvidia's Enterprise GPU Roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/testing-directstorage-with-gpu-decompression-do-blackwell-gpus-have-the-upper-hand?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Testing DirectStorage with GPU decompression</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/the-geforce-rtx-30-series-upgrade-matrix-does-your-ampere-gpu-need-an-upgrade-in-2026?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">The GeForce RTX 30-series upgrade matrix — does your Ampere GPU need an upgrade in 2026?</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/nvidias-vera-rubin-platform-in-depth-inside-nvidias-most-complex-ai-and-hpc-platform-to-date?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Rubin in-depth</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cooling/the-stout-owl-how-i-built-the-ultimate-noctua-g2-pc?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">The Stout Owl: The ultimate Noctua G2 PC</a></li></ul></p></div></div><p>“Over the past few days, we have received a great deal of criticism for the way we communicated about the theft of hardware belonging to several indie developers. That criticism is justified. Our first response did not strike the right tone, and it did not show the people affected the empathy they deserved. We are sorry,” Gamescom wrote in its statement. </p><p>“A theft like this is far more than a material loss. It can ruin an entire gamescom for the people it happens to, and it can destroy work that took months or years to build — work that, for a small studio, can be almost everything. To everyone affected: we understand what this has cost you, and we should have so from the very first moment.”</p><p>Aside from apologizing for its initial remarks, the company also laid out the steps it has been taking to address the issue. It said that it has already been in contact with the affected parties to learn about the consequences of the incident. Alongside that, it’s also conducting its regular post-event review and exhibitor feedback evaluation, plus an additional security review for indie exhibitors. As part of the latter, it’s inviting shared indie booth organizers to a roundtable “so that we can develop concrete measures together.”</p><p>So far, only three exhibitors have reported having their laptops and consoles stolen — Mimic developer Ryan Laley, iam8bit, and Tessera Studios. The latter two were situated close together in Hall 4.1, next to the west entrance gate, making them easy targets, but Tessera Studios was in Hall 10.2, on the second floor and quite distant from the other two victims. Laley lost a brand-new Alienware gaming laptop, while iam8bit reported two missing laptops. Tessera Studios also lost two laptops, plus a <a href="https://www.tomshardware.com/reviews/steam-deck-valve-gaming-handheld">Steam Deck</a>. </p><p>This is a considerable sum, especially since these devices are likely gaming laptops that cost far more than your average entry-level model. But beyond the monetary cost, the bigger blow to these developers is the missing intellectual property. While they may have backed up their projects on some of the <a href="https://www.tomshardware.com/reviews/best-external-hard-drive-ssd,5987.html">best external SSDs</a>, the fact that their unfinished work is now out in the wild will be <a href="https://www.tomshardware.com/video-games/rockstar-releases-statement-after-a-week-of-gta-vi-leaks-avoids-mentioning-leakers-demands-says-that-gameplay-leaks-have-been-heartbreaking-for-our-team">“heartbreaking” for any game developer</a>.</p><p>The gaming industry has since stepped up and offered to help the affected studios and developers. “We have also been moved by how this industry responded. Within hours, people offered help — unconditionally, and without being asked. That says a great deal about this community, and we are grateful for it,” the organizers said. “What it does not do is relieve us, as the organizers, of our own responsibility to work together with our exhibitors and partners to create the best possible environment for everyone.”</p>
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                                                            <title><![CDATA[ Xbox Game Pass imposes monthly cloud gaming limits, just 15 hours per month for Ultimate ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Xbox Game Pass has been an alternative option for gamers who cannot afford the <a href="https://www.tomshardware.com/reviews/best-gpus,4380.html">best graphics cards</a>. However, Microsoft has changed the business model for its cloud gaming service. The company has decided to monetize actual gaming time. Beginning in November, Game Pass subscribers will have new monthly limits on their total cloud gaming playtime. Once they reach these limits, players will be prompted to purchase additional gaming hours from the Xbox Store to keep playing.</p><div  class="fancy-box"><div class="fancy_box-title">Go deeper with TH Premium: GPUs</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wh9EZgD8NG9yUioNNgPB3d" name="ASUS RTX 5080 Noctua Edition - Continuing the legacy of acoustic excellence 6-26 screenshot" caption="" alt="Asus RTX 5080 Noctua Edition" src="https://cdn.mos.cms.futurecdn.net/Wh9EZgD8NG9yUioNNgPB3d-1920-80.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Noctua)</span></figcaption></figure><p class="fancy-box__body-text"><ul><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/desktop-gpu-roadmap-nvidia-rubin-amd-udna-and-intel-xe3-celestial?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Desktop GPU Roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/tech-industry/semiconductors/nvidia-enterprise-roadmap-rubin-rubin-ultra-feynman-and-silicon-photonics?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Nvidia's Enterprise GPU Roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/testing-directstorage-with-gpu-decompression-do-blackwell-gpus-have-the-upper-hand?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Testing DirectStorage with GPU decompression</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/the-geforce-rtx-30-series-upgrade-matrix-does-your-ampere-gpu-need-an-upgrade-in-2026?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">The GeForce RTX 30-series upgrade matrix — does your Ampere GPU need an upgrade in 2026?</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/nvidias-vera-rubin-platform-in-depth-inside-nvidias-most-complex-ai-and-hpc-platform-to-date?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Rubin in-depth</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cooling/the-stout-owl-how-i-built-the-ultimate-noctua-g2-pc?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">The Stout Owl: The ultimate Noctua G2 PC</a></li></ul></p></div></div><p>Game Pass Essential, Premium, and Ultimate subscribers will face monthly cloud playtime limits of five, 10, and 15 hours, respectively. The changes affect only Xbox Cloud Gaming, a feature included with Xbox Game Pass that lets subscribers stream and play games directly from Microsoft's servers over the Internet. Subscribers can still download and install as many Xbox Game Pass titles as they want on their consoles or gaming systems, with no monthly limits on playtime.</p><p>Needless to say, Microsoft's decision marks a drastic shift for Xbox Cloud Gaming, moving from an unlimited model to a capped-hour system. Under the current packages, Game Pass Essential, Premium, and Ultimate users pay $2, $1.50, and $1.53 per hour for Xbox Cloud Gaming, respectively. Despite announcing these changes, Microsoft has yet to disclose details regarding the pricing structure for additional playtime. </p><p>A hardcore gamer who subscribes to Xbox Game Pass Ultimate could easily average around 50 hours of cloud gameplay per month. For example, if they pay the highest rate ($1.53) for 35 overage hours, an <a href="https://www.bestbuy.com/product/xbox-series-s-512gb-all-digital-console-disc-free-gaming-with-xbox-wireless-controller-120fps/JJGXPXLV2W/sku/6601311">Xbox Series S 512GB ($499.99)</a> would pay for itself in under 10 months. Alternatively, the user could break even on an <a href="https://www.bestbuy.com/product/xbox-series-x-1tb-all-digital-console-disc-free-gaming-with-xbox-wireless-controller-4k-gaming-120fps/JJGXPX3GC2/sku/6595697">Xbox Series X 1TB ($749.99)</a> in about 14 months.</p><p>These changes will significantly affect heavy cloud gamers who stream games regularly. Even the highest subscription tier, Game Pass Ultimate, now imposes a 15-hour monthly playtime cap. The limit is not even enough to complete one game per month. For instance, AAA titles such as <em>Cyberpunk 2077</em> or <em>Clair Obscur: Expedition 33</em> can take almost 30 hours to complete, even if you just stick to the main storyline.</p><h2 id="xbox-game-pass-pricing">Xbox Game Pass Pricing</h2><div ><table><thead><tr><th class="firstcol " ><p>Tier</p></th><th  ><p>Monthly Price</p></th><th  ><p>Xbox Cloud Gaming Monthly Hour Limit</p></th><th  ><p>Cost Per Hour</p></th></tr></thead><tbody><tr><td class="firstcol " ><p>Ultimate</p></td><td  ><p>$22.99</p></td><td  ><p>15</p></td><td  ><p>$1.53</p></td></tr><tr><td class="firstcol " ><p>Premium</p></td><td  ><p>$14.99</p></td><td  ><p>10</p></td><td  ><p>$1.50</p></td></tr><tr><td class="firstcol " ><p>Essential</p></td><td  ><p>$9.99</p></td><td  ><p>5</p></td><td  ><p>$2.00</p></td></tr></tbody></table></div><p>The new policy introduces limits for frequent cloud gamers, but it also opens a new market for Microsoft: casual players who don't own a console or may not want to commit to a subscription but are willing to buy gaming hours to play select titles in the Xbox Game Pass library. Microsoft's decision ultimately transforms Xbox Cloud Gaming into an "à la carte" type of service where gamers buy cloud playtime hours as needed.</p><p>Microsoft attributes its recent policy changes to the rising infrastructure costs associated with maintaining the cloud server network. The company estimated only about 4% of its subscribers will be directly impacted by the new playtime limits. Therefore, it is reasonable to think that the other 96% of the user base do not use Xbox Cloud Gaming or stay under the monthly hour thresholds.</p><p>Over the past two years, Microsoft has implemented two price increases for Xbox Game Pass, with the most recent hike occurring in <a href="https://www.tomshardware.com/video-games/pc-gaming/microsoft-slaps-game-pass-ultimate-with-a-50-percent-price-hike-pc-game-pass-is-now-almost-38-percent-more-expensive-with-hardly-any-new-benefits">October of last year</a>. Interestingly, despite the upward trend in pricing, the company made a surprising move by <a href="https://www.tomshardware.com/video-games/xbox/microsoft-announces-surprise-xbox-game-pass-price-cuts-ends-day-one-call-of-duty-inclusion-ultimate-down-to-usd22-99-while-pc-game-pass-drops-to-usd13-99">reducing the cost of Xbox Game Pass</a> earlier this year. By shifting Xbox Cloud Gaming to a metered system, Microsoft may be trying to maintain profitability and subscriber retention.</p><p>But nothing about the timing appears coincidental. <em>Grand Theft Auto VI</em>, arguably the most anticipated title of the decade, will launch on November 19. Microsoft’s new Xbox Cloud Gaming policy is set to take effect in the very same month. Microsoft is strategically positioning the subscription service to capitalize on the massive surge of interest. The company likely wants to attract users who do not own a console or gaming system because of the ridiculous pricing but still want to play <em>Grand Theft Auto VI.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/cloud-gaming/xbox-game-pass-adds-monthly-time-limits-subscribers-and-non-subcribers-can-buy-more-hours-to-keep-gaming</link>
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                            <![CDATA[ Microsoft has added monthly limits to its Xbox Game Pass cloud gaming service, where subscribers and non-subscribers can purchase extra playtime when they surpass their limits. ]]>
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                                                                        <pubDate>Sat, 05 Sep 2026 11:45:00 +0000</pubDate>                                                                                                                                <updated>Sat, 05 Sep 2026 15:31:14 +0000</updated>
                                                                                                                                            <category><![CDATA[Cloud Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Zhiye Liu ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/HhmwL5w9ggUtLCPfqGjTi4-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Zhiye&#039;s passion for computer hardware ignited in his pre-teen years, thanks to a learning moment in which a power connection mishap set his Pentium P54CS system on fire and inadvertently short-circuited his entire home. Over the years, Zhiye&#039;s curiosity evolved into a relentless pursuit of deeper knowledge of computer hardware. A regular kid tinkering with something beyond his comprehension eventually became a power user for one of the world&#039;s top computer hardware brands. His quest to understand the inner workings of computer hardware has led him to become a writer at Tom&#039;s Hardware. When Zhiye isn&#039;t covering the latest processor, graphics card, or putting SSDs through their paces, you&#039;ll often find him overclocking RAM to the rhythm of the latest trance hits.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Xbox Game Pass]]></media:description>                                                            <media:text><![CDATA[Xbox Game Pass]]></media:text>
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                                <p>Xbox Game Pass has been an alternative option for gamers who cannot afford the <a href="https://www.tomshardware.com/reviews/best-gpus,4380.html">best graphics cards</a>. However, Microsoft has changed the business model for its cloud gaming service. The company has decided to monetize actual gaming time. Beginning in November, Game Pass subscribers will have new monthly limits on their total cloud gaming playtime. Once they reach these limits, players will be prompted to purchase additional gaming hours from the Xbox Store to keep playing.</p><div  class="fancy-box"><div class="fancy_box-title">Go deeper with TH Premium: GPUs</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wh9EZgD8NG9yUioNNgPB3d" name="ASUS RTX 5080 Noctua Edition - Continuing the legacy of acoustic excellence 6-26 screenshot" caption="" alt="Asus RTX 5080 Noctua Edition" src="https://cdn.mos.cms.futurecdn.net/Wh9EZgD8NG9yUioNNgPB3d-1920-80.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Noctua)</span></figcaption></figure><p class="fancy-box__body-text"><ul><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/desktop-gpu-roadmap-nvidia-rubin-amd-udna-and-intel-xe3-celestial?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Desktop GPU Roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/tech-industry/semiconductors/nvidia-enterprise-roadmap-rubin-rubin-ultra-feynman-and-silicon-photonics?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Nvidia's Enterprise GPU Roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/testing-directstorage-with-gpu-decompression-do-blackwell-gpus-have-the-upper-hand?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Testing DirectStorage with GPU decompression</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/the-geforce-rtx-30-series-upgrade-matrix-does-your-ampere-gpu-need-an-upgrade-in-2026?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">The GeForce RTX 30-series upgrade matrix — does your Ampere GPU need an upgrade in 2026?</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/gpus/nvidias-vera-rubin-platform-in-depth-inside-nvidias-most-complex-ai-and-hpc-platform-to-date?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">Rubin in-depth</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/cooling/the-stout-owl-how-i-built-the-ultimate-noctua-g2-pc?utm_source=edit-links&utm_medium=boxout&utm_term=gpu" target="_blank">The Stout Owl: The ultimate Noctua G2 PC</a></li></ul></p></div></div><p>Game Pass Essential, Premium, and Ultimate subscribers will face monthly cloud playtime limits of five, 10, and 15 hours, respectively. The changes affect only Xbox Cloud Gaming, a feature included with Xbox Game Pass that lets subscribers stream and play games directly from Microsoft's servers over the Internet. Subscribers can still download and install as many Xbox Game Pass titles as they want on their consoles or gaming systems, with no monthly limits on playtime.</p><p>Needless to say, Microsoft's decision marks a drastic shift for Xbox Cloud Gaming, moving from an unlimited model to a capped-hour system. Under the current packages, Game Pass Essential, Premium, and Ultimate users pay $2, $1.50, and $1.53 per hour for Xbox Cloud Gaming, respectively. Despite announcing these changes, Microsoft has yet to disclose details regarding the pricing structure for additional playtime. </p><p>A hardcore gamer who subscribes to Xbox Game Pass Ultimate could easily average around 50 hours of cloud gameplay per month. For example, if they pay the highest rate ($1.53) for 35 overage hours, an <a href="https://www.bestbuy.com/product/xbox-series-s-512gb-all-digital-console-disc-free-gaming-with-xbox-wireless-controller-120fps/JJGXPXLV2W/sku/6601311">Xbox Series S 512GB ($499.99)</a> would pay for itself in under 10 months. Alternatively, the user could break even on an <a href="https://www.bestbuy.com/product/xbox-series-x-1tb-all-digital-console-disc-free-gaming-with-xbox-wireless-controller-4k-gaming-120fps/JJGXPX3GC2/sku/6595697">Xbox Series X 1TB ($749.99)</a> in about 14 months.</p><p>These changes will significantly affect heavy cloud gamers who stream games regularly. Even the highest subscription tier, Game Pass Ultimate, now imposes a 15-hour monthly playtime cap. The limit is not even enough to complete one game per month. For instance, AAA titles such as <em>Cyberpunk 2077</em> or <em>Clair Obscur: Expedition 33</em> can take almost 30 hours to complete, even if you just stick to the main storyline.</p><h2 id="xbox-game-pass-pricing">Xbox Game Pass Pricing</h2><div ><table><thead><tr><th class="firstcol " ><p>Tier</p></th><th  ><p>Monthly Price</p></th><th  ><p>Xbox Cloud Gaming Monthly Hour Limit</p></th><th  ><p>Cost Per Hour</p></th></tr></thead><tbody><tr><td class="firstcol " ><p>Ultimate</p></td><td  ><p>$22.99</p></td><td  ><p>15</p></td><td  ><p>$1.53</p></td></tr><tr><td class="firstcol " ><p>Premium</p></td><td  ><p>$14.99</p></td><td  ><p>10</p></td><td  ><p>$1.50</p></td></tr><tr><td class="firstcol " ><p>Essential</p></td><td  ><p>$9.99</p></td><td  ><p>5</p></td><td  ><p>$2.00</p></td></tr></tbody></table></div><p>The new policy introduces limits for frequent cloud gamers, but it also opens a new market for Microsoft: casual players who don't own a console or may not want to commit to a subscription but are willing to buy gaming hours to play select titles in the Xbox Game Pass library. Microsoft's decision ultimately transforms Xbox Cloud Gaming into an "à la carte" type of service where gamers buy cloud playtime hours as needed.</p><p>Microsoft attributes its recent policy changes to the rising infrastructure costs associated with maintaining the cloud server network. The company estimated only about 4% of its subscribers will be directly impacted by the new playtime limits. Therefore, it is reasonable to think that the other 96% of the user base do not use Xbox Cloud Gaming or stay under the monthly hour thresholds.</p><p>Over the past two years, Microsoft has implemented two price increases for Xbox Game Pass, with the most recent hike occurring in <a href="https://www.tomshardware.com/video-games/pc-gaming/microsoft-slaps-game-pass-ultimate-with-a-50-percent-price-hike-pc-game-pass-is-now-almost-38-percent-more-expensive-with-hardly-any-new-benefits">October of last year</a>. Interestingly, despite the upward trend in pricing, the company made a surprising move by <a href="https://www.tomshardware.com/video-games/xbox/microsoft-announces-surprise-xbox-game-pass-price-cuts-ends-day-one-call-of-duty-inclusion-ultimate-down-to-usd22-99-while-pc-game-pass-drops-to-usd13-99">reducing the cost of Xbox Game Pass</a> earlier this year. By shifting Xbox Cloud Gaming to a metered system, Microsoft may be trying to maintain profitability and subscriber retention.</p><p>But nothing about the timing appears coincidental. <em>Grand Theft Auto VI</em>, arguably the most anticipated title of the decade, will launch on November 19. Microsoft’s new Xbox Cloud Gaming policy is set to take effect in the very same month. Microsoft is strategically positioning the subscription service to capitalize on the massive surge of interest. The company likely wants to attract users who do not own a console or gaming system because of the ridiculous pricing but still want to play <em>Grand Theft Auto VI.</em></p>
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                                                            <title><![CDATA[ ‘World’s first fully transparent video game console’ is on its way to Kickstarter  ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The first units of the ‘world’s first fully transparent video game console’ are shipping to founders, and now the project is on its way to Kickstarter. Above and below you can see images of the new <a href="https://arduview.com/" target="_blank">Arduview</a>. As you can see, it isn’t just another clear-shell console or handheld; the makers of this device have fully embraced the latest in transparent electronics. Thus, here we have a crystal shell handheld with a see-through motherboard, using a transparent display. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/XBGwT3QvuaKRGAJPyx4pcQ-1920-80.jpg" alt="Arduview transparent handheld game console" /><figcaption><small role="credit">Arduview</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Y6AZ7A6TFcRBqjsWQemsUQ-1920-80.jpg" alt="Arduview transparent handheld game console" /><figcaption><small role="credit">Arduview</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/TNRbY4jR7jQMihV6m6tAVQ-1920-80.jpg" alt="Arduview transparent handheld game console" /><figcaption><small role="credit">Arduview</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/EkpqAiGLJqTjzC4VgbrvcQ-1920-80.jpg" alt="Arduview transparent handheld game console" /><figcaption><small role="credit">Arduview</small></figcaption></figure></figure><p>There have been quite a few transparent shell consoles over the years, with some of the best-known probably being the Game Boy Color in Atomic Purple and the N64 Funtastic series. Earlier this year we saw the new Commodore release a dazzling <a href="https://www.tomshardware.com/video-games/retro-gaming/commodore-64-ultimate-review" target="_blank">Starlight edition of the C64U</a>. Most recently, Microsoft has revealed its <a href="https://www.tomshardware.com/video-games/console-gaming/xbox-marks-25-years-with-a-translucent-green-accessory-line-but-none-of-it-is-xbox-hardware" target="_blank">translucent green Xbox Series X25</a>.</p><p>Adruview founder Louis Huang told<em> Tom’s Hardware</em> that while he has always loved transparent consoles and clear-shell mods, he was disappointed that the transparency always just stopped at the frame. “So we pushed it further with a transparent OLED screen, board, and case. You can see straight through the whole device,” wrote the Babson College student.</p><p>That's enough about the console’s appearance, what about the guts of this handheld? Well, the Arduview project is based on the open-source <a href="https://www.arduboy.com/" target="_blank">Arduboy</a>. You guessed it, this console is based on the <a href="https://www.tomshardware.com/news/arduino-nano-boards-specs-every-iot-ble-sense,39371.html" target="_blank">Arduino </a>platform, designed for DIY electronics tinkering and coding, and here it is purposed for playing hundreds of community-made 8-bit games on the ATmega32u4 microcontroller with its meager resources (2.5KB RAM, 32KB storage).</p><p>Huang highlights that the Arduview weighs just 50g (<1.8 ounces), connects to your computer and charges via USB-C, and there is no app store, no Wi-Fi. Users just power on and play.</p><p>If you are interested in this kind of handheld, the Arduview early access program still appears to be open, despite the site mentioning it runs “in August 2026.” I guess we are only just into September… I clicked the button and could still reserve a unit for $5 and benefit from the $49 'founder price.' Apparently it will be $100 at retail. </p><p>We don’t have a date for the Kickstarter launch yet, and perhaps there will be similar cheaper-than-$100 offers for early birds, and so on. However, the Kickstarter backers won’t get their hardware until 2027. </p><p>As an open-source platform, there are other makers and suppliers of Arduboy hardware, such as Seeed Studio. If the Arduview’s clear charms aren’t reeling you in but the portable platform appeals, you can grab the not-very-transparent <a href="https://www.amazon.com/Arduboy-Programmable-Source-Handheld-Console/dp/B0GMH1F7R3" target="_blank">Arduboy FX-C available on Amazon at $79.99</a>, for example.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/handheld-gaming/worlds-first-fully-transparent-video-game-console-is-on-its-way-to-kickstarter-arduview-handhelds-shell-pcb-and-display-are-all-transparent</link>
                                                                            <description>
                            <![CDATA[ The first units of the ‘world’s first fully transparent video game console’ are shipping to founders, and now the Arduview project is on its way to Kickstarter. ]]>
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                                                                        <pubDate>Sat, 05 Sep 2026 11:12:46 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Handheld Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Mark Tyson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/56vqMYLDaKRHPhHZgbADFR-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Mark&#039;s enthusiasm for computers dampened at an early age by the rubber-keyed Sinclair Spectrum 48K and feelings of Commodore 64 envy. However, in the mid-80s, hope in a digital future was rekindled by the purchase of an Atari 520 STe. Since that time Mark has used a multitude of computers for fun and professional endeavors. He often owned both Macs and PCs but went cold on the former after OS9 was killed off, and warmed to the latter with the introduction of Windows XP.&lt;br&gt;
&lt;br&gt;
Early work years were spent in artwork and reprographics but in the late noughties, Mark started to blog about computers, Taiwanese food culture, and guitar design. This activity led to a full-time position writing about breaking PC tech news for HEXUS, for the best part of a decade. When HEXUS was abruptly closed, Mark helped with the foundation of Club386, before finding a new home at Tom&#039;s Hardware.&lt;br&gt;
&lt;br&gt;
When not wearing through the keycap legends on his PC keyboards, Mark can be found wandering the computer malls of Taiwan&#039;s neon-lit conurbations and enjoying local and international cuisine.&lt;/p&gt; ]]></dc:description>
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                                <p>The first units of the ‘world’s first fully transparent video game console’ are shipping to founders, and now the project is on its way to Kickstarter. Above and below you can see images of the new <a href="https://arduview.com/" target="_blank">Arduview</a>. As you can see, it isn’t just another clear-shell console or handheld; the makers of this device have fully embraced the latest in transparent electronics. Thus, here we have a crystal shell handheld with a see-through motherboard, using a transparent display. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/XBGwT3QvuaKRGAJPyx4pcQ-1920-80.jpg" alt="Arduview transparent handheld game console" /><figcaption><small role="credit">Arduview</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Y6AZ7A6TFcRBqjsWQemsUQ-1920-80.jpg" alt="Arduview transparent handheld game console" /><figcaption><small role="credit">Arduview</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/TNRbY4jR7jQMihV6m6tAVQ-1920-80.jpg" alt="Arduview transparent handheld game console" /><figcaption><small role="credit">Arduview</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/EkpqAiGLJqTjzC4VgbrvcQ-1920-80.jpg" alt="Arduview transparent handheld game console" /><figcaption><small role="credit">Arduview</small></figcaption></figure></figure><p>There have been quite a few transparent shell consoles over the years, with some of the best-known probably being the Game Boy Color in Atomic Purple and the N64 Funtastic series. Earlier this year we saw the new Commodore release a dazzling <a href="https://www.tomshardware.com/video-games/retro-gaming/commodore-64-ultimate-review" target="_blank">Starlight edition of the C64U</a>. Most recently, Microsoft has revealed its <a href="https://www.tomshardware.com/video-games/console-gaming/xbox-marks-25-years-with-a-translucent-green-accessory-line-but-none-of-it-is-xbox-hardware" target="_blank">translucent green Xbox Series X25</a>.</p><p>Adruview founder Louis Huang told<em> Tom’s Hardware</em> that while he has always loved transparent consoles and clear-shell mods, he was disappointed that the transparency always just stopped at the frame. “So we pushed it further with a transparent OLED screen, board, and case. You can see straight through the whole device,” wrote the Babson College student.</p><p>That's enough about the console’s appearance, what about the guts of this handheld? Well, the Arduview project is based on the open-source <a href="https://www.arduboy.com/" target="_blank">Arduboy</a>. You guessed it, this console is based on the <a href="https://www.tomshardware.com/news/arduino-nano-boards-specs-every-iot-ble-sense,39371.html" target="_blank">Arduino </a>platform, designed for DIY electronics tinkering and coding, and here it is purposed for playing hundreds of community-made 8-bit games on the ATmega32u4 microcontroller with its meager resources (2.5KB RAM, 32KB storage).</p><p>Huang highlights that the Arduview weighs just 50g (<1.8 ounces), connects to your computer and charges via USB-C, and there is no app store, no Wi-Fi. Users just power on and play.</p><p>If you are interested in this kind of handheld, the Arduview early access program still appears to be open, despite the site mentioning it runs “in August 2026.” I guess we are only just into September… I clicked the button and could still reserve a unit for $5 and benefit from the $49 'founder price.' Apparently it will be $100 at retail. </p><p>We don’t have a date for the Kickstarter launch yet, and perhaps there will be similar cheaper-than-$100 offers for early birds, and so on. However, the Kickstarter backers won’t get their hardware until 2027. </p><p>As an open-source platform, there are other makers and suppliers of Arduboy hardware, such as Seeed Studio. If the Arduview’s clear charms aren’t reeling you in but the portable platform appeals, you can grab the not-very-transparent <a href="https://www.amazon.com/Arduboy-Programmable-Source-Handheld-Console/dp/B0GMH1F7R3" target="_blank">Arduboy FX-C available on Amazon at $79.99</a>, for example.</p>
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                                                            <title><![CDATA[ We tested DLSS 5 in NBA 2K27 with every RTX 50-series GPU ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Nvidia's DLSS 5 has arrived in <em>NBA 2K27</em>, and we've been up since midnight testing it across every RTX 50-series graphics card to see what the first official implementation of this tech can do and how it compares to the community-implemented mods that have been circulating over the past couple weeks. </p><p>Before we discuss the performance cost of DLSS 5, many will ask whether this tech is even worth getting excited about, given the intense controversy that it's sparked ever since Nvidia revealed it earlier this year. </p><p>In short: yes, absolutely. </p><p>This first-party implementation of DLSS 5, tuned under the full control of 2K Games' art directors and artists, looks incredible, full stop. If you see it running, you will want to leave it on. It doesn't look like "slop" or a cheap filter. It just looks <em>correct</em>, or at least more correct. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/D5d2hZEJj32qFQNHzmqTvf-1920-80.jpg" alt="NBA 2K27 DLSS 5" /><figcaption><small role="credit">2K</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/5hJeDM2KvgdkP88oUtS9uf-1920-80.jpg" alt="NBA 2K27 DLSS 5" /><figcaption><small role="credit">2K</small></figcaption></figure></figure><p>For just a couple of examples, without DLSS 5, even at ultra settings and with RT, the game has a slightly "plastic" or "flat" look. Faces can have a waxy uniformity that immediately indicates that you're looking at a video game, not a live broadcast. Hair looks totally and unnaturally flat. The whites of eyes can be unnaturally bright, giving a sort of googly-eye or doll-like effect that immediately broke my sense of immersion. I didn't think any of this would be a big deal for a sports game, but it all stands out. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/r4bbvZqKoQ6CyDjadTX6Mo-1920-80.jpg" alt="NBA 2K27 DLSS 5 comparisons" /><figcaption><small role="credit">2K</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/gn2zFMMSYEYN8NR6M4eYKo-1920-80.jpg" alt="NBA 2K27 DLSS 5 comparisons" /><figcaption><small role="credit">2K</small></figcaption></figure></figure><p>DLSS 5 breathes incredible life into <em>NBA 2K27</em>. Skin looks like real flesh and blood. Eyes are rendered with the proper tones, depth, and sparkle. Hair looks a billion times more realistic. Every human on screen just looks more <em>alive. </em>You won't entirely forget that you're looking at a game, but it becomes much easier to suspend disbelief and get lost in the action. </p><p>My experience slapping DLSS 5 mods into games has produced promising but sometimes mixed results. If the polished experience that <em>NBA 2K25 </em>delivers is any indication, I can't wait for more studios to get their hands on it and integrate it into their games under the care of the same artists that created them.</p><h3 class="article-body__section" id="section-our-testing-methods"><span>Our testing methods</span></h3><p>We did our best to deliver clean test numbers in the short time we've had with <em>NBA 2K27. </em>Performance in this can be tricky to measure. Benchmarking in the hub worlds or cutscenes will deliver lower performance than on the court, and even then, in-game events like fouls and time-outs will also result in skewed numbers if you're not careful. We picked a repeatable match-up from the game's career mode and sampled 60 seconds of continuous gameplay with DLSS 5 on and off, making sure to restart if we ran into any of the scripted events above. </p><p>We used <em>NBA 2K27</em>'s maximum graphics settings as our baseline, including RT. We tested at native resolutions without upscaling, and we didn't test with Multi Frame Generation enabled. We view MFG as a cherry on top of an already solid baseline experience, not a baseline in itself. </p><p>Our test system is built with the following components: </p><div ><table><caption>Tom's Hardware 2026 GPU Test System </caption><tbody><tr><td class="firstcol " ><p><strong>CPU</strong></p></td><td  ><p>AMD Ryzen 7 9800X3D </p></td></tr><tr><td class="firstcol " ><p><strong>CPU Cooler</strong></p></td><td  ><p>Thermalright Phantom Spirit 120SE</p></td></tr><tr><td class="firstcol " ><p><strong>Memory</strong></p></td><td  ><p>32GB (2x16GB) G.Skill Trident Z5 Neo DDR5-6000 CL30 </p></td></tr><tr><td class="firstcol " ><p><strong>Motherboard </strong></p></td><td  ><p>Asus TUF Gaming X670E-Plus Wifi</p></td></tr><tr><td class="firstcol " ><p><strong>Storage</strong></p></td><td  ><p>Inland Performance Plus 4TB PCIe 4.0 NVMe SSD </p></td></tr><tr><td class="firstcol " ><p><strong>Power supply</strong></p></td><td  ><p>MSI MPG Ai1600TS 1600W </p></td></tr><tr><td class="firstcol " ><p><strong>Operating system</strong></p></td><td  ><p>Windows 11 Pro</p></td></tr><tr><td class="firstcol " ><p><strong>Graphics driver version</strong></p></td><td  ><p>GeForce Game Ready 616.64</p></td></tr></tbody></table></div><p>All of our performance results are captured using Nvidia's FrameView 2.0 utility. We measure graphics card power consumption directly with Nvidia's PCAT hardware power logging tool. </p><p>If you have any questions about our testing methods, let us know in the comments and we'll do our best to answer them. On to the numbers. </p><h3 class="article-body__section" id="section-nba-2k27-1080p-performance"><span>NBA 2K27 1080p performance</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:96.21%;"><img id="PrQfmkMLYvzdJZzEWonXtQ" name="DLSS 5 NBA2K27" alt="DLSS 5 performance" src="https://cdn.mos.cms.futurecdn.net/PrQfmkMLYvzdJZzEWonXtQ-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="2463" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/PrQfmkMLYvzdJZzEWonXtQ-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>At 1080p, everything from the RTX 5070 on up is CPU-bound without DLSS 5 enabled, even with maxed-out settings and RT on. Turn on DLSS 5, though, and the differences in Tensor Core compute across the cards quickly becomes obvious. But even the RTX 5060 can manage nearly 60 FPS on average with DLSS 5 enabled at 1080p, so almost anybody with a Blackwell card can at least try out the feature. </p><p>Given these results, you might think to enable DLSS Super Resolution (aka upscaling). But because the amount of time needed to run the DLSS 5 model has a fixed cost per output frame that scales with your target resolution and largely dominates the total frame time, especially on lower-end hardware, you may find that enabling DLSS SR doesn't have as much of an effect on performance as we've come to expect. The game still has to wait for that final generative step to occur, even if DLSS SR cuts down some of the total frame time. </p><p>As noted, we didn't use MFG for these tests, simply because there's no need for us to make the numbers on these charts artifically large. If you do want to enable it, the multiplier you want will be determined by your monitor's refresh rate and your own personal tastes. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:92.50%;"><img id="9pMQGeNCtC6Vt8ec2DA3mQ" name="DLSS 5 NBA2K27" alt="DLSS 5 performance" src="https://cdn.mos.cms.futurecdn.net/9pMQGeNCtC6Vt8ec2DA3mQ-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="2368" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/9pMQGeNCtC6Vt8ec2DA3mQ-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>We did chart PC latency as estimated by FrameView, so you can get a sense of whether there's enough of a latency budget to enable MFG at all. At 1080p, every card is a solid candidate for enabling MFG without adding unreasonable amounts of input latency, although the RTX 5050 is in a borderline position. And all three of the 8GB cards might have trouble fitting the MFG model into their VRAM with these maxed-out settings and DLSS 5 enabled, so you might need to turn off RT at a minimum to use MFG on these lower-end GPUs.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:92.58%;"><img id="p8qG5KZz5MnbMu5BHrSinQ" name="DLSS 5 NBA2K27" alt="DLSS 5 performance" src="https://cdn.mos.cms.futurecdn.net/p8qG5KZz5MnbMu5BHrSinQ-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="2370" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/p8qG5KZz5MnbMu5BHrSinQ-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>As we already saw in early testing of the leaked DLSS 5 builds circulating in the community, enabling the model has a large impact on power consumption, likely due to the intense Tensor Core load required to run the DLSS 5 model. </p><h3 class="article-body__section" id="section-nba-2k27-1440p-performance"><span>NBA 2K27 1440p performance</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:95.31%;"><img id="LSB8znYC8PL6NE2nGp79sQ" name="DLSS 5 NBA2K27" alt="DLSS 5 performance" src="https://cdn.mos.cms.futurecdn.net/LSB8znYC8PL6NE2nGp79sQ-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="2440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/LSB8znYC8PL6NE2nGp79sQ-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Moving up to 1440p separates our cards some more. The RTX 5080 and RTX 5090 are still CPU-limited without DLSS 5. The RTX 5060 Ti 8GB, RTX 5060, and RTX 5050 all get a "Low VRAM" warning with these settings, so if you're trying to push this higher resolution with those cards, you might want to start tuning your DLSS upscaling settings to relieve VRAM pressure, even if it doesn't result in additional performance with DLSS 5. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:95.31%;"><img id="Ci43NR3iasnUq2apkjWmoQ" name="DLSS 5 NBA2K27" alt="DLSS 5 performance" src="https://cdn.mos.cms.futurecdn.net/Ci43NR3iasnUq2apkjWmoQ-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="2440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/Ci43NR3iasnUq2apkjWmoQ-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>But you really want an RTX 5060 Ti at a minimum here to get acceptable input latency with DLSS 5 enabled, and the RTX 5070 is the true baseline for a good experience. At the higher end, the RTX 5070 Ti and RTX 5080 both provide fluid frame rates even without MFG, and you have the latency budget to enable framegen without worry on anything from the RTX 5070 on up. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:95.31%;"><img id="iU67wQ6qVGMQGLzK2hhtpQ" name="DLSS 5 NBA2K27" alt="DLSS 5 performance" src="https://cdn.mos.cms.futurecdn.net/iU67wQ6qVGMQGLzK2hhtpQ-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="2440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/iU67wQ6qVGMQGLzK2hhtpQ-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>DLSS 5's power consumption on all these cards (except the chugging RTX 5050) rises as expected with the higher-resolution output frame we're asking it to generate. Everything from the RTX 5060 up to the RTX 5070 Ti ends up running at its power limit, while the RTX 5080 and RTX 5090 still have room to stretch out. The unconstrained MSI RTX 5090 Lighting Z sucks down a ton of power to deliver its scorching performance. </p><h3 class="article-body__section" id="section-nba-2k27-4k-performance"><span>NBA 2K27 4K performance</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:95.31%;"><img id="88aLgvB7kSPViJgV6Ja3sQ" name="DLSS 5 NBA2K27" alt="DLSS 5 performance" src="https://cdn.mos.cms.futurecdn.net/88aLgvB7kSPViJgV6Ja3sQ-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="2440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/88aLgvB7kSPViJgV6Ja3sQ-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Running <em>NBA 2K27 </em>at 4K with DLSS 5 is extremely demanding, since the model has to generate an output frame with more than twice as many pixels than at 1440p. Even the RTX 5070 Ti is straining here, as its input latency with DLSS 5 is potentially too high to enable MFG while still delivering a responsive gameplay experience. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:95.31%;"><img id="5UM7nLmarUh9DDx5AzQFrQ" name="DLSS 5 NBA2K27" alt="DLSS 5 performance" src="https://cdn.mos.cms.futurecdn.net/5UM7nLmarUh9DDx5AzQFrQ-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="2440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/5UM7nLmarUh9DDx5AzQFrQ-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>You can see why Nvidia only recommends the RTX 5080 and RTX 5090 for a 4K DLSS 5 experience in this title, as they're the only two cards that deliver high enough baseline performance with low enough input latencies to make MFG practical. And even then, the RTX 5080 is on the edge of what we'd consider an acceptable input latency before enabling MFG. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:95.31%;"><img id="hN3y2mQNGK5Lh9LFYoEdrQ" name="DLSS 5 NBA2K27" alt="DLSS 5 performance" src="https://cdn.mos.cms.futurecdn.net/hN3y2mQNGK5Lh9LFYoEdrQ-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="2440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/hN3y2mQNGK5Lh9LFYoEdrQ-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Our power consumption chart at 4K is a bit of a mess at the low end since the RTX 5050 and RTX 5060 are crushed by the demands of DLSS 5 and end up chugging. Really, though, we're here to see how the RTX 5080 and RTX 5090s handle this incredibly Tensor Core-intensive work. Both cards end up running at their power limits. </p><p>The MSI RTX 5090 Lightning Z shows how much power scaling the GB202 GPU has left in it once you remove the constraint of a single 12V-2x6 connector. We were wondering whether the power numbers we saw from a modded version of <em>Control </em>were a fluke, but DLSS 5 in <em>NBA 2K27 </em>goes even harder and pushes the RTX 5090 Lightning Z to nearly 850W on average in this test. For 48% more power than the RTX 5090 Founders Edition, you get 22% higher performance. </p><p>On a big 4K screen like an OLED TV, a fluid 90 FPS at a native 4K resolution with the level of detail and realism that DLSS 5 adds is an astounding gaming experience. You really haven't seen anything like it. But mere mortals with single-plug 5090s will probably want to enable MFG 2X at a minimum. </p><h3 class="article-body__section" id="section-bottom-line"><span>Bottom line</span></h3><p>It's early days for DLSS 5 performance, and in its first official showing in <em>NBA 2K27</em>, it certainly has a large performance cost—sometimes well over 50% on lower-end hardware. But the generational leap in realism it provides for every human on screen is well worth it to my eye, at least. Now that I've seen a first-party, developer-driven implementation of DLSS 5, I want it in every game where its photorealistic enhancements would make sense, without question.</p><p>And as it's implemented in <em>NBA 2K27</em>, our performance results show that the tech is accessible enough that almost anybody with an RTX 50-series graphics card can try it out and still enjoy a fluid and responsive experience, even without Multi Frame Generation. Most of us aren't playing on 4K monitors, and at 1080p and 1440p, the Blackwell card you may already have is probably up to the task of running DLSS 5 with acceptable baseline performance.  </p><p>DLSS 5 does upend some intuitions we've developed around the interactions of upscaling and frame rate. The large fixed frame-time cost that's required to generate the DLSS 5 output frame is entirely dependent on your target <em>output </em>resolution, making the lowered <em>input </em>resolution of DLSS 4.5 upscaling far less of a performance multiplier than it might otherwise be. </p><p>Given those realities, DLSS MFG can still make for a more fluid experience alongside DLSS 5 with a couple of clicks in a menu—at least assuming you have enough VRAM to hold the game assets, the DLSS 5 model, <em>and </em>the MFG model all at once. On 8GB graphics cards, this may require some tweaking to get working.</p><p>Nvidia has promised to continue improving the fundamental performance of the DLSS 5 model with time, and the fact that it's moved from requiring a dedicated RTX 5090 to run <a href="https://www.tomshardware.com/pc-components/gpus/we-got-a-first-look-at-nvidias-dlss-5-and-the-future-of-neural-rendering-at-gtc-the-results-can-be-impressive-but-theres-work-to-do" target="_blank">in the demos we saw at GTC</a> to running on an RTX 5060 today is a sign that such promises do bear fruit. </p><p>Boosting the fundamental performance of the DLSS 5 model is vital, because as we all well know, prices for most Blackwell cards have spiked across the board to the point that former midrange options like the RTX 5060 Ti 16GB and RTX 5070 are many hundreds of dollars more expensive than their MSRPs and well out of whack with their former performance-per-dollar propositions. A hardware upgrade to get better performance is no longer a no-brainer for many PC builders, and that problem is going to get even worse as the AI boom continues unabated. </p><p>Those elevated prices are also why Nvidia's post-launch pledge to bring the DLSS 5 model to RTX 40-series cards later this year is a welcome development. In our limited experience with community mods, Ada GPUs run the current DLSS 5 model about as well as Blackwell cards do, and gamers who haven't already upgraded from their 40-series cards certainly won't be raring to move off that hardware any time soon. Locking DLSS 5 to new GPUs that are prohibitively expensive to buy for non-technical reasons isn't a winning strategy for goodwill or broad adoption, and it's good to see Nvidia acknowledge that reality. </p><p>For all that, we shouldn't lose sight of the fact that DLSS 5 is a huge, exciting leap forward in the never-ending pursuit of photorealism in real-time graphics. When you toggle it on and off in<em> NBA 2K27</em>, it feels like a generational improvement in rendering technology at the press of a button. Now that I've seen it in action, I don't want to play <em>NBA 2K27</em> without it, and I hope to see more first-party integrations of it soon. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/we-tested-dlss-5-in-nba-2k27-with-every-rtx-50-series-gpu-first-official-release-comes-with-a-big-performance-hit-but-almost-every-blackwell-card-can-run-it-at-1080p</link>
                                                                            <description>
                            <![CDATA[ We tested Nvidia's DLSS 5 in NBA 2K27 across every RTX 50-series graphics card at 1080p, 1440p, and 4K to see just how much performance it costs to explore the frontiers of neural rendering. ]]>
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                                                                        <pubDate>Sat, 05 Sep 2026 11:00:00 +0000</pubDate>                                                                                                                                <updated>Sat, 05 Sep 2026 15:34:41 +0000</updated>
                                                                                                                                            <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Jeffrey Kampman ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/8JCjGs5yVZds2YdKmzjUDE-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jeff Kampman has been playing PC games ever since he learned how to fire up freeware CDs from the DOS command line. He started building his own PCs in the mid-aughts and later turned that passion into a career, working as a news and guides writer, reviewer, and ultimately Editor-in-Chief at The Tech Report, where he dove deep on CPUs and GPUs (and more) in pursuit of the smoothest gaming experiences around. Jeff later took on roles at Asus and Intel as a technical marketer before joining Tom&#039;s Hardware. As Senior Analyst, Graphics, Jeff covers everything from integrated graphics processors to discrete graphics cards to the massive data center GPU installations powering our AI future. Jeff is also a hobbyist photographer, Twitch streamer, espresso enthusiast, and runner.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[2K]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[NBA 2K27 gameplay]]></media:description>                                                            <media:text><![CDATA[NBA 2K27 gameplay]]></media:text>
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                            <article>
                                <p>Nvidia's DLSS 5 has arrived in <em>NBA 2K27</em>, and we've been up since midnight testing it across every RTX 50-series graphics card to see what the first official implementation of this tech can do and how it compares to the community-implemented mods that have been circulating over the past couple weeks. </p><p>Before we discuss the performance cost of DLSS 5, many will ask whether this tech is even worth getting excited about, given the intense controversy that it's sparked ever since Nvidia revealed it earlier this year. </p><p>In short: yes, absolutely. </p><p>This first-party implementation of DLSS 5, tuned under the full control of 2K Games' art directors and artists, looks incredible, full stop. If you see it running, you will want to leave it on. It doesn't look like "slop" or a cheap filter. It just looks <em>correct</em>, or at least more correct. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/D5d2hZEJj32qFQNHzmqTvf-1920-80.jpg" alt="NBA 2K27 DLSS 5" /><figcaption><small role="credit">2K</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/5hJeDM2KvgdkP88oUtS9uf-1920-80.jpg" alt="NBA 2K27 DLSS 5" /><figcaption><small role="credit">2K</small></figcaption></figure></figure><p>For just a couple of examples, without DLSS 5, even at ultra settings and with RT, the game has a slightly "plastic" or "flat" look. Faces can have a waxy uniformity that immediately indicates that you're looking at a video game, not a live broadcast. Hair looks totally and unnaturally flat. The whites of eyes can be unnaturally bright, giving a sort of googly-eye or doll-like effect that immediately broke my sense of immersion. I didn't think any of this would be a big deal for a sports game, but it all stands out. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/r4bbvZqKoQ6CyDjadTX6Mo-1920-80.jpg" alt="NBA 2K27 DLSS 5 comparisons" /><figcaption><small role="credit">2K</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/gn2zFMMSYEYN8NR6M4eYKo-1920-80.jpg" alt="NBA 2K27 DLSS 5 comparisons" /><figcaption><small role="credit">2K</small></figcaption></figure></figure><p>DLSS 5 breathes incredible life into <em>NBA 2K27</em>. Skin looks like real flesh and blood. Eyes are rendered with the proper tones, depth, and sparkle. Hair looks a billion times more realistic. Every human on screen just looks more <em>alive. </em>You won't entirely forget that you're looking at a game, but it becomes much easier to suspend disbelief and get lost in the action. </p><p>My experience slapping DLSS 5 mods into games has produced promising but sometimes mixed results. If the polished experience that <em>NBA 2K25 </em>delivers is any indication, I can't wait for more studios to get their hands on it and integrate it into their games under the care of the same artists that created them.</p><h3 class="article-body__section" id="section-our-testing-methods"><span>Our testing methods</span></h3><p>We did our best to deliver clean test numbers in the short time we've had with <em>NBA 2K27. </em>Performance in this can be tricky to measure. Benchmarking in the hub worlds or cutscenes will deliver lower performance than on the court, and even then, in-game events like fouls and time-outs will also result in skewed numbers if you're not careful. We picked a repeatable match-up from the game's career mode and sampled 60 seconds of continuous gameplay with DLSS 5 on and off, making sure to restart if we ran into any of the scripted events above. </p><p>We used <em>NBA 2K27</em>'s maximum graphics settings as our baseline, including RT. We tested at native resolutions without upscaling, and we didn't test with Multi Frame Generation enabled. We view MFG as a cherry on top of an already solid baseline experience, not a baseline in itself. </p><p>Our test system is built with the following components: </p><div ><table><caption>Tom's Hardware 2026 GPU Test System </caption><tbody><tr><td class="firstcol " ><p><strong>CPU</strong></p></td><td  ><p>AMD Ryzen 7 9800X3D </p></td></tr><tr><td class="firstcol " ><p><strong>CPU Cooler</strong></p></td><td  ><p>Thermalright Phantom Spirit 120SE</p></td></tr><tr><td class="firstcol " ><p><strong>Memory</strong></p></td><td  ><p>32GB (2x16GB) G.Skill Trident Z5 Neo DDR5-6000 CL30 </p></td></tr><tr><td class="firstcol " ><p><strong>Motherboard </strong></p></td><td  ><p>Asus TUF Gaming X670E-Plus Wifi</p></td></tr><tr><td class="firstcol " ><p><strong>Storage</strong></p></td><td  ><p>Inland Performance Plus 4TB PCIe 4.0 NVMe SSD </p></td></tr><tr><td class="firstcol " ><p><strong>Power supply</strong></p></td><td  ><p>MSI MPG Ai1600TS 1600W </p></td></tr><tr><td class="firstcol " ><p><strong>Operating system</strong></p></td><td  ><p>Windows 11 Pro</p></td></tr><tr><td class="firstcol " ><p><strong>Graphics driver version</strong></p></td><td  ><p>GeForce Game Ready 616.64</p></td></tr></tbody></table></div><p>All of our performance results are captured using Nvidia's FrameView 2.0 utility. We measure graphics card power consumption directly with Nvidia's PCAT hardware power logging tool. </p><p>If you have any questions about our testing methods, let us know in the comments and we'll do our best to answer them. On to the numbers. </p><h3 class="article-body__section" id="section-nba-2k27-1080p-performance"><span>NBA 2K27 1080p performance</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:96.21%;"><img id="PrQfmkMLYvzdJZzEWonXtQ" name="DLSS 5 NBA2K27" alt="DLSS 5 performance" src="https://cdn.mos.cms.futurecdn.net/PrQfmkMLYvzdJZzEWonXtQ-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="2463" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/PrQfmkMLYvzdJZzEWonXtQ-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>At 1080p, everything from the RTX 5070 on up is CPU-bound without DLSS 5 enabled, even with maxed-out settings and RT on. Turn on DLSS 5, though, and the differences in Tensor Core compute across the cards quickly becomes obvious. But even the RTX 5060 can manage nearly 60 FPS on average with DLSS 5 enabled at 1080p, so almost anybody with a Blackwell card can at least try out the feature. </p><p>Given these results, you might think to enable DLSS Super Resolution (aka upscaling). But because the amount of time needed to run the DLSS 5 model has a fixed cost per output frame that scales with your target resolution and largely dominates the total frame time, especially on lower-end hardware, you may find that enabling DLSS SR doesn't have as much of an effect on performance as we've come to expect. The game still has to wait for that final generative step to occur, even if DLSS SR cuts down some of the total frame time. </p><p>As noted, we didn't use MFG for these tests, simply because there's no need for us to make the numbers on these charts artifically large. If you do want to enable it, the multiplier you want will be determined by your monitor's refresh rate and your own personal tastes. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:92.50%;"><img id="9pMQGeNCtC6Vt8ec2DA3mQ" name="DLSS 5 NBA2K27" alt="DLSS 5 performance" src="https://cdn.mos.cms.futurecdn.net/9pMQGeNCtC6Vt8ec2DA3mQ-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="2368" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/9pMQGeNCtC6Vt8ec2DA3mQ-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>We did chart PC latency as estimated by FrameView, so you can get a sense of whether there's enough of a latency budget to enable MFG at all. At 1080p, every card is a solid candidate for enabling MFG without adding unreasonable amounts of input latency, although the RTX 5050 is in a borderline position. And all three of the 8GB cards might have trouble fitting the MFG model into their VRAM with these maxed-out settings and DLSS 5 enabled, so you might need to turn off RT at a minimum to use MFG on these lower-end GPUs.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:92.58%;"><img id="p8qG5KZz5MnbMu5BHrSinQ" name="DLSS 5 NBA2K27" alt="DLSS 5 performance" src="https://cdn.mos.cms.futurecdn.net/p8qG5KZz5MnbMu5BHrSinQ-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="2370" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/p8qG5KZz5MnbMu5BHrSinQ-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>As we already saw in early testing of the leaked DLSS 5 builds circulating in the community, enabling the model has a large impact on power consumption, likely due to the intense Tensor Core load required to run the DLSS 5 model. </p><h3 class="article-body__section" id="section-nba-2k27-1440p-performance"><span>NBA 2K27 1440p performance</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:95.31%;"><img id="LSB8znYC8PL6NE2nGp79sQ" name="DLSS 5 NBA2K27" alt="DLSS 5 performance" src="https://cdn.mos.cms.futurecdn.net/LSB8znYC8PL6NE2nGp79sQ-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="2440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/LSB8znYC8PL6NE2nGp79sQ-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Moving up to 1440p separates our cards some more. The RTX 5080 and RTX 5090 are still CPU-limited without DLSS 5. The RTX 5060 Ti 8GB, RTX 5060, and RTX 5050 all get a "Low VRAM" warning with these settings, so if you're trying to push this higher resolution with those cards, you might want to start tuning your DLSS upscaling settings to relieve VRAM pressure, even if it doesn't result in additional performance with DLSS 5. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:95.31%;"><img id="Ci43NR3iasnUq2apkjWmoQ" name="DLSS 5 NBA2K27" alt="DLSS 5 performance" src="https://cdn.mos.cms.futurecdn.net/Ci43NR3iasnUq2apkjWmoQ-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="2440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/Ci43NR3iasnUq2apkjWmoQ-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>But you really want an RTX 5060 Ti at a minimum here to get acceptable input latency with DLSS 5 enabled, and the RTX 5070 is the true baseline for a good experience. At the higher end, the RTX 5070 Ti and RTX 5080 both provide fluid frame rates even without MFG, and you have the latency budget to enable framegen without worry on anything from the RTX 5070 on up. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:95.31%;"><img id="iU67wQ6qVGMQGLzK2hhtpQ" name="DLSS 5 NBA2K27" alt="DLSS 5 performance" src="https://cdn.mos.cms.futurecdn.net/iU67wQ6qVGMQGLzK2hhtpQ-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="2440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/iU67wQ6qVGMQGLzK2hhtpQ-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>DLSS 5's power consumption on all these cards (except the chugging RTX 5050) rises as expected with the higher-resolution output frame we're asking it to generate. Everything from the RTX 5060 up to the RTX 5070 Ti ends up running at its power limit, while the RTX 5080 and RTX 5090 still have room to stretch out. The unconstrained MSI RTX 5090 Lighting Z sucks down a ton of power to deliver its scorching performance. </p><h3 class="article-body__section" id="section-nba-2k27-4k-performance"><span>NBA 2K27 4K performance</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:95.31%;"><img id="88aLgvB7kSPViJgV6Ja3sQ" name="DLSS 5 NBA2K27" alt="DLSS 5 performance" src="https://cdn.mos.cms.futurecdn.net/88aLgvB7kSPViJgV6Ja3sQ-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="2440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/88aLgvB7kSPViJgV6Ja3sQ-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Running <em>NBA 2K27 </em>at 4K with DLSS 5 is extremely demanding, since the model has to generate an output frame with more than twice as many pixels than at 1440p. Even the RTX 5070 Ti is straining here, as its input latency with DLSS 5 is potentially too high to enable MFG while still delivering a responsive gameplay experience. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:95.31%;"><img id="5UM7nLmarUh9DDx5AzQFrQ" name="DLSS 5 NBA2K27" alt="DLSS 5 performance" src="https://cdn.mos.cms.futurecdn.net/5UM7nLmarUh9DDx5AzQFrQ-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="2440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/5UM7nLmarUh9DDx5AzQFrQ-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>You can see why Nvidia only recommends the RTX 5080 and RTX 5090 for a 4K DLSS 5 experience in this title, as they're the only two cards that deliver high enough baseline performance with low enough input latencies to make MFG practical. And even then, the RTX 5080 is on the edge of what we'd consider an acceptable input latency before enabling MFG. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:95.31%;"><img id="hN3y2mQNGK5Lh9LFYoEdrQ" name="DLSS 5 NBA2K27" alt="DLSS 5 performance" src="https://cdn.mos.cms.futurecdn.net/hN3y2mQNGK5Lh9LFYoEdrQ-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="2440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/hN3y2mQNGK5Lh9LFYoEdrQ-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Our power consumption chart at 4K is a bit of a mess at the low end since the RTX 5050 and RTX 5060 are crushed by the demands of DLSS 5 and end up chugging. Really, though, we're here to see how the RTX 5080 and RTX 5090s handle this incredibly Tensor Core-intensive work. Both cards end up running at their power limits. </p><p>The MSI RTX 5090 Lightning Z shows how much power scaling the GB202 GPU has left in it once you remove the constraint of a single 12V-2x6 connector. We were wondering whether the power numbers we saw from a modded version of <em>Control </em>were a fluke, but DLSS 5 in <em>NBA 2K27 </em>goes even harder and pushes the RTX 5090 Lightning Z to nearly 850W on average in this test. For 48% more power than the RTX 5090 Founders Edition, you get 22% higher performance. </p><p>On a big 4K screen like an OLED TV, a fluid 90 FPS at a native 4K resolution with the level of detail and realism that DLSS 5 adds is an astounding gaming experience. You really haven't seen anything like it. But mere mortals with single-plug 5090s will probably want to enable MFG 2X at a minimum. </p><h3 class="article-body__section" id="section-bottom-line"><span>Bottom line</span></h3><p>It's early days for DLSS 5 performance, and in its first official showing in <em>NBA 2K27</em>, it certainly has a large performance cost—sometimes well over 50% on lower-end hardware. But the generational leap in realism it provides for every human on screen is well worth it to my eye, at least. Now that I've seen a first-party, developer-driven implementation of DLSS 5, I want it in every game where its photorealistic enhancements would make sense, without question.</p><p>And as it's implemented in <em>NBA 2K27</em>, our performance results show that the tech is accessible enough that almost anybody with an RTX 50-series graphics card can try it out and still enjoy a fluid and responsive experience, even without Multi Frame Generation. Most of us aren't playing on 4K monitors, and at 1080p and 1440p, the Blackwell card you may already have is probably up to the task of running DLSS 5 with acceptable baseline performance.  </p><p>DLSS 5 does upend some intuitions we've developed around the interactions of upscaling and frame rate. The large fixed frame-time cost that's required to generate the DLSS 5 output frame is entirely dependent on your target <em>output </em>resolution, making the lowered <em>input </em>resolution of DLSS 4.5 upscaling far less of a performance multiplier than it might otherwise be. </p><p>Given those realities, DLSS MFG can still make for a more fluid experience alongside DLSS 5 with a couple of clicks in a menu—at least assuming you have enough VRAM to hold the game assets, the DLSS 5 model, <em>and </em>the MFG model all at once. On 8GB graphics cards, this may require some tweaking to get working.</p><p>Nvidia has promised to continue improving the fundamental performance of the DLSS 5 model with time, and the fact that it's moved from requiring a dedicated RTX 5090 to run <a href="https://www.tomshardware.com/pc-components/gpus/we-got-a-first-look-at-nvidias-dlss-5-and-the-future-of-neural-rendering-at-gtc-the-results-can-be-impressive-but-theres-work-to-do" target="_blank">in the demos we saw at GTC</a> to running on an RTX 5060 today is a sign that such promises do bear fruit. </p><p>Boosting the fundamental performance of the DLSS 5 model is vital, because as we all well know, prices for most Blackwell cards have spiked across the board to the point that former midrange options like the RTX 5060 Ti 16GB and RTX 5070 are many hundreds of dollars more expensive than their MSRPs and well out of whack with their former performance-per-dollar propositions. A hardware upgrade to get better performance is no longer a no-brainer for many PC builders, and that problem is going to get even worse as the AI boom continues unabated. </p><p>Those elevated prices are also why Nvidia's post-launch pledge to bring the DLSS 5 model to RTX 40-series cards later this year is a welcome development. In our limited experience with community mods, Ada GPUs run the current DLSS 5 model about as well as Blackwell cards do, and gamers who haven't already upgraded from their 40-series cards certainly won't be raring to move off that hardware any time soon. Locking DLSS 5 to new GPUs that are prohibitively expensive to buy for non-technical reasons isn't a winning strategy for goodwill or broad adoption, and it's good to see Nvidia acknowledge that reality. </p><p>For all that, we shouldn't lose sight of the fact that DLSS 5 is a huge, exciting leap forward in the never-ending pursuit of photorealism in real-time graphics. When you toggle it on and off in<em> NBA 2K27</em>, it feels like a generational improvement in rendering technology at the press of a button. Now that I've seen it in action, I don't want to play <em>NBA 2K27</em> without it, and I hope to see more first-party integrations of it soon. </p>
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                                                            <title><![CDATA[ Nvidia app update fails to block unofficial DLSS multi-frame generation mod on RTX 40 series gaming GPUs ]]></title>
                                                                                                <dc:content><![CDATA[ <p>When NVIDIA launched the GeForce RTX 50 series, a major part of the hype surrounding the new GPU family was its support for DLSS Multi-Frame Generation. This feature was officially locked to the new RTX 50 "Blackwell" GPUs, but modders have been working on unlocking it for RTX 40-series cards for a while now. NVIDIA is clearly aware of these efforts, as it recently pushed an over-the-air update via the NVIDIA App that seemed targeted at blocking them due to its odd changes. Yet, as <a href="https://x.com/Sebasti66855537/status/2095572572590985246" target="_blank">pointed out by Sebastian Castellanos on X</a>, enterprising hackers had already found a workaround just hours later.</p><p>At the launch of Blackwell, NVIDIA explained that bringing Multi-Frame Generation to previous-generation RTX 40-series cards wasn't possible because those GPUs relied on <a href="https://www.tomshardware.com/pc-components/gpus/nvidia-blackwell-architecture-deep-dive-a-closer-look-at-the-upgrades-coming-with-rtx-50-series-gpus" target="_blank">a hardware optical flow generator</a> incapable of producing multiple interpolated frames per rendered frame. Instead, Blackwell introduced a software-based optical flow method executed directly on the GPU shader cores without requiring the hardware unit. To tech-savvy gamers, the obvious question arose: why not use that same software method on Ada Lovelace GPUs and bypass their hardware optical flow units? NVIDIA showed no interest in enabling this, leading many to assume it was technically impossible.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2095805744784224719"><p lang="en" dir="ltr">I uploaded a video on how to enable DLSS Multi-Frame Generation on my RTX 4060 GPU.I tested RE9 and Forza Horizon 6. To be honest apart from the oblivious latency increase, it works extremely well!Thanks to @Sebasti66855537 for notifying me about this mod!Video linked below pic.twitter.com/Tldr9JZIxJ<a href="https://twitter.com/cantworkitout/status/2095805744784224719">September 4, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Put simply, it's possible. There are apparently various roadblocks within NVIDIA's software, but the strength of the PC platform lies in its openness; users can <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/dev-uses-claude-ai-to-create-native-macos-driver-for-obscure-windows-only-printer-linux-container-hack-enables-system-wide-cmd-p-printing-driver-now-available-on-github" target="_blank">freely modify software</a> running on their own hardware. And so, at least three distinct mods have emerged to unlock DLSS Multi-Frame Generation across multiple titles. It began with a <em>Cyberpunk 2077</em> mod by creator "dashdogy" that relied on game-specific modding frameworks, but the technique has since been adapted into a broader ReShade plugin applicable to almost any game, and that's just one of at least three different multi-game unlock mods I found.</p><p>It's obviously in the company's best interest to protect its marketing narrative, and the narrative is that Multi-Frame Generation doesn't work on GeForce RTX 40 series graphics cards. However, user reports across X <a href="https://www.reddit.com/r/nvidia/comments/1w3ycdy/dlss_mfg_working_on_ada/" target="_blank">and Reddit</a> tell a different story. Users report that the mods not only work, but also deliver surprisingly smooth frame pacing. NVIDIA had previously warned that Blackwell's specialized hardware flip metering was <a href="https://www.tomshardware.com/pc-components/gpus/nvidia-dlss-4-is-the-magic-bullet-behind-the-rtx-50-series-touted-2x-performance-reflex-2-multi-frame-gen-ai-tools-come-to-the-fore" target="_blank">mandatory for proper frame pacing</a> with multi-frame generation, but dashdogy noted that his mod backports "Blackwell-specific frame timing instructions to allow Ada to place the frames in the correct positions," suggesting that MFG's purported hardware dependency was greatly exaggerated.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:906px;"><p class="vanilla-image-block" style="padding-top:48.79%;"><img id="CntksbppNk6RFaVQwVJ6vM" name="MFGAdaUnlock-RenoDx-release-0.4-patchnotes" alt="A screenshot of the MFGAdaUnlock-RenoDx GitHub project showing the patch notes for Release 0.4." src="https://cdn.mos.cms.futurecdn.net/CntksbppNk6RFaVQwVJ6vM-1920-80.png" mos="" align="middle" fullscreen="" width="906" height="442" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">There are already two more updates after this, both fixing major bugs. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Earlier attempts to enable multi-frame generation on Ada Lovelace relied on GPU spoofing or hybrid solutions, like combining standard 2x DLSS Frame Generation with AMD's FSR 3 or Lossless Scaling's <a href="https://www.tomshardware.com/pc-components/gpus/nvidia-rtx-3090-and-rtx-3050-team-up-to-hit-144-fps-at-4k-lossless-scaling-turns-old-ampere-gpus-into-a-gaming-powerhouse" target="_blank">software frame generation</a>. Those workarounds were significantly clunkier than native game mods that utilize NVIDIA's own DLSS-G framework. While I couldn't get this latest mod working in the limited time before publication, community developers have not only bypassed the latest roadblocks thrown up by Mean Green, but in fact, they've released <a href="https://github.com/mavismmg/MFGAdaUnlock-RenoDx/" target="_blank">at least two more updates</a> for the mod in the last ten hours since Castellanos' X post.</p><p>All of this coincides rather neatly with the contentious rollout of DLSS 5 "Neural Rendering," which is another technology originally pitched as an RTX 50-series exclusive before NVIDIA made a last-minute reversal to promise it for RTX 40-series cards as well. That shift may well have been driven by hackers porting DLSS 5 Neural Rendering not just to <a href="https://www.tomshardware.com/pc-components/gpus/dlss-5-mod-brings-next-gen-tech-to-old-ampere-gpus-but-frame-rates-are-horrible-most-games-tank-to-single-digits-high-end-gpus-can-hit-up-to-40-fps-in-some-cases" target="_blank">older NVIDIA architectures</a>, but even to AMD Radeon GPUs. Once it became common knowledge that DLSS 5 runs on non-Blackwell hardware, continuing to claim hardware exclusivity risked a major loss of consumer trust. It'll be fascinating to see if NVIDIA will pivot on DLSS Multi-Frame Generation <a href="https://www.tomshardware.com/pc-components/gpus/nvidia-hints-dlss-4-frame-generation-may-extend-support-to-past-gpus-including-rtx-30-series" target="_blank">in the same way</a>. While it would be a nice bone to throw the company's loyal previous-generation customers, we wouldn't bet on it.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/nvidia-app-update-fails-to-block-unofficial-dlss-multi-frame-generation-on-rtx-40-series-modders-restore-support-across-multiple-games-within-hours</link>
                                                                            <description>
                            <![CDATA[ When NVIDIA launched the GeForce RTX 50 series, a major part of the hype surrounding the new GPU family was its support for DLSS Multi-Frame Generation. This feature was officially locked to the new RTX 50 "Blackwell" GPUs, but modders have been working on unlocking it for RTX 40-series cards for a while now. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Fri, 04 Sep 2026 14:56:38 +0000</pubDate>                                                                                                                                <updated>Fri, 04 Sep 2026 14:57:04 +0000</updated>
                                                                                                                                            <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Zak Killian ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yonJziSpjzVFahKcUonJvi-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Zak Killian is a freelance contributor to Tom&#039;s Hardware who has also written for HotHardware and Tech Report. Ever since typing in games from magazines in ATARI BASIC on his family&#039;s Atari 800XL as a youth, Zak has been deeply fascinated with the capabilities of computers. His passion for gaming as a kid led to more technical engagement with PCs as a teenager, when he first built his own system: an AMD K6. Not long after, he founded his own PC repair shop in the year 2000. Now, decades later, he&#039;s still building and benchmarking new boxes, still gaming in every free hour, and still arguing on the internet with almost any opinion anyone has. Something of a modern-day Renaissance man, he may not be an expert on anything, but he knows just a little about nearly everything. &lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Nvidia]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[DLSS 4 multi frame generation]]></media:description>                                                            <media:text><![CDATA[DLSS 4 multi frame generation]]></media:text>
                                <media:title type="plain"><![CDATA[DLSS 4 multi frame generation]]></media:title>
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                            <article>
                                <p>When NVIDIA launched the GeForce RTX 50 series, a major part of the hype surrounding the new GPU family was its support for DLSS Multi-Frame Generation. This feature was officially locked to the new RTX 50 "Blackwell" GPUs, but modders have been working on unlocking it for RTX 40-series cards for a while now. NVIDIA is clearly aware of these efforts, as it recently pushed an over-the-air update via the NVIDIA App that seemed targeted at blocking them due to its odd changes. Yet, as <a href="https://x.com/Sebasti66855537/status/2095572572590985246" target="_blank">pointed out by Sebastian Castellanos on X</a>, enterprising hackers had already found a workaround just hours later.</p><p>At the launch of Blackwell, NVIDIA explained that bringing Multi-Frame Generation to previous-generation RTX 40-series cards wasn't possible because those GPUs relied on <a href="https://www.tomshardware.com/pc-components/gpus/nvidia-blackwell-architecture-deep-dive-a-closer-look-at-the-upgrades-coming-with-rtx-50-series-gpus" target="_blank">a hardware optical flow generator</a> incapable of producing multiple interpolated frames per rendered frame. Instead, Blackwell introduced a software-based optical flow method executed directly on the GPU shader cores without requiring the hardware unit. To tech-savvy gamers, the obvious question arose: why not use that same software method on Ada Lovelace GPUs and bypass their hardware optical flow units? NVIDIA showed no interest in enabling this, leading many to assume it was technically impossible.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2095805744784224719"><p lang="en" dir="ltr">I uploaded a video on how to enable DLSS Multi-Frame Generation on my RTX 4060 GPU.I tested RE9 and Forza Horizon 6. To be honest apart from the oblivious latency increase, it works extremely well!Thanks to @Sebasti66855537 for notifying me about this mod!Video linked below pic.twitter.com/Tldr9JZIxJ<a href="https://twitter.com/cantworkitout/status/2095805744784224719">September 4, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Put simply, it's possible. There are apparently various roadblocks within NVIDIA's software, but the strength of the PC platform lies in its openness; users can <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/dev-uses-claude-ai-to-create-native-macos-driver-for-obscure-windows-only-printer-linux-container-hack-enables-system-wide-cmd-p-printing-driver-now-available-on-github" target="_blank">freely modify software</a> running on their own hardware. And so, at least three distinct mods have emerged to unlock DLSS Multi-Frame Generation across multiple titles. It began with a <em>Cyberpunk 2077</em> mod by creator "dashdogy" that relied on game-specific modding frameworks, but the technique has since been adapted into a broader ReShade plugin applicable to almost any game, and that's just one of at least three different multi-game unlock mods I found.</p><p>It's obviously in the company's best interest to protect its marketing narrative, and the narrative is that Multi-Frame Generation doesn't work on GeForce RTX 40 series graphics cards. However, user reports across X <a href="https://www.reddit.com/r/nvidia/comments/1w3ycdy/dlss_mfg_working_on_ada/" target="_blank">and Reddit</a> tell a different story. Users report that the mods not only work, but also deliver surprisingly smooth frame pacing. NVIDIA had previously warned that Blackwell's specialized hardware flip metering was <a href="https://www.tomshardware.com/pc-components/gpus/nvidia-dlss-4-is-the-magic-bullet-behind-the-rtx-50-series-touted-2x-performance-reflex-2-multi-frame-gen-ai-tools-come-to-the-fore" target="_blank">mandatory for proper frame pacing</a> with multi-frame generation, but dashdogy noted that his mod backports "Blackwell-specific frame timing instructions to allow Ada to place the frames in the correct positions," suggesting that MFG's purported hardware dependency was greatly exaggerated.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:906px;"><p class="vanilla-image-block" style="padding-top:48.79%;"><img id="CntksbppNk6RFaVQwVJ6vM" name="MFGAdaUnlock-RenoDx-release-0.4-patchnotes" alt="A screenshot of the MFGAdaUnlock-RenoDx GitHub project showing the patch notes for Release 0.4." src="https://cdn.mos.cms.futurecdn.net/CntksbppNk6RFaVQwVJ6vM-1920-80.png" mos="" align="middle" fullscreen="" width="906" height="442" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">There are already two more updates after this, both fixing major bugs. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Earlier attempts to enable multi-frame generation on Ada Lovelace relied on GPU spoofing or hybrid solutions, like combining standard 2x DLSS Frame Generation with AMD's FSR 3 or Lossless Scaling's <a href="https://www.tomshardware.com/pc-components/gpus/nvidia-rtx-3090-and-rtx-3050-team-up-to-hit-144-fps-at-4k-lossless-scaling-turns-old-ampere-gpus-into-a-gaming-powerhouse" target="_blank">software frame generation</a>. Those workarounds were significantly clunkier than native game mods that utilize NVIDIA's own DLSS-G framework. While I couldn't get this latest mod working in the limited time before publication, community developers have not only bypassed the latest roadblocks thrown up by Mean Green, but in fact, they've released <a href="https://github.com/mavismmg/MFGAdaUnlock-RenoDx/" target="_blank">at least two more updates</a> for the mod in the last ten hours since Castellanos' X post.</p><p>All of this coincides rather neatly with the contentious rollout of DLSS 5 "Neural Rendering," which is another technology originally pitched as an RTX 50-series exclusive before NVIDIA made a last-minute reversal to promise it for RTX 40-series cards as well. That shift may well have been driven by hackers porting DLSS 5 Neural Rendering not just to <a href="https://www.tomshardware.com/pc-components/gpus/dlss-5-mod-brings-next-gen-tech-to-old-ampere-gpus-but-frame-rates-are-horrible-most-games-tank-to-single-digits-high-end-gpus-can-hit-up-to-40-fps-in-some-cases" target="_blank">older NVIDIA architectures</a>, but even to AMD Radeon GPUs. Once it became common knowledge that DLSS 5 runs on non-Blackwell hardware, continuing to claim hardware exclusivity risked a major loss of consumer trust. It'll be fascinating to see if NVIDIA will pivot on DLSS Multi-Frame Generation <a href="https://www.tomshardware.com/pc-components/gpus/nvidia-hints-dlss-4-frame-generation-may-extend-support-to-past-gpus-including-rtx-30-series" target="_blank">in the same way</a>. While it would be a nice bone to throw the company's loyal previous-generation customers, we wouldn't bet on it.</p>
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                                                            <title><![CDATA[ RPCS3 emulator devs slam Nvidia DLSS 5 as 'AI-slop generator' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Developers at RPCS3, the open-source PlayStation 3 emulator, have criticized Nvidia’s DLSS 5 technology, calling it an “AI-slop generator.” A number of modders managed to port DLSS 5 to various games last week after the latest neural-rendering tech <a href="https://www.tomshardware.com/pc-components/gpus/modders-get-leaked-dlss-5-running-in-control-early-blackwell-test-drops-rtx-5070-ti-from-71-to-35-fps-at-4k">leaked before the official launch</a>. A few people also went ahead and apparently tested the leaked DLSS 5 DLL on the RPCS3 renderer. According to a post by the official RPCS3 account on X, “Whilst the gaming industry pushes more upscalers and frame generation to hallucinate games and hide their lack of optimisation, we do not ship any of that slop.” </p><p>The post has drawn criticism from certain users, with one calling RPCS3’s response “possibly the dumbest” they could have expected. They argued that DLSS and FSR frame generation can complement game-engine optimizations rather than simply mask poor performance, while Nvidia’s Reflex can help mitigate the latency penalty associated with frame generation. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2094878062768685316"><p lang="en" dir="ltr">DLSS 5 on RPCS3?A few people are testing a leaked DLSS 5 DLL on our renderer. We have seen the slop it generates.Whilst the gaming industry pushes more upscalers and frame generation to hallucinate games and hide their lack of optimisation, we do not ship any of that slop. pic.twitter.com/S2GciNbCTK<a href="https://twitter.com/cantworkitout/status/2094878062768685316">September 1, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>In its response, RPCS3 said that emulators have never-ending goals, and they do not simply target high-end hardware to achieve playable status. The developers also added that modern temporal upscalers are difficult to implement because PS3-era games do not expose the motion-vector data they require. At the same time, RPCS3’s low-level RSX emulation makes reconstructing that data impractical. As a result, the emulator currently relies on spatial upscalers such as FSR 1, bilinear, and nearest-neighbor scaling. </p><p>DLSS 5 is expected to <a href="https://www.tomshardware.com/pc-components/gpus/nvidias-controversial-dlss-5-will-launch-september-3-with-nba2k27-available-on-all-rtx-50-series-gpus-laptops-and-geforce-now">officially roll out starting today</a>, with NBA2K27 being the first game to support the latest tech. Focusing on 3D-guided neural rendering, DLSS 5 aims to deliver movie-grade visual realism and photorealistic lighting in games. The AI model is trained to deduce how complex features of game scenes like characters, skin, hair, and environmental lighting should look in the real world given certain inputs from the game engine, like color buffer and motion vectors, in combination with an input frame. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OKyNRe"></div>                            </div>                            <script src="https://kwizly.com/embed/OKyNRe.js" async></script><p>According to Nvidia, DLSS 5 will also provide different AI models and controls, allowing artists to decide what gets enhanced, where the effect appears, and how strongly it is applied. For players, however, Nvidia wants to keep things simple as DLSS 5 essentially becomes an on/off graphics option, while the detailed decisions about how the AI-generated visual effects are used are handled by the game developer.</p><p>Since DLSS 5 is resource-intensive, gamers should expect a noticeable drop in frame rates, especially with the initial release. Nvidia has also confirmed that DLSS 5 will only be compatible with RTX 50-series desktop and mobile GPUs, as well as GeForce Now. Notably, the recently leaked DLL has allowed some modders to <a href="https://www.tomshardware.com/pc-components/gpus/exclusive-dlss-5-has-already-been-ported-to-work-on-rtx-4000-series-graphics-cards-incompatible-cuda-instructions-get-patched-to-work-on-previous-gen-hardware">successfully port DLSS 5 to older RTX 40-series cards</a>. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/rpcs3-emulator-devs-slam-nvidia-dlss-5-as-ai-slop-generator-says-industry-pushing-more-upscalers-and-frame-generation-to-hallucinate-games-and-hide-their-lack-of-optimisation</link>
                                                                            <description>
                            <![CDATA[ RPCS3 explains why modern temporal upscalers are difficult to implement in PS3 emulation as modders continue experimenting with the leaked DLSS 5 DLL. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Thu, 03 Sep 2026 12:10:38 +0000</pubDate>                                                                                                                                <updated>Thu, 03 Sep 2026 12:11:27 +0000</updated>
                                                                                                                                            <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Kunal Khullar) ]]></author>                    <dc:creator><![CDATA[ Kunal Khullar ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/NDK3ae3zDxAx2BJnMXxBJV-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Kunal Khullar is a contributor at Tom’s Hardware with extensive writing experience in computing. With a deep-seated passion for technology, Kunal has dedicated years to mastering the intricacies of computer hardware components and staying at the forefront of the latest software developments. His journey in the tech world began with hands-on experience in assembling and troubleshooting PCs and laptops as a kid in the 90s, a skill he has meticulously honed over the years. He has worked for various publications covering a range of topics including smartphones, laptops, audio devices, and PC hardware. Currently, he is engrossed with everything happening in the world of computing with a growing obsession for unique PC cases and RGB cooling fans. Through his articles Kunal strives to demystify complex concepts for a broad audience. Kunal is also a casual gamer as he loves to squad up with his friends in &lt;em&gt;Apex Legends&lt;/em&gt;, and claims to have a fairly good taste in music especially when it comes to heavy metal.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[RPCS3]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[DLSS 5 used on a game running via the RPCS3 emulator.]]></media:description>                                                            <media:text><![CDATA[DLSS 5 used on a game running via the RPCS3 emulator.]]></media:text>
                                <media:title type="plain"><![CDATA[DLSS 5 used on a game running via the RPCS3 emulator.]]></media:title>
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                                <p>Developers at RPCS3, the open-source PlayStation 3 emulator, have criticized Nvidia’s DLSS 5 technology, calling it an “AI-slop generator.” A number of modders managed to port DLSS 5 to various games last week after the latest neural-rendering tech <a href="https://www.tomshardware.com/pc-components/gpus/modders-get-leaked-dlss-5-running-in-control-early-blackwell-test-drops-rtx-5070-ti-from-71-to-35-fps-at-4k">leaked before the official launch</a>. A few people also went ahead and apparently tested the leaked DLSS 5 DLL on the RPCS3 renderer. According to a post by the official RPCS3 account on X, “Whilst the gaming industry pushes more upscalers and frame generation to hallucinate games and hide their lack of optimisation, we do not ship any of that slop.” </p><p>The post has drawn criticism from certain users, with one calling RPCS3’s response “possibly the dumbest” they could have expected. They argued that DLSS and FSR frame generation can complement game-engine optimizations rather than simply mask poor performance, while Nvidia’s Reflex can help mitigate the latency penalty associated with frame generation. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2094878062768685316"><p lang="en" dir="ltr">DLSS 5 on RPCS3?A few people are testing a leaked DLSS 5 DLL on our renderer. We have seen the slop it generates.Whilst the gaming industry pushes more upscalers and frame generation to hallucinate games and hide their lack of optimisation, we do not ship any of that slop. pic.twitter.com/S2GciNbCTK<a href="https://twitter.com/cantworkitout/status/2094878062768685316">September 1, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>In its response, RPCS3 said that emulators have never-ending goals, and they do not simply target high-end hardware to achieve playable status. The developers also added that modern temporal upscalers are difficult to implement because PS3-era games do not expose the motion-vector data they require. At the same time, RPCS3’s low-level RSX emulation makes reconstructing that data impractical. As a result, the emulator currently relies on spatial upscalers such as FSR 1, bilinear, and nearest-neighbor scaling. </p><p>DLSS 5 is expected to <a href="https://www.tomshardware.com/pc-components/gpus/nvidias-controversial-dlss-5-will-launch-september-3-with-nba2k27-available-on-all-rtx-50-series-gpus-laptops-and-geforce-now">officially roll out starting today</a>, with NBA2K27 being the first game to support the latest tech. Focusing on 3D-guided neural rendering, DLSS 5 aims to deliver movie-grade visual realism and photorealistic lighting in games. The AI model is trained to deduce how complex features of game scenes like characters, skin, hair, and environmental lighting should look in the real world given certain inputs from the game engine, like color buffer and motion vectors, in combination with an input frame. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OKyNRe"></div>                            </div>                            <script src="https://kwizly.com/embed/OKyNRe.js" async></script><p>According to Nvidia, DLSS 5 will also provide different AI models and controls, allowing artists to decide what gets enhanced, where the effect appears, and how strongly it is applied. For players, however, Nvidia wants to keep things simple as DLSS 5 essentially becomes an on/off graphics option, while the detailed decisions about how the AI-generated visual effects are used are handled by the game developer.</p><p>Since DLSS 5 is resource-intensive, gamers should expect a noticeable drop in frame rates, especially with the initial release. Nvidia has also confirmed that DLSS 5 will only be compatible with RTX 50-series desktop and mobile GPUs, as well as GeForce Now. Notably, the recently leaked DLL has allowed some modders to <a href="https://www.tomshardware.com/pc-components/gpus/exclusive-dlss-5-has-already-been-ported-to-work-on-rtx-4000-series-graphics-cards-incompatible-cuda-instructions-get-patched-to-work-on-previous-gen-hardware">successfully port DLSS 5 to older RTX 40-series cards</a>. </p>
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                                                            <title><![CDATA[ Nexus Mods acquires SteamDB after 13 years of solo dev work ]]></title>
                                                                                                <dc:content><![CDATA[ <p>It may come as a surprise to many readers (and me) to realize that the venerable <a href="https://steamdb.com/en" target="_blank">SteamDB</a>, used and beloved by a good chunk of PC gamers, was actually a one-man effort. The hero in question is Pavel Djundik (aka xPaw), who's been single-handedly developing, designing, managing, and doing systems administration for most of the site's 13 years of existence. He's earned his figurative retirement and now handed over the reins to well-known modding site <a href="https://www.nexusmods.com/">Nexus Mods</a>.</p><p>In a <a href="https://www.nexusmods.com/news/15597">public statement</a> and <a href="https://steamdb.info/faq/?guildid=215154001799413770">subsequent FAQ</a>, Nexus Mods (NM) clarifies the acquisition situation. To immediately assuage fears, NM says that SteamDB will remain ad-free and won't have any paywalls placed on existing content. Users won't be required to use a NM account to browse the site, nor will there be any forced integration between both properties. The FAQ clearly states that NM "[is] not interested in changing SteamDB into something it isn't."</p><p>The new owners also explain in detail how meshing together both NM and SteamDB has the potential to be extremely beneficial for the modding community, at least at face value and our own experiences with game modding, they appear to have an excellent point. Installing and maintaining a set of mods for a game in this day and age is relatively easy, but anyone who's ever done it knows it's all sunshine and rainbows until a game update drops and breaks your careful curation.</p><p>SteamDB keeps track of game versioning down to individual deployments, complete with release dates, and changed files (a rough analog to a GitHub commits) — <a href="https://steamdb.info/app/1643320/history/">here's the info for <em>Stalker 2</em></a> as an example. Nexus Mods can leverage this information to warn you there's a pending update, execute version pinning (keeping the game locked at a version that's compatible with the mod list), and also know if a mod install or uninstall broke the game installation, since it'll know what the unmodified files are meant to look like. This ought to allow for far better troubleshooting, too.</p><p>As far as the future of SteamDB goes, NM says straight up states the site "needs to make money," as it's relied on donations to Djundik and his daily work for a long while. Despite the monetization intentions, NM says "[it wants] to be smart about it," isn't looking to put ads on SteamDB, sell personal data, or put up paywalls or login walls. The NM folks mention partnerships, integrations, and affiliate links with publishers as ways to keep the numbers in the black, particularly as they intend for SteamDB to have an actual team running it.</p><p><a href="https://steamdb.info/blog/steamdb-nexus-mods/" target="_blank">For his part</a>, Pavel Djundik tells a sadly familiar story: SteamDB was one of his passion projects, but as the site grew, the "self-inflicted workload [took] its toll." According to Djunidk, the radical change of the internet after COVID and the rise of AI sapped his passion further, and working as the sole man in the operation was unsustainable. He'd wanted to hand over the reins for years, but it wasn't until now he found "a worthy partner," particularly one that wouldn't riddle the site with ads. A hearty salute for your service, sir.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/nexus-mods-acquires-steamdb-after-13-years-of-solo-dev-work-promises-no-ads-no-paywalls-and-smarter-mod-update-tracking</link>
                                                                            <description>
                            <![CDATA[ Nexus Mods takes in SteamDB under its wing — new owners promise site will remain ad-free and non-paywalled ]]>
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                                                                        <pubDate>Thu, 03 Sep 2026 10:30:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Bruno Ferreira) ]]></author>                    <dc:creator><![CDATA[ Bruno Ferreira ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ZQiPPaXaAuQ4VrVEYnnR7G-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Bruno Ferreira&#039;s journey kicked off with the venerable ZX Spectrum, a cassette player, and his hopes and dreams. He quickly realized he had more fun figuring out how computers work than he did actually using the things. Kicking off a developer career with C and Assembly before moving to scripting languages, he&#039;s worn many hats, including both database architect and systems administration. As a teen, Bruno co-founded a web development outfit where he was for 17 years before moving on to spend nearly a decade at The Tech Report as a writer, editor, and (of course) developer. In this decade, he&#039;s been at Asus, MLCommons, and HotHardware, among others. When not fiddling with computers and games, his love for music and production sends him off to live shows and festivals. Occasionally, he pretends he can play the guitar and bass.&lt;/p&gt; ]]></dc:description>
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                            <![CDATA[
                            <article>
                                <p>It may come as a surprise to many readers (and me) to realize that the venerable <a href="https://steamdb.com/en" target="_blank">SteamDB</a>, used and beloved by a good chunk of PC gamers, was actually a one-man effort. The hero in question is Pavel Djundik (aka xPaw), who's been single-handedly developing, designing, managing, and doing systems administration for most of the site's 13 years of existence. He's earned his figurative retirement and now handed over the reins to well-known modding site <a href="https://www.nexusmods.com/">Nexus Mods</a>.</p><p>In a <a href="https://www.nexusmods.com/news/15597">public statement</a> and <a href="https://steamdb.info/faq/?guildid=215154001799413770">subsequent FAQ</a>, Nexus Mods (NM) clarifies the acquisition situation. To immediately assuage fears, NM says that SteamDB will remain ad-free and won't have any paywalls placed on existing content. Users won't be required to use a NM account to browse the site, nor will there be any forced integration between both properties. The FAQ clearly states that NM "[is] not interested in changing SteamDB into something it isn't."</p><p>The new owners also explain in detail how meshing together both NM and SteamDB has the potential to be extremely beneficial for the modding community, at least at face value and our own experiences with game modding, they appear to have an excellent point. Installing and maintaining a set of mods for a game in this day and age is relatively easy, but anyone who's ever done it knows it's all sunshine and rainbows until a game update drops and breaks your careful curation.</p><p>SteamDB keeps track of game versioning down to individual deployments, complete with release dates, and changed files (a rough analog to a GitHub commits) — <a href="https://steamdb.info/app/1643320/history/">here's the info for <em>Stalker 2</em></a> as an example. Nexus Mods can leverage this information to warn you there's a pending update, execute version pinning (keeping the game locked at a version that's compatible with the mod list), and also know if a mod install or uninstall broke the game installation, since it'll know what the unmodified files are meant to look like. This ought to allow for far better troubleshooting, too.</p><p>As far as the future of SteamDB goes, NM says straight up states the site "needs to make money," as it's relied on donations to Djundik and his daily work for a long while. Despite the monetization intentions, NM says "[it wants] to be smart about it," isn't looking to put ads on SteamDB, sell personal data, or put up paywalls or login walls. The NM folks mention partnerships, integrations, and affiliate links with publishers as ways to keep the numbers in the black, particularly as they intend for SteamDB to have an actual team running it.</p><p><a href="https://steamdb.info/blog/steamdb-nexus-mods/" target="_blank">For his part</a>, Pavel Djundik tells a sadly familiar story: SteamDB was one of his passion projects, but as the site grew, the "self-inflicted workload [took] its toll." According to Djunidk, the radical change of the internet after COVID and the rise of AI sapped his passion further, and working as the sole man in the operation was unsustainable. He'd wanted to hand over the reins for years, but it wasn't until now he found "a worthy partner," particularly one that wouldn't riddle the site with ads. A hearty salute for your service, sir.</p>
                                                            </article>
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                                                            <title><![CDATA[ You can now play GTA V natively on a Nintendo Switch at 30 FPS thanks to unofficial Homebrew port  ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Grand Theft Auto V came out in late 2013 for PS3 and Xbox 360 before it was ported to eighth-gen consoles. Despite running on seventh-gen hardware, Rockstar never released it on the Nintendo Switch. Fast forward 13 years later and modders have done Rockstar's job for them. An unofficial Homebrew port of GTA V is now available for the Switch, and it runs natively on the hardware at roughly 30 FPS. You do need a jailbroken device, and it needs to be overclocked in order for the game to be playable.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2093263354672378365"><p lang="en" dir="ltr">GTA V corriendo en Nintendo Switch.- Nativo sin Android ni Linux (No es Stream).- Pesa 49GB.- Ocupas Overclock (Yo uso Sys-CLK que es seguro) pero si usas Horizon OC irá mucho mejor.- Corriendo en mi OLED sin modificaciones de RAM, puro Overclock seguro.INFO:… pic.twitter.com/ChtFlwq2TK<a href="https://twitter.com/cantworkitout/status/2093263354672378365">August 28, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The port is developed by <a href="https://x.com/M0jso" target="_blank">Paralympics Productions </a>and is based on the <a href="https://www.tomshardware.com/tech-industry/cyber-security/purported-gta-5-source-code-distributed-on-telegram-data-spill-comes-a-year-after-the-lapsusdollar-rockstar-smash-and-grab" target="_blank">leaked source code from 2023</a>. That source code allowed modders to reverse-engineer the game logic and recompile it for Arm, allowing it to run natively on the Switch's Tegra X1 SoC. That means GTA V can technically also run on Android, and sure enough, Paralympics' Discord server teases that an Android port is coming soon. </p><p>The Discord server is also where you'll find all the necessary resources required to make this work. There are four key components: a package builder, an asset converter tool, modified config files, and a specific folder layout. They work together to patch the original GTA V files, construct an executable (.NSP), and make the game data compatible with Switch's Horizon OS. </p><p>Obviously, we can't detail the entire process here, but it's relatively straightforward, and you'll find detailed guides, including a video tutorial, on the Discord. There are a few bugs to look out for, but personally we did not face any during installation. You can skip all the work and just download the already-prepped archive from Switch piracy sites, too, which is around 50GB. </p><p>Once everything is set up, you transfer the NSP to a jailbroken Switch running custom firmware, along with the modified game files, and open GTA V like you would any other game. It's kind of surreal at first, but it boots up and runs directly on the console without any emulation overhead.  The load times are alright; it doesn't heat up the handheld like crazy, and battery drain was similar to any other demanding title. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1440px;"><p class="vanilla-image-block" style="padding-top:75.00%;"><img id="9dfNtUgGborUeKjGJ6idWE" name="IMG20260902000937 (Large)" alt="Grand Theft Auto V running natively on a Nintendo Switch" src="https://cdn.mos.cms.futurecdn.net/9dfNtUgGborUeKjGJ6idWE-1920-80.jpg" mos="" align="middle" fullscreen="" width="1440" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Despite that, the performance is quite wonky because the Tegra X1 inside is dated and thermally constrained. You'll get between 10-25 FPS depending on exactly what Switch model you have and the silicon lottery. To get a more stable experience that mostly locks the framerate at 30 FPS, you'll need to overclock your Switch. It's easy enough to do so through sys-clk, and you can create different profiles for handheld, docked, and charging modes. </p><p>We tried moderate overclocks across the CPU, GPU and memory on a Switch OLED, and were able to run the game at a "smooth" 30 FPS as long as there wasn't too much action going around. The moment a bunch of NPCs pop up in a mission, or there's an explosion, for instance, the framerate dips quite aggressively. The controls also felt weighty since Joy-Cons aren't suited for precise movement, so the portable experience might be a bit compromised. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1440px;"><p class="vanilla-image-block" style="padding-top:75.00%;"><img id="dR8ZX7RtcoA9d5mRWiq8WE" name="IMG20260902001629 (Large)" alt="Grand Theft Auto V running natively on a Nintendo Switch" src="https://cdn.mos.cms.futurecdn.net/dR8ZX7RtcoA9d5mRWiq8WE-1920-80.jpg" mos="" align="middle" fullscreen="" width="1440" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Plenty of folks online have gone past the starting mission and explored the open world, too. There are no issues with save states, and the game runs surprisingly well considering the Switch's stature. Keep in mind that the source code making this possible comes from GTA V Legacy in particular, which is the PS4, Xbox One, and PC version. The PS3/Xbox 360 version of the game did not leak, or else scaling down the logic to fit within the Switch's 4GB memory buffer would've been far easier.</p><p>Those consoles only shipped with 512MB of unified RAM. Instead, the modders had to deal with high-resolution PC assets that needed to be heavily compressed first. The modified config files mentioned earlier throttle settings like draw distances and particle counts, so the PC engine code doesn't instantly melt the Switch. At the end, the Homebrew port performs similarly to the PS3/Xbox 360 versions of the game. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:800px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QwMmmEkFBHcDFpsKvxbrKV" name="VID_20260902_001353-ezgif.com-optimize (1)" alt="Grand Theft Auto V running natively on a Nintendo Switch" src="https://cdn.mos.cms.futurecdn.net/QwMmmEkFBHcDFpsKvxbrKV-1920-80.gif" mos="" align="middle" fullscreen="" width="800" height="450" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">A neat detail: the Nintendo Pro Controller shows up in the port's settings.  </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Paralympics Productions has already put out a few patches that improve performance, with more to come down the line, especially once the Android port rolls around. You can already emulate GTA V on Android phones through apps like GameHub and Winlator that translate x86 instructions into Arm. That will run much better if you have a flagship (Snapdragon) phone from the past few years. You can even emulate this Homebrew port through a Switch emulator if you want to enjoy twice the overhead. </p><p>It feels like the emulation and modding community across the entire handheld space is going through a renaissance. Ever since the Steam Deck lit the spark, these developers have made the impossible seem possible. People used to wonder why GTA V never came out on the original Switch (the answer is GTA: Online) <a href="https://www.reddit.com/r/Switch/comments/1vn7tfx/gta_v_release/" target="_blank">up until literally weeks ago,</a> and now we have the game running natively on an almost decade-old device that was underpowered even at the time it came out.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2093300501848666378"><p lang="en" dir="ltr">Okay, this is impressive and lends more credibility to my theory that the Switch 2 will probably get a port of both GTAV and GTA6 as well as RDR2. pic.twitter.com/LkEnuQzfmG<a href="https://twitter.com/cantworkitout/status/2093300501848666378">August 28, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>This does not suddenly mean that the Switch 2 can run GTA VI. For the PS5/Xbox Series version of the game, you'll need a potential Switch 3 if we follow a similar trajectory. More importantly, though, Rockstar's stance towards Nintendo in general has changed, and that plays a much bigger role in getting GTA VI on Nintendo hardware one day as opposed to just the capabilities of the silicon. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/nintendo/you-can-now-play-gta-v-natively-on-a-nintendo-switch-thanks-to-unofficial-homebrew-port-game-runs-at-30-fps-but-requires-a-jailbroken-overclocked-switch</link>
                                                                            <description>
                            <![CDATA[ A team of modders have taken leaked source code and recompiled it to run the game logic natively on the Switch's Arm-based SoC. As long as you overclock the system, you can get a relatively-stable 30 FPS experience without major battery drain or overheating. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Wed, 02 Sep 2026 10:40:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Nintendo]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Hassam Nasir) ]]></author>                    <dc:creator><![CDATA[ Hassam Nasir ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SxxNFHt95eGK37mKPhJpdZ-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Hassam is a lifelong PC gamer and tech enthusiast with over five years of experience in PC hardware journalism. His passion began in childhood when he rescued a discarded Pentium 4 processor, straightening its pins with a kitchen knife to revive a Dell Dimension 2400 at the age of seven. Since then, he has followed the advancements in technology, witnessing the evolution of hardware from the era of AMD&#039;s Opteron architecture to Intel&#039;s Smithfield (Pentium D), and the rise of Voodoo GPUs alongside Nvidia&#039;s FX GPUs taking the market by storm to the latest innovations today. As a seasoned writer, Hassam loves to get into the nitty-gritty details of hardware, providing insights on everything from CPUs, Motherboards and RAM to GPUs. When he’s not writing, you’ll find him building custom water-cooled PCs for himself and his friends, attending drag racing events, or collecting niche fragrances.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Grand Theft Auto V running natively on a Nintendo Switch]]></media:description>                                                            <media:text><![CDATA[Grand Theft Auto V running natively on a Nintendo Switch]]></media:text>
                                <media:title type="plain"><![CDATA[Grand Theft Auto V running natively on a Nintendo Switch]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>Grand Theft Auto V came out in late 2013 for PS3 and Xbox 360 before it was ported to eighth-gen consoles. Despite running on seventh-gen hardware, Rockstar never released it on the Nintendo Switch. Fast forward 13 years later and modders have done Rockstar's job for them. An unofficial Homebrew port of GTA V is now available for the Switch, and it runs natively on the hardware at roughly 30 FPS. You do need a jailbroken device, and it needs to be overclocked in order for the game to be playable.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2093263354672378365"><p lang="en" dir="ltr">GTA V corriendo en Nintendo Switch.- Nativo sin Android ni Linux (No es Stream).- Pesa 49GB.- Ocupas Overclock (Yo uso Sys-CLK que es seguro) pero si usas Horizon OC irá mucho mejor.- Corriendo en mi OLED sin modificaciones de RAM, puro Overclock seguro.INFO:… pic.twitter.com/ChtFlwq2TK<a href="https://twitter.com/cantworkitout/status/2093263354672378365">August 28, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The port is developed by <a href="https://x.com/M0jso" target="_blank">Paralympics Productions </a>and is based on the <a href="https://www.tomshardware.com/tech-industry/cyber-security/purported-gta-5-source-code-distributed-on-telegram-data-spill-comes-a-year-after-the-lapsusdollar-rockstar-smash-and-grab" target="_blank">leaked source code from 2023</a>. That source code allowed modders to reverse-engineer the game logic and recompile it for Arm, allowing it to run natively on the Switch's Tegra X1 SoC. That means GTA V can technically also run on Android, and sure enough, Paralympics' Discord server teases that an Android port is coming soon. </p><p>The Discord server is also where you'll find all the necessary resources required to make this work. There are four key components: a package builder, an asset converter tool, modified config files, and a specific folder layout. They work together to patch the original GTA V files, construct an executable (.NSP), and make the game data compatible with Switch's Horizon OS. </p><p>Obviously, we can't detail the entire process here, but it's relatively straightforward, and you'll find detailed guides, including a video tutorial, on the Discord. There are a few bugs to look out for, but personally we did not face any during installation. You can skip all the work and just download the already-prepped archive from Switch piracy sites, too, which is around 50GB. </p><p>Once everything is set up, you transfer the NSP to a jailbroken Switch running custom firmware, along with the modified game files, and open GTA V like you would any other game. It's kind of surreal at first, but it boots up and runs directly on the console without any emulation overhead.  The load times are alright; it doesn't heat up the handheld like crazy, and battery drain was similar to any other demanding title. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1440px;"><p class="vanilla-image-block" style="padding-top:75.00%;"><img id="9dfNtUgGborUeKjGJ6idWE" name="IMG20260902000937 (Large)" alt="Grand Theft Auto V running natively on a Nintendo Switch" src="https://cdn.mos.cms.futurecdn.net/9dfNtUgGborUeKjGJ6idWE-1920-80.jpg" mos="" align="middle" fullscreen="" width="1440" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Despite that, the performance is quite wonky because the Tegra X1 inside is dated and thermally constrained. You'll get between 10-25 FPS depending on exactly what Switch model you have and the silicon lottery. To get a more stable experience that mostly locks the framerate at 30 FPS, you'll need to overclock your Switch. It's easy enough to do so through sys-clk, and you can create different profiles for handheld, docked, and charging modes. </p><p>We tried moderate overclocks across the CPU, GPU and memory on a Switch OLED, and were able to run the game at a "smooth" 30 FPS as long as there wasn't too much action going around. The moment a bunch of NPCs pop up in a mission, or there's an explosion, for instance, the framerate dips quite aggressively. The controls also felt weighty since Joy-Cons aren't suited for precise movement, so the portable experience might be a bit compromised. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1440px;"><p class="vanilla-image-block" style="padding-top:75.00%;"><img id="dR8ZX7RtcoA9d5mRWiq8WE" name="IMG20260902001629 (Large)" alt="Grand Theft Auto V running natively on a Nintendo Switch" src="https://cdn.mos.cms.futurecdn.net/dR8ZX7RtcoA9d5mRWiq8WE-1920-80.jpg" mos="" align="middle" fullscreen="" width="1440" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Plenty of folks online have gone past the starting mission and explored the open world, too. There are no issues with save states, and the game runs surprisingly well considering the Switch's stature. Keep in mind that the source code making this possible comes from GTA V Legacy in particular, which is the PS4, Xbox One, and PC version. The PS3/Xbox 360 version of the game did not leak, or else scaling down the logic to fit within the Switch's 4GB memory buffer would've been far easier.</p><p>Those consoles only shipped with 512MB of unified RAM. Instead, the modders had to deal with high-resolution PC assets that needed to be heavily compressed first. The modified config files mentioned earlier throttle settings like draw distances and particle counts, so the PC engine code doesn't instantly melt the Switch. At the end, the Homebrew port performs similarly to the PS3/Xbox 360 versions of the game. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:800px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QwMmmEkFBHcDFpsKvxbrKV" name="VID_20260902_001353-ezgif.com-optimize (1)" alt="Grand Theft Auto V running natively on a Nintendo Switch" src="https://cdn.mos.cms.futurecdn.net/QwMmmEkFBHcDFpsKvxbrKV-1920-80.gif" mos="" align="middle" fullscreen="" width="800" height="450" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">A neat detail: the Nintendo Pro Controller shows up in the port's settings.  </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Paralympics Productions has already put out a few patches that improve performance, with more to come down the line, especially once the Android port rolls around. You can already emulate GTA V on Android phones through apps like GameHub and Winlator that translate x86 instructions into Arm. That will run much better if you have a flagship (Snapdragon) phone from the past few years. You can even emulate this Homebrew port through a Switch emulator if you want to enjoy twice the overhead. </p><p>It feels like the emulation and modding community across the entire handheld space is going through a renaissance. Ever since the Steam Deck lit the spark, these developers have made the impossible seem possible. People used to wonder why GTA V never came out on the original Switch (the answer is GTA: Online) <a href="https://www.reddit.com/r/Switch/comments/1vn7tfx/gta_v_release/" target="_blank">up until literally weeks ago,</a> and now we have the game running natively on an almost decade-old device that was underpowered even at the time it came out.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2093300501848666378"><p lang="en" dir="ltr">Okay, this is impressive and lends more credibility to my theory that the Switch 2 will probably get a port of both GTAV and GTA6 as well as RDR2. pic.twitter.com/LkEnuQzfmG<a href="https://twitter.com/cantworkitout/status/2093300501848666378">August 28, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>This does not suddenly mean that the Switch 2 can run GTA VI. For the PS5/Xbox Series version of the game, you'll need a potential Switch 3 if we follow a similar trajectory. More importantly, though, Rockstar's stance towards Nintendo in general has changed, and that plays a much bigger role in getting GTA VI on Nintendo hardware one day as opposed to just the capabilities of the silicon. </p>
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                                                            <title><![CDATA[ Acer’s wild Project DualPlay Mini is a foldable handheld that doubles as a netbook ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Acer debuted the smaller Predator Atlas 7 handheld at IFA 2026, joining the <a href="https://www.tomshardware.com/video-games/handheld-gaming/acer-brings-intel-arc-b390-graphics-to-predator-atlas-8-gaming-handheld-g3-extreme-cpu-paired-with-segment-first-metal-fan-for-increased-airflow"><u>larger Atlas 8 that we saw earlier this year</u></a>. Like its larger sibling, it packs up to an Intel Arc G3 Extreme SoC, now with a smaller 7-inch, 1080p screen. Alongside it, Acer teased Project DualPlay Mini, a concept that brings together an 8-inch gaming handheld with the idea of a netbook in a foldable design. </p><p>Project DualPlay Mini is certainly the more interesting of the two announcements, though Acer was clear that it is “a concept only” right now. Specs-wise, Acer shared very little. The handheld is powered by an Intel chip (presumably a G-series SoC, though possibly full Panther Lake), and it uses the same dual-fan cooling apparatus as the Predator Atlas 8, with one AeroBlade metal fan and one plastic fan.  </p><p>The handheld is split in the middle, allowing you to flip up the front on a hinge and expose a keyboard underneath. Once open, the screen area shows two large speaker grilles. The screen itself is on a hinge that can flip to the other side of the shell, allowing you to use the handheld as a very small laptop, reminiscent of a netbook (though likely with far better compute capabilities).</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/xHz8oDHdWGxsp2JAwr9JMV-1920-80.jpg" alt="Acer DualPlay Gallery" /><figcaption><small role="credit">Acer</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/jL87B3oJDVisvqpp8T3nEV-1920-80.jpg" alt="Acer DualPlay Gallery" /><figcaption><small role="credit">Acer</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/3ANBxuaHK7eKAVn7iw4TbU-1920-80.jpg" alt="Acer DualPlay Gallery" /><figcaption><small role="credit">Acer</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ScpHMHzmqUxYzqV9qgXKjU-1920-80.jpg" alt="Acer DualPlay Gallery" /><figcaption><small role="credit">Acer</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/FMM5rpheQ6yjCnMpKpJKkU-1920-80.png" alt="Acer DualPlay Gallery" /><figcaption><small role="credit">Acer</small></figcaption></figure></figure><p>Based on Acer’s renders, the device sports two USB-C ports, two back buttons, as well as either a touchpad or fingerprint reader. None of those details were included in Acer’s press release, though the renders of the design provide some hints as to what the goal of the device actually is. </p><p>Acer says the keyboard has a backlight, and that the device will be able to connect to an external display. Assuming Acer used the Predator Atlas 8 as a blueprint, that display support likely comes through Thunderbolt 4. To celebrate Acer’s 50th anniversary, the back of the handheld has “Acer 50 since 1976” inscribed in Morse Code, which you can just <em>barely </em>see on the render of the back of the device in the gallery above (look toward the bottom). </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="32Q3dPaWgoeA3sVtoDyE3n" name="IMG_4079" alt="Acer Predator 7 handheld at IFA 2026." src="https://cdn.mos.cms.futurecdn.net/32Q3dPaWgoeA3sVtoDyE3n-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>More consequential in the immediate term is the Predator Atlas 7. It, too, features a dual-fan design with one AeroBlade fan that’s made of metal with 89 blades measuring 0.1mm thick, alongside a plastic fan. The specs from top to bottom are identical to the Atlas 8, just with the smaller 7-inch display. </p><p>You get up to an 80Whr battery, dual Thunderbolt 4 ports, a UHS-II micoSD card slot, Wi-Fi 7 and Bluetooth 5.4, and dual 2W speakers with DTS:X Ultra spatial audio support. At the heart of the machine is the Arc G3 or Arc G3 Extreme, alongside up to 1TB of PCIe 4.0 storage through the M.2 2280 slot and up to 24GB of LPDDR5X-7467 memory. </p><div ><table><tbody><tr><td class="firstcol " ><p><strong>Processor</strong></p></td><td  ><p>Intel Arc G3, Arc G3 Extreme</p></td></tr><tr><td class="firstcol " ><p><strong>Graphics</strong></p></td><td  ><p>Intel Arc B370, Arc B390</p></td></tr><tr><td class="firstcol " ><p><strong>Memory</strong></p></td><td  ><p>Up to 24GB LPDDR5X-7467</p></td></tr><tr><td class="firstcol " ><p><strong>Storage</strong></p></td><td  ><p>Up to 1TB PCIe 4 NVMe SSD (M.2 2280)</p></td></tr><tr><td class="firstcol " ><p><strong>Ports</strong></p></td><td  ><p>2x Thunderbolt 4, UHS-II microSD, 3.5mm combo</p></td></tr><tr><td class="firstcol " ><p><strong>Wireless</strong></p></td><td  ><p>Intel Killer Wi-Fi 7, Bluetooth 5.4</p></td></tr><tr><td class="firstcol " ><p><strong>Display</strong></p></td><td  ><p>7-inch FHD IPS panel, 120Hz refresh rate, 10-point multi-touch, 500 nits brightness, VRR</p></td></tr><tr><td class="firstcol " ><p><strong>Audio</strong></p></td><td  ><p>Dual 2W speakers with DTS:X Ultra, dual microphones</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>60WHr, 80Whr</p></td></tr><tr><td class="firstcol " ><p><strong>Dimensions</strong></p></td><td  ><p>292 x 112.7 - 123 x 28.5 - 48.4mm</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>Under 700 grams (60Whr), under 750 grams (65Whr)</p></td></tr></tbody></table></div><p>The screen differs in size, though it sports identical specs to the Atlas 8 otherwise. It’s a 16:9 display with a 120Hz refresh rate and 10-point multi-touch support. Acer claims it can achieve 500 nits of brightness, and it’s an IPS panel. </p><p>As is the case with the Atlas 8, the larger 80Whr battery is paired with the Arc G3 Extreme, while a smaller 60Whr battery is used for the base Arc G3. The battery size will change the weight, with Acer claiming the device weighs “under 700 grams” and “under 750 grams” for the 60Whr and 80Whr batteries, respectively. </p><p>Acer has yet to put a price on the Atlas 7, though given what we’ve seen with Arc G-series handhelds like the <a href="https://www.tomshardware.com/video-games/handheld-gaming/msi-claw-8-ex-ai-plus-review"><u>MSI Claw 8 EX AI+</u></a>, it’s reasonable to expect a price tag north of $1,500. The Atlas 7 goes on sale in North America in Q4 of this year. The Atlas 8, meanwhile, will be available in North America in EMEA regions in Septembe, after being revealed at Computex earlier this year. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/handheld-gaming/acers-wild-project-dualplay-mini-is-a-foldable-handheld-that-doubles-as-a-netbook-concept-shown-alongside-predator-atlas-7-handheld-sporting-intels-arc-g-series-chip</link>
                                                                            <description>
                            <![CDATA[ Using the recent Predator Atlas 8 as a blueprint, Acer revealed the smaller Atlas 7 alongside a unique concept called Project DualPlay Mini at IFA 2026. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Wed, 02 Sep 2026 09:30:00 +0000</pubDate>                                                                                                                                <updated>Wed, 02 Sep 2026 15:46:13 +0000</updated>
                                                                                                                                            <category><![CDATA[Handheld Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Jake Roach ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/h6PRM8bTimCTnNfoAYfjAi-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jake Roach has been bending pins and busting solder joints since the mid-2000s. From trying to run scratched CDs of &lt;em&gt;Delta Force &lt;/em&gt;and &lt;em&gt;Unreal Tournament &lt;/em&gt;to spitting out virtual machines on a Threadripper, Jake has been on the hunt for the latest hardware and highest performance for decades. That eventually spun up a career, with Jake serving as Lead Reporter at Digital Trends, as well as contributing to outlets like XDA, PC Invasion, Business Insider, and WIRED. At Tom’s Hardware, Jake is focused on consumer and workstation CPUs. Outside working hours, you’ll find him knee-deep in the latest roguelite taking over Steam, spending way too much money on &lt;em&gt;Magic: The Gathering, &lt;/em&gt;or forcing his lazy corgi onto walks.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Andrew E. Freedman ]]></dc:contributor>
                                                                    <cf:isSponsored>false</cf:isSponsored>
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                                                            <media:credit><![CDATA[Tom&amp;#39;s Hardware]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Acer Project DualPlay sitting on a table.]]></media:description>                                                            <media:text><![CDATA[Acer Project DualPlay sitting on a table.]]></media:text>
                                <media:title type="plain"><![CDATA[Acer Project DualPlay sitting on a table.]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>Acer debuted the smaller Predator Atlas 7 handheld at IFA 2026, joining the <a href="https://www.tomshardware.com/video-games/handheld-gaming/acer-brings-intel-arc-b390-graphics-to-predator-atlas-8-gaming-handheld-g3-extreme-cpu-paired-with-segment-first-metal-fan-for-increased-airflow"><u>larger Atlas 8 that we saw earlier this year</u></a>. Like its larger sibling, it packs up to an Intel Arc G3 Extreme SoC, now with a smaller 7-inch, 1080p screen. Alongside it, Acer teased Project DualPlay Mini, a concept that brings together an 8-inch gaming handheld with the idea of a netbook in a foldable design. </p><p>Project DualPlay Mini is certainly the more interesting of the two announcements, though Acer was clear that it is “a concept only” right now. Specs-wise, Acer shared very little. The handheld is powered by an Intel chip (presumably a G-series SoC, though possibly full Panther Lake), and it uses the same dual-fan cooling apparatus as the Predator Atlas 8, with one AeroBlade metal fan and one plastic fan.  </p><p>The handheld is split in the middle, allowing you to flip up the front on a hinge and expose a keyboard underneath. Once open, the screen area shows two large speaker grilles. The screen itself is on a hinge that can flip to the other side of the shell, allowing you to use the handheld as a very small laptop, reminiscent of a netbook (though likely with far better compute capabilities).</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/xHz8oDHdWGxsp2JAwr9JMV-1920-80.jpg" alt="Acer DualPlay Gallery" /><figcaption><small role="credit">Acer</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/jL87B3oJDVisvqpp8T3nEV-1920-80.jpg" alt="Acer DualPlay Gallery" /><figcaption><small role="credit">Acer</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/3ANBxuaHK7eKAVn7iw4TbU-1920-80.jpg" alt="Acer DualPlay Gallery" /><figcaption><small role="credit">Acer</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ScpHMHzmqUxYzqV9qgXKjU-1920-80.jpg" alt="Acer DualPlay Gallery" /><figcaption><small role="credit">Acer</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/FMM5rpheQ6yjCnMpKpJKkU-1920-80.png" alt="Acer DualPlay Gallery" /><figcaption><small role="credit">Acer</small></figcaption></figure></figure><p>Based on Acer’s renders, the device sports two USB-C ports, two back buttons, as well as either a touchpad or fingerprint reader. None of those details were included in Acer’s press release, though the renders of the design provide some hints as to what the goal of the device actually is. </p><p>Acer says the keyboard has a backlight, and that the device will be able to connect to an external display. Assuming Acer used the Predator Atlas 8 as a blueprint, that display support likely comes through Thunderbolt 4. To celebrate Acer’s 50th anniversary, the back of the handheld has “Acer 50 since 1976” inscribed in Morse Code, which you can just <em>barely </em>see on the render of the back of the device in the gallery above (look toward the bottom). </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="32Q3dPaWgoeA3sVtoDyE3n" name="IMG_4079" alt="Acer Predator 7 handheld at IFA 2026." src="https://cdn.mos.cms.futurecdn.net/32Q3dPaWgoeA3sVtoDyE3n-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>More consequential in the immediate term is the Predator Atlas 7. It, too, features a dual-fan design with one AeroBlade fan that’s made of metal with 89 blades measuring 0.1mm thick, alongside a plastic fan. The specs from top to bottom are identical to the Atlas 8, just with the smaller 7-inch display. </p><p>You get up to an 80Whr battery, dual Thunderbolt 4 ports, a UHS-II micoSD card slot, Wi-Fi 7 and Bluetooth 5.4, and dual 2W speakers with DTS:X Ultra spatial audio support. At the heart of the machine is the Arc G3 or Arc G3 Extreme, alongside up to 1TB of PCIe 4.0 storage through the M.2 2280 slot and up to 24GB of LPDDR5X-7467 memory. </p><div ><table><tbody><tr><td class="firstcol " ><p><strong>Processor</strong></p></td><td  ><p>Intel Arc G3, Arc G3 Extreme</p></td></tr><tr><td class="firstcol " ><p><strong>Graphics</strong></p></td><td  ><p>Intel Arc B370, Arc B390</p></td></tr><tr><td class="firstcol " ><p><strong>Memory</strong></p></td><td  ><p>Up to 24GB LPDDR5X-7467</p></td></tr><tr><td class="firstcol " ><p><strong>Storage</strong></p></td><td  ><p>Up to 1TB PCIe 4 NVMe SSD (M.2 2280)</p></td></tr><tr><td class="firstcol " ><p><strong>Ports</strong></p></td><td  ><p>2x Thunderbolt 4, UHS-II microSD, 3.5mm combo</p></td></tr><tr><td class="firstcol " ><p><strong>Wireless</strong></p></td><td  ><p>Intel Killer Wi-Fi 7, Bluetooth 5.4</p></td></tr><tr><td class="firstcol " ><p><strong>Display</strong></p></td><td  ><p>7-inch FHD IPS panel, 120Hz refresh rate, 10-point multi-touch, 500 nits brightness, VRR</p></td></tr><tr><td class="firstcol " ><p><strong>Audio</strong></p></td><td  ><p>Dual 2W speakers with DTS:X Ultra, dual microphones</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>60WHr, 80Whr</p></td></tr><tr><td class="firstcol " ><p><strong>Dimensions</strong></p></td><td  ><p>292 x 112.7 - 123 x 28.5 - 48.4mm</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>Under 700 grams (60Whr), under 750 grams (65Whr)</p></td></tr></tbody></table></div><p>The screen differs in size, though it sports identical specs to the Atlas 8 otherwise. It’s a 16:9 display with a 120Hz refresh rate and 10-point multi-touch support. Acer claims it can achieve 500 nits of brightness, and it’s an IPS panel. </p><p>As is the case with the Atlas 8, the larger 80Whr battery is paired with the Arc G3 Extreme, while a smaller 60Whr battery is used for the base Arc G3. The battery size will change the weight, with Acer claiming the device weighs “under 700 grams” and “under 750 grams” for the 60Whr and 80Whr batteries, respectively. </p><p>Acer has yet to put a price on the Atlas 7, though given what we’ve seen with Arc G-series handhelds like the <a href="https://www.tomshardware.com/video-games/handheld-gaming/msi-claw-8-ex-ai-plus-review"><u>MSI Claw 8 EX AI+</u></a>, it’s reasonable to expect a price tag north of $1,500. The Atlas 7 goes on sale in North America in Q4 of this year. The Atlas 8, meanwhile, will be available in North America in EMEA regions in Septembe, after being revealed at Computex earlier this year. </p>
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