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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>Thu, 12 Nov 2026 09:00:00 +0000</lastBuildDate>
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                                                            <title><![CDATA[ Hobbyist turns $45 USB-C hub into a working Nintendo Switch 2 dock by patching its firmware  ]]></title>
                                                                                                <dc:content><![CDATA[ <p>A hobbyist going by mkopec turned an approximately $45 Cable Matters USB-C hub into a working Nintendo Switch 2 dock, using only about 540 bytes of code to mod the firmware. That mod lets the hub masquerade as an official dock, as mkopec detailed in a <a href="https://blog.nozomi.space/posts/sw2_dock/">blog post</a>. <br /><br />The edited firmware replies to Nintendo’s vendor messages and returns the same identity as the official dock, and makes TV mode work, which was not the case with the hub’s stock firmware. A separate fix with minor firmware rewriting also corrects washed-out HDR over HDMI, a nice bonus.</p><p>The modder, who writes that “Nintendo went in a proprietary direction (as they so often do),” decided to modify the hub’s firmware to make a working travel dock, as Nintendo’s official dock can be bulky. Unlocking the additional functionality did not come with a noticeable cost, as the hub “still works normally with my PC and my phone.” Grabbing an off-the-shelf USB-C hub and turning it into something more is quite the trick.</p><p>The stock hub has no problem charging the console, but it shows no picture, even though it negotiates both power and DisplayPort Alt Mode. Capturing the official Switch 2 dock’s traffic with a <a href="https://www.tomshardware.com/peripherals/usb/the-usb-power-delivery-pd-specification-everything-you-need-to-know-about-usb-pd">USB Power Delivery (USB-PD)</a> sniffer, the modder found that it advertises two Standard or Vendor IDs: one for DisplayPort and one for Nintendo’s own mode. </p><p>The console enters Nintendo’s mode first, then DisplayPort, and, once DisplayPort is configured, it sends Nintendo’s vendor messages. This is the <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-is-restricting-the-switch-2s-usb-c-port-most-third-party-docks-and-accessories-wont-work-thanks-to-proprietary-protocols">exchange of proprietary messages</a> for negotiation, although the company <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-says-it-has-no-intention-of-blocking-third-party-switch-2-docks-following-firmware-update-that-stopped-them-from-working-accessory-makers-scramble-to-deploy-workaround">told us last year </a>that it “does not have any intention to hinder or invalidate legal third-party dock compatibility.”</p><p>The modification only required adding about 540 bytes to a firmware of just 32 KiB. The Cable Matters 7-in-1 triple display hub, like most, is simply an amalgamation of separate, specialized chips, in this case: a VL103 as the USB-PD controller, a VL817 USB hub chip for the USB ports, an RTD2142 DisplayPort Multi-Stream Transport chip for the DisplayPort-to-HDMI function, and XT25F16B flash memory chips. The VL chips are from VIA Labs, the RTD2142 is from Realtek, and the stock hub reports VIA’s vendor ID, which is an identity that needed to be changed for this mod.</p><p>The modder first used the WITRN K2 inline USB-PD sniffer on the official dock. Then, it was a matter of dumping the VL103’s firmware with the vli plugin of fwupd, the Linux firmware update tool, before flashing the VL103 with the changes over USB and through the VL817.</p><p>Changes were made incrementally, with seven versions in all, starting with answers to Nintendo’s discovery, mode entry, and echo commands, then an update to power delivery to offer 15 V at 2.8 A like the dock, changing the reported vendor ID to Nintendo’s, masquerading entirely as the official dock and getting TV mode working, and finally a full sequence match that removed a pause of about 3 seconds.</p><p>The process appears to contradict claims two accessory makers made to <em>The Verge</em> that the dock check uses encryption with a dedicated chip, as, in this case, copied identity data and fixed replies were sufficient.</p><p>Getting TV mode to work would have already been an accomplishment worth celebrating, but the modder took it further: the picture over HDMI was washed out with HDR turned on, and it was simply a matter of narrowing down the cause. The end theory was a mistake in how the hub’s AVI InfoFrame signaled BT.709, the standard dynamic range color space, instead of HDR’s wider BT.2020.</p><p>The theory was confirmed by a 108-byte patch to the RTD2142’s firmware, flashed with flashrom over I2C carried on the DisplayPort AUX channel through the same USB-C cable, which marks the signal as BT.2020 whenever HDR is in use. One third-party dock’s firmware contains a debug string, “switch2 color space patch,” which suggests this is a known issue. HDR through the hub’s own DisplayPort port is still washed out.</p><p>Separately, the hub’s firmware has no variable refresh rate (VRR) support, but because the patched hub identifies as the official dock, the console now offers VRR. However, turning VRR on froze the DisplayPort picture, and HDMI remained at 60 Hz. In a separate Linux test, with the hub patched to advertise Adaptive-Sync and an EDID override in place, the screen went black as soon as the frame rate varied, so the feature was left off.</p><p>The modder’s post shares no code, patch files, or repository, although the method is well-explained. The USB ports and Ethernet weren't tested rigorously, and the post does not say which Switch 2 system version was used. The modder also doesn’t understand many of Nintendo’s commands, so the hub’s version replies are copies of the official dock’s, and unrecognized commands still get the hub’s stock reply.</p><p>That’s important because Nintendo’s <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-says-it-has-no-intention-of-blocking-third-party-switch-2-docks-following-firmware-update-that-stopped-them-from-working-accessory-makers-scramble-to-deploy-workaround">system update 21.0.0</a> left some <a href="https://www.tomshardware.com/peripherals/docking-stations-hubs/hands-on-with-the-dockcase-mount-ling-2-pro-handheld-dock-with-a-built-in-capture-card-and-space-for-up-to-4tb-of-nvme-storage">third-party docks</a> charging but with no video output. While vendors provided updated firmware as a fix, the modder’s ad hoc solution has no vendor behind it, so would-be modders could end up on their own.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/nintendo/hobbyist-turns-usd45-usb-c-hub-into-a-working-nintendo-switch-2-dock-by-patching-its-firmware-consoles-proprietary-handshake-needs-about-540-bytes-of-code-to-answer</link>
                                                                            <description>
                            <![CDATA[ A hobbyist patched a Cable Matters USB-C hub’s firmware so the Nintendo Switch 2 accepts it as a dock for TV mode and HDR. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Thu, 12 Nov 2026 09:00:00 +0000</pubDate>                                                                                                                                <updated>Thu, 12 Nov 2026 20:31:39 +0000</updated>
                                                                                                                                            <category><![CDATA[Nintendo]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></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 is a lifelong East Coaster and animal lover.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[mkopec]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A black Cable Matters USB-C hub with a short flat cable on a wooden table.]]></media:description>                                                            <media:text><![CDATA[A black Cable Matters USB-C hub with a short flat cable on a wooden table.]]></media:text>
                                <media:title type="plain"><![CDATA[A black Cable Matters USB-C hub with a short flat cable on a wooden table.]]></media:title>
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                                <p>A hobbyist going by mkopec turned an approximately $45 Cable Matters USB-C hub into a working Nintendo Switch 2 dock, using only about 540 bytes of code to mod the firmware. That mod lets the hub masquerade as an official dock, as mkopec detailed in a <a href="https://blog.nozomi.space/posts/sw2_dock/">blog post</a>. <br /><br />The edited firmware replies to Nintendo’s vendor messages and returns the same identity as the official dock, and makes TV mode work, which was not the case with the hub’s stock firmware. A separate fix with minor firmware rewriting also corrects washed-out HDR over HDMI, a nice bonus.</p><p>The modder, who writes that “Nintendo went in a proprietary direction (as they so often do),” decided to modify the hub’s firmware to make a working travel dock, as Nintendo’s official dock can be bulky. Unlocking the additional functionality did not come with a noticeable cost, as the hub “still works normally with my PC and my phone.” Grabbing an off-the-shelf USB-C hub and turning it into something more is quite the trick.</p><p>The stock hub has no problem charging the console, but it shows no picture, even though it negotiates both power and DisplayPort Alt Mode. Capturing the official Switch 2 dock’s traffic with a <a href="https://www.tomshardware.com/peripherals/usb/the-usb-power-delivery-pd-specification-everything-you-need-to-know-about-usb-pd">USB Power Delivery (USB-PD)</a> sniffer, the modder found that it advertises two Standard or Vendor IDs: one for DisplayPort and one for Nintendo’s own mode. </p><p>The console enters Nintendo’s mode first, then DisplayPort, and, once DisplayPort is configured, it sends Nintendo’s vendor messages. This is the <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-is-restricting-the-switch-2s-usb-c-port-most-third-party-docks-and-accessories-wont-work-thanks-to-proprietary-protocols">exchange of proprietary messages</a> for negotiation, although the company <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-says-it-has-no-intention-of-blocking-third-party-switch-2-docks-following-firmware-update-that-stopped-them-from-working-accessory-makers-scramble-to-deploy-workaround">told us last year </a>that it “does not have any intention to hinder or invalidate legal third-party dock compatibility.”</p><p>The modification only required adding about 540 bytes to a firmware of just 32 KiB. The Cable Matters 7-in-1 triple display hub, like most, is simply an amalgamation of separate, specialized chips, in this case: a VL103 as the USB-PD controller, a VL817 USB hub chip for the USB ports, an RTD2142 DisplayPort Multi-Stream Transport chip for the DisplayPort-to-HDMI function, and XT25F16B flash memory chips. The VL chips are from VIA Labs, the RTD2142 is from Realtek, and the stock hub reports VIA’s vendor ID, which is an identity that needed to be changed for this mod.</p><p>The modder first used the WITRN K2 inline USB-PD sniffer on the official dock. Then, it was a matter of dumping the VL103’s firmware with the vli plugin of fwupd, the Linux firmware update tool, before flashing the VL103 with the changes over USB and through the VL817.</p><p>Changes were made incrementally, with seven versions in all, starting with answers to Nintendo’s discovery, mode entry, and echo commands, then an update to power delivery to offer 15 V at 2.8 A like the dock, changing the reported vendor ID to Nintendo’s, masquerading entirely as the official dock and getting TV mode working, and finally a full sequence match that removed a pause of about 3 seconds.</p><p>The process appears to contradict claims two accessory makers made to <em>The Verge</em> that the dock check uses encryption with a dedicated chip, as, in this case, copied identity data and fixed replies were sufficient.</p><p>Getting TV mode to work would have already been an accomplishment worth celebrating, but the modder took it further: the picture over HDMI was washed out with HDR turned on, and it was simply a matter of narrowing down the cause. The end theory was a mistake in how the hub’s AVI InfoFrame signaled BT.709, the standard dynamic range color space, instead of HDR’s wider BT.2020.</p><p>The theory was confirmed by a 108-byte patch to the RTD2142’s firmware, flashed with flashrom over I2C carried on the DisplayPort AUX channel through the same USB-C cable, which marks the signal as BT.2020 whenever HDR is in use. One third-party dock’s firmware contains a debug string, “switch2 color space patch,” which suggests this is a known issue. HDR through the hub’s own DisplayPort port is still washed out.</p><p>Separately, the hub’s firmware has no variable refresh rate (VRR) support, but because the patched hub identifies as the official dock, the console now offers VRR. However, turning VRR on froze the DisplayPort picture, and HDMI remained at 60 Hz. In a separate Linux test, with the hub patched to advertise Adaptive-Sync and an EDID override in place, the screen went black as soon as the frame rate varied, so the feature was left off.</p><p>The modder’s post shares no code, patch files, or repository, although the method is well-explained. The USB ports and Ethernet weren't tested rigorously, and the post does not say which Switch 2 system version was used. The modder also doesn’t understand many of Nintendo’s commands, so the hub’s version replies are copies of the official dock’s, and unrecognized commands still get the hub’s stock reply.</p><p>That’s important because Nintendo’s <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-says-it-has-no-intention-of-blocking-third-party-switch-2-docks-following-firmware-update-that-stopped-them-from-working-accessory-makers-scramble-to-deploy-workaround">system update 21.0.0</a> left some <a href="https://www.tomshardware.com/peripherals/docking-stations-hubs/hands-on-with-the-dockcase-mount-ling-2-pro-handheld-dock-with-a-built-in-capture-card-and-space-for-up-to-4tb-of-nvme-storage">third-party docks</a> charging but with no video output. While vendors provided updated firmware as a fix, the modder’s ad hoc solution has no vendor behind it, so would-be modders could end up on their own.</p>
                                                            </article>
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                                                            <title><![CDATA[ PC peripheral maker Logitech giving all of its 7,000 employees the day off to play GTA 6 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>As GTA 6, the most anticipated game of the year, perhaps the decade, <a href="https://www.tomshardware.com/video-games/gta-6-delayed-again-this-time-to-november-2026-rockstar-says-extra-time-needed-to-deliver-quality-that-players-have-come-to-expect-and-deserve">nears its November 19 release date</a>, one company has offered its employees the chance to take the day off to play it. Amid the expectation that gamers around the globe will call in sick to play the game instead of heading into the office, PC peripheral and hardware outfit Logitech is getting ahead of the game by giving 7,000 employees the chance to take a day off to play it. Or, if they prefer, they can play any other game instead, the company confirmed in a <a href="https://news.logitech.com/press-releases/news-details/2026/Logitechs-Game-Day-Gives-Employees-a-Dedicated-Day-Off/default.aspx" target="_blank">press release detailing the move.</a></p><p>The new initiative is called "Logi Game Day," and it isn't only available to the top brass.  Interns and full-time employees alike can take a day off from now until this time next year, at a time when it's been estimated that the GTA 6 launch could see the U.S. economy take a $1 billion hit in terms of productivity. The game, which is a console exclusive <a href="https://www.tomshardware.com/video-games/pc-gaming/gta-6-could-come-to-pc-as-early-as-q1-2027-leak-claims-january-march-launch-window-a-huge-improvement-over-18-month-gta-v-wait">ahead of a claimed early 2027 PC release</a>, is already <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">available for preorder,</a> with pre-loading also up and running. It's a good job, too, with a 212GB PS5 download set to be a real downer for eager gamers with slow internet. The ongoing price hikes also mean that <a href="https://www.tomshardware.com/video-games/playstation/upgrade-your-ps5s-storage-for-gta-6s-digital-pre-load-with-these-ssd-storage-options-from-usd174-ultra-fast-drives-slot-into-the-m-2-expansion-slot-to-ready-your-console-for-gtas-huge-212gb-installation">upgrading your PS5 storage for GTA 6</a> won't be a fun time, either.</p><p>As for Logitech, the company believes that it's time for people to move away from the belief that playing games is a waste of time, hence its new initiative. It makes sense for a company that makes gaming accessories to say that, of course, but CEO Hanneke Faber argues that the company sees "how engagement in one sphere supports performance in the other.” The hope will be that, by allowing employees to play games, a productivity boost will follow.</p><p>Whether that comes to fruition remains to be seen. But there's less doubt about GTA 6's popularity a little more than a week out from its release. If you've yet to get your order in, you can also <a href="https://target.georiot.com/Proxy.ashx?tsid=45723&amp;GR_URL=https%3A%2F%2Famazon.com%2FGrand-Theft-Auto-VI-PlayStation-Delivers%2Fdp%2FB0H6K928WL%3Ftag%3Dftr-tomshardware-gb-20%26ascsubtag%3Dtomshardware-gb-1232078710726811905-20" target="_blank" rel="sponsored">grab <em>Grand Theft Auto VI</em> for $79.99</a> now.  You'll get a box with a code that you'll need to redeem on your PS5 to be able to download and play the game.</p><p>The game's release brings an end to years of rumors and leaks, not to mention legal battles. <a href="https://www.tomshardware.com/video-games/console-gaming/take-two-subpoenas-microsoft-for-windows-device-ids-of-everyone-in-three-discord-servers-in-gta-6-leak-hunt">Take-Two hit Microsoft with a subpoena</a> in relation to a massive leak earlier this year in an attempt to find the perpetrator. Rockstar Games addressed the leaks in a post on the X social network shortly after the subpoena was made public, saying that it "would be an understatement to say that having videos of Grand Theft Auto VI gameplay leak in this way has been heartbreaking for our team."</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-peripheral-maker-logitech-giving-all-of-its-7-000-employees-the-day-off-to-play-gta-6-company-announces-game-day-initiative-dedicated-vacation-day-to-play-video-games</link>
                                                                            <description>
                            <![CDATA[ Accessory maker Logitech has a new "Logi Game Day" initiative that allows employees to take a day off from now until this time next year to play a game of their choice — including the one everyone is talking about. ]]>
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                                                                        <pubDate>Wed, 11 Nov 2026 15:55:12 +0000</pubDate>                                                                                                                                                                                                                                <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:credit><![CDATA[Take Two Interactive]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Grand Theft Auto VI]]></media:description>                                                            <media:text><![CDATA[Grand Theft Auto VI]]></media:text>
                                <media:title type="plain"><![CDATA[Grand Theft Auto VI]]></media:title>
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                                <p>As GTA 6, the most anticipated game of the year, perhaps the decade, <a href="https://www.tomshardware.com/video-games/gta-6-delayed-again-this-time-to-november-2026-rockstar-says-extra-time-needed-to-deliver-quality-that-players-have-come-to-expect-and-deserve">nears its November 19 release date</a>, one company has offered its employees the chance to take the day off to play it. Amid the expectation that gamers around the globe will call in sick to play the game instead of heading into the office, PC peripheral and hardware outfit Logitech is getting ahead of the game by giving 7,000 employees the chance to take a day off to play it. Or, if they prefer, they can play any other game instead, the company confirmed in a <a href="https://news.logitech.com/press-releases/news-details/2026/Logitechs-Game-Day-Gives-Employees-a-Dedicated-Day-Off/default.aspx" target="_blank">press release detailing the move.</a></p><p>The new initiative is called "Logi Game Day," and it isn't only available to the top brass.  Interns and full-time employees alike can take a day off from now until this time next year, at a time when it's been estimated that the GTA 6 launch could see the U.S. economy take a $1 billion hit in terms of productivity. The game, which is a console exclusive <a href="https://www.tomshardware.com/video-games/pc-gaming/gta-6-could-come-to-pc-as-early-as-q1-2027-leak-claims-january-march-launch-window-a-huge-improvement-over-18-month-gta-v-wait">ahead of a claimed early 2027 PC release</a>, is already <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">available for preorder,</a> with pre-loading also up and running. It's a good job, too, with a 212GB PS5 download set to be a real downer for eager gamers with slow internet. The ongoing price hikes also mean that <a href="https://www.tomshardware.com/video-games/playstation/upgrade-your-ps5s-storage-for-gta-6s-digital-pre-load-with-these-ssd-storage-options-from-usd174-ultra-fast-drives-slot-into-the-m-2-expansion-slot-to-ready-your-console-for-gtas-huge-212gb-installation">upgrading your PS5 storage for GTA 6</a> won't be a fun time, either.</p><p>As for Logitech, the company believes that it's time for people to move away from the belief that playing games is a waste of time, hence its new initiative. It makes sense for a company that makes gaming accessories to say that, of course, but CEO Hanneke Faber argues that the company sees "how engagement in one sphere supports performance in the other.” The hope will be that, by allowing employees to play games, a productivity boost will follow.</p><p>Whether that comes to fruition remains to be seen. But there's less doubt about GTA 6's popularity a little more than a week out from its release. If you've yet to get your order in, you can also <a href="https://target.georiot.com/Proxy.ashx?tsid=45723&amp;GR_URL=https%3A%2F%2Famazon.com%2FGrand-Theft-Auto-VI-PlayStation-Delivers%2Fdp%2FB0H6K928WL%3Ftag%3Dftr-tomshardware-gb-20%26ascsubtag%3Dtomshardware-gb-1232078710726811905-20" target="_blank" rel="sponsored">grab <em>Grand Theft Auto VI</em> for $79.99</a> now.  You'll get a box with a code that you'll need to redeem on your PS5 to be able to download and play the game.</p><p>The game's release brings an end to years of rumors and leaks, not to mention legal battles. <a href="https://www.tomshardware.com/video-games/console-gaming/take-two-subpoenas-microsoft-for-windows-device-ids-of-everyone-in-three-discord-servers-in-gta-6-leak-hunt">Take-Two hit Microsoft with a subpoena</a> in relation to a massive leak earlier this year in an attempt to find the perpetrator. Rockstar Games addressed the leaks in a post on the X social network shortly after the subpoena was made public, saying that it "would be an understatement to say that having videos of Grand Theft Auto VI gameplay leak in this way has been heartbreaking for our team."</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 unleashes DMCA takedown wave against open-source Switch modchip firmware, 144 tools disabled ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Nintendo has set its famously litigious sights on the open-source firmware that powers hardware modchips on Nintendo Switch. Earlier this week, GitHub <a href="https://github.com/github/dmca/blob/master/2026/11/2026-11-06-nintendo-2.md">posted</a> a DCMA request from Nintendo of America confirming that an entire network of 144 total repositories, including the parent repository, was taken down. Mod chip firmware for hardware including SX Core, SX Lite, Picofly, and HWFLY was targeted. </p><p>Early original Nintendo Switch consoles shipped with an unpatchable hardware exploit found in the device's recovery mode, which has since been patched in later units such as the Switch Lite and Switch OLED (the modchip hack doesn't work on Switch 2). As such, running custom software on patched Switches requires hardware modification, soldering a microchip like a Picofly, HWFLY, or SX Core to your Switch's motherboard. These chips require firmware, specifically code that can perform the voltage glitching required during boot to hack the Switch. </p><p>Rather than playing whack-a-mole with vendors of off-the-shelf microcontrollers, Nintendo has instead issued a DCMA takedown notice to the entire family of GitHub repos hosting this firmware. "The reported repositories offer, link to, or otherwise provide access to mod chip firmware including but not limited to SX Core, SX Lite, Picofly, or HWFLY," the DCMA request from Nintendo reads. "The firmware allows Nintendo Switch modchips to illegally circumvent Nintendo’s TPMs in order to run illegal copies of Nintendo Switch games. Specifically, during operation, the mod chip firmware at the reported repositories circumvents the technological protection measures put in place on the Nintendo Switch console by bypassing the boot sequence.</p><p>Nintendo went on to state that because these repositories are designed "primarily" to unlawfully circumvent technological measures controlling access to work protected under the DCMA, distributing mod chip firmware "constitutes unlawful trafficking in technology that is 'primarily designed or produced for the purpose of circumventing a technological measure that effectively controls access' to copyrighted works." In support of this argument, Nintendo cited criminal proceedings brought by the US Department of Justice against Team-Xecuter, a maker and seller of SX Pro, SX Core, and SX Lite modchips. </p><p>While these modchips can be (and are) used for game piracy, they unlock a host of features including running homebrew and custom applications, emulation, alternative operating systems, and more. They also enable game modding, custom themes, and even Switch overclocking. Naturally, Nintendo has chosen to focus on their utility in accessing pirated games and bypassing DRM. </p><p>Because much of this hardware and firmware is already out in the wild, the move won't have any impact on existing Switch owners who have a modchip installed. However, this will prevent firmware updates to existing modchips, as well as firmware flashing and reflashing. Naturally, it will also prevent future potential hardware modders from hacking their Switch in the same way. </p><p>Nintendo is famous for its fervent prosecution of copyright law, but developments in AI are turning this into a drastically more complicated battle. <a href="https://www.tomshardware.com/video-games/nintendo/nintendos-latest-zelda-remake-already-circulating-online-as-a-switch-2-rom-openai-assisted-software-jailbreak-new-game-dumper-let-pirates-share-game-for-free-immediately-following-release">Nintendo's Zelda remake was dumped online on the same day it launched on Switch 2</a>, while earlier this year <a href="https://www.tomshardware.com/video-games/retro-gaming/developer-uses-ai-to-bring-a-native-version-of-the-legend-of-zelda-ocarina-of-time-to-ios-no-emulation-required-to-play-one-of-gamings-all-time-greats-on-an-iphone-or-ipad">one developer used AI to bring the original Nintendo 64 version to iOS.</a> In <a href="https://www.tomshardware.com/video-games/retro-gaming/mario-kart-wii-recompiled-for-pc-using-ai-with-4k-potential-and-uncapped-frame-rates-first-static-recompilation-of-a-wii-game-supports-over-200-tracks-thanks-to-retro-rewind-compatibility">July, Mario Kart Wii was recompiled for PC in 4K</a> with over 200 tracks. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/nintendo/nintendo-unleashes-dmca-takedown-wave-against-open-source-switch-modchip-firmware-144-tools-disabled-picofly-sx-core-and-hwfly-among-casualties-following-criminal-trial-victory</link>
                                                                            <description>
                            <![CDATA[ Nintendo is going after the open-source firmware behind hardware modchips on Nintendo Switch ]]>
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                                                                        <pubDate>Wed, 11 Nov 2026 13:42:37 +0000</pubDate>                                                                                                                                <updated>Wed, 11 Nov 2026 14:10:45 +0000</updated>
                                                                                                                                            <category><![CDATA[Nintendo]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                <author><![CDATA[ stephen.warwick@futurenet.com (Stephen Warwick) ]]></author>                    <dc:creator><![CDATA[ Stephen Warwick ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/uWwzwaway8BM4BERLmtuNE-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Stephen is Tom&#039;s Hardware&#039;s News Editor with almost a decade of industry experience covering technology, having worked at TechRadar, iMore, and even Apple over the years. He has covered the world of consumer tech from nearly every angle, including supply chain rumors, patents and litigation, and more. When he&#039;s not at work, he loves reading about history and playing video games.&lt;/p&gt; ]]></dc:description>
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                                <p>Nintendo has set its famously litigious sights on the open-source firmware that powers hardware modchips on Nintendo Switch. Earlier this week, GitHub <a href="https://github.com/github/dmca/blob/master/2026/11/2026-11-06-nintendo-2.md">posted</a> a DCMA request from Nintendo of America confirming that an entire network of 144 total repositories, including the parent repository, was taken down. Mod chip firmware for hardware including SX Core, SX Lite, Picofly, and HWFLY was targeted. </p><p>Early original Nintendo Switch consoles shipped with an unpatchable hardware exploit found in the device's recovery mode, which has since been patched in later units such as the Switch Lite and Switch OLED (the modchip hack doesn't work on Switch 2). As such, running custom software on patched Switches requires hardware modification, soldering a microchip like a Picofly, HWFLY, or SX Core to your Switch's motherboard. These chips require firmware, specifically code that can perform the voltage glitching required during boot to hack the Switch. </p><p>Rather than playing whack-a-mole with vendors of off-the-shelf microcontrollers, Nintendo has instead issued a DCMA takedown notice to the entire family of GitHub repos hosting this firmware. "The reported repositories offer, link to, or otherwise provide access to mod chip firmware including but not limited to SX Core, SX Lite, Picofly, or HWFLY," the DCMA request from Nintendo reads. "The firmware allows Nintendo Switch modchips to illegally circumvent Nintendo’s TPMs in order to run illegal copies of Nintendo Switch games. Specifically, during operation, the mod chip firmware at the reported repositories circumvents the technological protection measures put in place on the Nintendo Switch console by bypassing the boot sequence.</p><p>Nintendo went on to state that because these repositories are designed "primarily" to unlawfully circumvent technological measures controlling access to work protected under the DCMA, distributing mod chip firmware "constitutes unlawful trafficking in technology that is 'primarily designed or produced for the purpose of circumventing a technological measure that effectively controls access' to copyrighted works." In support of this argument, Nintendo cited criminal proceedings brought by the US Department of Justice against Team-Xecuter, a maker and seller of SX Pro, SX Core, and SX Lite modchips. </p><p>While these modchips can be (and are) used for game piracy, they unlock a host of features including running homebrew and custom applications, emulation, alternative operating systems, and more. They also enable game modding, custom themes, and even Switch overclocking. Naturally, Nintendo has chosen to focus on their utility in accessing pirated games and bypassing DRM. </p><p>Because much of this hardware and firmware is already out in the wild, the move won't have any impact on existing Switch owners who have a modchip installed. However, this will prevent firmware updates to existing modchips, as well as firmware flashing and reflashing. Naturally, it will also prevent future potential hardware modders from hacking their Switch in the same way. </p><p>Nintendo is famous for its fervent prosecution of copyright law, but developments in AI are turning this into a drastically more complicated battle. <a href="https://www.tomshardware.com/video-games/nintendo/nintendos-latest-zelda-remake-already-circulating-online-as-a-switch-2-rom-openai-assisted-software-jailbreak-new-game-dumper-let-pirates-share-game-for-free-immediately-following-release">Nintendo's Zelda remake was dumped online on the same day it launched on Switch 2</a>, while earlier this year <a href="https://www.tomshardware.com/video-games/retro-gaming/developer-uses-ai-to-bring-a-native-version-of-the-legend-of-zelda-ocarina-of-time-to-ios-no-emulation-required-to-play-one-of-gamings-all-time-greats-on-an-iphone-or-ipad">one developer used AI to bring the original Nintendo 64 version to iOS.</a> In <a href="https://www.tomshardware.com/video-games/retro-gaming/mario-kart-wii-recompiled-for-pc-using-ai-with-4k-potential-and-uncapped-frame-rates-first-static-recompilation-of-a-wii-game-supports-over-200-tracks-thanks-to-retro-rewind-compatibility">July, Mario Kart Wii was recompiled for PC in 4K</a> with over 200 tracks. </p>
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                                                            <title><![CDATA[ Steam Store adds average FPS data so you can see game performance before making a purchase ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://steamcommunity.com/games/593110/announcements/detail/685269801333948420" target="_blank">Valve is adding framerate telemetry data</a> to games so you can see what your hardware will manage in a given game before you buy it. The new initiative will start with the Steam Deck, but Valve has promised to bring the feature to more hardware in the future, presumably not only its Steam Machine but desktop gaming PCs more generally. The new feature shows players' average FPS on Steam Deck while playing the title, so customers can decide whether to invest without risking a purchase. </p><p>Valve already added the option to <a href="https://www.tomshardware.com/video-games/pc-gaming/steam-to-add-hardware-specs-to-reviews-optional-feature-could-help-you-dodge-poorly-optimized-games" target="_blank">insert your hardware specifications</a> when you write a review for a game, but an extremely small fraction of players actually write reviews, and from looking at reviews on recent Steam games, it seems like an even smaller fraction actually select to include their hardware specifications, for whatever reason.</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:1103px;"><p class="vanilla-image-block" style="padding-top:58.30%;"><img id="4UMzeuVh29ALcqeWfPA8TG" name="steam-deck-compatibility" alt="A screenshot of the Steam Deck Compatibility dialog showing the new average frame rate feature at the bottom." src="https://cdn.mos.cms.futurecdn.net/4UMzeuVh29ALcqeWfPA8TG-1920-80.png" mos="" align="middle" fullscreen="1" width="1103" height="643" attribution="" endorsement="" class="inline expandable" /><a href='https://cdn.mos.cms.futurecdn.net/4UMzeuVh29ALcqeWfPA8TG-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 dialog is getting a new line to show the average frame rate of people on the same hardware as you. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Valve)</span></figcaption></figure><p>So this is a pretty interesting idea, not least because Valve is debuting it for the Steam Deck first. Notably, the framerate data Valve is using is sourced from users who opted into sharing this data, so there's no privacy concern here. It appears to be as simple as it sounds: Valve will capture your performance while playing a game on the Steam Deck, and then show that performance to other users—anonymously, of course.</p><p>The clever among you may have realized "but wait, PC games have settings you can adjust, so even the same hardware might deliver really different performance levels." Correct! And it's also exactly why Valve is doing this. Its <a href="https://www.tomshardware.com/video-games/console-gaming/steam-machine-to-have-fewer-verified-badge-constraints-valve-says-verified-on-steam-deck-titles-expected-to-run-smoothly-on-upcoming-pc-console" target="_blank">Steam Deck Verified program</a> requires a certain level of performance, and games can get marked as "Unsupported" if they don't reach that level, but some people may find them playable regardless. In other words, there's no one perfect standard for "playable performance," and thus Valve wants to let users decide for themselves.</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:989px;"><p class="vanilla-image-block" style="padding-top:64.21%;"><img id="gWi9operCSS9kaXiAG5KzP" name="steam-framerate-histogram" alt="A screenshot of the new Steam framerate data historgram." src="https://cdn.mos.cms.futurecdn.net/gWi9operCSS9kaXiAG5KzP-1920-80.png" mos="" align="middle" fullscreen="1" width="989" height="635" attribution="" endorsement="" class="inline expandable" /><a href='https://cdn.mos.cms.futurecdn.net/gWi9operCSS9kaXiAG5KzP-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">However, this histogram is also available showing you the actual data that went into making that average score. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Valve)</span></figcaption></figure><p>Valve says that, at least for this early trial with Steam Deck data, that data is being filtered to only show data from Decks that are set to the default frame limit. The firm doesn't make any attempt to account for custom in-game settings, yet it says that "despite this, [Valve has] found that the framerate data consolidates around relatively narrow ranges," after accounting for the unusual effects of vertical sync.</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:1492px;"><p class="vanilla-image-block" style="padding-top:44.64%;"><img id="bvX78jhyizeZkhJUHgtuWZ" name="steam-anonymous-frame-rate-data-prompt" alt="A screenshot of the library dialog that will pop up inviting users to opt in to sharing their game performance data." src="https://cdn.mos.cms.futurecdn.net/bvX78jhyizeZkhJUHgtuWZ-1920-80.png" mos="" align="middle" fullscreen="1" width="1492" height="666" attribution="" endorsement="" class="inline expandable" /><a href='https://cdn.mos.cms.futurecdn.net/bvX78jhyizeZkhJUHgtuWZ-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">The library dialog that will pop up inviting users to opt in to sharing their game performance data. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Valve Corporation)</span></figcaption></figure><p>So what if you don't have a Steam Deck? Well, Valve says it sees this update (adding the Steam Deck framerate data) as "a stepping stone toward providing framerate data for more devices than just Steam Deck." Obviously, that includes Valve's own Steam Machine mini-desktop <a href="https://www.tomshardware.com/virtual-reality/valve-steam-frame-interview-why-it-costs-up-to-usd1-300-snapdragon-power-and-10x-foveated-streaming" target="_blank">and Steam Frame VR headset</a>, but presumably it will extend to folks on standard gaming PCs (whether desktop or laptop) </p><p>It's not clear whether desktop performance data will be matched by graphics card, some combination of GPU and CPU, or multiple factors, but either way, there's no question that this is yet another feature that sets Steam as a storefront <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">above its competitors</a>. If you'd like to opt in, you'll have to join the Steam Client Beta for now; Valve says the feature is coming to all users "in the future," though.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/steam-store-adds-average-fps-data-so-you-can-see-game-performance-before-making-a-purchase-steam-deck-only-for-now-with-desktop-pc-support-planned</link>
                                                                            <description>
                            <![CDATA[ Valve is adding a new feature to the Steam store that tracks performance data and then displays it anonymously to users who match the hardware. ]]>
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                                                                        <pubDate>Tue, 10 Nov 2026 11:53:36 +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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                                <p><a href="https://steamcommunity.com/games/593110/announcements/detail/685269801333948420" target="_blank">Valve is adding framerate telemetry data</a> to games so you can see what your hardware will manage in a given game before you buy it. The new initiative will start with the Steam Deck, but Valve has promised to bring the feature to more hardware in the future, presumably not only its Steam Machine but desktop gaming PCs more generally. The new feature shows players' average FPS on Steam Deck while playing the title, so customers can decide whether to invest without risking a purchase. </p><p>Valve already added the option to <a href="https://www.tomshardware.com/video-games/pc-gaming/steam-to-add-hardware-specs-to-reviews-optional-feature-could-help-you-dodge-poorly-optimized-games" target="_blank">insert your hardware specifications</a> when you write a review for a game, but an extremely small fraction of players actually write reviews, and from looking at reviews on recent Steam games, it seems like an even smaller fraction actually select to include their hardware specifications, for whatever reason.</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:1103px;"><p class="vanilla-image-block" style="padding-top:58.30%;"><img id="4UMzeuVh29ALcqeWfPA8TG" name="steam-deck-compatibility" alt="A screenshot of the Steam Deck Compatibility dialog showing the new average frame rate feature at the bottom." src="https://cdn.mos.cms.futurecdn.net/4UMzeuVh29ALcqeWfPA8TG-1920-80.png" mos="" align="middle" fullscreen="1" width="1103" height="643" attribution="" endorsement="" class="inline expandable" /><a href='https://cdn.mos.cms.futurecdn.net/4UMzeuVh29ALcqeWfPA8TG-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 dialog is getting a new line to show the average frame rate of people on the same hardware as you. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Valve)</span></figcaption></figure><p>So this is a pretty interesting idea, not least because Valve is debuting it for the Steam Deck first. Notably, the framerate data Valve is using is sourced from users who opted into sharing this data, so there's no privacy concern here. It appears to be as simple as it sounds: Valve will capture your performance while playing a game on the Steam Deck, and then show that performance to other users—anonymously, of course.</p><p>The clever among you may have realized "but wait, PC games have settings you can adjust, so even the same hardware might deliver really different performance levels." Correct! And it's also exactly why Valve is doing this. Its <a href="https://www.tomshardware.com/video-games/console-gaming/steam-machine-to-have-fewer-verified-badge-constraints-valve-says-verified-on-steam-deck-titles-expected-to-run-smoothly-on-upcoming-pc-console" target="_blank">Steam Deck Verified program</a> requires a certain level of performance, and games can get marked as "Unsupported" if they don't reach that level, but some people may find them playable regardless. In other words, there's no one perfect standard for "playable performance," and thus Valve wants to let users decide for themselves.</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:989px;"><p class="vanilla-image-block" style="padding-top:64.21%;"><img id="gWi9operCSS9kaXiAG5KzP" name="steam-framerate-histogram" alt="A screenshot of the new Steam framerate data historgram." src="https://cdn.mos.cms.futurecdn.net/gWi9operCSS9kaXiAG5KzP-1920-80.png" mos="" align="middle" fullscreen="1" width="989" height="635" attribution="" endorsement="" class="inline expandable" /><a href='https://cdn.mos.cms.futurecdn.net/gWi9operCSS9kaXiAG5KzP-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">However, this histogram is also available showing you the actual data that went into making that average score. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Valve)</span></figcaption></figure><p>Valve says that, at least for this early trial with Steam Deck data, that data is being filtered to only show data from Decks that are set to the default frame limit. The firm doesn't make any attempt to account for custom in-game settings, yet it says that "despite this, [Valve has] found that the framerate data consolidates around relatively narrow ranges," after accounting for the unusual effects of vertical sync.</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:1492px;"><p class="vanilla-image-block" style="padding-top:44.64%;"><img id="bvX78jhyizeZkhJUHgtuWZ" name="steam-anonymous-frame-rate-data-prompt" alt="A screenshot of the library dialog that will pop up inviting users to opt in to sharing their game performance data." src="https://cdn.mos.cms.futurecdn.net/bvX78jhyizeZkhJUHgtuWZ-1920-80.png" mos="" align="middle" fullscreen="1" width="1492" height="666" attribution="" endorsement="" class="inline expandable" /><a href='https://cdn.mos.cms.futurecdn.net/bvX78jhyizeZkhJUHgtuWZ-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">The library dialog that will pop up inviting users to opt in to sharing their game performance data. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Valve Corporation)</span></figcaption></figure><p>So what if you don't have a Steam Deck? Well, Valve says it sees this update (adding the Steam Deck framerate data) as "a stepping stone toward providing framerate data for more devices than just Steam Deck." Obviously, that includes Valve's own Steam Machine mini-desktop <a href="https://www.tomshardware.com/virtual-reality/valve-steam-frame-interview-why-it-costs-up-to-usd1-300-snapdragon-power-and-10x-foveated-streaming" target="_blank">and Steam Frame VR headset</a>, but presumably it will extend to folks on standard gaming PCs (whether desktop or laptop) </p><p>It's not clear whether desktop performance data will be matched by graphics card, some combination of GPU and CPU, or multiple factors, but either way, there's no question that this is yet another feature that sets Steam as a storefront <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">above its competitors</a>. If you'd like to opt in, you'll have to join the Steam Client Beta for now; Valve says the feature is coming to all users "in the future," though.</p>
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                                                            <title><![CDATA[ Japanese arcades suffer week-long blackout following Sega server hack ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The sensory overload typically experienced when visiting video game arcades in Japan was eerily absent from some venues this week, reports <a href="https://www.itmedia.co.jp/news/article/2611/06/2000002941/" target="_blank">ITMedia News</a> [machine translation]. It says that a <a href="https://www.tomshardware.com/tech-industry/nvidia-nearly-went-out-of-business-in-1996-trying-to-make-segas-dreamcast-gpu-instead-sega-americas-ceo-offered-the-company-a-dollar5-million-lifeline" target="_blank">Sega </a>system outage meant there was “no end in sight” for the rows of silent black screens. However, a recent tweet from arcade network operator <a href="https://x.com/allnet_info/status/2119218343618150449" target="_blank">ALL.net</a> indicates that both Sega and Bandai Namco machines are affected. Moreover, arcade lovers will be pleased to hear that affected arcades will “gradually resume operation on a trial basis starting today.” </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2117709280224976995"><p lang="en" dir="ltr">a friend sent me some pics of their local arcade and LMAO the sega outage is nuts https://t.co/3vSYjCYAIZ<a href="https://twitter.com/cantworkitout/status/2117709280224976995">November 3, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>ALL.Net, a contraction of Amusement Linkage Live Network, was launched by Sega in 2004 to allow arcade games to look up to the net for auto updates, data logging, implement online play, and power national leaderboards. Sega titles like<em> Initial D The Arcade, Maimai, </em>and <em>CHUNITHM</em>, rely on this network, as do <a href="https://www.tomshardware.com/news/ace-combat-7-gamescom-trailer,35302.html" target="_blank">Bandai Namco</a> games like A<em>iko no Tatsujin, Mario Kart Arcade GP DX, </em>and <em>Gundam Extreme Vs</em>.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eMPVgX"></div>                            </div>                            <script src="https://kwizly.com/embed/eMPVgX.js" async=""></script><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1071px;"><p class="vanilla-image-block" style="padding-top:32.49%;"><img id="LREMXDfYxFfQCQ2mUL9zeH" name="offline-services-list" alt="Arcades go dark" src="https://cdn.mos.cms.futurecdn.net/LREMXDfYxFfQCQ2mUL9zeH-1920-80.jpg" mos="" align="middle" fullscreen="" width="1071" height="348" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Some services are gradually resuming operation today. </span><span class="credit" itemprop="copyrightHolder">(Image credit: <a href="https://www.segafave.co.jp/news/261102_1/" target="_blank">ALL.Net, Sega Fave</a>)</span></figcaption></figure><p>In its official apology blog post, dated November 2, ALL.Net / Sega Fave said that it suspended services a day prior after it became aware of its servers being affected by “unauthorized access by a third party.” It reassured customers that their personal info and billing data were not on the compromised server. However, it asked for more time to investigate, run safety checks, and so on, before restoring service. </p><p>This morning ALL.Net told customers that Bandia Namco titles “will gradually resume operation on a trial basis starting today (online play and card use enabled).” Sega products remain under maintenance, and online services are unavailable. There is currently no estimate for issue resolution, but a news bulletin is promised for November 10 (Tuesday).</p><p>Classic offline <a href="https://www.tomshardware.com/video-games/retro-gaming/functioning-version-of-the-first-arcade-video-game-ever-created-heads-to-auction-with-usd200-000-estimate-green-sparkle-2-player-edition-of-computer-space-hails-from-1973" target="_blank">arcade machines</a> weren’t affected by this outage, of course. Moreover, rival arcade gaming legends like Taito and Konami run their own, separate, arcade networks and authentication systems.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/japanese-arcades-suffer-week-long-blackout-following-sega-server-hack-bandai-namco-titles-resume-trial-operations-as-sega-games-remain-offline</link>
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                            <![CDATA[ The sensory overload in video game arcades in Japan was eerily absent from some venues this week. ]]>
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                                                                        <pubDate>Sun, 08 Nov 2026 15:00:00 +0000</pubDate>                                                                                                                                <updated>Sun, 08 Nov 2026 15:03:01 +0000</updated>
                                                                                                                                            <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[Arcades go dark in Japan]]></media:description>                                                            <media:text><![CDATA[Arcades go dark in Japan]]></media:text>
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                                <p>The sensory overload typically experienced when visiting video game arcades in Japan was eerily absent from some venues this week, reports <a href="https://www.itmedia.co.jp/news/article/2611/06/2000002941/" target="_blank">ITMedia News</a> [machine translation]. It says that a <a href="https://www.tomshardware.com/tech-industry/nvidia-nearly-went-out-of-business-in-1996-trying-to-make-segas-dreamcast-gpu-instead-sega-americas-ceo-offered-the-company-a-dollar5-million-lifeline" target="_blank">Sega </a>system outage meant there was “no end in sight” for the rows of silent black screens. However, a recent tweet from arcade network operator <a href="https://x.com/allnet_info/status/2119218343618150449" target="_blank">ALL.net</a> indicates that both Sega and Bandai Namco machines are affected. Moreover, arcade lovers will be pleased to hear that affected arcades will “gradually resume operation on a trial basis starting today.” </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2117709280224976995"><p lang="en" dir="ltr">a friend sent me some pics of their local arcade and LMAO the sega outage is nuts https://t.co/3vSYjCYAIZ<a href="https://twitter.com/cantworkitout/status/2117709280224976995">November 3, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>ALL.Net, a contraction of Amusement Linkage Live Network, was launched by Sega in 2004 to allow arcade games to look up to the net for auto updates, data logging, implement online play, and power national leaderboards. Sega titles like<em> Initial D The Arcade, Maimai, </em>and <em>CHUNITHM</em>, rely on this network, as do <a href="https://www.tomshardware.com/news/ace-combat-7-gamescom-trailer,35302.html" target="_blank">Bandai Namco</a> games like A<em>iko no Tatsujin, Mario Kart Arcade GP DX, </em>and <em>Gundam Extreme Vs</em>.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eMPVgX"></div>                            </div>                            <script src="https://kwizly.com/embed/eMPVgX.js" async=""></script><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1071px;"><p class="vanilla-image-block" style="padding-top:32.49%;"><img id="LREMXDfYxFfQCQ2mUL9zeH" name="offline-services-list" alt="Arcades go dark" src="https://cdn.mos.cms.futurecdn.net/LREMXDfYxFfQCQ2mUL9zeH-1920-80.jpg" mos="" align="middle" fullscreen="" width="1071" height="348" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Some services are gradually resuming operation today. </span><span class="credit" itemprop="copyrightHolder">(Image credit: <a href="https://www.segafave.co.jp/news/261102_1/" target="_blank">ALL.Net, Sega Fave</a>)</span></figcaption></figure><p>In its official apology blog post, dated November 2, ALL.Net / Sega Fave said that it suspended services a day prior after it became aware of its servers being affected by “unauthorized access by a third party.” It reassured customers that their personal info and billing data were not on the compromised server. However, it asked for more time to investigate, run safety checks, and so on, before restoring service. </p><p>This morning ALL.Net told customers that Bandia Namco titles “will gradually resume operation on a trial basis starting today (online play and card use enabled).” Sega products remain under maintenance, and online services are unavailable. There is currently no estimate for issue resolution, but a news bulletin is promised for November 10 (Tuesday).</p><p>Classic offline <a href="https://www.tomshardware.com/video-games/retro-gaming/functioning-version-of-the-first-arcade-video-game-ever-created-heads-to-auction-with-usd200-000-estimate-green-sparkle-2-player-edition-of-computer-space-hails-from-1973" target="_blank">arcade machines</a> weren’t affected by this outage, of course. Moreover, rival arcade gaming legends like Taito and Konami run their own, separate, arcade networks and authentication systems.</p>
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                                                            <title><![CDATA[ WoW: Forever launch used 70,480 CPU cores and 251 terabytes of RAM  ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Blizzard pulled out all the stops to ensure <em>World of Warcraft: Forever </em>survived a chaotic launch night. What was the company's secret weapon? Splurging an absurd amount of money on infrastructure made up of 3,924 virtual machines with 70,480 CPU cores and a whopping 251,136 GB, or 251 TB, of memory.</p><p>Praised by media and players as one of the smoothest launches in Blizzard's history, <em>World of Warcraft: Forever</em> requires significant computing firepower. 3,924 virtual machines work out to 18 cores and 64GB of memory per instance. Or, the company could be using a mixture of 16-core and 32-core nodes with slightly less memory.</p><p>To put the infrastructure's scale in consumer terms, we are looking at about 8,810 mainstream processors, or 7,848 high-end gaming systems with 32GB of memory each. In any event, the hardware is greatly improved compared to what <em>World of Warcraft </em>used to run on back in 2009.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2118171078912618887"><p lang="en" dir="ltr">*Slaps Roof of WoW: Forever*This baby is running on:3,924 Virtual Machines251,136 GB of Memory70,480 CPU Cores https://t.co/P9PdRBzke7<a href="https://twitter.com/cantworkitout/status/2118171078912618887">November 5, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>In 2009, Blizzard said it used 10 data centers worldwide to host <em>World of Warcraft. </em>At the time, the infrastructure included 13,250 server blades, totaling 75,000 CPU cores and 112.5 TB of memory. By comparison, <em>World of Warcraft: Forever </em>leverages 6% fewer CPU cores but rocks 2.2X more memory. Modern processors are leagues faster than chips from 17 years ago. By today's standards, the bottleneck is memory capacity and bandwidth, which is why the infrastructure can run on fewer cores but has more than double the memory to compensate.</p><p>Blizzard does not specify the exact hardware that <em>World of Warcraft: Forever</em> runs on. However, if we were to translate the core specifications to, for example, AMD's EPYC 128-core <a href="https://www.tomshardware.com/news/amd-details-epyc-bergamo-cpus-with-128-zen-4c-cores">Bergamo</a> or 96-core <a href="https://www.tomshardware.com/reviews/amd-4th-gen-epyc-genoa-9654-9554-and-9374f-review-96-cores-zen-4-and-5nm-disrupt-the-data-center">Genoa</a> chips, it could be anywhere between 275 and 365 2U server nodes, depending on which processor it uses. Therefore, <em>World of Warcraft: Forever </em>could be running on just eight to ten 42U server racks, a noteworthy improvement over 17 years ago.</p><p>Blizzard should have no trouble building the infrastructure for <em>World of Warcraft: Forever</em>. A ballpark estimate for about ten 42U server racks with EPYC chips is at least $15 million, even with today's memory pricing. But then again, since Microsoft owns Blizzard now, the company could just be tapping its parent's existing Azure platform. Technically, it is not free compute, but Blizzard would benefit from cost pricing and priority allocation of Azure's capacity.</p><p><em>World of Warcraft: Forever </em>shows that a high-profile launch does not have to be a nightmare when companies are willing to invest in computing infrastructure. In this case, many would agree Blizzard is putting those 251TB to good use, although <a href="https://www.tomshardware.com/tech-industry/data-centers/openai-ceo-says-its-quite-terrible-for-your-pc-to-have-ram-sam-altman-says-data-centers-offer-better-utilization">Sam Altman may say otherwise</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/wow-forever-launch-used-70-480-cpu-cores-and-251-terabytes-of-ram-3-924-virtual-machines-powered-one-of-world-of-warcrafts-smoothest-launches-ever</link>
                                                                            <description>
                            <![CDATA[ Inside the astonishing hardware behind World of Warcraft: Forever. 251TB of RAM and 70K cores kept millions of players online without a hitch. ]]>
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                                                                        <pubDate>Sun, 08 Nov 2026 11:30:00 +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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                                <p>Blizzard pulled out all the stops to ensure <em>World of Warcraft: Forever </em>survived a chaotic launch night. What was the company's secret weapon? Splurging an absurd amount of money on infrastructure made up of 3,924 virtual machines with 70,480 CPU cores and a whopping 251,136 GB, or 251 TB, of memory.</p><p>Praised by media and players as one of the smoothest launches in Blizzard's history, <em>World of Warcraft: Forever</em> requires significant computing firepower. 3,924 virtual machines work out to 18 cores and 64GB of memory per instance. Or, the company could be using a mixture of 16-core and 32-core nodes with slightly less memory.</p><p>To put the infrastructure's scale in consumer terms, we are looking at about 8,810 mainstream processors, or 7,848 high-end gaming systems with 32GB of memory each. In any event, the hardware is greatly improved compared to what <em>World of Warcraft </em>used to run on back in 2009.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2118171078912618887"><p lang="en" dir="ltr">*Slaps Roof of WoW: Forever*This baby is running on:3,924 Virtual Machines251,136 GB of Memory70,480 CPU Cores https://t.co/P9PdRBzke7<a href="https://twitter.com/cantworkitout/status/2118171078912618887">November 5, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>In 2009, Blizzard said it used 10 data centers worldwide to host <em>World of Warcraft. </em>At the time, the infrastructure included 13,250 server blades, totaling 75,000 CPU cores and 112.5 TB of memory. By comparison, <em>World of Warcraft: Forever </em>leverages 6% fewer CPU cores but rocks 2.2X more memory. Modern processors are leagues faster than chips from 17 years ago. By today's standards, the bottleneck is memory capacity and bandwidth, which is why the infrastructure can run on fewer cores but has more than double the memory to compensate.</p><p>Blizzard does not specify the exact hardware that <em>World of Warcraft: Forever</em> runs on. However, if we were to translate the core specifications to, for example, AMD's EPYC 128-core <a href="https://www.tomshardware.com/news/amd-details-epyc-bergamo-cpus-with-128-zen-4c-cores">Bergamo</a> or 96-core <a href="https://www.tomshardware.com/reviews/amd-4th-gen-epyc-genoa-9654-9554-and-9374f-review-96-cores-zen-4-and-5nm-disrupt-the-data-center">Genoa</a> chips, it could be anywhere between 275 and 365 2U server nodes, depending on which processor it uses. Therefore, <em>World of Warcraft: Forever </em>could be running on just eight to ten 42U server racks, a noteworthy improvement over 17 years ago.</p><p>Blizzard should have no trouble building the infrastructure for <em>World of Warcraft: Forever</em>. A ballpark estimate for about ten 42U server racks with EPYC chips is at least $15 million, even with today's memory pricing. But then again, since Microsoft owns Blizzard now, the company could just be tapping its parent's existing Azure platform. Technically, it is not free compute, but Blizzard would benefit from cost pricing and priority allocation of Azure's capacity.</p><p><em>World of Warcraft: Forever </em>shows that a high-profile launch does not have to be a nightmare when companies are willing to invest in computing infrastructure. In this case, many would agree Blizzard is putting those 251TB to good use, although <a href="https://www.tomshardware.com/tech-industry/data-centers/openai-ceo-says-its-quite-terrible-for-your-pc-to-have-ram-sam-altman-says-data-centers-offer-better-utilization">Sam Altman may say otherwise</a>.</p>
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                                                            <title><![CDATA[ EA producer found 20,000 archival media assets in secret physical vault at its HQ ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Jim Vessella, a Senior Producer at the EA Partner teams at Electronic Arts, stumbled upon EA’s secret physical media vault at the company’s Redwood Shores campus. This wasn't just any storage room containing copies of old games; instead, it held nearly 20,000 archival media assets stored in various media, including Betacam, VHS, D1, Film Reels, CD-ROMs, and more. Vessella discovered it in 2022 and spent the next six months outside of his working hours unpacking the room. He was eventually joined by Greg Roensch, who worked with the EA Story initiative, which is the company’s own preservation project, and reorganized the room chronologically. From there, <a href="https://www.ea.com/news/from-the-vault-to-your-library">EA</a> shared how this effort turned from an archival project into a remaster of several classic titles.</p><p>Vessella, who also worked on the <a href="https://store.steampowered.com/app/1213210/Command_Conquer_Remastered_Collection/">Command &amp; Conquer Remastered Collection</a> in 2019, built a proposal to digitize the room once it was organized, with efforts starting in 2024. Two years later, the team working on the project had digitized 6,000 media assets and 2,500 hours of historical footage, including the Master Source tapes for the <em>Wing Commander</em> and <em>Road Rash</em> franchises. This has allowed the team to build <em>Wing Commander III: Heart of the Tiger: 30th Anniversary Edition</em> using those original master tapes. But more than just putting in new footage in the game, Vessella reached out to the <em>Wing Commander</em> community to help make the game playable on modern systems. This included Matt Wells (Mash), who built an Enhancement Patch for the <em>Kilrathi Saga</em> version of the game released in 1996, Owen “ODVS” Davies, who advised the EA team on full-motion video (FMV) restoration for some damaged tapes, and Ben “LOAF” Lesnick, who tweaked the game to fix the infamous insta-kill missile spam in Wing Commander IV. </p><p>EA also released <em>Privateer 2: The Darkening: 30th Anniversary Edition</em> with the help of Steve Hilliker, the original Cinematics Director of the game. It was actually a community member who said that they saw a video of Hilliker saying that he still has some of the master footage for the game stored on Digi 8. The team then reached out to the director, who found the entire collection in his attic. The team then commissioned Hilliker to digitize the tapes and create a “Director’s Cut” of the game’s cinematics. Matt once again stepped in and created an Enhancement Patch for <em>Privateer 2</em>, delivering a lot of quality-of-life improvements to the original game.</p><p>There was also a ton of work done on the original <em>Wing Commander</em> and the <em>Wing Commander II</em> sequel, plus the Road Rash retro titles. While purists might decry the “improvements” made to these titles that allowed them to be played on modern systems, the combined efforts of Electronic Arts, its passionate employees, GOG, and the community at large have allowed these games to be brought back to life. You could now get the entire <a href="https://store.steampowered.com/franchise/wingcommander">Wing Commander collection</a> and <a href="https://store.steampowered.com/app/2448570/Road_Rash_30th_Anniversary_Edition/">Road Rash: 30th Anniversary Edition</a> on Steam, allowing you to reminisce about your favorite titles from the ‘90s and even allow your kids to see what gaming was like 30 years ago.</p><p>The recent release of these retro titles and the effort behind preserving them is a refreshing move after Sony announced that <a href="https://www.tomshardware.com/video-games/playstation/sony-doubles-down-on-axing-physical-game-discs-cfo-reiterates-were-going-to-cautiously-move-this-forward">it will ditch physical games</a> by 2028. While online game libraries like Steam are often more convenient for gamers, it has also raised the issue of ownership, with <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">GOG taking a jab at Steam</a> after the latter added a banner clarifying that you don’t own the games you buy on the platform. Despite Sony’s move away from physical media, other game companies have iterated their support for it. Nintendo says that <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-stands-by-physical-games-as-sony-embraces-a-disc-less-future-theres-no-plans-to-ditch-physical-we-know-how-much-the-fans-like-it-as-well-so-our-position-has-been-to-be-agnostic-says-a-nintendo-exec">fans like physical games</a>, while Microsoft introduced the <a href="https://www.tomshardware.com/video-games/xbox/xbox-disc-to-digital-feature-rolls-out-to-all-xbox-players-to-enable-playing-disc-free-but-selling-your-media-revokes-access-hybrid-physical-media-plan-lands-as-sony-phases-out-discs-by-2028">Xbox Disc to Digital feature</a> that gave gamers the best of both worlds. <a href="https://www.tomshardware.com/video-games/gog-explores-reviving-physical-pc-game-releases-digital-storefront-needs-publisher-approvals-has-to-figure-out-the-logistics-and-legal-challenges">GOG is even considering reviving physical game releases</a>, although it admits that it still has to figure things out before it can start printing out physical game media.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/retro-gaming/ea-producer-found-20-000-archival-media-assets-in-secret-physical-vault-at-its-hq-betacam-vhs-and-d1-tapes-among-6000-assets-digitized-to-remaster-seven-classic-games</link>
                                                                            <description>
                            <![CDATA[ The discovery of thousands of archival media assets led to the creation of Anniversary Editions of some classic titles. ]]>
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                                                                        <pubDate>Sat, 07 Nov 2026 11:30:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Retro Gaming]]></category>
                                                    <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[Wing Commander III]]></media:description>                                                            <media:text><![CDATA[Wing Commander III]]></media:text>
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                                <p>Jim Vessella, a Senior Producer at the EA Partner teams at Electronic Arts, stumbled upon EA’s secret physical media vault at the company’s Redwood Shores campus. This wasn't just any storage room containing copies of old games; instead, it held nearly 20,000 archival media assets stored in various media, including Betacam, VHS, D1, Film Reels, CD-ROMs, and more. Vessella discovered it in 2022 and spent the next six months outside of his working hours unpacking the room. He was eventually joined by Greg Roensch, who worked with the EA Story initiative, which is the company’s own preservation project, and reorganized the room chronologically. From there, <a href="https://www.ea.com/news/from-the-vault-to-your-library">EA</a> shared how this effort turned from an archival project into a remaster of several classic titles.</p><p>Vessella, who also worked on the <a href="https://store.steampowered.com/app/1213210/Command_Conquer_Remastered_Collection/">Command &amp; Conquer Remastered Collection</a> in 2019, built a proposal to digitize the room once it was organized, with efforts starting in 2024. Two years later, the team working on the project had digitized 6,000 media assets and 2,500 hours of historical footage, including the Master Source tapes for the <em>Wing Commander</em> and <em>Road Rash</em> franchises. This has allowed the team to build <em>Wing Commander III: Heart of the Tiger: 30th Anniversary Edition</em> using those original master tapes. But more than just putting in new footage in the game, Vessella reached out to the <em>Wing Commander</em> community to help make the game playable on modern systems. This included Matt Wells (Mash), who built an Enhancement Patch for the <em>Kilrathi Saga</em> version of the game released in 1996, Owen “ODVS” Davies, who advised the EA team on full-motion video (FMV) restoration for some damaged tapes, and Ben “LOAF” Lesnick, who tweaked the game to fix the infamous insta-kill missile spam in Wing Commander IV. </p><p>EA also released <em>Privateer 2: The Darkening: 30th Anniversary Edition</em> with the help of Steve Hilliker, the original Cinematics Director of the game. It was actually a community member who said that they saw a video of Hilliker saying that he still has some of the master footage for the game stored on Digi 8. The team then reached out to the director, who found the entire collection in his attic. The team then commissioned Hilliker to digitize the tapes and create a “Director’s Cut” of the game’s cinematics. Matt once again stepped in and created an Enhancement Patch for <em>Privateer 2</em>, delivering a lot of quality-of-life improvements to the original game.</p><p>There was also a ton of work done on the original <em>Wing Commander</em> and the <em>Wing Commander II</em> sequel, plus the Road Rash retro titles. While purists might decry the “improvements” made to these titles that allowed them to be played on modern systems, the combined efforts of Electronic Arts, its passionate employees, GOG, and the community at large have allowed these games to be brought back to life. You could now get the entire <a href="https://store.steampowered.com/franchise/wingcommander">Wing Commander collection</a> and <a href="https://store.steampowered.com/app/2448570/Road_Rash_30th_Anniversary_Edition/">Road Rash: 30th Anniversary Edition</a> on Steam, allowing you to reminisce about your favorite titles from the ‘90s and even allow your kids to see what gaming was like 30 years ago.</p><p>The recent release of these retro titles and the effort behind preserving them is a refreshing move after Sony announced that <a href="https://www.tomshardware.com/video-games/playstation/sony-doubles-down-on-axing-physical-game-discs-cfo-reiterates-were-going-to-cautiously-move-this-forward">it will ditch physical games</a> by 2028. While online game libraries like Steam are often more convenient for gamers, it has also raised the issue of ownership, with <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">GOG taking a jab at Steam</a> after the latter added a banner clarifying that you don’t own the games you buy on the platform. Despite Sony’s move away from physical media, other game companies have iterated their support for it. Nintendo says that <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-stands-by-physical-games-as-sony-embraces-a-disc-less-future-theres-no-plans-to-ditch-physical-we-know-how-much-the-fans-like-it-as-well-so-our-position-has-been-to-be-agnostic-says-a-nintendo-exec">fans like physical games</a>, while Microsoft introduced the <a href="https://www.tomshardware.com/video-games/xbox/xbox-disc-to-digital-feature-rolls-out-to-all-xbox-players-to-enable-playing-disc-free-but-selling-your-media-revokes-access-hybrid-physical-media-plan-lands-as-sony-phases-out-discs-by-2028">Xbox Disc to Digital feature</a> that gave gamers the best of both worlds. <a href="https://www.tomshardware.com/video-games/gog-explores-reviving-physical-pc-game-releases-digital-storefront-needs-publisher-approvals-has-to-figure-out-the-logistics-and-legal-challenges">GOG is even considering reviving physical game releases</a>, although it admits that it still has to figure things out before it can start printing out physical game media.</p>
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                                                            <title><![CDATA[ Nintendo’s latest Zelda remake already circulating online as a Switch 2 ROM ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Nintendo’s remake of <em>The Legend of Zelda: Ocarina of Time</em> has reportedly been dumped the same day it launched on the Switch 2. The game launched today, but <a href="https://onejailbreak.com/blog/zelda-ocarina-of-time-switch-2-already-dumped-and-pirated/"><u>ONE jailbreak</u></a> says copies of the original 1.0.0 release and its 1.1.1 update are already circulating outside Nintendo's official distribution channels. The update reportedly weighs 23 GB.</p><p>The leak is not entirely surprising. Physical copies had already started turning up at buyers' homes several days before the release date. Footage of the game was already appearing online by Nov. 1. Those early cartridges gave hackers access to the remake before most players could get their hands on it, with some gamers sharing videos of themselves playing the game on social media. <br /><br />However, the game still remains far from playable on PC, with emulators struggling to render its graphics correctly. Some users encountered washed-out visuals or black screens, while others saw terrain bleeding through objects or could not get past the title screen.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2118135411767648490"><p lang="en" dir="ltr">🚨 BIZARRO! ZELDA: OCARINA OF TIME RODANDO NO PC!O jogo já teve seu dump realizado e está sendo executado no PC através de emulação. Sim, estamos falando de um game que ainda não lançou oficialmente  rodando fora do hardware original da Nintendo! https://t.co/giO956ssnI<a href="https://twitter.com/cantworkitout/status/2118135411767648490">November 5, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Notably, the game is identified by title ID 0400486024DEC000, with its report naming two tools involved in extracting the files: ‘ns2jb and OunceCake’. The first is a software jailbreak developed by security researcher Sammy ‘pepsipu’ Hajhamid.</p><p>Last month, Hajhamid <a href="https://pepsipu.com/blog/2026-10-switch2-jailbreak-ns2jb/"><u>explained </u></a>how he managed to get code running on Nintendo's latest console without installing a modchip, and also described what the exploit does: "This lets us run homebrew, reverse engineer and mod Switch 2 games, back up save files off the Switch, and access most of the Switch 2’s peripherals through MMIO. To my knowledge, it’s the first such exploit for the Switch 2."</p><p>That opens up several possibilities for homebrew developers and researchers as well as pirates, but ns2jb has limitations. It is a tethered jailbreak, meaning it has to be activated again after the console restarts. The exploit also does not provide unrestricted kernel access. The same extraction method has <a href="https://www.tomshardware.com/video-games/nintendo/mig-flash-v2-shown-working-on-nintendo-switch-2-could-pave-the-way-for-switch-1-games-on-latest-console">reportedly</a> been used with two other games: <em>Deltarune Chapters 1-4</em> and <em>Mario Kart World.</em></p><p>This is not the first time hackers have found a way into Nintendo's hardware. Just a day after Switch 2 went on sale in June 2025, an exploit that<a href="https://www.tomshardware.com/video-games/handheld-gaming/hackers-discover-nintendo-switch-2-exploit-one-day-after-launch-minor-hack-allows-running-custom-code-on-top-of-os"><u> allowed hackers to run custom code on the system</u></a> popped up, although it did not provide root access or a full jailbreak. Cartridge-based backups have also caused headaches. In August this year, we reported that Nintendo had targeted more than <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"><u>400 GitHub repositories</u></a>, with 401 repos removed following seven Digital Millennium Copyright Act (DMCA) notices. Several Yuzu forks were among the affected projects.</p><p>Nintendo has not publicly commented on the <em>Ocarina of Time</em> dump or the nsj2b exploit yet. However, SmileBASIC 4, the application used to launch the jailbreak, has disappeared from the Nintendo eShop following the exploit’s disclosure. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/nintendo/nintendos-latest-zelda-remake-already-circulating-online-as-a-switch-2-rom-openai-assisted-software-jailbreak-new-game-dumper-let-pirates-share-game-for-free-immediately-following-release</link>
                                                                            <description>
                            <![CDATA[ The Legend of Zelda: Ocarina of Time has reportedly been dumped on its Switch 2 launch day, with its original release and a 23GB update already circulating online. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Fri, 06 Nov 2026 11:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 06 Nov 2026 14:58:30 +0000</updated>
                                                                                                                                            <category><![CDATA[Nintendo]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Newton Gitonga ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/J7W2ymR6m9nJpuFnKQwsGf-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Newton Gitonga is a journalist who writes about technology, gadgets, AI, and the companies behind them. He has covered product launches, hard drives, processors, AI data centers, and other developments across the tech industry. He also writes about cryptocurrency and financial markets, having spent several years covering the crypto space.&lt;/p&gt;&lt;p&gt;Newton has previously written for Notebookcheck, ZyCrypto and CoinCentral. His work has ranged from reporting on new gadgets and computing hardware to covering major developments in AI, businesses building the technology behind it, stocks and crypto.&lt;/p&gt;&lt;p&gt;He graduated from Kabarak University in 2018 with a law degree but went on to build his career in journalism. He enjoys keeping up with new technology and finding stories that help readers understand what is happening beyond the headlines.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[The Legend of Zelda: Ocarina of Time]]></media:description>                                                            <media:text><![CDATA[The Legend of Zelda: Ocarina of Time]]></media:text>
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                                <p>Nintendo’s remake of <em>The Legend of Zelda: Ocarina of Time</em> has reportedly been dumped the same day it launched on the Switch 2. The game launched today, but <a href="https://onejailbreak.com/blog/zelda-ocarina-of-time-switch-2-already-dumped-and-pirated/"><u>ONE jailbreak</u></a> says copies of the original 1.0.0 release and its 1.1.1 update are already circulating outside Nintendo's official distribution channels. The update reportedly weighs 23 GB.</p><p>The leak is not entirely surprising. Physical copies had already started turning up at buyers' homes several days before the release date. Footage of the game was already appearing online by Nov. 1. Those early cartridges gave hackers access to the remake before most players could get their hands on it, with some gamers sharing videos of themselves playing the game on social media. <br /><br />However, the game still remains far from playable on PC, with emulators struggling to render its graphics correctly. Some users encountered washed-out visuals or black screens, while others saw terrain bleeding through objects or could not get past the title screen.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2118135411767648490"><p lang="en" dir="ltr">🚨 BIZARRO! ZELDA: OCARINA OF TIME RODANDO NO PC!O jogo já teve seu dump realizado e está sendo executado no PC através de emulação. Sim, estamos falando de um game que ainda não lançou oficialmente  rodando fora do hardware original da Nintendo! https://t.co/giO956ssnI<a href="https://twitter.com/cantworkitout/status/2118135411767648490">November 5, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Notably, the game is identified by title ID 0400486024DEC000, with its report naming two tools involved in extracting the files: ‘ns2jb and OunceCake’. The first is a software jailbreak developed by security researcher Sammy ‘pepsipu’ Hajhamid.</p><p>Last month, Hajhamid <a href="https://pepsipu.com/blog/2026-10-switch2-jailbreak-ns2jb/"><u>explained </u></a>how he managed to get code running on Nintendo's latest console without installing a modchip, and also described what the exploit does: "This lets us run homebrew, reverse engineer and mod Switch 2 games, back up save files off the Switch, and access most of the Switch 2’s peripherals through MMIO. To my knowledge, it’s the first such exploit for the Switch 2."</p><p>That opens up several possibilities for homebrew developers and researchers as well as pirates, but ns2jb has limitations. It is a tethered jailbreak, meaning it has to be activated again after the console restarts. The exploit also does not provide unrestricted kernel access. The same extraction method has <a href="https://www.tomshardware.com/video-games/nintendo/mig-flash-v2-shown-working-on-nintendo-switch-2-could-pave-the-way-for-switch-1-games-on-latest-console">reportedly</a> been used with two other games: <em>Deltarune Chapters 1-4</em> and <em>Mario Kart World.</em></p><p>This is not the first time hackers have found a way into Nintendo's hardware. Just a day after Switch 2 went on sale in June 2025, an exploit that<a href="https://www.tomshardware.com/video-games/handheld-gaming/hackers-discover-nintendo-switch-2-exploit-one-day-after-launch-minor-hack-allows-running-custom-code-on-top-of-os"><u> allowed hackers to run custom code on the system</u></a> popped up, although it did not provide root access or a full jailbreak. Cartridge-based backups have also caused headaches. In August this year, we reported that Nintendo had targeted more than <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"><u>400 GitHub repositories</u></a>, with 401 repos removed following seven Digital Millennium Copyright Act (DMCA) notices. Several Yuzu forks were among the affected projects.</p><p>Nintendo has not publicly commented on the <em>Ocarina of Time</em> dump or the nsj2b exploit yet. However, SmileBASIC 4, the application used to launch the jailbreak, has disappeared from the Nintendo eShop following the exploit’s disclosure. </p>
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                                                            <title><![CDATA[ Nintendo Switch 2 sales dropped by 41% from last year due to console's price increase ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Nintendo Switch 2 sales have dropped 41% in the second fiscal quarter compared to the same quarter last year, as reported by <a href="https://www.cnbc.com/2026/11/05/nintendo-earnings-switch-2-sales.html" target="_blank"><u><em>CNBC</em></u></a> and as predicted by Kantan Games CEO Serkan Toto at the beginning of June, selling only 2.67 million units from July to September. Nintendo is still sticking to its forecast of 16.5 million units sold by the end of the fiscal quarter, but is under pressure from investors to release more big hits to sell more Switch 2 units to hit its goal.</p><p>In Japan’s second fiscal quarter running from July 1 to September 30, Nintendo increased the price for the Switch 2 in the US, Canada, and Japan after an initial price hike in Japan earlier this year. Serkan Toto, CEO of Kantan Games Inc., which tracks and analyzes the Japanese game industry, expected that the price increase would lead to a decrease in sales. Despite the prediction coming true, Nintendo is assuring its investors that it would hit its forecast of 16.5 million units sold by March 31, 2027, the end of Japan’s current fiscal year.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-O6KqBX"></div>                            </div>                            <script src="https://kwizly.com/embed/O6KqBX.js" async=""></script><p>Toto also stated, “Nintendo’s only real blockbuster this fiscal year is the <a href="https://www.tomshardware.com/pc-components/microsd-cards/boost-your-nintendo-switch-2s-storage-for-zelda-ocarina-of-time-with-these-microsd-express-deals-starting-at-usd48-make-room-for-hyrule-with-these-high-speed-cards-that-double-or-triple-your-game-storage">Ocarina of Time</a> remake. It’s not enough to make investors happy, especially after the device is now as expensive as it is.” The remake, set to release tomorrow, disappointed many fans, with its visuals being uncanny and overly photorealistic, instead of being true to the original art style with updated audiovisuals. The game also seems to have limited offerings to expand on the original Ocarina of Time, even missing the more difficult Master Quest mode, which many veterans were looking forward to. Overall, the remake may not generate as much excitement as Nintendo expects, with fans viewing it as more of a reskin than a release worthy of the hype. This could potentially dampen the Switch 2 sales Nintendo was hoping the remake would drive, but we will have to see how well it performs after its release.</p><p>It also doesn’t help that <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-rom-chip-supplier-macronix-quits-to-focus-on-chips-for-ai-data-centers-game-key-cards-may-be-more-available-as-large-game-storage-chips-become-more-expensive"><u>Macronix</u></a>, one of Nintendo’s ROM chip manufacturers, recently stopped ROM chip manufacturing to focus its capacity on high-demand NOR and NAND flash chips for AI data centers, even banking on the memory price hikes for short-term gain. Currently, Nintendo is pressured to release more big games to make the Switch 2 more attractive, with new Pokémon games planned for 2027 — Who knows, maybe Nintendo might cave in and finally accept <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-sues-palworld-developers-pocketpair-for-patent-infringement"><u>Palworld</u></a> onto its platform.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/nintendo/nintendo-switch-2-sales-dropped-by-41-percent-from-last-year-due-to-consoles-price-increase-pressure-to-release-more-big-games-to-make-up-for-shortfall</link>
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                            <![CDATA[ Nintendo's Switch 2 sales decreased by 41% compared to the same time frame last year due to an increase in the console's price. Investors are pressuring Nintendo to release more big games to attract more Switch 2 buyers. ]]>
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                                                                        <pubDate>Thu, 05 Nov 2026 16:27:28 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Nintendo]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Jhet Borja) ]]></author>                    <dc:creator><![CDATA[ Jhet Borja ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/niBNJTDN6c99Ri7HD5zNZ8-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jhet Borja is a writer with various knowledge in his arsenal. As a child, he lived above an electronics repair shop and visited every afternoon and observed how radios and TVs were assembled. In highschool he became his friends and family&amp;#39;s PC builder, consultant, and tech support. Building a PC and playing Counter-Strike all night would be the itinerary for a sleepover. He&amp;#39;s since learned all sorts of things on his own, from CAD and mechanical design, woodworking, classic calligraphy, photography, working on cars, leather craft, and getting an inkjet printer to work. Jhet has previously covered leather articles, but has since transitioned to tech and has written for MakeUseOf and XDA.&lt;/p&gt; ]]></dc:description>
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                                <p>Nintendo Switch 2 sales have dropped 41% in the second fiscal quarter compared to the same quarter last year, as reported by <a href="https://www.cnbc.com/2026/11/05/nintendo-earnings-switch-2-sales.html" target="_blank"><u><em>CNBC</em></u></a> and as predicted by Kantan Games CEO Serkan Toto at the beginning of June, selling only 2.67 million units from July to September. Nintendo is still sticking to its forecast of 16.5 million units sold by the end of the fiscal quarter, but is under pressure from investors to release more big hits to sell more Switch 2 units to hit its goal.</p><p>In Japan’s second fiscal quarter running from July 1 to September 30, Nintendo increased the price for the Switch 2 in the US, Canada, and Japan after an initial price hike in Japan earlier this year. Serkan Toto, CEO of Kantan Games Inc., which tracks and analyzes the Japanese game industry, expected that the price increase would lead to a decrease in sales. Despite the prediction coming true, Nintendo is assuring its investors that it would hit its forecast of 16.5 million units sold by March 31, 2027, the end of Japan’s current fiscal year.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-O6KqBX"></div>                            </div>                            <script src="https://kwizly.com/embed/O6KqBX.js" async=""></script><p>Toto also stated, “Nintendo’s only real blockbuster this fiscal year is the <a href="https://www.tomshardware.com/pc-components/microsd-cards/boost-your-nintendo-switch-2s-storage-for-zelda-ocarina-of-time-with-these-microsd-express-deals-starting-at-usd48-make-room-for-hyrule-with-these-high-speed-cards-that-double-or-triple-your-game-storage">Ocarina of Time</a> remake. It’s not enough to make investors happy, especially after the device is now as expensive as it is.” The remake, set to release tomorrow, disappointed many fans, with its visuals being uncanny and overly photorealistic, instead of being true to the original art style with updated audiovisuals. The game also seems to have limited offerings to expand on the original Ocarina of Time, even missing the more difficult Master Quest mode, which many veterans were looking forward to. Overall, the remake may not generate as much excitement as Nintendo expects, with fans viewing it as more of a reskin than a release worthy of the hype. This could potentially dampen the Switch 2 sales Nintendo was hoping the remake would drive, but we will have to see how well it performs after its release.</p><p>It also doesn’t help that <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-rom-chip-supplier-macronix-quits-to-focus-on-chips-for-ai-data-centers-game-key-cards-may-be-more-available-as-large-game-storage-chips-become-more-expensive"><u>Macronix</u></a>, one of Nintendo’s ROM chip manufacturers, recently stopped ROM chip manufacturing to focus its capacity on high-demand NOR and NAND flash chips for AI data centers, even banking on the memory price hikes for short-term gain. Currently, Nintendo is pressured to release more big games to make the Switch 2 more attractive, with new Pokémon games planned for 2027 — Who knows, maybe Nintendo might cave in and finally accept <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-sues-palworld-developers-pocketpair-for-patent-infringement"><u>Palworld</u></a> onto its platform.</p>
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                                                            <title><![CDATA[ Nintendo ROM chip supplier Macronix quits to focus on chips for AI data centers, reports indicate ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The death of physical games could be getting closer as Macronix, one of Nintendo’s key ROM chip suppliers for Switch and Switch 2 game cartridges, is reportedly shutting down its ROM business to focus on manufacturing NOR and NAND flash chips to supply data centers, multiple reports claim. Storage is already becoming expensive, and Macronix’s move may force Nintendo to increase cartridge prices, produce more Game-Key cards, or lean more towards digital purchases.</p><div  class="fancy-box"><div class="fancy_box-title">Go deeper with TH Premium: Memory</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="xi79WuWDZXzix4Fc7sXNMn" name="hbm-vs" caption="" alt="HBM3E vs HBM4" src="https://cdn.mos.cms.futurecdn.net/xi79WuWDZXzix4Fc7sXNMn-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: SK Hynix)</span></figcaption></figure><p class="fancy-box__body-text"><ul><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/storage/perfect-storm-of-demand-and-supply-driving-up-storage-costs?utm_source=edit-links&amp;utm_medium=boxout&amp;utm_term=memory" target="_blank">AI data centers are swallowing the world's memory and storage supply</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/dram/samsung-debuts-three-next-generation-memory-technologies-for-ai-data-centers-zhbm-znand-o-and-bv-nand-all-rely-on-advanced-wafer-bonding-technologies?utm_source=edit-links&amp;utm_medium=boxout&amp;utm_term=memory">Samsung debuts three next-generation memory technologies for AI data centers</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/ram/the-future-of-dram-from-ddr5-advancements-to-future-ics?utm_source=edit-links&amp;utm_medium=boxout&amp;utm_term=memory" target="_blank">The future of DRAM: From DDR5 to future ICs</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/tech-industry/semiconductors/hbm-roadmaps-for-micron-samsung-and-sk-hynix-to-hbm4-and-beyond?utm_source=edit-links&amp;utm_medium=boxout&amp;utm_term=memory" target="_blank">High-bandwidth memory roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/dram/samsung-sk-hynix-and-micron-face-a-third-dram-price-fixing-lawsuit?utm_source=edit-links&amp;utm_medium=boxout&amp;utm_term=memory" target="_blank">Inside the history of DRAM price-fixing lawsuits</a></li></ul></p></div></div><p>"Nintendo's main memory chip maker is quitting the Switch business," MST Financial David Gibson reports on X. "Macronix, which makes the ROM chips in Switch 1 and Switch 2 game memory cards, is phasing out that business. There will be no new ROM products, and Q3 is the last quarter it reports ROM sales separately.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2117805196130582970"><p lang="en" dir="ltr">1/4 Nintendo's main memory chip maker is quitting the Switch businessMacronix, which makes the ROM chips in Switch 1 and Switch 2 game memory cards, is phasing out that business. There will be no new ROM products, and Q3 is the last quarter it reports ROM sales separately.<a href="https://twitter.com/cantworkitout/status/2117805196130582970">November 4, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>He notes that Macronix ROM sales in Q3 of this year dropped to 5%, compared to last year’s 26%. Furthermore, Gibson says that the NT$37.8 billion capital expenditure is allocated to NOR and NAND Flash, leaving none for ROM as the company shifts its manufacturing capacity to supply AI needs — <a href="https://www.taipeitimes.com/News/biz/archives/2026/10/29/2003866787"><u><em>Taipei Times</em></u></a> corroborated the report, stating, "At the same time, Macronix is gradually phasing out of ROM production, Wu said. It also reports that Macronix’s capital expenditure is split into two phases, the NT$ 22 billion for expanding manufacturing capacity, followed by an additional NT$15.8 billion for NAND flash used in eMMCs and 3D NAND.  </p><p>Gibson expects that Nintendo’s digital margins will grow through more Game-Key Cards or digital-only sales, but as Macronix isn’t the only source of ROM chips, “physical cards will likely carry on for some time.” Gibson further reports that digital margins have been slowly rising, with numbers fluctuating depending on the quarter due to major physical game launches.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2117805226606448772"><p lang="en" dir="ltr">3/4 My view: Macronix isn't Nintendo's only game memory card maker, so physical cards will likely carry on for some time. But at the margin, digital will grow, through more Game-Key Cards (which hold a download key, not the game) and digital-only sales.<a href="https://twitter.com/cantworkitout/status/2117805226606448772">November 4, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>ROHM group companies ROHM Semiconductor and LAPIS Semiconductor still supply ROM chips to Nintendo, so it’s unlikely that Nintendo will eventually go digital-only in the near future like <a href="https://www.tomshardware.com/video-games/playstation/sony-doubles-down-on-axing-physical-game-discs-cfo-reiterates-were-going-to-cautiously-move-this-forward">Sony</a> and<a href="https://www.tomshardware.com/video-games/xbox/xbox-disc-to-digital-feature-rolls-out-to-all-xbox-players-to-enable-playing-disc-free-but-selling-your-media-revokes-access-hybrid-physical-media-plan-lands-as-sony-phases-out-discs-by-2028"> Microsoft</a>’s recent plans. With one less supplier, however, Nintendo may be forced to increase prices on physical games. </p><p>The biggest loser in all of this (besides the gamers), however, may be fabless chip design company MegaChips. Nintendo doesn’t buy ROM chips from Macronix directly; MegaChips designs the ROM chips according to Nintendo’s needs and, having no manufacturing capacity, outsources it to Macronix. <a href="https://www.megachips.co.jp/english/irinfo/files/pdf/all.pdf">MegaChips’ 2022 company report</a> states that Nintendo accounted for 87.8% of its sales, while Macronix accounted for 67.8% of its outsourced manufacturing purchases. The report even states that if Macronix could manufacture ROM chips, “MegaChips’ operating results may be impacted.” The 2022 document further says that there was no sign that the risk would become apparent; however, the risk just became very real, and we’re not aware of MegaChips’ contingency plan to deal with this situation. However, Macronix and MegaChips have likely talked amongst themselves about Macronix’s plans to stop ROM chip manufacturing, and have given MegaChips some time to find another manufacturer before Macronix shuts down the ROM chip business.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/nintendo/nintendo-rom-chip-supplier-macronix-quits-to-focus-on-chips-for-ai-data-centers-game-key-cards-may-be-more-available-as-large-game-storage-chips-become-more-expensive</link>
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                            <![CDATA[ Macronix, one of Nintendo's ROM chip manufacturers, is shutting down the business to reallocate manufacturing for NOR and NAND flash chips that the AI industry demands. ]]>
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                                                                        <pubDate>Wed, 04 Nov 2026 17:10:59 +0000</pubDate>                                                                                                                                <updated>Wed, 04 Nov 2026 17:11:03 +0000</updated>
                                                                                                                                            <category><![CDATA[Nintendo]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Jhet Borja) ]]></author>                    <dc:creator><![CDATA[ Jhet Borja ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/niBNJTDN6c99Ri7HD5zNZ8-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jhet Borja is a writer with various knowledge in his arsenal. As a child, he lived above an electronics repair shop and visited every afternoon and observed how radios and TVs were assembled. In highschool he became his friends and family&amp;#39;s PC builder, consultant, and tech support. Building a PC and playing Counter-Strike all night would be the itinerary for a sleepover. He&amp;#39;s since learned all sorts of things on his own, from CAD and mechanical design, woodworking, classic calligraphy, photography, working on cars, leather craft, and getting an inkjet printer to work. Jhet has previously covered leather articles, but has since transitioned to tech and has written for MakeUseOf and XDA.&lt;/p&gt; ]]></dc:description>
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                                <p>The death of physical games could be getting closer as Macronix, one of Nintendo’s key ROM chip suppliers for Switch and Switch 2 game cartridges, is reportedly shutting down its ROM business to focus on manufacturing NOR and NAND flash chips to supply data centers, multiple reports claim. Storage is already becoming expensive, and Macronix’s move may force Nintendo to increase cartridge prices, produce more Game-Key cards, or lean more towards digital purchases.</p><div  class="fancy-box"><div class="fancy_box-title">Go deeper with TH Premium: Memory</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="xi79WuWDZXzix4Fc7sXNMn" name="hbm-vs" caption="" alt="HBM3E vs HBM4" src="https://cdn.mos.cms.futurecdn.net/xi79WuWDZXzix4Fc7sXNMn-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: SK Hynix)</span></figcaption></figure><p class="fancy-box__body-text"><ul><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/storage/perfect-storm-of-demand-and-supply-driving-up-storage-costs?utm_source=edit-links&amp;utm_medium=boxout&amp;utm_term=memory" target="_blank">AI data centers are swallowing the world's memory and storage supply</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/dram/samsung-debuts-three-next-generation-memory-technologies-for-ai-data-centers-zhbm-znand-o-and-bv-nand-all-rely-on-advanced-wafer-bonding-technologies?utm_source=edit-links&amp;utm_medium=boxout&amp;utm_term=memory">Samsung debuts three next-generation memory technologies for AI data centers</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/ram/the-future-of-dram-from-ddr5-advancements-to-future-ics?utm_source=edit-links&amp;utm_medium=boxout&amp;utm_term=memory" target="_blank">The future of DRAM: From DDR5 to future ICs</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/tech-industry/semiconductors/hbm-roadmaps-for-micron-samsung-and-sk-hynix-to-hbm4-and-beyond?utm_source=edit-links&amp;utm_medium=boxout&amp;utm_term=memory" target="_blank">High-bandwidth memory roadmap</a></li><li><a data-analytics-id="inline-link" href="https://www.tomshardware.com/pc-components/dram/samsung-sk-hynix-and-micron-face-a-third-dram-price-fixing-lawsuit?utm_source=edit-links&amp;utm_medium=boxout&amp;utm_term=memory" target="_blank">Inside the history of DRAM price-fixing lawsuits</a></li></ul></p></div></div><p>"Nintendo's main memory chip maker is quitting the Switch business," MST Financial David Gibson reports on X. "Macronix, which makes the ROM chips in Switch 1 and Switch 2 game memory cards, is phasing out that business. There will be no new ROM products, and Q3 is the last quarter it reports ROM sales separately.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2117805196130582970"><p lang="en" dir="ltr">1/4 Nintendo's main memory chip maker is quitting the Switch businessMacronix, which makes the ROM chips in Switch 1 and Switch 2 game memory cards, is phasing out that business. There will be no new ROM products, and Q3 is the last quarter it reports ROM sales separately.<a href="https://twitter.com/cantworkitout/status/2117805196130582970">November 4, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>He notes that Macronix ROM sales in Q3 of this year dropped to 5%, compared to last year’s 26%. Furthermore, Gibson says that the NT$37.8 billion capital expenditure is allocated to NOR and NAND Flash, leaving none for ROM as the company shifts its manufacturing capacity to supply AI needs — <a href="https://www.taipeitimes.com/News/biz/archives/2026/10/29/2003866787"><u><em>Taipei Times</em></u></a> corroborated the report, stating, "At the same time, Macronix is gradually phasing out of ROM production, Wu said. It also reports that Macronix’s capital expenditure is split into two phases, the NT$ 22 billion for expanding manufacturing capacity, followed by an additional NT$15.8 billion for NAND flash used in eMMCs and 3D NAND.  </p><p>Gibson expects that Nintendo’s digital margins will grow through more Game-Key Cards or digital-only sales, but as Macronix isn’t the only source of ROM chips, “physical cards will likely carry on for some time.” Gibson further reports that digital margins have been slowly rising, with numbers fluctuating depending on the quarter due to major physical game launches.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2117805226606448772"><p lang="en" dir="ltr">3/4 My view: Macronix isn't Nintendo's only game memory card maker, so physical cards will likely carry on for some time. But at the margin, digital will grow, through more Game-Key Cards (which hold a download key, not the game) and digital-only sales.<a href="https://twitter.com/cantworkitout/status/2117805226606448772">November 4, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>ROHM group companies ROHM Semiconductor and LAPIS Semiconductor still supply ROM chips to Nintendo, so it’s unlikely that Nintendo will eventually go digital-only in the near future like <a href="https://www.tomshardware.com/video-games/playstation/sony-doubles-down-on-axing-physical-game-discs-cfo-reiterates-were-going-to-cautiously-move-this-forward">Sony</a> and<a href="https://www.tomshardware.com/video-games/xbox/xbox-disc-to-digital-feature-rolls-out-to-all-xbox-players-to-enable-playing-disc-free-but-selling-your-media-revokes-access-hybrid-physical-media-plan-lands-as-sony-phases-out-discs-by-2028"> Microsoft</a>’s recent plans. With one less supplier, however, Nintendo may be forced to increase prices on physical games. </p><p>The biggest loser in all of this (besides the gamers), however, may be fabless chip design company MegaChips. Nintendo doesn’t buy ROM chips from Macronix directly; MegaChips designs the ROM chips according to Nintendo’s needs and, having no manufacturing capacity, outsources it to Macronix. <a href="https://www.megachips.co.jp/english/irinfo/files/pdf/all.pdf">MegaChips’ 2022 company report</a> states that Nintendo accounted for 87.8% of its sales, while Macronix accounted for 67.8% of its outsourced manufacturing purchases. The report even states that if Macronix could manufacture ROM chips, “MegaChips’ operating results may be impacted.” The 2022 document further says that there was no sign that the risk would become apparent; however, the risk just became very real, and we’re not aware of MegaChips’ contingency plan to deal with this situation. However, Macronix and MegaChips have likely talked amongst themselves about Macronix’s plans to stop ROM chip manufacturing, and have given MegaChips some time to find another manufacturer before Macronix shuts down the ROM chip business.</p>
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                                                            <title><![CDATA[ Engineer creates retro FPGA Game Boy console that can rip your cartridges to an SD card natively ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Joining the retro console revival movement is the <a href="https://www.sgbc.tw/?ref=retrododo.com#console">SGBC</a>, a new console that can play Nintendo Game Boy cartridges natively using an FPGA core. Built by Thomas Sanfourche, a French electronics engineer studying in Taiwan, the SGBC aims to give players a way to preserve and play their games with the full Game Boy experience, including a link port for multiplayer and trading.</p><p>The SGBC uses a Field-Programmable Gate Array (FPGA), a reprogrammable chip that can be configured to replicate the hardware logic of another chip, in this case, the Game Boy’s hardware. It can replicate not just the CPU, but multiple other components of a Game Boy as well, but Sanfourche has yet to specify which of the original Game Boy’s ICs have been consolidated into the FPGA.</p><p>The SGBC doesn’t just replicate the Game Boy as a console; it has plenty of features that retro gamers would appreciate — the most interesting among them being the built-in cartridge ripping function. If you insert your favorite Game Boy cartridge into the SGBC’s slot, you can preserve it by copying the ROM onto the microSD card in the console, digitizing your collection. It also outputs in 1080p 16:9 without stretching, and uses integer scaling to keep the game's pixels aligned with the pixels on your monitor or TV through HDMI. The SGBC also features an SNES controller port and a Game Boy Link port for multiplayer and trading.</p><p>Thomas Sanfourche almost ditched the SGBC entirely; in an interview with French retro gaming YouTuber <a href="https://www.youtube.com/@GyuGyu-qs6ek"><u><em>GyuGyu</em></u></a>, he said he went to Taiwan to study electronics engineering after discovering his strong interest in electronics. He didn’t know the local language and couldn’t enrol without certification, so he gave himself two years but ended up getting the language certification in six months. In his second year, he chose to enrol in the FPGA course after being intrigued by the name, and eventually chose it as the subject of his final-year project — a Game Boy FPGA core.</p><p>Sanfourche said his project was dismissed when he presented it to his professors: “What’s the point of doing this on an FPGA?” he was asked. This discouraged him and stopped him from working on it — until one day he went to a warehouse to buy a PVM monitor and struck up a conversation with a fellow customer who was a retro product seller and very active in the local retro scene. The discussion eventually led to his FPGA core Game Boy project, to which the seller asked, “Why don’t you market it?” The supportive stranger then offered, on the spot, to finance the equipment needed to market it or at least bring the project to life. The financier told Sanfourche he doesn’t want to be a part of the business, but that he wants to resell the product when he releases it, further supporting the project by sharing updates and teasers to local retro enthusiast Facebook groups.</p><p>The SGBC is yet to be released, but the project joins other FPGA consoles by the likes of retro gaming modding YouTuber Taki Udon’s SuperStation One, ModRetro’s M64, and Analogue’s SuperNT+ and MegaSG+. Not only are projects like these reviving the platforms, but they are also giving them modern features and comforts, bringing the question “What if these consoles were built today?” to reality.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/retro-gaming/the-sgbc-is-an-fpga-game-boy-console-that-can-rip-your-cartridges-to-an-sd-card-natively-it-even-has-game-link-cable-support</link>
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                            <![CDATA[ Joining the FPGA console trend is the SGBC, a Game Boy console that natively supports a Game Boy cartridge slot and copying cartridge ROMs to a microSD card. ]]>
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                                                                        <pubDate>Tue, 03 Nov 2026 12:30:00 +0000</pubDate>                                                                                                                                <updated>Tue, 03 Nov 2026 15:01:16 +0000</updated>
                                                                                                                                            <category><![CDATA[Retro Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Jhet Borja) ]]></author>                    <dc:creator><![CDATA[ Jhet Borja ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/niBNJTDN6c99Ri7HD5zNZ8-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jhet Borja is a writer with various knowledge in his arsenal. As a child, he lived above an electronics repair shop and visited every afternoon and observed how radios and TVs were assembled. In highschool he became his friends and family&amp;#39;s PC builder, consultant, and tech support. Building a PC and playing Counter-Strike all night would be the itinerary for a sleepover. He&amp;#39;s since learned all sorts of things on his own, from CAD and mechanical design, woodworking, classic calligraphy, photography, working on cars, leather craft, and getting an inkjet printer to work. Jhet has previously covered leather articles, but has since transitioned to tech and has written for MakeUseOf and XDA.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[SGBC]]></media:credit>
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                                <p>Joining the retro console revival movement is the <a href="https://www.sgbc.tw/?ref=retrododo.com#console">SGBC</a>, a new console that can play Nintendo Game Boy cartridges natively using an FPGA core. Built by Thomas Sanfourche, a French electronics engineer studying in Taiwan, the SGBC aims to give players a way to preserve and play their games with the full Game Boy experience, including a link port for multiplayer and trading.</p><p>The SGBC uses a Field-Programmable Gate Array (FPGA), a reprogrammable chip that can be configured to replicate the hardware logic of another chip, in this case, the Game Boy’s hardware. It can replicate not just the CPU, but multiple other components of a Game Boy as well, but Sanfourche has yet to specify which of the original Game Boy’s ICs have been consolidated into the FPGA.</p><p>The SGBC doesn’t just replicate the Game Boy as a console; it has plenty of features that retro gamers would appreciate — the most interesting among them being the built-in cartridge ripping function. If you insert your favorite Game Boy cartridge into the SGBC’s slot, you can preserve it by copying the ROM onto the microSD card in the console, digitizing your collection. It also outputs in 1080p 16:9 without stretching, and uses integer scaling to keep the game's pixels aligned with the pixels on your monitor or TV through HDMI. The SGBC also features an SNES controller port and a Game Boy Link port for multiplayer and trading.</p><p>Thomas Sanfourche almost ditched the SGBC entirely; in an interview with French retro gaming YouTuber <a href="https://www.youtube.com/@GyuGyu-qs6ek"><u><em>GyuGyu</em></u></a>, he said he went to Taiwan to study electronics engineering after discovering his strong interest in electronics. He didn’t know the local language and couldn’t enrol without certification, so he gave himself two years but ended up getting the language certification in six months. In his second year, he chose to enrol in the FPGA course after being intrigued by the name, and eventually chose it as the subject of his final-year project — a Game Boy FPGA core.</p><p>Sanfourche said his project was dismissed when he presented it to his professors: “What’s the point of doing this on an FPGA?” he was asked. This discouraged him and stopped him from working on it — until one day he went to a warehouse to buy a PVM monitor and struck up a conversation with a fellow customer who was a retro product seller and very active in the local retro scene. The discussion eventually led to his FPGA core Game Boy project, to which the seller asked, “Why don’t you market it?” The supportive stranger then offered, on the spot, to finance the equipment needed to market it or at least bring the project to life. The financier told Sanfourche he doesn’t want to be a part of the business, but that he wants to resell the product when he releases it, further supporting the project by sharing updates and teasers to local retro enthusiast Facebook groups.</p><p>The SGBC is yet to be released, but the project joins other FPGA consoles by the likes of retro gaming modding YouTuber Taki Udon’s SuperStation One, ModRetro’s M64, and Analogue’s SuperNT+ and MegaSG+. Not only are projects like these reviving the platforms, but they are also giving them modern features and comforts, bringing the question “What if these consoles were built today?” to reality.</p>
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                                                            <title><![CDATA[ Sony's final 4K Blu-ray player listed as out of stock in Japan, firm may be preparing to abandon standalone players  ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Sony may be preparing to abandon the standalone 4K Blu-ray players, and the signs are becoming harder to ignore. According to a report by <a href="https://www.forbes.com/sites/johnarcher/2026/10/31/sony-refuses-to-confirm-4k-blu-ray-player-withdrawal/">Forbes</a>, its last remaining model in Japan, the UBP-X700K, was marked as unavailable on October 22, with local retailers reportedly told not to expect another shipment— a development that has raised questions about the future of Sony’s dedicated followers. Sony's U.S. website has also listed the player as ‘out of stock’. </p><p>So, is <a href="https://www.tomshardware.com/search?searchTerm=sony">Sony</a> really done making 4K Blu-ray players? That isn't clear. The company is yet to announce a worldwide withdrawal, and its responses to questions about the reports leave that possibility open. When asked by Forbes whether Sony is leaving the market, its UK operation replied: “This information has not been publicly announced by Sony. We are aware of the recent media reports, but prefer to refrain from commenting on speculation.” </p><p>There is an important difference between what is happening in Japan and what buyers can still find elsewhere. The <a href="https://www.tomshardware.com/tech-industry/sony-japan-marks-last-standalone-4k-blu-ray-player-as-discontinued-playstation-5-now-the-only-blu-ray-player-left-in-sonys-lineup">UBP-X700K</a> remains listed on Sony’s U.S. website, with Best Buy offering it for $329.99 at press time, which means Sony 4K buyers haven’t missed their chance yet. However, Amazon is no longer selling the player directly as a new product. Finding one could be harder if the company decides not to restock. </p><p>This is not the first time Sony has stepped away from physical media. In January 2025, the company <a href="https://www.tomshardware.com/pc-components/storage/after-18-years-blu-ray-media-production-draws-to-a-close-sony-shuts-its-last-factory-in-feb" target="_blank">stopped producing blank recordable Blu-ray discs,</a> later announcing in February that it would also end its production in Japan. In July 2026, Sony announced it would stop producing physical PlayStation game discs from 2028— although it remains unclear if the next PlayStation console will have a disc drive. Notably, the <a href="https://www.tomshardware.com/video-games/playstation/the-ps5-pro-is-surprisingly-efficient-30-percent-performance-uplift-while-operating-at-nearly-the-same-power-draw-as-the-base-ps5">PS5 Pro </a>launched without a built-in disc drive, but customers who want to play physical games can purchase the optional drive separately. </p><p>However, if Sony ultimately leaves the market, buyers will still have alternatives. <a href="https://www.tomshardware.com/pc-components/storage/cancelled-blu-ray-recorder-production-leads-to-flood-of-orders-for-panasonic-after-rivals-exit-market-last-supplier-standing-apologizes-for-delays-as-firm-inundated-with-orders">Panasonic</a> remains the biggest name in dedicated 4K Blu-ray players, although its products are not that cheap. Currently, the Panasonic UB154 lists on Amazon for $289.99, while the UB820 goes for $649.99, a steep climb from its original $499 launch price. The higher-end UN9000 is retailing at $1,299.99 on Walmart. Buyers could also consider gaming consoles such as a disc-equipped PS5, which is listed at $649.99, or the Xbox Series X, priced at $799.99. Both can play 4K Blu-ray movies, but neither supports Dolby Vision when playing discs. </p><p>Sony’s move, if true, would add it to a growing list of manufacturers that have dropped the Blu-ray hardware. In 2018, Oppo stopped producing players while <a href="https://www.soundandvision.com/content/samsung-stops-manufacturing-blu-ray-players-us">Samsung</a> ended plans for new U.S. Blu-ray players a year later. Other companies include <a href="https://www.tomshardware.com/tech-industry/lg-stops-making-blu-ray-players-marking-the-end-of-an-era-limited-units-remain-while-inventory-lasts">LG</a>, which dropped the business in 2024, with French company Reavon halting production in 2025.</p><p>But it's important to note that 4K Blu-ray demand has not collapsed in the same way as the wider physical disc market. <a href="https://www.degonline.org/wp-content/uploads/2026/02/f3_Q42025covernote-with-grid.pdf">Figures</a> laid out by the Digital Entertainment Group show that overall U.S. disc sales declined by roughly 9% in 2025. Spending on 4K discs, however, climbed by 12% over the same period, before climbing another 18% in the second quarter of 2026. That said, for existing Sony owners, there is no reason to panic just yet. A player that works today will continue playing the discs already in a collector’s library — and there is no evidence that Sony plans to push an update that would stop existing players from reading movies. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/playstation/sonys-final-4k-blu-ray-player-listed-as-out-of-stock-in-japan-firm-may-be-preparing-to-abandon-standalone-players-retailers-reportedly-told-not-to-expect-new-stock-of-its-remaining-model</link>
                                                                            <description>
                            <![CDATA[ Sony may be preparing to abandon the standalone 4K Blu-ray player market after retailers in Japan reportedly stopped expecting new shipments of its final remaining model, the UBP-X700K. The company has not confirmed a worldwide withdrawal, and the player remains listed in the U.S. However, Sony's retreat from other physical media products, alongside exits by Oppo, Samsung, LG, and Reavon, raises further questions about the future of dedicated disc players. ]]>
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                                                                        <pubDate>Mon, 02 Nov 2026 11:30:00 +0000</pubDate>                                                                                                                                <updated>Mon, 02 Nov 2026 12:15:51 +0000</updated>
                                                                                                                                            <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Newton Gitonga ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/J7W2ymR6m9nJpuFnKQwsGf-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Newton Gitonga is a journalist who writes about technology, gadgets, AI, and the companies behind them. He has covered product launches, hard drives, processors, AI data centers, and other developments across the tech industry. He also writes about cryptocurrency and financial markets, having spent several years covering the crypto space.&lt;/p&gt;&lt;p&gt;Newton has previously written for Notebookcheck, ZyCrypto and CoinCentral. His work has ranged from reporting on new gadgets and computing hardware to covering major developments in AI, businesses building the technology behind it, stocks and crypto.&lt;/p&gt;&lt;p&gt;He graduated from Kabarak University in 2018 with a law degree but went on to build his career in journalism. He enjoys keeping up with new technology and finding stories that help readers understand what is happening beyond the headlines.&lt;/p&gt; ]]></dc:description>
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                                <p>Sony may be preparing to abandon the standalone 4K Blu-ray players, and the signs are becoming harder to ignore. According to a report by <a href="https://www.forbes.com/sites/johnarcher/2026/10/31/sony-refuses-to-confirm-4k-blu-ray-player-withdrawal/">Forbes</a>, its last remaining model in Japan, the UBP-X700K, was marked as unavailable on October 22, with local retailers reportedly told not to expect another shipment— a development that has raised questions about the future of Sony’s dedicated followers. Sony's U.S. website has also listed the player as ‘out of stock’. </p><p>So, is <a href="https://www.tomshardware.com/search?searchTerm=sony">Sony</a> really done making 4K Blu-ray players? That isn't clear. The company is yet to announce a worldwide withdrawal, and its responses to questions about the reports leave that possibility open. When asked by Forbes whether Sony is leaving the market, its UK operation replied: “This information has not been publicly announced by Sony. We are aware of the recent media reports, but prefer to refrain from commenting on speculation.” </p><p>There is an important difference between what is happening in Japan and what buyers can still find elsewhere. The <a href="https://www.tomshardware.com/tech-industry/sony-japan-marks-last-standalone-4k-blu-ray-player-as-discontinued-playstation-5-now-the-only-blu-ray-player-left-in-sonys-lineup">UBP-X700K</a> remains listed on Sony’s U.S. website, with Best Buy offering it for $329.99 at press time, which means Sony 4K buyers haven’t missed their chance yet. However, Amazon is no longer selling the player directly as a new product. Finding one could be harder if the company decides not to restock. </p><p>This is not the first time Sony has stepped away from physical media. In January 2025, the company <a href="https://www.tomshardware.com/pc-components/storage/after-18-years-blu-ray-media-production-draws-to-a-close-sony-shuts-its-last-factory-in-feb" target="_blank">stopped producing blank recordable Blu-ray discs,</a> later announcing in February that it would also end its production in Japan. In July 2026, Sony announced it would stop producing physical PlayStation game discs from 2028— although it remains unclear if the next PlayStation console will have a disc drive. Notably, the <a href="https://www.tomshardware.com/video-games/playstation/the-ps5-pro-is-surprisingly-efficient-30-percent-performance-uplift-while-operating-at-nearly-the-same-power-draw-as-the-base-ps5">PS5 Pro </a>launched without a built-in disc drive, but customers who want to play physical games can purchase the optional drive separately. </p><p>However, if Sony ultimately leaves the market, buyers will still have alternatives. <a href="https://www.tomshardware.com/pc-components/storage/cancelled-blu-ray-recorder-production-leads-to-flood-of-orders-for-panasonic-after-rivals-exit-market-last-supplier-standing-apologizes-for-delays-as-firm-inundated-with-orders">Panasonic</a> remains the biggest name in dedicated 4K Blu-ray players, although its products are not that cheap. Currently, the Panasonic UB154 lists on Amazon for $289.99, while the UB820 goes for $649.99, a steep climb from its original $499 launch price. The higher-end UN9000 is retailing at $1,299.99 on Walmart. Buyers could also consider gaming consoles such as a disc-equipped PS5, which is listed at $649.99, or the Xbox Series X, priced at $799.99. Both can play 4K Blu-ray movies, but neither supports Dolby Vision when playing discs. </p><p>Sony’s move, if true, would add it to a growing list of manufacturers that have dropped the Blu-ray hardware. In 2018, Oppo stopped producing players while <a href="https://www.soundandvision.com/content/samsung-stops-manufacturing-blu-ray-players-us">Samsung</a> ended plans for new U.S. Blu-ray players a year later. Other companies include <a href="https://www.tomshardware.com/tech-industry/lg-stops-making-blu-ray-players-marking-the-end-of-an-era-limited-units-remain-while-inventory-lasts">LG</a>, which dropped the business in 2024, with French company Reavon halting production in 2025.</p><p>But it's important to note that 4K Blu-ray demand has not collapsed in the same way as the wider physical disc market. <a href="https://www.degonline.org/wp-content/uploads/2026/02/f3_Q42025covernote-with-grid.pdf">Figures</a> laid out by the Digital Entertainment Group show that overall U.S. disc sales declined by roughly 9% in 2025. Spending on 4K discs, however, climbed by 12% over the same period, before climbing another 18% in the second quarter of 2026. That said, for existing Sony owners, there is no reason to panic just yet. A player that works today will continue playing the discs already in a collector’s library — and there is no evidence that Sony plans to push an update that would stop existing players from reading movies. </p>
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                                                            <title><![CDATA[ GOG explores reviving physical PC game releases ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The popular DRM-free game storefront GOG’s business development and partnerships manager, Marcin Paczynski, said in an interview with <a href="https://www.gamesradar.com/games/physical-pc-games-could-make-a-comeback-thanks-to-gog-i-really-hope-that-well-be-able-to-do-it/" target="_blank"><em>GamesRadar+</em></a> that he wants to bring back physical media to PC gaming. GOG still has to deal with logistics and additional publisher permissions to store and sell physical games, but Paczynski hopes to give gamers more consumer freedom through actual real-world tangible physical media.</p><p>The PC was effectively the first platform to ditch physical games, but since <a href="https://www.tomshardware.com/video-games/playstation/sony-doubles-down-on-axing-physical-game-discs-cfo-reiterates-were-going-to-cautiously-move-this-forward" target="_blank">Sony</a> and <a href="https://www.tomshardware.com/video-games/xbox/xbox-disc-to-digital-feature-rolls-out-to-all-xbox-players-to-enable-playing-disc-free-but-selling-your-media-revokes-access-hybrid-physical-media-plan-lands-as-sony-phases-out-discs-by-2028" target="_blank">Microsoft</a>’s recent unpopular plans to stop producing physical games on their consoles, GOG wants to bring the box-fresh experience back to PC gaming and further advocate for game ownership and preservation — on top of the existing GOG Preservation Program's efforts to make old games playable on modern hardware.</p><p>In GamesRadar+’s interview with Marcin Paczynski, the exec said, “Ideally, my dream would be to be able to buy physical versions of those games on GOG. You go to your shelf on GOG, you click on the game that you would like to receive a physical copy of, you order it, and it gets to you. That would be a perfect scenario.”</p><p>Paczynski realizes how complicated this new business is, as it’s something GOG has never done before. It’s never had to keep physical inventory of games or worry about shipping and other logistical problems. Paczynski also says GOG would need “additional approvals” from publishers to sell physical copies of games. Physical copies could also add to this improved experience, especially if they give the gamers more agency over their own games, even potentially reviving the <a href="https://www.tomshardware.com/pc-components/gpus/should-you-buy-a-used-graphics-card" target="_blank">used market</a> where players can swap or buy and sell games among each other.</p><p>Paczynski hasn’t provided details on what physical media the games will be delivered in, but <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" target="_blank">optical disc drives</a> are rare on PCs now, so it’s unlikely the games will come on CDs, DVDs, or <a href="https://www.tomshardware.com/pc-components/storage/blu-ray-hits-20-optical-disc-format-was-introduced-to-the-public-at-ces-2006" target="_blank">Blu-rays</a>. It could be delivered in media still currently accessible by most PCs, such as USB drives, or even <a href="https://www.tomshardware.com/tech-industry/ai-boom-forces-delays-on-transcend-ssds-sd-cards-and-flash-drives-sandisk-and-samsung-short-on-supplying-nand-chips" target="_blank">SD cards</a> packaged like Nintendo Switch cartridges. These could also be an avenue for publishers to provide exclusive physical bonuses like stickers, maps, secrets, lore, and much more. There’s nothing like the tactile experience of opening up a fresh game with that distinct new-game scent and being excited for the extra stuff the games come with to collect and display.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/gog-explores-reviving-physical-pc-game-releases-digital-storefront-needs-publisher-approvals-has-to-figure-out-the-logistics-and-legal-challenges</link>
                                                                            <description>
                            <![CDATA[ GOG wants to sell physical games, in contrast to consoles going digital-only, giving gamers more freedom over their games. However, it still has to figure out logistics and publisher permissions. ]]>
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                                                                        <pubDate>Sun, 01 Nov 2026 18:45:00 +0000</pubDate>                                                                                                                                <updated>Sun, 01 Nov 2026 22:54:06 +0000</updated>
                                                                                                                                            <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Jhet Borja) ]]></author>                    <dc:creator><![CDATA[ Jhet Borja ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/niBNJTDN6c99Ri7HD5zNZ8-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jhet Borja is a writer with various knowledge in his arsenal. As a child, he lived above an electronics repair shop and visited every afternoon and observed how radios and TVs were assembled. In highschool he became his friends and family&amp;#39;s PC builder, consultant, and tech support. Building a PC and playing Counter-Strike all night would be the itinerary for a sleepover. He&amp;#39;s since learned all sorts of things on his own, from CAD and mechanical design, woodworking, classic calligraphy, photography, working on cars, leather craft, and getting an inkjet printer to work. Jhet has previously covered leather articles, but has since transitioned to tech and has written for MakeUseOf and XDA.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[GOG]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[GOG Preservation Program stamp]]></media:description>                                                            <media:text><![CDATA[GOG Preservation Program stamp]]></media:text>
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                            <article>
                                <p>The popular DRM-free game storefront GOG’s business development and partnerships manager, Marcin Paczynski, said in an interview with <a href="https://www.gamesradar.com/games/physical-pc-games-could-make-a-comeback-thanks-to-gog-i-really-hope-that-well-be-able-to-do-it/" target="_blank"><em>GamesRadar+</em></a> that he wants to bring back physical media to PC gaming. GOG still has to deal with logistics and additional publisher permissions to store and sell physical games, but Paczynski hopes to give gamers more consumer freedom through actual real-world tangible physical media.</p><p>The PC was effectively the first platform to ditch physical games, but since <a href="https://www.tomshardware.com/video-games/playstation/sony-doubles-down-on-axing-physical-game-discs-cfo-reiterates-were-going-to-cautiously-move-this-forward" target="_blank">Sony</a> and <a href="https://www.tomshardware.com/video-games/xbox/xbox-disc-to-digital-feature-rolls-out-to-all-xbox-players-to-enable-playing-disc-free-but-selling-your-media-revokes-access-hybrid-physical-media-plan-lands-as-sony-phases-out-discs-by-2028" target="_blank">Microsoft</a>’s recent unpopular plans to stop producing physical games on their consoles, GOG wants to bring the box-fresh experience back to PC gaming and further advocate for game ownership and preservation — on top of the existing GOG Preservation Program's efforts to make old games playable on modern hardware.</p><p>In GamesRadar+’s interview with Marcin Paczynski, the exec said, “Ideally, my dream would be to be able to buy physical versions of those games on GOG. You go to your shelf on GOG, you click on the game that you would like to receive a physical copy of, you order it, and it gets to you. That would be a perfect scenario.”</p><p>Paczynski realizes how complicated this new business is, as it’s something GOG has never done before. It’s never had to keep physical inventory of games or worry about shipping and other logistical problems. Paczynski also says GOG would need “additional approvals” from publishers to sell physical copies of games. Physical copies could also add to this improved experience, especially if they give the gamers more agency over their own games, even potentially reviving the <a href="https://www.tomshardware.com/pc-components/gpus/should-you-buy-a-used-graphics-card" target="_blank">used market</a> where players can swap or buy and sell games among each other.</p><p>Paczynski hasn’t provided details on what physical media the games will be delivered in, but <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" target="_blank">optical disc drives</a> are rare on PCs now, so it’s unlikely the games will come on CDs, DVDs, or <a href="https://www.tomshardware.com/pc-components/storage/blu-ray-hits-20-optical-disc-format-was-introduced-to-the-public-at-ces-2006" target="_blank">Blu-rays</a>. It could be delivered in media still currently accessible by most PCs, such as USB drives, or even <a href="https://www.tomshardware.com/tech-industry/ai-boom-forces-delays-on-transcend-ssds-sd-cards-and-flash-drives-sandisk-and-samsung-short-on-supplying-nand-chips" target="_blank">SD cards</a> packaged like Nintendo Switch cartridges. These could also be an avenue for publishers to provide exclusive physical bonuses like stickers, maps, secrets, lore, and much more. There’s nothing like the tactile experience of opening up a fresh game with that distinct new-game scent and being excited for the extra stuff the games come with to collect and display.</p>
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                                                            <title><![CDATA[ Developer builds a complete Intel 486 PC emulator in a browser  ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Developer Jan de Jager has created a full <a href="https://www.tomshardware.com/video-games/retro-gaming/the-m8sbc-486-is-an-open-source-intel-486-mobo-built-from-scratch-in-under-6-months-the-original-idea-was-to-achieve-linux-and-doom-compatibility-but-it-achieves-far-more-than-that" target="_blank">Intel 486</a> PC system in a browser. On the <a href="https://github.com/jandej/e486-web" target="_blank">e486-web GitHub page</a>, de Jager boasts that the emulator is coded in 100% pure JavaScript. The project’s fuller title is the <em>Retro486 Modular Browser PC</em>. Claude gets a development credit, so we guess you could say e486-web was (partially) <a href="https://www.tomshardware.com/software/operating-systems/ai-vibe-coded-operating-system-is-so-bad-it-cant-even-run-doom-vib-os-cant-connect-to-the-internet-browser-app-is-an-image-viewer" target="_blank">vibe-coded</a>.</p><p>The live demo you can boot with a single click is impressive, with tabs to interact with and configure your browser-based, dependency-free Intel 80486DX2-66 PC in a browser. The first tab is dubbed the <a href="https://www.tomshardware.com/video-games/retro-gaming/ex-sega-engineer-creates-super-realistic-crt-monitor-emulator-incredible-retro-offering-even-includes-tv-screen-tapping-to-fix-picture" target="_blank">CRT monitor</a>, and this is where you will spend the most time using the command line, apps, and games. However, it is also very appealing to be able to adjust your PC configuration in the tabs for Motherboard &amp; Slots, Storage Bay, Custom Card Studio, and System &amp; Diagnostics.</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:1381px;"><p class="vanilla-image-block" style="padding-top:82.91%;"><img id="ttXzpdJeex8CWmBTXFHorN" name="486-freedos" alt="Retro486 Modular Browser PC" src="https://cdn.mos.cms.futurecdn.net/ttXzpdJeex8CWmBTXFHorN-1920-80.jpg" mos="" align="middle" fullscreen="" width="1381" height="1145" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: <a href="https://github.com/jandej">Jan de Jager</a>)</span></figcaption></figure><p>I couldn’t resist taking the e486-web for a spin using the live demo. The CRT monitor screen is totally charming, with various display options including color and scanlines, and tributes to classic CRTs with green phosphor, amber, or paperwhite displays. This is the screen where you will also type <a href="https://www.tomshardware.com/software/operating-systems/oldest-known-version-of-dos-demoed-recently-unearthed-86-dos-taken-for-a-spin-by-retrocomputing-archaeologist" target="_blank">DOS commands</a> and interact with whatever you get to run.</p><p>The next tab in this comprehensive 486 PC system emulator lets you pick a motherboard design and, probably more importantly, add and remove expansion cards. The default system comes with a VLB graphics card, <a href="https://www.tomshardware.com/pc-components/sound-cards/creative-updates-its-sound-blaster-pcie-line-after-5-years-new-usd79-99-audigy-fx-pro-7-1-pitched-as-clear-upgrade-over-standard-onboard-audio" target="_blank">Sound Blaster</a> 16 ISA card, a multi-I/O controller, network card, and more. All the cards seem to be configurable. A Custom Card Studio tab lets you create and test more cards, and it looks quite advanced.</p><p>I spent quite a lot of time in the Storage Bay tab, switching through the OS and software disks inside the “1-Click bundled &amp; Cached Disks” collection. <a href="https://www.tomshardware.com/software/operating-systems/how-to-run-freedos-an-open-source-version-of-dos-on-any-pc" target="_blank">FreeDOS </a>started fine, but I got some errors when I wanted to test some of the games in the library, which includes <em>Doom, Wolfenstein 3D</em>, and more. Though tempted to find and install <a href="https://www.tomshardware.com/video-games/pc-gaming/ea-is-closing-bioware-the-studio-behind-mass-effect-and-dragon-age-after-more-than-30-years-early-development-of-the-next-mass-effect-game-killed" target="_blank"><em>Syndicate</em> </a>on the hard disk that the emulator can create and configure, I didn't get around to it yet. However, the Bullfrog classic is one of the first games I played on an actual 486DX2 system in the 1990s, and I also played it on Amiga. This browser-based emulator features browser persistence, so e486-web settings can be maintained between sessions, and it automatically caches ROMs, <a href="https://www.tomshardware.com/pc-components/storage/cambridge-university-rescues-data-from-old-floppy-disks" target="_blank">floppy images</a>, and custom uploaded .img/.iso files for your convenience. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/JnvQ8BzfvVaXiyC3EVxKxN-1920-80.jpg" alt="Retro486 Modular Browser PC" /><figcaption><small role="credit">Jan de Jager</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/P8kTxZiwZwtDJPaXe2EFzN-1920-80.jpg" alt="Retro486 Modular Browser PC" /><figcaption><small role="credit">Jan de Jager</small></figcaption></figure></figure><p>Another tab in this extensive system emulator is called System &amp; Diagnostics. Here you can switch the CPU to a different model, view the CPU registers, and nose around in RAM, VRAM, storage, BIOS, boot sectors, and so on.</p><p>Currently e486-web is in version 0.1, and the GitHub shows that most files were uploaded/updated about a week ago. Some files are just two days old, though, so hopefully wrinkles are busily being ironed out by de Jager and Claude. The presentation of this no-downloads live emulator, and the conveniently tabbed interface and configuration options, show lots of promise.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/retro-gaming/developer-builds-a-complete-intel-486-pc-emulator-in-a-browser-100-percent-pure-javascript-retro486-includes-modular-tabs-for-screen-motherboard-storage-expansion-cards-and-more</link>
                                                                            <description>
                            <![CDATA[ A developer has created a full Intel 486 PC system, using 100% pure-JavaScript, in a browser. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Sat, 31 Oct 2026 12:40:00 +0000</pubDate>                                                                                                                                <updated>Sat, 31 Oct 2026 15:12:30 +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:credit><![CDATA[Jan de Jager]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Retro486 Modular Browser PC]]></media:description>                                                            <media:text><![CDATA[Retro486 Modular Browser PC]]></media:text>
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                                <p>Developer Jan de Jager has created a full <a href="https://www.tomshardware.com/video-games/retro-gaming/the-m8sbc-486-is-an-open-source-intel-486-mobo-built-from-scratch-in-under-6-months-the-original-idea-was-to-achieve-linux-and-doom-compatibility-but-it-achieves-far-more-than-that" target="_blank">Intel 486</a> PC system in a browser. On the <a href="https://github.com/jandej/e486-web" target="_blank">e486-web GitHub page</a>, de Jager boasts that the emulator is coded in 100% pure JavaScript. The project’s fuller title is the <em>Retro486 Modular Browser PC</em>. Claude gets a development credit, so we guess you could say e486-web was (partially) <a href="https://www.tomshardware.com/software/operating-systems/ai-vibe-coded-operating-system-is-so-bad-it-cant-even-run-doom-vib-os-cant-connect-to-the-internet-browser-app-is-an-image-viewer" target="_blank">vibe-coded</a>.</p><p>The live demo you can boot with a single click is impressive, with tabs to interact with and configure your browser-based, dependency-free Intel 80486DX2-66 PC in a browser. The first tab is dubbed the <a href="https://www.tomshardware.com/video-games/retro-gaming/ex-sega-engineer-creates-super-realistic-crt-monitor-emulator-incredible-retro-offering-even-includes-tv-screen-tapping-to-fix-picture" target="_blank">CRT monitor</a>, and this is where you will spend the most time using the command line, apps, and games. However, it is also very appealing to be able to adjust your PC configuration in the tabs for Motherboard &amp; Slots, Storage Bay, Custom Card Studio, and System &amp; Diagnostics.</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:1381px;"><p class="vanilla-image-block" style="padding-top:82.91%;"><img id="ttXzpdJeex8CWmBTXFHorN" name="486-freedos" alt="Retro486 Modular Browser PC" src="https://cdn.mos.cms.futurecdn.net/ttXzpdJeex8CWmBTXFHorN-1920-80.jpg" mos="" align="middle" fullscreen="" width="1381" height="1145" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: <a href="https://github.com/jandej">Jan de Jager</a>)</span></figcaption></figure><p>I couldn’t resist taking the e486-web for a spin using the live demo. The CRT monitor screen is totally charming, with various display options including color and scanlines, and tributes to classic CRTs with green phosphor, amber, or paperwhite displays. This is the screen where you will also type <a href="https://www.tomshardware.com/software/operating-systems/oldest-known-version-of-dos-demoed-recently-unearthed-86-dos-taken-for-a-spin-by-retrocomputing-archaeologist" target="_blank">DOS commands</a> and interact with whatever you get to run.</p><p>The next tab in this comprehensive 486 PC system emulator lets you pick a motherboard design and, probably more importantly, add and remove expansion cards. The default system comes with a VLB graphics card, <a href="https://www.tomshardware.com/pc-components/sound-cards/creative-updates-its-sound-blaster-pcie-line-after-5-years-new-usd79-99-audigy-fx-pro-7-1-pitched-as-clear-upgrade-over-standard-onboard-audio" target="_blank">Sound Blaster</a> 16 ISA card, a multi-I/O controller, network card, and more. All the cards seem to be configurable. A Custom Card Studio tab lets you create and test more cards, and it looks quite advanced.</p><p>I spent quite a lot of time in the Storage Bay tab, switching through the OS and software disks inside the “1-Click bundled &amp; Cached Disks” collection. <a href="https://www.tomshardware.com/software/operating-systems/how-to-run-freedos-an-open-source-version-of-dos-on-any-pc" target="_blank">FreeDOS </a>started fine, but I got some errors when I wanted to test some of the games in the library, which includes <em>Doom, Wolfenstein 3D</em>, and more. Though tempted to find and install <a href="https://www.tomshardware.com/video-games/pc-gaming/ea-is-closing-bioware-the-studio-behind-mass-effect-and-dragon-age-after-more-than-30-years-early-development-of-the-next-mass-effect-game-killed" target="_blank"><em>Syndicate</em> </a>on the hard disk that the emulator can create and configure, I didn't get around to it yet. However, the Bullfrog classic is one of the first games I played on an actual 486DX2 system in the 1990s, and I also played it on Amiga. This browser-based emulator features browser persistence, so e486-web settings can be maintained between sessions, and it automatically caches ROMs, <a href="https://www.tomshardware.com/pc-components/storage/cambridge-university-rescues-data-from-old-floppy-disks" target="_blank">floppy images</a>, and custom uploaded .img/.iso files for your convenience. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/JnvQ8BzfvVaXiyC3EVxKxN-1920-80.jpg" alt="Retro486 Modular Browser PC" /><figcaption><small role="credit">Jan de Jager</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/P8kTxZiwZwtDJPaXe2EFzN-1920-80.jpg" alt="Retro486 Modular Browser PC" /><figcaption><small role="credit">Jan de Jager</small></figcaption></figure></figure><p>Another tab in this extensive system emulator is called System &amp; Diagnostics. Here you can switch the CPU to a different model, view the CPU registers, and nose around in RAM, VRAM, storage, BIOS, boot sectors, and so on.</p><p>Currently e486-web is in version 0.1, and the GitHub shows that most files were uploaded/updated about a week ago. Some files are just two days old, though, so hopefully wrinkles are busily being ironed out by de Jager and Claude. The presentation of this no-downloads live emulator, and the conveniently tabbed interface and configuration options, show lots of promise.</p>
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                                                            <title><![CDATA[ Why native PC ports of console games are suddenly everywhere ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Over the past weeks and months, it's increasingly commonplace to encounter native PC ports of previously console-exclusive video games, developed <a href="https://www.tomshardware.com/video-games/retro-gaming/mario-kart-wii-recompiled-for-pc-using-ai-with-4k-potential-and-uncapped-frame-rates-first-static-recompilation-of-a-wii-game-supports-over-200-tracks-thanks-to-retro-rewind-compatibility">with the help of frontier AI models</a> and a new tool named Reverse Engineer Anything (REA). With <a href="https://www.tomshardware.com/video-games/retro-gaming/goldeneye-007-for-n64-has-been-100-percent-decompiled-success-of-half-decade-project-opens-up-possibilities-for-complex-mods-and-ports">dozens of titles</a> ported to PC over the past few months, the big questions are: why is this now possible, and what changed? </p><p>The better-known conversions like <em>Super Mario Galaxy</em> and <em>Modern Warfare 2</em> use AI agents, but their handlers mostly still had to interpret results and direct each step of the process. That's now much easier with <a href="https://github.com/morluto/rea">Reverse Engineer Anything</a>. Although it shows up in many conversations, REA doesn't do the heavy lifting by itself. It's actually a mix between a toolkit and agent harness, wiring together previously disparate tools under one ceiling.</p><p>REA analyzes and manages collected information tools: binary analyzers, decompilers, metadata tools, firmware images, database readers, and so on end up linked via agents. Those tools are made available to your AI agent of choice, along with skill files with additional instructions. </p><p>Simplistic as it may sound, it's the glue that once again significantly cuts down the time spent on "chores" that a developer would otherwise have to do while reverse-engineering code, which started with emulating consoles themselves.</p><p>Emulation of video game consoles on PC is nothing new, having emerged in the 90s in the 2D era, and gradually transitioning to 3D consoles such as the PlayStation 1, and Nintendo 64. Throughout the early 2020s, emulators and toolkits evolved at a rapid pace, covering more systems than ever — even <a href="https://en.wikipedia.org/wiki/PlayStation_3">the PlayStation 3</a> and its notorious Cell processor. Physical hardware is taken apart and inspected more easily and at deeper levels than ever, as tools like the Raspberry Pi become cheaper and more powerful. These elements set the stage for the ultimate task: to fully decompile and recompile a game and convert it to run on native PC instructions, rather than relying on software emulation. Only one barrier remained: dedicated development time.</p><p>To reverse-engineer a game, you need dozens of different tools, analyze the game's executable, run it, inspect which files it reads, which calls it makes to the operating system, what memory it allocates, and so on and so forth. This is exceedingly tedious, and yet can't be done half-heartedly: one errant byte is a bug. It's like undoing a machine with a million cogs and keeping track exactly where each one was, its size, and orientation. Modern games grew, too, and can have millions of lines of code. </p><p>But that kind of nitpicky, repetitive work is just what computers excel at — even non-deterministic ones like LLMs. 2026's AI models like <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/openai-claims-gpt-6-astra-is-an-ethereal-alien-mind-with-agi-like-qualities-company-warns-of-alignment-challenges-as-new-frontier-leader-emerges">GPT-6 Astra</a> and Claude 5.5 families are "smarter" in the sense that they follow complicated instructions more closely and can better keep track of their tasks, granting them a higher degree of autonomy. The high token efficiency of <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/frontier-ai-faces-pricing-reckoning-as-token-volume-explodes-25-fold-mid-tier-models-deliver-90-percent-of-flagship-capability-at-one-sixth-the-cost">lower-grade variants like Claude Sonnet</a> also makes them somewhat affordable, if not cheap, to use on a humongous project like taking apart an entire game.</p><p>Given how AI bots can hallucinate and make up strange replies and code, you may wonder how a project of this scale ever gets accomplished. It's simple: your agent hands you decompiled source code, and it compiles it again to see if it matches the original byte-for-byte. Even if they hallucinate, the bots can try over and over until they get it right, and developers can correct them if needed.</p><p>Reverse-engineering needs multiple tools, all with their own technical terms and idiosyncrasies. Whereas before developers had to wrangle them across terminal windows, now you can get your agent to twiddle bits and talk between programs on your behalf, so long as you issue the right orders. They don't have to stop for breaks, either.</p><p>With relatively simple prompts, you can poke around and break down a game or application — provided you have one of the pricier agent subscriptions, or can absorb high token bills, as for example the <em>Modern Warfare 2</em> decomp <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/dev-used-ai-agents-and-more-than-500-billion-tokens-to-rebuild-call-of-duty-modern-warfare-2s-source-code-83-percent-of-the-2009-shooters-functions-now-match-the-original-byte-for-byte">took three months</a> and up to 700 <em>billion</em> tokens to accomplish. Had its developer used REA, he may have cut down on time and tokens both.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/why-native-pc-ports-of-console-games-are-suddenly-everywhere-reverse-engineer-anything-gives-ai-agents-a-unified-toolkit-and-byte-for-byte-checks-keep-hallucinations-in-line</link>
                                                                            <description>
                            <![CDATA[ With dozens of titles unofficially ported to PC over the past few months, the big questions are: why is this now possible, and what changed? ]]>
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                                                                        <pubDate>Wed, 28 Oct 2026 12:00:00 +0000</pubDate>                                                                                                                                <updated>Wed, 28 Oct 2026 17:22:00 +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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                                <p>Over the past weeks and months, it's increasingly commonplace to encounter native PC ports of previously console-exclusive video games, developed <a href="https://www.tomshardware.com/video-games/retro-gaming/mario-kart-wii-recompiled-for-pc-using-ai-with-4k-potential-and-uncapped-frame-rates-first-static-recompilation-of-a-wii-game-supports-over-200-tracks-thanks-to-retro-rewind-compatibility">with the help of frontier AI models</a> and a new tool named Reverse Engineer Anything (REA). With <a href="https://www.tomshardware.com/video-games/retro-gaming/goldeneye-007-for-n64-has-been-100-percent-decompiled-success-of-half-decade-project-opens-up-possibilities-for-complex-mods-and-ports">dozens of titles</a> ported to PC over the past few months, the big questions are: why is this now possible, and what changed? </p><p>The better-known conversions like <em>Super Mario Galaxy</em> and <em>Modern Warfare 2</em> use AI agents, but their handlers mostly still had to interpret results and direct each step of the process. That's now much easier with <a href="https://github.com/morluto/rea">Reverse Engineer Anything</a>. Although it shows up in many conversations, REA doesn't do the heavy lifting by itself. It's actually a mix between a toolkit and agent harness, wiring together previously disparate tools under one ceiling.</p><p>REA analyzes and manages collected information tools: binary analyzers, decompilers, metadata tools, firmware images, database readers, and so on end up linked via agents. Those tools are made available to your AI agent of choice, along with skill files with additional instructions. </p><p>Simplistic as it may sound, it's the glue that once again significantly cuts down the time spent on "chores" that a developer would otherwise have to do while reverse-engineering code, which started with emulating consoles themselves.</p><p>Emulation of video game consoles on PC is nothing new, having emerged in the 90s in the 2D era, and gradually transitioning to 3D consoles such as the PlayStation 1, and Nintendo 64. Throughout the early 2020s, emulators and toolkits evolved at a rapid pace, covering more systems than ever — even <a href="https://en.wikipedia.org/wiki/PlayStation_3">the PlayStation 3</a> and its notorious Cell processor. Physical hardware is taken apart and inspected more easily and at deeper levels than ever, as tools like the Raspberry Pi become cheaper and more powerful. These elements set the stage for the ultimate task: to fully decompile and recompile a game and convert it to run on native PC instructions, rather than relying on software emulation. Only one barrier remained: dedicated development time.</p><p>To reverse-engineer a game, you need dozens of different tools, analyze the game's executable, run it, inspect which files it reads, which calls it makes to the operating system, what memory it allocates, and so on and so forth. This is exceedingly tedious, and yet can't be done half-heartedly: one errant byte is a bug. It's like undoing a machine with a million cogs and keeping track exactly where each one was, its size, and orientation. Modern games grew, too, and can have millions of lines of code. </p><p>But that kind of nitpicky, repetitive work is just what computers excel at — even non-deterministic ones like LLMs. 2026's AI models like <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/openai-claims-gpt-6-astra-is-an-ethereal-alien-mind-with-agi-like-qualities-company-warns-of-alignment-challenges-as-new-frontier-leader-emerges">GPT-6 Astra</a> and Claude 5.5 families are "smarter" in the sense that they follow complicated instructions more closely and can better keep track of their tasks, granting them a higher degree of autonomy. The high token efficiency of <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/frontier-ai-faces-pricing-reckoning-as-token-volume-explodes-25-fold-mid-tier-models-deliver-90-percent-of-flagship-capability-at-one-sixth-the-cost">lower-grade variants like Claude Sonnet</a> also makes them somewhat affordable, if not cheap, to use on a humongous project like taking apart an entire game.</p><p>Given how AI bots can hallucinate and make up strange replies and code, you may wonder how a project of this scale ever gets accomplished. It's simple: your agent hands you decompiled source code, and it compiles it again to see if it matches the original byte-for-byte. Even if they hallucinate, the bots can try over and over until they get it right, and developers can correct them if needed.</p><p>Reverse-engineering needs multiple tools, all with their own technical terms and idiosyncrasies. Whereas before developers had to wrangle them across terminal windows, now you can get your agent to twiddle bits and talk between programs on your behalf, so long as you issue the right orders. They don't have to stop for breaks, either.</p><p>With relatively simple prompts, you can poke around and break down a game or application — provided you have one of the pricier agent subscriptions, or can absorb high token bills, as for example the <em>Modern Warfare 2</em> decomp <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/dev-used-ai-agents-and-more-than-500-billion-tokens-to-rebuild-call-of-duty-modern-warfare-2s-source-code-83-percent-of-the-2009-shooters-functions-now-match-the-original-byte-for-byte">took three months</a> and up to 700 <em>billion</em> tokens to accomplish. Had its developer used REA, he may have cut down on time and tokens both.</p>
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                                                            <title><![CDATA[ Hacker awarded $50k bounty for reporting bug to Sony that allowed PS5 Linux exploit ]]></title>
                                                                                                <dc:content><![CDATA[ <p>A hacker used an AI LLM to find a hypervisor bug that allowed security researchers to <a href="https://www.tomshardware.com/software/linux/ps5-linux-loadr-goes-public-turning-phat-consoles-into-full-linux-pcs">load Linux on PlayStation 5 consoles</a>, subsequently reported it to Sony, and received a $50,000 bug bounty. <a href="https://sea.ign.com/grand-theft-auto-vi-rumored-title/251020/sony-awarded-a-hacker-50000-for-privately-reporting-a-ps5-exploit-he-found-with-ai-now-hes-public-en"><em>IGN</em></a> reports that the person who discovered the flaw, who goes by Jordy on X, shared the award on the social media platform, drawing significant ire. The biggest driver of the criticism, though, is that Jordy agreed to delay the report until after the launch of GTA VI, but moved forward anyway after someone else discovered the flaw, meaning it would be patched prior to the launch of the game, and possibly denying someone else the payday. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2110222993960194422"><p lang="en" dir="ltr">I can at least buy GTA 6 with this I think https://t.co/1iLwrZTbdy<a href="https://twitter.com/cantworkitout/status/2110222993960194422">October 14, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>“I can at least buy GTA 6 with this, I think,” Jordy said on their <a href="https://x.com/couldbeautism/status/2110222993960194422?s=20">X account</a>. One user called Gille replied to their post, saying, “50k in bank but 0 friends left. Worth it?” Another one named Darth Riker commented, “You did not ‘find this bug yourself’. The flow0 (Andy Nguyen) did that. You, however, didn’t. You’re just a lazy s****** who’s no different to those scammers out there,” while Matthew Cramer added, “The worst thing is not the money grab, it’s the fact that the whole point of exploiting PS5 is freedom, ownership, and control. Sony goes against everything we stand for! If Jordy was in need of money, there are hundreds of bug bounty programs with high paydays… or a better job!”</p><p>The <a href="https://github.com/ps5-linux/ps5-linux-loader">ps5-linux-loader</a> GitHub project requires a PS5 Phat, Slim, or Pro running firmware version 3.00 to 13.60 to work as intended. While it’s unclear if Sony had been aware of the flaw that allowed the Linux install on the console before Jordy’s report, it released firmware version 14.20 on Oct. 21, 2026, which patched the flaw. Because the latest games often require the latest firmware on the console before you can install them, the latest update means that users who are experimenting with running Linux on their PlayStation 5 would either have to pick between that and playing GTA VI on launch date. </p><p>Another thing that caught the ire of many jailbreaking fans is Jordy’s use of AI. Despite being a useful tool for <a href="https://www.tomshardware.com/tech-industry/cyber-security/ai-assisted-cybersecurity-team-discovers-12-openssl-vulnerabilities-claims-humans-are-the-limiting-factor-some-vulnerabilities-have-been-around-for-decades">discovering vulnerabilities when used by professionals</a>, it has also overwhelmed several bug bounty programs with AI submissions. This includes Google, which has <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/google-suspends-part-of-the-oss-vrp-bug-bounty-program-due-to-an-influx-of-invalid-ai-submissions-product-vulnerability-submissions-ended-october-1">frozen its program until 2027</a>, and Linus Torvalds, who switched to a public system as the <a href="https://www.tomshardware.com/software/linux/linus-torvalds-says-ai-bug-reports-have-made-the-linux-security-mailing-list-almost-entirely-unmanageable">Linux security mailing list</a> has become “almost entirely unmanageable,” with AI bug hunters finding as many as <a href="https://www.tomshardware.com/software/linux/linux-kernel-nears-2-000-cves-per-release-as-ai-bug-hunters-scour-40-million-lines-of-code-maintainers-say-they-are-completely-overwhelmed">2,000 CVEs per release</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/2099987230479601687"><p lang="en" dir="ltr">I asked them to at least wait for GTA 6 to come out so that people would have the opportunity to legally purchase the game and also enjoy linux. They agreed to wait, but not a day passed and they decided to waste it instead.<a href="https://twitter.com/cantworkitout/status/2099987230479601687">September 15, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>“I am stepping away from the PS5 scene and stopping all my work on PS5 Linux. After pouring my heart and months of my life into it, including plans to finish PS5 Pro support and release in 2027, it’s all down the sink,” Nguyen posted on <a href="https://x.com/theflow0/status/2099987019954831744">X</a>. He also added, “The scene used to be a group of highly talented researchers, but now it is just a bunch of noobs using LLMs and writing hacks they don’t even understand. Slop kiddies found the only hypervisor bug left, which I had also found a while ago, and decided to report to Sony.” </p><p>Jordy told the publication that they agreed with Nguyen to delay the bug report, with the latter asking to only do so after GTA 6 has come out. However, the former admitted to doing it anyway as other researchers using generative AI also found the bug, with Jordy risking losing the $50,000 bounty if somebody else reports the exploit. “I decided I would report it,” Jordy told <em>IGN</em>. “If I and another person can find it with LLM, so can someone else.”</p><p>Sony’s PlayStation 5 has been the <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">focus of hacks, emulators, and jailbreaking</a> recently, especially after the company announced 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">end physical game disc production</a> by January 2028. Despite the <a href="https://www.tomshardware.com/video-games/playstation/playstation-disc-petition-approaches-200000-signatures">pushback against this decision</a>, Sony has <a href="https://www.tomshardware.com/video-games/playstation/sony-doubles-down-on-axing-physical-game-discs-cfo-reiterates-were-going-to-cautiously-move-this-forward">doubled down on its move</a> and even threatened to <a href="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">cut off customer support and take legal action</a> against harassment from disgruntled customers. This, combined with Jordy’s use of AI and X post sharing the $50,000 award, is what drove the ire of many in the PS5 jailbreaking scene.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/playstation/hacker-awarded-usd50k-bounty-for-reporting-bug-to-sony-that-allowed-ps5-linux-exploit-move-sparks-backlash-from-jailbreaking-community</link>
                                                                            <description>
                            <![CDATA[ The hypervisor bug that allowed PS5 users to install Linux on their consoles was patched before the launch of GTA VI, meaning they have to choose between experimenting with Linux and running the game. ]]>
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                                                                        <pubDate>Tue, 27 Oct 2026 13:22:04 +0000</pubDate>                                                                                                                                <updated>Tue, 27 Oct 2026 17:12:01 +0000</updated>
                                                                                                                                            <category><![CDATA[PlayStation]]></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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                                                            <media:credit><![CDATA[Sony]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[PlayStation 5 Pro]]></media:description>                                                            <media:text><![CDATA[PlayStation 5 Pro]]></media:text>
                                <media:title type="plain"><![CDATA[PlayStation 5 Pro]]></media:title>
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                                <p>A hacker used an AI LLM to find a hypervisor bug that allowed security researchers to <a href="https://www.tomshardware.com/software/linux/ps5-linux-loadr-goes-public-turning-phat-consoles-into-full-linux-pcs">load Linux on PlayStation 5 consoles</a>, subsequently reported it to Sony, and received a $50,000 bug bounty. <a href="https://sea.ign.com/grand-theft-auto-vi-rumored-title/251020/sony-awarded-a-hacker-50000-for-privately-reporting-a-ps5-exploit-he-found-with-ai-now-hes-public-en"><em>IGN</em></a> reports that the person who discovered the flaw, who goes by Jordy on X, shared the award on the social media platform, drawing significant ire. The biggest driver of the criticism, though, is that Jordy agreed to delay the report until after the launch of GTA VI, but moved forward anyway after someone else discovered the flaw, meaning it would be patched prior to the launch of the game, and possibly denying someone else the payday. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2110222993960194422"><p lang="en" dir="ltr">I can at least buy GTA 6 with this I think https://t.co/1iLwrZTbdy<a href="https://twitter.com/cantworkitout/status/2110222993960194422">October 14, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>“I can at least buy GTA 6 with this, I think,” Jordy said on their <a href="https://x.com/couldbeautism/status/2110222993960194422?s=20">X account</a>. One user called Gille replied to their post, saying, “50k in bank but 0 friends left. Worth it?” Another one named Darth Riker commented, “You did not ‘find this bug yourself’. The flow0 (Andy Nguyen) did that. You, however, didn’t. You’re just a lazy s****** who’s no different to those scammers out there,” while Matthew Cramer added, “The worst thing is not the money grab, it’s the fact that the whole point of exploiting PS5 is freedom, ownership, and control. Sony goes against everything we stand for! If Jordy was in need of money, there are hundreds of bug bounty programs with high paydays… or a better job!”</p><p>The <a href="https://github.com/ps5-linux/ps5-linux-loader">ps5-linux-loader</a> GitHub project requires a PS5 Phat, Slim, or Pro running firmware version 3.00 to 13.60 to work as intended. While it’s unclear if Sony had been aware of the flaw that allowed the Linux install on the console before Jordy’s report, it released firmware version 14.20 on Oct. 21, 2026, which patched the flaw. Because the latest games often require the latest firmware on the console before you can install them, the latest update means that users who are experimenting with running Linux on their PlayStation 5 would either have to pick between that and playing GTA VI on launch date. </p><p>Another thing that caught the ire of many jailbreaking fans is Jordy’s use of AI. Despite being a useful tool for <a href="https://www.tomshardware.com/tech-industry/cyber-security/ai-assisted-cybersecurity-team-discovers-12-openssl-vulnerabilities-claims-humans-are-the-limiting-factor-some-vulnerabilities-have-been-around-for-decades">discovering vulnerabilities when used by professionals</a>, it has also overwhelmed several bug bounty programs with AI submissions. This includes Google, which has <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/google-suspends-part-of-the-oss-vrp-bug-bounty-program-due-to-an-influx-of-invalid-ai-submissions-product-vulnerability-submissions-ended-october-1">frozen its program until 2027</a>, and Linus Torvalds, who switched to a public system as the <a href="https://www.tomshardware.com/software/linux/linus-torvalds-says-ai-bug-reports-have-made-the-linux-security-mailing-list-almost-entirely-unmanageable">Linux security mailing list</a> has become “almost entirely unmanageable,” with AI bug hunters finding as many as <a href="https://www.tomshardware.com/software/linux/linux-kernel-nears-2-000-cves-per-release-as-ai-bug-hunters-scour-40-million-lines-of-code-maintainers-say-they-are-completely-overwhelmed">2,000 CVEs per release</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/2099987230479601687"><p lang="en" dir="ltr">I asked them to at least wait for GTA 6 to come out so that people would have the opportunity to legally purchase the game and also enjoy linux. They agreed to wait, but not a day passed and they decided to waste it instead.<a href="https://twitter.com/cantworkitout/status/2099987230479601687">September 15, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>“I am stepping away from the PS5 scene and stopping all my work on PS5 Linux. After pouring my heart and months of my life into it, including plans to finish PS5 Pro support and release in 2027, it’s all down the sink,” Nguyen posted on <a href="https://x.com/theflow0/status/2099987019954831744">X</a>. He also added, “The scene used to be a group of highly talented researchers, but now it is just a bunch of noobs using LLMs and writing hacks they don’t even understand. Slop kiddies found the only hypervisor bug left, which I had also found a while ago, and decided to report to Sony.” </p><p>Jordy told the publication that they agreed with Nguyen to delay the bug report, with the latter asking to only do so after GTA 6 has come out. However, the former admitted to doing it anyway as other researchers using generative AI also found the bug, with Jordy risking losing the $50,000 bounty if somebody else reports the exploit. “I decided I would report it,” Jordy told <em>IGN</em>. “If I and another person can find it with LLM, so can someone else.”</p><p>Sony’s PlayStation 5 has been the <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">focus of hacks, emulators, and jailbreaking</a> recently, especially after the company announced 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">end physical game disc production</a> by January 2028. Despite the <a href="https://www.tomshardware.com/video-games/playstation/playstation-disc-petition-approaches-200000-signatures">pushback against this decision</a>, Sony has <a href="https://www.tomshardware.com/video-games/playstation/sony-doubles-down-on-axing-physical-game-discs-cfo-reiterates-were-going-to-cautiously-move-this-forward">doubled down on its move</a> and even threatened to <a href="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">cut off customer support and take legal action</a> against harassment from disgruntled customers. This, combined with Jordy’s use of AI and X post sharing the $50,000 award, is what drove the ire of many in the PS5 jailbreaking scene.</p>
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                                                            <title><![CDATA[ Asus ROG Xbox Ally X20 tested: Same performance, more comfortable, and a glorious OLED screen ]]></title>
                                                                                                <dc:content><![CDATA[ <p>For Asus ROG's 20th birthday, the company released a slew of computer parts (enough <a href="https://www.tomshardware.com/desktops/pc-building/asus-rog-edition-20-gaming-pc-build-a-pretty-powerhouse-pc-that-next-to-no-one-can-afford"><u>for a supremely expensive build</u></a>). But it's not overlooking its more recent entry into gaming handhelds, with the new Asus ROG Xbox Ally X20, a revamped version of the <a href="https://www.tomshardware.com/video-games/console-gaming/asus-rog-xbox-ally-x-review"><u>Asus ROG Xbox Ally X</u></a>, which is already one of the <a href="https://www.tomshardware.com/best-picks/best-gaming-pcs"><u>best handheld gaming PCs</u></a>.</p><p>The $1,299.99 gaming handheld ($2,499.99 if you <a href="https://www.bestbuy.com/product/rog-xbox-ally-x20-bundle-7-4-120hz-oled-gaming-handheld-ryzen-ai-z2-extreme-24gb-ram-1tb-ssd-r1-edition-20/JJGHGST4XY/sku/6686858"><u>get it in a bundle</u></a> with XR glasses, a Pelican case, and a Dbrand Killswitch case) doesn't change performance at all. Instead, it makes some common-sense tweaks to its existing $999.99 handheld, adding TMR joysticks, rubberized grips, a see-through design, a transforming D-pad, and, most importantly, an OLED display.</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="znLuxvrqDtg4E475fyWm4b" name="handheld" alt="Asus ROG Xbox Ally X20" src="https://cdn.mos.cms.futurecdn.net/znLuxvrqDtg4E475fyWm4b-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="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>If you already have an Ally X, this isn't a reason to upgrade. But if you're looking to get into handheld PC gaming and are willing to splurge, the changes here sure are nice.</p><h2 id="design-and-display-on-the-asus-rog-xbox-ally-x20">Design and Display on the Asus ROG Xbox Ally X20</h2><p>If you put the Asus ROG Xbox Ally X20 and the original next to each other, it's impossible not to notice the differences. But still, these are largely the same system, inside and out. They have the same button layout, the same grips, the same screen size, speaker placement, and vents.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/QKzPPrhoKf9kAs8cPdnJPb-1920-80.jpg" alt="Asus ROG Xbox Ally X20" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/THwqq5D6C765ncDNEbCAHb-1920-80.jpg" alt="Asus ROG Xbox Ally X20" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/RK5oe7CuhVUjWD26CnMsBb-1920-80.jpg" alt="Asus ROG Xbox Ally X20" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><p>The most visible difference is that the X20 has a new, transparent plastic case with a black tint, along with gold menu buttons, a gold stripe across the back (rather than silver), and a large "20th Anniversary" ROG badge on the rear. I prefer the original Xbox Ally X's plainer design; the clear plastic looks more like a toy. I also found that it let the status lights shine through the top of the system, just abover the screen, which is distracting.</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="vvjhzmBypQ7fSi5CLzsBEb" name="right-buttons" alt="Asus ROG Xbox Ally X20" src="https://cdn.mos.cms.futurecdn.net/vvjhzmBypQ7fSi5CLzsBEb-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="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>There is one minor change in the menu buttons: where the Ally X had a library button, the Ally X20 has a screenshot button. It's more useful in general, but it's also a great way to accidentally take a screenshot.</p><p>But once I picked up the Ally X20, the original couldn't compare. The chassis feels more substantial, especially with rubberized grips on the back of the prongs. There's a new directional pad, which feels more substantial; it also twists between a 4-way and 8-way pad, though I found switching between these two modes quite awkward. The 8-way D-pad is better for fighting games, while the 4-way with more distinct cardinal directions will make more sense for action-adventure and platform games.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/dNdH8wUZ7keL2R4hx7Rfxa-1920-80.jpg" alt="Asus ROG Xbox Ally X20" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/AsSSNwvrfBoeaJ2od2kvsa-1920-80.jpg" alt="Asus ROG Xbox Ally X20" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><p>The new TMR joysticks, which should show less wear with age, feel tighter. All of this adds up, even though there is no performance difference between the two devices. They share the same AMD Ryzen AI Z2 Extreme chip.</p><p>The other big change is the screen. Both use 1920 x 1080 touchscreens, but the Xbox Ally X20 has a 7.4-inch OLED panel, slightly larger than the original's 7-inch IPS display. While the screen size isn't much of a difference, the narrower top bezel is noticeable.</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:1204px;"><p class="vanilla-image-block" style="padding-top:66.78%;"><img id="5dYmCbGJanZXCNDjw7TERY" name="image001" alt="Asus ROG Xbox Ally X20" src="https://cdn.mos.cms.futurecdn.net/5dYmCbGJanZXCNDjw7TERY-1920-80.png" mos="" align="middle" fullscreen="" width="1204" height="804" 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>And the OLED screen looks great. It's only slightly more vivid on measured color tests. But it's definitely brighter, and it's absolutely an improvement. The OLED screen doesn't measure as well as the OLED screen on the Steam Deck OLED, but in isolation, I thought Asus's panel looked great, and it has a much more recent chip than the Steam Deck.</p><p><em>Forza Horizon 6 </em>looked beautiful, with lush greenery on the sides of tracks and realistic, colorful paint jobs. In <em>God of War: Ragnarok</em>, dark areas with deep blacks made dim light stand out.</p><h2 id="asus-rog-xbox-ally-x20-specifications">Asus ROG Xbox Ally X20 Specifications</h2><div ><table><tbody><tr><td class="firstcol " ><p><strong>Processor</strong></p></td><td  ><p>AMD Ryzen AI Z2 Extreme</p></td></tr><tr><td class="firstcol " ><p><strong>Graphics</strong></p></td><td  ><p>AMD Radeon RDNA 3.5 graphics (16 cores)</p></td></tr><tr><td class="firstcol " ><p><strong>Display</strong></p></td><td  ><p>7.4-inch, 1920 x 1080, OLED touchscreen, 120 Hz</p></td></tr><tr><td class="firstcol " ><p><strong>Memory</strong></p></td><td  ><p>24GB LPDDR5X-8000, soldered</p></td></tr><tr><td class="firstcol " ><p><strong>Storage</strong></p></td><td  ><p>1TB PCIe 4.0 NVMe M.2 2280 SSD</p></td></tr><tr><td class="firstcol " ><p><strong>Networking</strong></p></td><td  ><p>Wi-Fi 6E, Bluetooth 5.4</p></td></tr><tr><td class="firstcol " ><p><strong>Ports</strong></p></td><td  ><p>USB4 Type-C (Thunderbolt 4 compatible), USB 3.2 Gen 2 Type-C, 3.5 mm headphone jack, microSD card reader (UHS-II)</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>80 WHr</p></td></tr><tr><td class="firstcol " ><p><strong>Power Adapter</strong></p></td><td  ><p>65W</p></td></tr><tr><td class="firstcol " ><p><strong>Operating System</strong></p></td><td  ><p>Windows 11 Home</p></td></tr><tr><td class="firstcol " ><p><strong>Dimensions</strong></p></td><td  ><p>11.42 x 4.76 x 1.08 ~ 2.00 inches (29.0 x 12.1 x 2.75 ~ 5.09 cm)</p></td></tr><tr><td class="firstcol " ><p><strong>Price as Configured</strong></p></td><td  ><p>$1,299.99</p></td></tr></tbody></table></div><div data-widget-type="review" data-model-name="asus rog xbox ally x20"></div><h2 id="battery-life-on-the-asus-rog-xbox-ally-x20">Battery Life on the Asus ROG Xbox Ally X20</h2><p>The Ally X20 has the same 80 Whr battery as its predecessor. To get an idea how long you can play a demanding game for, I booted up <em>God of War: Ragnarok, </em>set the screen to 50% brightness, and used the 17W performance mode. With the game running on low settings with AMD FSR 3.1.4 at 720p, the machine had 47% charge left after an hour and 15 minutes of gameplay.</p><p>That suggests that I could have hit about 2.5 hours had I kept going. That's down from about 3 hours on the original Ally, though it's not apples to apples, as I played different games. It's to be expected that an OLED display would use a bit more power, however.</p><h2 id="software-and-warranty-on-the-asus-rog-xbox-ally-x20">Software and Warranty on the Asus ROG Xbox Ally X20</h2><p>The ROG Xbox Ally X20 uses the same Full Screen Experience that the original Xbox Ally X originated. Portions of Windows don't even load unless you switch to desktop mode, which saves RAM and helps boost performance.</p><p>For some features, Asus includes Armoury Crate SE. That's where you can make changes to the lighting around the joysticks, adjust power management (whether in the app or in the Xbox menu), and calibrate your joysticks and triggers.</p><p>Asus sells the ROG Xbox Ally X20 with a 1-year warranty.</p><h2 id="bottom-line">Bottom Line</h2><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="H2rJpNPe5tRppXThpAtL9b" name="hed" alt="Asus ROG Xbox Ally X20" src="https://cdn.mos.cms.futurecdn.net/H2rJpNPe5tRppXThpAtL9b-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="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>The Asus ROG Xbox Ally X20 is the definitive form of Asus' handheld. It feels better in the hands, has joysticks that should last longer, and the OLED display is a noticeable improvement.</p><p>All of that being said, games play the same across the two devices. If you already have an original ROG Ally X, this isn't worth the upgrade. You won't get any more performance, and the IPS screen on the original is still plenty bright and colorful, even if the blacks aren't as good as on an OLED screen.</p><p>If you're buying a new machine, it's a tougher choice. The X20 is $1,299.99 — a $300 increase over the original, which is staying on the market. If this is your sole gaming machine, that may be worthwhile for the improved screen, TMR joysticks, and a slightly more solid build. But it's a lot of money; the original Xbox Ally X will play games the same way for $300 less. Neither will play games <a href="https://www.tomshardware.com/video-games/handheld-gaming/msi-claw-8-ex-ai-plus-review"><u>as well as the Intel Arc G3</u></a>, but the only system with that available right now is $1,799.</p><p>The X20 is worth getting if it's going to be your only gaming PC for a few years. The $1,299.99 price is high for a handheld, but given that the $999.99 version is effectively the best deal in handhelds right now, it makes some sense to invest if you want the best experience.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/handheld-gaming/asus-rog-xbox-ally-x20-tested-same-performance-more-comfortable-and-a-glorious-oled-screen</link>
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                            <![CDATA[ Asus adds an OLED screen, TMR sticks, and more comfortable grips to its AMD-powered gaming handheld. ]]>
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                                                                        <pubDate>Mon, 26 Oct 2026 15:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 26 Oct 2026 15:24:46 +0000</updated>
                                                                                                                                            <category><![CDATA[Handheld Gaming]]></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[Asus ROG Xbox Ally X20]]></media:description>                                                            <media:text><![CDATA[Asus ROG Xbox Ally X20]]></media:text>
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                                <p>For Asus ROG's 20th birthday, the company released a slew of computer parts (enough <a href="https://www.tomshardware.com/desktops/pc-building/asus-rog-edition-20-gaming-pc-build-a-pretty-powerhouse-pc-that-next-to-no-one-can-afford"><u>for a supremely expensive build</u></a>). But it's not overlooking its more recent entry into gaming handhelds, with the new Asus ROG Xbox Ally X20, a revamped version of the <a href="https://www.tomshardware.com/video-games/console-gaming/asus-rog-xbox-ally-x-review"><u>Asus ROG Xbox Ally X</u></a>, which is already one of the <a href="https://www.tomshardware.com/best-picks/best-gaming-pcs"><u>best handheld gaming PCs</u></a>.</p><p>The $1,299.99 gaming handheld ($2,499.99 if you <a href="https://www.bestbuy.com/product/rog-xbox-ally-x20-bundle-7-4-120hz-oled-gaming-handheld-ryzen-ai-z2-extreme-24gb-ram-1tb-ssd-r1-edition-20/JJGHGST4XY/sku/6686858"><u>get it in a bundle</u></a> with XR glasses, a Pelican case, and a Dbrand Killswitch case) doesn't change performance at all. Instead, it makes some common-sense tweaks to its existing $999.99 handheld, adding TMR joysticks, rubberized grips, a see-through design, a transforming D-pad, and, most importantly, an OLED display.</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="znLuxvrqDtg4E475fyWm4b" name="handheld" alt="Asus ROG Xbox Ally X20" src="https://cdn.mos.cms.futurecdn.net/znLuxvrqDtg4E475fyWm4b-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="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>If you already have an Ally X, this isn't a reason to upgrade. But if you're looking to get into handheld PC gaming and are willing to splurge, the changes here sure are nice.</p><h2 id="design-and-display-on-the-asus-rog-xbox-ally-x20">Design and Display on the Asus ROG Xbox Ally X20</h2><p>If you put the Asus ROG Xbox Ally X20 and the original next to each other, it's impossible not to notice the differences. But still, these are largely the same system, inside and out. They have the same button layout, the same grips, the same screen size, speaker placement, and vents.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/QKzPPrhoKf9kAs8cPdnJPb-1920-80.jpg" alt="Asus ROG Xbox Ally X20" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/THwqq5D6C765ncDNEbCAHb-1920-80.jpg" alt="Asus ROG Xbox Ally X20" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/RK5oe7CuhVUjWD26CnMsBb-1920-80.jpg" alt="Asus ROG Xbox Ally X20" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><p>The most visible difference is that the X20 has a new, transparent plastic case with a black tint, along with gold menu buttons, a gold stripe across the back (rather than silver), and a large "20th Anniversary" ROG badge on the rear. I prefer the original Xbox Ally X's plainer design; the clear plastic looks more like a toy. I also found that it let the status lights shine through the top of the system, just abover the screen, which is distracting.</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="vvjhzmBypQ7fSi5CLzsBEb" name="right-buttons" alt="Asus ROG Xbox Ally X20" src="https://cdn.mos.cms.futurecdn.net/vvjhzmBypQ7fSi5CLzsBEb-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="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>There is one minor change in the menu buttons: where the Ally X had a library button, the Ally X20 has a screenshot button. It's more useful in general, but it's also a great way to accidentally take a screenshot.</p><p>But once I picked up the Ally X20, the original couldn't compare. The chassis feels more substantial, especially with rubberized grips on the back of the prongs. There's a new directional pad, which feels more substantial; it also twists between a 4-way and 8-way pad, though I found switching between these two modes quite awkward. The 8-way D-pad is better for fighting games, while the 4-way with more distinct cardinal directions will make more sense for action-adventure and platform games.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/dNdH8wUZ7keL2R4hx7Rfxa-1920-80.jpg" alt="Asus ROG Xbox Ally X20" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/AsSSNwvrfBoeaJ2od2kvsa-1920-80.jpg" alt="Asus ROG Xbox Ally X20" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><p>The new TMR joysticks, which should show less wear with age, feel tighter. All of this adds up, even though there is no performance difference between the two devices. They share the same AMD Ryzen AI Z2 Extreme chip.</p><p>The other big change is the screen. Both use 1920 x 1080 touchscreens, but the Xbox Ally X20 has a 7.4-inch OLED panel, slightly larger than the original's 7-inch IPS display. While the screen size isn't much of a difference, the narrower top bezel is noticeable.</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:1204px;"><p class="vanilla-image-block" style="padding-top:66.78%;"><img id="5dYmCbGJanZXCNDjw7TERY" name="image001" alt="Asus ROG Xbox Ally X20" src="https://cdn.mos.cms.futurecdn.net/5dYmCbGJanZXCNDjw7TERY-1920-80.png" mos="" align="middle" fullscreen="" width="1204" height="804" 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>And the OLED screen looks great. It's only slightly more vivid on measured color tests. But it's definitely brighter, and it's absolutely an improvement. The OLED screen doesn't measure as well as the OLED screen on the Steam Deck OLED, but in isolation, I thought Asus's panel looked great, and it has a much more recent chip than the Steam Deck.</p><p><em>Forza Horizon 6 </em>looked beautiful, with lush greenery on the sides of tracks and realistic, colorful paint jobs. In <em>God of War: Ragnarok</em>, dark areas with deep blacks made dim light stand out.</p><h2 id="asus-rog-xbox-ally-x20-specifications">Asus ROG Xbox Ally X20 Specifications</h2><div ><table><tbody><tr><td class="firstcol " ><p><strong>Processor</strong></p></td><td  ><p>AMD Ryzen AI Z2 Extreme</p></td></tr><tr><td class="firstcol " ><p><strong>Graphics</strong></p></td><td  ><p>AMD Radeon RDNA 3.5 graphics (16 cores)</p></td></tr><tr><td class="firstcol " ><p><strong>Display</strong></p></td><td  ><p>7.4-inch, 1920 x 1080, OLED touchscreen, 120 Hz</p></td></tr><tr><td class="firstcol " ><p><strong>Memory</strong></p></td><td  ><p>24GB LPDDR5X-8000, soldered</p></td></tr><tr><td class="firstcol " ><p><strong>Storage</strong></p></td><td  ><p>1TB PCIe 4.0 NVMe M.2 2280 SSD</p></td></tr><tr><td class="firstcol " ><p><strong>Networking</strong></p></td><td  ><p>Wi-Fi 6E, Bluetooth 5.4</p></td></tr><tr><td class="firstcol " ><p><strong>Ports</strong></p></td><td  ><p>USB4 Type-C (Thunderbolt 4 compatible), USB 3.2 Gen 2 Type-C, 3.5 mm headphone jack, microSD card reader (UHS-II)</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>80 WHr</p></td></tr><tr><td class="firstcol " ><p><strong>Power Adapter</strong></p></td><td  ><p>65W</p></td></tr><tr><td class="firstcol " ><p><strong>Operating System</strong></p></td><td  ><p>Windows 11 Home</p></td></tr><tr><td class="firstcol " ><p><strong>Dimensions</strong></p></td><td  ><p>11.42 x 4.76 x 1.08 ~ 2.00 inches (29.0 x 12.1 x 2.75 ~ 5.09 cm)</p></td></tr><tr><td class="firstcol " ><p><strong>Price as Configured</strong></p></td><td  ><p>$1,299.99</p></td></tr></tbody></table></div><div data-widget-type="review" data-model-name="asus rog xbox ally x20"></div><h2 id="battery-life-on-the-asus-rog-xbox-ally-x20">Battery Life on the Asus ROG Xbox Ally X20</h2><p>The Ally X20 has the same 80 Whr battery as its predecessor. To get an idea how long you can play a demanding game for, I booted up <em>God of War: Ragnarok, </em>set the screen to 50% brightness, and used the 17W performance mode. With the game running on low settings with AMD FSR 3.1.4 at 720p, the machine had 47% charge left after an hour and 15 minutes of gameplay.</p><p>That suggests that I could have hit about 2.5 hours had I kept going. That's down from about 3 hours on the original Ally, though it's not apples to apples, as I played different games. It's to be expected that an OLED display would use a bit more power, however.</p><h2 id="software-and-warranty-on-the-asus-rog-xbox-ally-x20">Software and Warranty on the Asus ROG Xbox Ally X20</h2><p>The ROG Xbox Ally X20 uses the same Full Screen Experience that the original Xbox Ally X originated. Portions of Windows don't even load unless you switch to desktop mode, which saves RAM and helps boost performance.</p><p>For some features, Asus includes Armoury Crate SE. That's where you can make changes to the lighting around the joysticks, adjust power management (whether in the app or in the Xbox menu), and calibrate your joysticks and triggers.</p><p>Asus sells the ROG Xbox Ally X20 with a 1-year warranty.</p><h2 id="bottom-line">Bottom Line</h2><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="H2rJpNPe5tRppXThpAtL9b" name="hed" alt="Asus ROG Xbox Ally X20" src="https://cdn.mos.cms.futurecdn.net/H2rJpNPe5tRppXThpAtL9b-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="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>The Asus ROG Xbox Ally X20 is the definitive form of Asus' handheld. It feels better in the hands, has joysticks that should last longer, and the OLED display is a noticeable improvement.</p><p>All of that being said, games play the same across the two devices. If you already have an original ROG Ally X, this isn't worth the upgrade. You won't get any more performance, and the IPS screen on the original is still plenty bright and colorful, even if the blacks aren't as good as on an OLED screen.</p><p>If you're buying a new machine, it's a tougher choice. The X20 is $1,299.99 — a $300 increase over the original, which is staying on the market. If this is your sole gaming machine, that may be worthwhile for the improved screen, TMR joysticks, and a slightly more solid build. But it's a lot of money; the original Xbox Ally X will play games the same way for $300 less. Neither will play games <a href="https://www.tomshardware.com/video-games/handheld-gaming/msi-claw-8-ex-ai-plus-review"><u>as well as the Intel Arc G3</u></a>, but the only system with that available right now is $1,799.</p><p>The X20 is worth getting if it's going to be your only gaming PC for a few years. The $1,299.99 price is high for a handheld, but given that the $999.99 version is effectively the best deal in handhelds right now, it makes some sense to invest if you want the best experience.</p>
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                                                            <title><![CDATA[ Modder turns NES into a Windows-like desktop with original hardware ]]></title>
                                                                                                <dc:content><![CDATA[ <p>YouTube retro gaming experiment channel Throaty Mumbo created a Windows-like desktop environment on the NES. The project took advantage of the EverDrive N8 Pro, an FPGA-powered NES cartridge that handles the heavy x86 emulation. Throaty Mumbo has made the <a href="https://github.com/ThroatyMumbo/NESPC/tree/main" target="_blank">NESPC</a> project available on GitHub and included firmware for an RP2350 he used to make a USB interface for keyboard, mouse, and MIDI functionality.</p><p>Throaty Mumbo started out with ROMs he found on the internet, trying out a Chinese Windows 98 ROM that didn’t really do much. It had Paint, Windows Explorer, and plenty of things that looked like Windows 98 programs, but none of them were actually functional; only images of what the programs approximately look like. He also tried out a ROM of Linux, a project named NES86 by decrazyo, but it was incredibly slow and unusable, leading him to create his own ROM.</p><p>Since the NES’ 6502 8-bit microprocessor was too slow to emulate x86, Throaty Mumbo used the EverDrive N8 Pro, which has a much more powerful ARM-based Cyclone IV FPGA. It simply goes into the cartridge slot and takes advantage of the NES’ cartridge-side processing, basically making it act similarly to an external graphics card by outsourcing tasks to another processing unit. To run x86, Throaty Mumbo used Next186, an open-source FPGA soft processor core that can make the FPGA execute Intel 80186-compatible instructions as if it were an x86 CPU.</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/o0s7tRcqsOs" allowfullscreen=""></iframe></div></div><p>Throaty Mumbo first showed his NESPC project with a command-line interface, demonstrating how fast you can navigate the environment and run command-line programs like tty-tetris, which didn’t work well at such a low resolution, but he did show a command-line train animation running quite smoothly. He finally showed that he built a whole desktop environment that looked like a very stripped-down version of the Windows 98 ROM earlier. His UI, however, was more functional, serving as a menu replacement for the EverDrive N8 Pro menu ROM, even having a fully playable Minesweeper in the Start menu. The UI also had program icons that served as ways to start game ROMs and access files inside the EverDrive N8 Pro cartridge’s storage.</p><p>Throaty Mumbo wasn’t satisfied, however, as moving a mouse cursor and typing with an NES controller isn’t the best desktop experience, so he tried adapting a Family BASIC keyboard for the Famicom to it using the <a href="https://www.tomshardware.com/video-games/nintendo/old-school-nintendo-console-gets-bluetooth-and-improved-audio-features-with-addon-nes-hub-utilizes-previously-unused-expansion-port"><u>NES expansion slot</u></a> and a breakout board to connect jumper wires to specific pins. It didn’t work very well, with each keystroke outputting multiple letters and symbols; the bulk on the bottom also didn’t allow the NES to sit flat on the desk. </p><p>Throaty Mumbo then thought of using an RP2350 microcontroller with custom firmware so he could connect a USB device into the NES controller ports. This worked much better, even allowing smooth mouse inputs, but it only had one USB port, so it could only take either a keyboard or a mouse. His solution to this was to use a keyboard with a USB hub built into it, which worked great. Throaty Mumbo further experimented with this USB input as a MIDI device, plugging in a USB piano keyboard and playing with a very basic digital audio workstation (DAW), even playing some Mario soundtracks from NSF (Nintendo Sound Format) files.</p><p>To get even more of a retro PC experience, he added his previous 3D-printed NES CD drive project, the NESCD, which plugs into a port on the EverDrive N8 Pro cartridge and the expansion slot, allowing him to play music in the background while playing an NES game at the same time without losing any performance. He then upgraded the NESCD with a Seeed Studio XIAO ESP32 to add WiFi capability, allowing for 4 MB/s download and 90 KB/s upload speeds. Since the internet capabilities are very limited, the NES uses Throaty Mumbo’s laptop as a proxy to fetch the NES’ requests from the internet and simplify them to be more easily displayed on the limited resolution. However, Throaty Mumbo also added an option to connect directly to the internet, which would be a miserable experience.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/retro-gaming/modder-turns-nes-into-a-windows-like-desktop-with-original-hardware-emulates-a-full-retro-experience-with-a-cd-drive-and-slow-internet</link>
                                                                            <description>
                            <![CDATA[ Throaty Mumbo turns his NES into a Windows-like desktop using an FPGA cartridge emulating an old Intel CPU, complete with a CD drive and internet capabilities, all without tearing the NES apart. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Mon, 26 Oct 2026 11:20:00 +0000</pubDate>                                                                                                                                <updated>Mon, 26 Oct 2026 14:18:34 +0000</updated>
                                                                                                                                            <category><![CDATA[Retro Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Jhet Borja) ]]></author>                    <dc:creator><![CDATA[ Jhet Borja ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/niBNJTDN6c99Ri7HD5zNZ8-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jhet Borja is a writer with various knowledge in his arsenal. As a child, he lived above an electronics repair shop and visited every afternoon and observed how radios and TVs were assembled. In highschool he became his friends and family&amp;#39;s PC builder, consultant, and tech support. Building a PC and playing Counter-Strike all night would be the itinerary for a sleepover. He&amp;#39;s since learned all sorts of things on his own, from CAD and mechanical design, woodworking, classic calligraphy, photography, working on cars, leather craft, and getting an inkjet printer to work. Jhet has previously covered leather articles, but has since transitioned to tech and has written for MakeUseOf and XDA.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Throaty Mumbo]]></media:credit>
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                                <p>YouTube retro gaming experiment channel Throaty Mumbo created a Windows-like desktop environment on the NES. The project took advantage of the EverDrive N8 Pro, an FPGA-powered NES cartridge that handles the heavy x86 emulation. Throaty Mumbo has made the <a href="https://github.com/ThroatyMumbo/NESPC/tree/main" target="_blank">NESPC</a> project available on GitHub and included firmware for an RP2350 he used to make a USB interface for keyboard, mouse, and MIDI functionality.</p><p>Throaty Mumbo started out with ROMs he found on the internet, trying out a Chinese Windows 98 ROM that didn’t really do much. It had Paint, Windows Explorer, and plenty of things that looked like Windows 98 programs, but none of them were actually functional; only images of what the programs approximately look like. He also tried out a ROM of Linux, a project named NES86 by decrazyo, but it was incredibly slow and unusable, leading him to create his own ROM.</p><p>Since the NES’ 6502 8-bit microprocessor was too slow to emulate x86, Throaty Mumbo used the EverDrive N8 Pro, which has a much more powerful ARM-based Cyclone IV FPGA. It simply goes into the cartridge slot and takes advantage of the NES’ cartridge-side processing, basically making it act similarly to an external graphics card by outsourcing tasks to another processing unit. To run x86, Throaty Mumbo used Next186, an open-source FPGA soft processor core that can make the FPGA execute Intel 80186-compatible instructions as if it were an x86 CPU.</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/o0s7tRcqsOs" allowfullscreen=""></iframe></div></div><p>Throaty Mumbo first showed his NESPC project with a command-line interface, demonstrating how fast you can navigate the environment and run command-line programs like tty-tetris, which didn’t work well at such a low resolution, but he did show a command-line train animation running quite smoothly. He finally showed that he built a whole desktop environment that looked like a very stripped-down version of the Windows 98 ROM earlier. His UI, however, was more functional, serving as a menu replacement for the EverDrive N8 Pro menu ROM, even having a fully playable Minesweeper in the Start menu. The UI also had program icons that served as ways to start game ROMs and access files inside the EverDrive N8 Pro cartridge’s storage.</p><p>Throaty Mumbo wasn’t satisfied, however, as moving a mouse cursor and typing with an NES controller isn’t the best desktop experience, so he tried adapting a Family BASIC keyboard for the Famicom to it using the <a href="https://www.tomshardware.com/video-games/nintendo/old-school-nintendo-console-gets-bluetooth-and-improved-audio-features-with-addon-nes-hub-utilizes-previously-unused-expansion-port"><u>NES expansion slot</u></a> and a breakout board to connect jumper wires to specific pins. It didn’t work very well, with each keystroke outputting multiple letters and symbols; the bulk on the bottom also didn’t allow the NES to sit flat on the desk. </p><p>Throaty Mumbo then thought of using an RP2350 microcontroller with custom firmware so he could connect a USB device into the NES controller ports. This worked much better, even allowing smooth mouse inputs, but it only had one USB port, so it could only take either a keyboard or a mouse. His solution to this was to use a keyboard with a USB hub built into it, which worked great. Throaty Mumbo further experimented with this USB input as a MIDI device, plugging in a USB piano keyboard and playing with a very basic digital audio workstation (DAW), even playing some Mario soundtracks from NSF (Nintendo Sound Format) files.</p><p>To get even more of a retro PC experience, he added his previous 3D-printed NES CD drive project, the NESCD, which plugs into a port on the EverDrive N8 Pro cartridge and the expansion slot, allowing him to play music in the background while playing an NES game at the same time without losing any performance. He then upgraded the NESCD with a Seeed Studio XIAO ESP32 to add WiFi capability, allowing for 4 MB/s download and 90 KB/s upload speeds. Since the internet capabilities are very limited, the NES uses Throaty Mumbo’s laptop as a proxy to fetch the NES’ requests from the internet and simplify them to be more easily displayed on the limited resolution. However, Throaty Mumbo also added an option to connect directly to the internet, which would be a miserable experience.</p>
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                                                            <title><![CDATA[ Jailbroken PS5s can now run Steam PC games ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Gamers can now experiment with playing their favorite Steam titles on a jailbroken <a href="https://www.tomshardware.com/news/playstation-5-sony-cuts-sales-estimates" target="_blank">PlayStation 5</a>. The game launcher is actually based on the Playden launcher designed for macOS and adapted for the PlayStation, allowing you to sign in with your Steam account and install games from your library directly to the console. Playden for PS5 is a GitHub project that lets you run Steam games on the console, notes <a href="https://videocardz.com/newz/gamers-are-now-playing-steam-games-directly-on-playstation-5-no-streaming-required"><em>VideoCardz</em></a>. When you launch a game on Playden for PS5, it sets a private Windows environment and is run through prospero-win, which is a PS5 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</a>.</p><p>Note that the launcher itself does not run the game — instead it builds a separate PS5 app created for the game that you installed, allowing the Steam title to appear as a separate tile on the console’s home screen. Aside from that, its files, settings, and crashes are isolated from the launcher and other games. There’s also a separate runtime kit that handles Wine for PS5, the required graphics drivers, the Windows environment, and a template app shell for your games. </p><p>While Playden for PS5 successfully launches Steam games, it does not necessarily mean a smooth start-to-end experience for every title. The creator notes that it’s still in the Alpha stage of development, with X user <a href="https://x.com/v7dt1/status/2113678426682867959" target="_blank">v7dt1</a> saying that even though they were able to launch a game, it eventually crashed. On the other hand, u/Cevap shared on the <a href="https://www.reddit.com/r/PS5_Jailbreak/comments/1x53iry/testing_steam_games_on_playden/?embed_host_url=https%3A%2F%2Fvideocardz.com%2Fnewz%2Fgamers-are-now-playing-steam-games-directly-on-playstation-5-no-streaming-required" target="_blank">r/PS5_Jailbreak subreddit</a> that they were able to play <em>Portal </em>through the launcher with no issues, except for the lack of a mouse cursor and the inability to hit ESC to open the options menu. Still, the developer of the launcher lists several compatible games, including <em>American Truck Simulator, Cyberpunk 2077, Doom Eternal, GTA: Vice City, Left 4 Dead 2, Team Fortress 2</em>, and more.</p><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/PS5_Jailbreak/comments/1x53iry/testing_steam_games_on_playden">Testing Steam games on Playden!</a><figcaption><cite> from <a href="https://www.reddit.com/r/PS5_Jailbreak">r/PS5_Jailbreak</a></cite></figcaption></blockquote></figure><script async="" src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script><p>Of course, users need a jailbroken PlayStation 5 if they want to use this launcher. But aside from that, the creator said that using it poses several risks, including the fact that it’s an unofficial Steam client. While there haven’t been any problems with third-party Steam clients, the app notes that Valve does not officially support it and any risk that comes with the use of the launcher “is yours to accept.”</p><p>Sony announced 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" target="_blank">cease physical game disc production by January 2028</a>, which did not sit well among many fans. In fact, a petition against the move has <a href="https://www.tomshardware.com/video-games/playstation/playstation-disc-petition-approaches-200000-signatures" target="_blank">nearly hit 200,000 signatures</a> just a week after the announcement. Alongside that announcement, we started seeing a number of <a href="https://www.tomshardware.com/video-games/playstation/modder-brings-original-xbox-emulation-to-jailbroken-ps5-xpsemu-plays-halo-2-and-forza-as-ps5-emulators-outnumber-its-15-exclusives" target="_blank">jailbreaks</a> and <a href="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" target="_blank">emulators for the PS5</a>, allowing users to take back control of their hardware, likely to the chagrin of Sony executives.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/playstation/jailbroken-ps5s-can-now-run-steam-pc-games-you-can-now-sign-in-with-your-steam-account-and-install-games-from-your-library-directly-to-the-console</link>
                                                                            <description>
                            <![CDATA[ Playden for PS5 creates an app for each Steam game that it downloads, allowing it to appear as a separate tile on the console's home screen. ]]>
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                                                                        <pubDate>Sun, 25 Oct 2026 12:40:11 +0000</pubDate>                                                                                                                                <updated>Sun, 25 Oct 2026 13:38:04 +0000</updated>
                                                                                                                                            <category><![CDATA[PlayStation]]></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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                                                            <media:credit><![CDATA[Sony]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Sony press material showcasing the PS5 Digital Edition and PS5 side by side.]]></media:description>                                                            <media:text><![CDATA[Sony press material showcasing the PS5 Digital Edition and PS5 side by side.]]></media:text>
                                <media:title type="plain"><![CDATA[Sony press material showcasing the PS5 Digital Edition and PS5 side by side.]]></media:title>
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                                <p>Gamers can now experiment with playing their favorite Steam titles on a jailbroken <a href="https://www.tomshardware.com/news/playstation-5-sony-cuts-sales-estimates" target="_blank">PlayStation 5</a>. The game launcher is actually based on the Playden launcher designed for macOS and adapted for the PlayStation, allowing you to sign in with your Steam account and install games from your library directly to the console. Playden for PS5 is a GitHub project that lets you run Steam games on the console, notes <a href="https://videocardz.com/newz/gamers-are-now-playing-steam-games-directly-on-playstation-5-no-streaming-required"><em>VideoCardz</em></a>. When you launch a game on Playden for PS5, it sets a private Windows environment and is run through prospero-win, which is a PS5 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</a>.</p><p>Note that the launcher itself does not run the game — instead it builds a separate PS5 app created for the game that you installed, allowing the Steam title to appear as a separate tile on the console’s home screen. Aside from that, its files, settings, and crashes are isolated from the launcher and other games. There’s also a separate runtime kit that handles Wine for PS5, the required graphics drivers, the Windows environment, and a template app shell for your games. </p><p>While Playden for PS5 successfully launches Steam games, it does not necessarily mean a smooth start-to-end experience for every title. The creator notes that it’s still in the Alpha stage of development, with X user <a href="https://x.com/v7dt1/status/2113678426682867959" target="_blank">v7dt1</a> saying that even though they were able to launch a game, it eventually crashed. On the other hand, u/Cevap shared on the <a href="https://www.reddit.com/r/PS5_Jailbreak/comments/1x53iry/testing_steam_games_on_playden/?embed_host_url=https%3A%2F%2Fvideocardz.com%2Fnewz%2Fgamers-are-now-playing-steam-games-directly-on-playstation-5-no-streaming-required" target="_blank">r/PS5_Jailbreak subreddit</a> that they were able to play <em>Portal </em>through the launcher with no issues, except for the lack of a mouse cursor and the inability to hit ESC to open the options menu. Still, the developer of the launcher lists several compatible games, including <em>American Truck Simulator, Cyberpunk 2077, Doom Eternal, GTA: Vice City, Left 4 Dead 2, Team Fortress 2</em>, and more.</p><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/PS5_Jailbreak/comments/1x53iry/testing_steam_games_on_playden">Testing Steam games on Playden!</a><figcaption><cite> from <a href="https://www.reddit.com/r/PS5_Jailbreak">r/PS5_Jailbreak</a></cite></figcaption></blockquote></figure><script async="" src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script><p>Of course, users need a jailbroken PlayStation 5 if they want to use this launcher. But aside from that, the creator said that using it poses several risks, including the fact that it’s an unofficial Steam client. While there haven’t been any problems with third-party Steam clients, the app notes that Valve does not officially support it and any risk that comes with the use of the launcher “is yours to accept.”</p><p>Sony announced 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" target="_blank">cease physical game disc production by January 2028</a>, which did not sit well among many fans. In fact, a petition against the move has <a href="https://www.tomshardware.com/video-games/playstation/playstation-disc-petition-approaches-200000-signatures" target="_blank">nearly hit 200,000 signatures</a> just a week after the announcement. Alongside that announcement, we started seeing a number of <a href="https://www.tomshardware.com/video-games/playstation/modder-brings-original-xbox-emulation-to-jailbroken-ps5-xpsemu-plays-halo-2-and-forza-as-ps5-emulators-outnumber-its-15-exclusives" target="_blank">jailbreaks</a> and <a href="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" target="_blank">emulators for the PS5</a>, allowing users to take back control of their hardware, likely to the chagrin of Sony executives.</p>
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                                                            <title><![CDATA[ YouTuber escapes the modern AI tech market by recreating his 1996 PC ]]></title>
                                                                                                <dc:content><![CDATA[ <p>These days, it's exceedingly difficult not to be jaded and weary about the tech market. Memory, graphics cards, and now storage are becoming impossible to obtain; there's basically no new consumer hardware being released; and there's AI everywhere. Technology YouTuber TrashBench (TB), too, is tired and was harkening back to the halcyon days when everything was fresh and straightforward — so he went back in time with a retro build.</p><p>More specifically, he recreated a facsimile of the first machine his parents bought him in 1996 when he was a wee lad, to play<a href="https://en.wikipedia.org/wiki/The_Need_for_Speed"> <em>The Need for Speed: Special Edition</em></a><em> </em>— a PC-improved version of the first ever game in the series. According to the man, it was thanks to this machine that he fell in love with computers in general.</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/uYY4_jgWNe4" allowfullscreen=""></iframe></div></div><p>TB kicked things off with an Intel Pentium MMX 200 MHz CPU sitting atop an<a href="https://theretroweb.com/motherboards/s/epox-pronix-ep-p55-bt"> <u>Epox Pronix EP-P55-BT</u></a> motherboard, boasting what was at the time a new, fresh, convenient ZIF (Zero Insertion Force) socket. This motherboard popped up during the RAM transition from SIMM to DIMM, which is why you'll see two slots of each on the top. 32 MB of RAM went right in, a generous amount for the year.</p><p>Funnily enough, the CPU barely needed cooling, which is why a simple 40-mm fan suffices, although anyone who's lived through this era will tell you that those were guaranteed to start whining after just a few months of heavy usage. There is no case cooling, as it's just not needed.</p><p>However, he did need to correctly set the motherboard's jumpers, as such luxuries like automatically detecting CPU speed and voltage were just becoming normal. Yes, this meant that you could burn out a CPU if you played the jumper game wrong.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OLYvbX"></div>                            </div>                            <script src="https://kwizly.com/embed/OLYvbX.js" async=""></script><p>For graphics card duty, he enlisted an S3 Trio32 card, which was pretty, <em>ahem, </em>modest even in the era, and had no 3D rendering capabilities whatsoever. In this era, the now-ubiquitous 3D accelerator cards were just coming into fashion, and he eventually replaced the S3 with a Matrox Mystique 3D, another offering of dubious quality. Yet those were happy days, as <em>any</em> form of 3D acceleration was far better than none.</p><p>Storage comes by way of a<a href="https://theretroweb.com/harddrives/1417"> <u>Western Digital Caviar 22100</u></a> hard drive with a whopping <em>two</em> gigabytes of storage and the uncanny ability to emulate the dulcet tones of a jackhammer. TB eventually swapped it later for a roomier 80 GB unit. Again, due to the idiosyncrasies and constant transitions of the era — hardware doubled in speed and capacity nearly every year — he had to set a jumper to clip it to the likely amounts of either 8.4 GB or 33.4 GB, as the addressing space of BIOSes and disk controllers of the time were limited.</p><p>The build wraps up with an OG Sound Blaster 16 sound card and a CD-ROM drive. After test-driving the machine with <em>Need for Speed</em>, he moved on to <em>Microsoft Flight Simulator 98</em>, which necessitated a joystick. Naturally, he got the much-beloved Quickshot QS-123, a staple in many home PCs, and one that needed replacement in about six months, as its build quality matched its price.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/retro-gaming/exhaustion-with-tech-market-prompts-youtuber-to-remake-their-first-pc-1996-build-fueled-by-nostalgia-and-ai-weariness</link>
                                                                            <description>
                            <![CDATA[ Exhaustion with tech market prompt Youtuber to remake their first PC — 1996 build fueled by nostalgia and AI weariness ]]>
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                                                                        <pubDate>Sat, 24 Oct 2026 10:00:00 +0000</pubDate>                                                                                                                                <updated>Sat, 24 Oct 2026 13:18:12 +0000</updated>
                                                                                                                                            <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[Pentium MMX]]></media:description>                                                            <media:text><![CDATA[Pentium MMX]]></media:text>
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                                <p>These days, it's exceedingly difficult not to be jaded and weary about the tech market. Memory, graphics cards, and now storage are becoming impossible to obtain; there's basically no new consumer hardware being released; and there's AI everywhere. Technology YouTuber TrashBench (TB), too, is tired and was harkening back to the halcyon days when everything was fresh and straightforward — so he went back in time with a retro build.</p><p>More specifically, he recreated a facsimile of the first machine his parents bought him in 1996 when he was a wee lad, to play<a href="https://en.wikipedia.org/wiki/The_Need_for_Speed"> <em>The Need for Speed: Special Edition</em></a><em> </em>— a PC-improved version of the first ever game in the series. According to the man, it was thanks to this machine that he fell in love with computers in general.</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/uYY4_jgWNe4" allowfullscreen=""></iframe></div></div><p>TB kicked things off with an Intel Pentium MMX 200 MHz CPU sitting atop an<a href="https://theretroweb.com/motherboards/s/epox-pronix-ep-p55-bt"> <u>Epox Pronix EP-P55-BT</u></a> motherboard, boasting what was at the time a new, fresh, convenient ZIF (Zero Insertion Force) socket. This motherboard popped up during the RAM transition from SIMM to DIMM, which is why you'll see two slots of each on the top. 32 MB of RAM went right in, a generous amount for the year.</p><p>Funnily enough, the CPU barely needed cooling, which is why a simple 40-mm fan suffices, although anyone who's lived through this era will tell you that those were guaranteed to start whining after just a few months of heavy usage. There is no case cooling, as it's just not needed.</p><p>However, he did need to correctly set the motherboard's jumpers, as such luxuries like automatically detecting CPU speed and voltage were just becoming normal. Yes, this meant that you could burn out a CPU if you played the jumper game wrong.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OLYvbX"></div>                            </div>                            <script src="https://kwizly.com/embed/OLYvbX.js" async=""></script><p>For graphics card duty, he enlisted an S3 Trio32 card, which was pretty, <em>ahem, </em>modest even in the era, and had no 3D rendering capabilities whatsoever. In this era, the now-ubiquitous 3D accelerator cards were just coming into fashion, and he eventually replaced the S3 with a Matrox Mystique 3D, another offering of dubious quality. Yet those were happy days, as <em>any</em> form of 3D acceleration was far better than none.</p><p>Storage comes by way of a<a href="https://theretroweb.com/harddrives/1417"> <u>Western Digital Caviar 22100</u></a> hard drive with a whopping <em>two</em> gigabytes of storage and the uncanny ability to emulate the dulcet tones of a jackhammer. TB eventually swapped it later for a roomier 80 GB unit. Again, due to the idiosyncrasies and constant transitions of the era — hardware doubled in speed and capacity nearly every year — he had to set a jumper to clip it to the likely amounts of either 8.4 GB or 33.4 GB, as the addressing space of BIOSes and disk controllers of the time were limited.</p><p>The build wraps up with an OG Sound Blaster 16 sound card and a CD-ROM drive. After test-driving the machine with <em>Need for Speed</em>, he moved on to <em>Microsoft Flight Simulator 98</em>, which necessitated a joystick. Naturally, he got the much-beloved Quickshot QS-123, a staple in many home PCs, and one that needed replacement in about six months, as its build quality matched its price.</p>
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                                                            <title><![CDATA[ Rare archival footage tours the CompUSA NYC store in November 2000 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>A video purported to be “authentic, original 360p footage captured inside a <a href="https://www.tomshardware.com/news/CompUSA-Opens-New-Retail-Stores,7526.html">CompUSA retail store</a> in New York City” has been shared on YouTube, allowing retro computing fans to step back in time to November 2000. This was the <a href="https://www.tomshardware.com/software/windows/40-years-of-windows-how-windows-xp-changed-everything" target="_blank">Windows Me</a>, Pentium III, and Athlon era, dominated by computers constructed using a lot of translucent plastics and beige boxes already a distant memory. However, computer stores like this bulged with displays and fast-selling stock before internet shopping would start to eat many of these businesses away.</p><p>The video reveals a nostalgic CompUSA, greeted by a wall of <a href="https://www.tomshardware.com/monitors/ancient-crt-monitor-hits-700hz-resolution-compromised-to-just-120p-to-reach-extraordinary-refresh-rate" target="_blank">CRT monitors</a>. The store looks crowded and almost chaotic with peripherals, PCs, and devices - and boxes filling a lot of space in the aisles.</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/1whsc_We7YU" allowfullscreen=""></iframe></div></div><p>The first item is a noteworthy trio of laptops. It looks like three stylish Sony VAIO machines in a line. In the center of this display is probably the most interesting device from the time, which we believe to be a Sony VAIO C1 Series ‘PictureBook’ PCG-C1VN subnotebook. Searches indicate this device was powered by the Transmeta Crusoe TM5600 processor running at 600 MHz, supported by 128MB of SDRAM, and a 12GB HDD. The tiny form factor, weighing in at around 2.2 pounds (1kg), was built around an 8.9-inch TFT display of 1024 x 480 pixels. It also had a dGPU, an <a href="https://www.tomshardware.com/reviews/ati,92-3.html" target="_blank">ATI Rage </a>Mobility with 8MB dedicated VRAM. </p><p>Above this trio of laptops, there's a spec card for one of the larger laptops available in store. Squinting at the 360p video, it appears the unnamed portable has an <a href="https://www.tomshardware.com/reviews/intel-admits-problems-pentium-iii-1,235-3.html" target="_blank">Intel Pentium III</a> 700 MHz CPU, S3 graphics, 128GB of RAM, and a 20GB HDD. </p><p>Next up, the video shows some New Yorkers (or tourists) browsing desktop machines including Compaq Presario PCs, with characteristic translucent accent faceplates – clearly inspired by the iMac. Again, we would expect these came with Celeron/Pentium III processors, or AMD Athlon/Duron chips from that era. Graphics cards in these would typically be Nvidia RIVA TNT2 or <a href="https://www.tomshardware.com/reviews/full-review-nvidia,204.html" target="_blank">GeForce2 MX</a> cards. </p><p>Later on, the video shows a significant amount of store space stacked with boxes for perhaps 100 Compaq Presario desktops. On one box you can see the model number ‘5WV294.’ According to our searches, that model would come with an AMD Athlon 1.0 GHz, 128MB RAM, 30-40GB HDD, an <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" target="_blank">optical drive</a>, and Nvidia GeForce2 MX or S3 Savage4 / ProSavage 3D graphics.</p><p>The video also shows Apple Mac desktops powered up next to matching monitors. Even with Apple’s serious professional desktops, by 2000 the beige era was long gone. A spec card shows that one of the Apple desktops on display is the <a href="https://www.tomshardware.com/tech-industry/apple-made-marketing-gold-from-the-power-mac-g4-supercomputer-export-ban-in-1999-pentagon-banned-sales-of-the-400-mhz-g4-in-50-countries-when-it-launched-and-became-the-first-pc-to-be-classed-as-a-weapon" target="_blank">Power Macintosh G4 Dual 500</a>. Yes, it had twin 500 MHz G4 processors, as well as 256MB memory, a 40GB HDD, a DVD RAM drive, and a 16MB video card, costing an eye-watering $3,500. We previously mentioned the ‘iMac era’ and indeed, an in-store wall of perhaps 50 boxed iMac computers is shown later in the video.</p><p>A 21-inch ViewSonic A110 monitor displaying a demo reel with Apple monitors and Apple Macs is also featured. It is a high-end model, priced at $750. Printers appear in the video too, with various HP models boxed up. The video also shows a shelf of unboxed printers and MFPs on display, and you can see someone pondering over one. Mice, mouse mats, and a Windows Me ‘Take Me Home’ promotional in-store display also catch the cameraman’s eye.</p><p>The video ends with a scene at the checkout, and folks buying sundries and peripherals. The last customer appears to be inquiring about a mail-in rebate for an <a href="https://www.tomshardware.com/peripherals/printers/hp-begins-subscription-plans-for-its-printers-and-ink-up-to-dollar36-per-month-includes-limits-and-cancellation-fees" target="_blank">HP printer</a>. Some things never change. </p><p>CompUSA collapsed due to competition from big box stores, the ascent of online retailers, and various managerial missteps. The store brand saw mass closures and liquidation in 2007/8, with a handful of stores kept alive by Systemax/TigerDirect. The CompUSA retail identity was finally retired in 2012. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/retro-gaming/rare-archival-footage-tours-the-compusa-nyc-store-in-november-2000-soak-up-some-y2k-pentium-iii-athlon-powerpc-windows-me-chunky-laptop-and-bulging-crt-nostalgia-in-glorious-360p</link>
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                            <![CDATA[ Fascinating footage captured inside a busy CompUSA retail store in Y2K lets you relive the PC era when translucent acrylic Presarios and iMacs roamed the Earth. ]]>
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                                                                        <pubDate>Sat, 24 Oct 2026 09:40:00 +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[Scene from CompUSA a quarter century ago]]></media:description>                                                            <media:text><![CDATA[Scene from CompUSA a quarter century ago]]></media:text>
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                                <p>A video purported to be “authentic, original 360p footage captured inside a <a href="https://www.tomshardware.com/news/CompUSA-Opens-New-Retail-Stores,7526.html">CompUSA retail store</a> in New York City” has been shared on YouTube, allowing retro computing fans to step back in time to November 2000. This was the <a href="https://www.tomshardware.com/software/windows/40-years-of-windows-how-windows-xp-changed-everything" target="_blank">Windows Me</a>, Pentium III, and Athlon era, dominated by computers constructed using a lot of translucent plastics and beige boxes already a distant memory. However, computer stores like this bulged with displays and fast-selling stock before internet shopping would start to eat many of these businesses away.</p><p>The video reveals a nostalgic CompUSA, greeted by a wall of <a href="https://www.tomshardware.com/monitors/ancient-crt-monitor-hits-700hz-resolution-compromised-to-just-120p-to-reach-extraordinary-refresh-rate" target="_blank">CRT monitors</a>. The store looks crowded and almost chaotic with peripherals, PCs, and devices - and boxes filling a lot of space in the aisles.</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/1whsc_We7YU" allowfullscreen=""></iframe></div></div><p>The first item is a noteworthy trio of laptops. It looks like three stylish Sony VAIO machines in a line. In the center of this display is probably the most interesting device from the time, which we believe to be a Sony VAIO C1 Series ‘PictureBook’ PCG-C1VN subnotebook. Searches indicate this device was powered by the Transmeta Crusoe TM5600 processor running at 600 MHz, supported by 128MB of SDRAM, and a 12GB HDD. The tiny form factor, weighing in at around 2.2 pounds (1kg), was built around an 8.9-inch TFT display of 1024 x 480 pixels. It also had a dGPU, an <a href="https://www.tomshardware.com/reviews/ati,92-3.html" target="_blank">ATI Rage </a>Mobility with 8MB dedicated VRAM. </p><p>Above this trio of laptops, there's a spec card for one of the larger laptops available in store. Squinting at the 360p video, it appears the unnamed portable has an <a href="https://www.tomshardware.com/reviews/intel-admits-problems-pentium-iii-1,235-3.html" target="_blank">Intel Pentium III</a> 700 MHz CPU, S3 graphics, 128GB of RAM, and a 20GB HDD. </p><p>Next up, the video shows some New Yorkers (or tourists) browsing desktop machines including Compaq Presario PCs, with characteristic translucent accent faceplates – clearly inspired by the iMac. Again, we would expect these came with Celeron/Pentium III processors, or AMD Athlon/Duron chips from that era. Graphics cards in these would typically be Nvidia RIVA TNT2 or <a href="https://www.tomshardware.com/reviews/full-review-nvidia,204.html" target="_blank">GeForce2 MX</a> cards. </p><p>Later on, the video shows a significant amount of store space stacked with boxes for perhaps 100 Compaq Presario desktops. On one box you can see the model number ‘5WV294.’ According to our searches, that model would come with an AMD Athlon 1.0 GHz, 128MB RAM, 30-40GB HDD, an <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" target="_blank">optical drive</a>, and Nvidia GeForce2 MX or S3 Savage4 / ProSavage 3D graphics.</p><p>The video also shows Apple Mac desktops powered up next to matching monitors. Even with Apple’s serious professional desktops, by 2000 the beige era was long gone. A spec card shows that one of the Apple desktops on display is the <a href="https://www.tomshardware.com/tech-industry/apple-made-marketing-gold-from-the-power-mac-g4-supercomputer-export-ban-in-1999-pentagon-banned-sales-of-the-400-mhz-g4-in-50-countries-when-it-launched-and-became-the-first-pc-to-be-classed-as-a-weapon" target="_blank">Power Macintosh G4 Dual 500</a>. Yes, it had twin 500 MHz G4 processors, as well as 256MB memory, a 40GB HDD, a DVD RAM drive, and a 16MB video card, costing an eye-watering $3,500. We previously mentioned the ‘iMac era’ and indeed, an in-store wall of perhaps 50 boxed iMac computers is shown later in the video.</p><p>A 21-inch ViewSonic A110 monitor displaying a demo reel with Apple monitors and Apple Macs is also featured. It is a high-end model, priced at $750. Printers appear in the video too, with various HP models boxed up. The video also shows a shelf of unboxed printers and MFPs on display, and you can see someone pondering over one. Mice, mouse mats, and a Windows Me ‘Take Me Home’ promotional in-store display also catch the cameraman’s eye.</p><p>The video ends with a scene at the checkout, and folks buying sundries and peripherals. The last customer appears to be inquiring about a mail-in rebate for an <a href="https://www.tomshardware.com/peripherals/printers/hp-begins-subscription-plans-for-its-printers-and-ink-up-to-dollar36-per-month-includes-limits-and-cancellation-fees" target="_blank">HP printer</a>. Some things never change. </p><p>CompUSA collapsed due to competition from big box stores, the ascent of online retailers, and various managerial missteps. The store brand saw mass closures and liquidation in 2007/8, with a handful of stores kept alive by Systemax/TigerDirect. The CompUSA retail identity was finally retired in 2012. </p>
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                                                            <title><![CDATA[ Extremely rare and 'previously undocumented' Pokémon Red prototype cartridge surfaces at auction, starting at $25,000 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>A rare, prototype copy of <em>Pokémon Red</em> for the Nintendo Game Boy, originally released back in 1998, is on sale at auction, with a single bid of $25,000 currently registered so far. This prototype, spotted by <a href="https://retrododo.com/a-rare-prototype-cartridge-of-pokemon-red-is-up-for-auction-starting-at-25k/"><em>Retro Dodo</em></a>, is "incredibly rare" and features 32KB of readable data. According to the <a href="https://goldin.co/item/rare-1998-gb-nintendo-game-boy-pokemon-red-version-prototype-cartridge9vugu">Goldin auction page</a>, the cartridge has been authenticated by specialists at PSA, who examined the card. According to them, while a "complete data read" wasn't possible, the first 32KB of data was, a "technically unique" result. The PSA notes, however, that the game data is otherwise "completely identical" to the U.S. release version of the game, with PSA "expressing confidence" that the rest of the data, if it were readable, would match.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/5Umz8MARYPzaLU2AQXfggD-1920-80.jpg" alt="An image of the previously undocumented Pokemon Red development game cartridge, on sale for auction at Goldin" /><figcaption><small role="credit">Goldin</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/JBHUhbPBDDsx7r9eBePusN-1920-80.png" alt="Reverse of a previously undocumented Pokemon Red development game cartidge for the Game Boy, on sale at auction by Goldin" /><figcaption><small role="credit">Goldin</small></figcaption></figure></figure><p>The PSA report does note two changes to the ROM's header data that don't affect the game data. According to PSA, "the difference is at offset 0x014C, which denotes the Mask ROM version and is incorrectly set to 55 when it should be 00. This has the effect of changing offset 0x014D, which is a calculated header checksum, to CB instead of 20."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Xb8nLW"></div>                            </div>                            <script src="https://kwizly.com/embed/Xb8nLW.js" async=""></script><p>This prototype development cartridge has a sticker reading DMB-MBC-16M-FLASH, with a part number DMG-(F)KGDB-01. DMB likely refers to <em>Dot Matrix Game</em>, the original internal codename for the Game Boy, while MBC likely means Memory Bank Controller, a custom chip that allowed games to use more than the Game Boy's 32KB ROM limit. 16M likely refers to a 16 megabit limit of flash-writable memory. <em>Retro Dodo</em> notes that the cartridge is longer than a standard Game Boy cartridge, too. </p><p>The auction notes that this uses a "previously undocumented" development board, although the DMG-(F)KGDB-01 part number has been seen before. The <a href="https://wiki.raregamingdump.ca/index.php/Game_Boy_Developer_Cartridge">Rare Gaming Dump wiki</a>, for instance, lists the same part number for a development cartridge from 2000. It, too, had a 16 megabit Sharp flash chip, with U1 FLASH MEMORY printed on the board. Close-up views from the Goldin auction page show an almost identical design, although the wiki entry shows a slightly different DMG-MBC3-16M-FLASH cartridge sticker.</p><p><em>Pokémon Red </em>is a gaming classic that helped kickstart the global <em>Pokémon </em>franchise in the 1990s, along with <em>Green </em>and <em>Blue</em>. Combined with <em>Blue</em>, <em>Pokémon Red </em>is reported to have sold more than 31 million copies. There are several days left to go on this auction, so while the single bidder may secure this piece of gaming history for $25,000, it may sell for an even higher price before the auction process ends.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/nintendo/extremely-rare-and-previously-undocumented-pokemon-red-prototype-cartridge-surfaces-at-auction-starting-at-usd25-000-nintendo-game-boy-dev-board-from-1998-features-32kb-of-readable-memory-fully-identical-to-the-final-game-release</link>
                                                                            <description>
                            <![CDATA[ A rare prototype cartridge of Pokémon Red for the Nintendo Game Boy is on sale, with one $25,000 bid so far. ]]>
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                                                                        <pubDate>Fri, 23 Oct 2026 09:40:00 +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[An image of somebody playing a Nintendo Game Boy]]></media:description>                                                            <media:text><![CDATA[An image of somebody playing a Nintendo Game Boy]]></media:text>
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                                <p>A rare, prototype copy of <em>Pokémon Red</em> for the Nintendo Game Boy, originally released back in 1998, is on sale at auction, with a single bid of $25,000 currently registered so far. This prototype, spotted by <a href="https://retrododo.com/a-rare-prototype-cartridge-of-pokemon-red-is-up-for-auction-starting-at-25k/"><em>Retro Dodo</em></a>, is "incredibly rare" and features 32KB of readable data. According to the <a href="https://goldin.co/item/rare-1998-gb-nintendo-game-boy-pokemon-red-version-prototype-cartridge9vugu">Goldin auction page</a>, the cartridge has been authenticated by specialists at PSA, who examined the card. According to them, while a "complete data read" wasn't possible, the first 32KB of data was, a "technically unique" result. The PSA notes, however, that the game data is otherwise "completely identical" to the U.S. release version of the game, with PSA "expressing confidence" that the rest of the data, if it were readable, would match.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/5Umz8MARYPzaLU2AQXfggD-1920-80.jpg" alt="An image of the previously undocumented Pokemon Red development game cartridge, on sale for auction at Goldin" /><figcaption><small role="credit">Goldin</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/JBHUhbPBDDsx7r9eBePusN-1920-80.png" alt="Reverse of a previously undocumented Pokemon Red development game cartidge for the Game Boy, on sale at auction by Goldin" /><figcaption><small role="credit">Goldin</small></figcaption></figure></figure><p>The PSA report does note two changes to the ROM's header data that don't affect the game data. According to PSA, "the difference is at offset 0x014C, which denotes the Mask ROM version and is incorrectly set to 55 when it should be 00. This has the effect of changing offset 0x014D, which is a calculated header checksum, to CB instead of 20."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Xb8nLW"></div>                            </div>                            <script src="https://kwizly.com/embed/Xb8nLW.js" async=""></script><p>This prototype development cartridge has a sticker reading DMB-MBC-16M-FLASH, with a part number DMG-(F)KGDB-01. DMB likely refers to <em>Dot Matrix Game</em>, the original internal codename for the Game Boy, while MBC likely means Memory Bank Controller, a custom chip that allowed games to use more than the Game Boy's 32KB ROM limit. 16M likely refers to a 16 megabit limit of flash-writable memory. <em>Retro Dodo</em> notes that the cartridge is longer than a standard Game Boy cartridge, too. </p><p>The auction notes that this uses a "previously undocumented" development board, although the DMG-(F)KGDB-01 part number has been seen before. The <a href="https://wiki.raregamingdump.ca/index.php/Game_Boy_Developer_Cartridge">Rare Gaming Dump wiki</a>, for instance, lists the same part number for a development cartridge from 2000. It, too, had a 16 megabit Sharp flash chip, with U1 FLASH MEMORY printed on the board. Close-up views from the Goldin auction page show an almost identical design, although the wiki entry shows a slightly different DMG-MBC3-16M-FLASH cartridge sticker.</p><p><em>Pokémon Red </em>is a gaming classic that helped kickstart the global <em>Pokémon </em>franchise in the 1990s, along with <em>Green </em>and <em>Blue</em>. Combined with <em>Blue</em>, <em>Pokémon Red </em>is reported to have sold more than 31 million copies. There are several days left to go on this auction, so while the single bidder may secure this piece of gaming history for $25,000, it may sell for an even higher price before the auction process ends.</p>
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                                                            <title><![CDATA[ One easy change makes Microsoft's Surface Laptop Ultra with RTX Spark a better gaming system ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Nvidia's <a href="https://www.tomshardware.com/tablets/microsoft-surface/microsoft-surface-laptop-ultra-rtx-spark-review">RTX Spark</a> platform puts local AI inference and content creation first, but Microsoft's Surface Laptop Ultra really wants to game, too. The vented keyboard keeps the critical WASD keys cool under load by design, the smooth 120Hz screen can get as bright as 2000 nits with HDR games, and the built-in speakers may be the best I've ever heard on a laptop, period. </p><p>There's just one problem: that 3270x2180 screen asks a lot of DLSS upscaling. The computation that DLSS performs doesn't come for free, and the load increases with higher output resolutions. This is especially relevant with the Surface Laptop Ultra's high-density panel, which has just 14% fewer pixels than a 16:9 4K display. </p><p>The Surface's unusual 3:2 aspect ratio (at least compared to the average gaming laptop) also means that scaling content up to fill the screen isn't straightforward in many games. 16:9 and 16:10 content gets stretched vertically, causing obvious distortion of character models and objects like tires. And if you use windowed mode instead, playing in a 16:9 or 16:10 window on a relatively small screen like this quickly tires the eyes. </p><p>The thing is, all this is easy to solve—easy enough, in fact, that I'm surprised I had to do it myself at all. </p><p>Microsoft seems aware that lower 3:2 resolutions are useful for this system, as it put a 1600x1024 custom resolution in the list of display modes that's slightly less than half of native on both axes. But at roughly 1.6 megapixels in total, that image offers less resolution than even a 1920x1080 display does. Scaling up from such a low-res baseline on the Surface screen results in a noticeably soft image even before we dial in DLSS. </p><p>What we really want, for reasons of both performance and adequate sharpness, is a 3:2 resolution that comes close to the 2.07 megapixels that 1920x1080 yields. Some quick math and rounding to whole numbers gives us 1764x1176 as an optimal target. </p><p>With those ideal dimensions in hand, the next step was to create a custom resolution to match. The Nvidia Control Panel doesn't work on Windows on Arm, but we can still use the Nvidia App to set custom resolutions. </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:1980px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="ZfF4UNYUebu8NXBdkycTw7" name="nvidia app" alt="Custom resolution selection in the Nvidia App" src="https://cdn.mos.cms.futurecdn.net/ZfF4UNYUebu8NXBdkycTw7-1920-80.png" mos="" align="middle" fullscreen="1" width="1980" height="1114" attribution="" endorsement="" class="inline expandable" /><a href='https://cdn.mos.cms.futurecdn.net/ZfF4UNYUebu8NXBdkycTw7-1920-80.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>After diving into the System tab and expanding the Display Properties pane, I found the "Customize Resolution" button to open an editor to that end and added 1764x1176 at 120Hz. I then tested it and confirmed that it worked as a supported display mode. (If you want to match the 3.7 MP of 2560x1440, set up a 2352x1568 resolution while you’re at it.)</p><p>If for some reason you don't want non-3:2 content to fit the entire Surface Laptop Ultra screen, there is a Scaling pane in the Nvidia App that lets you control that behavior. The "Aspect Ratio" scaling mode will letterbox 16:9 and 16:10 material if you set the display resolution accordingly. But if you're paying $5899 for this system, I presume you want to use every one of its pricey pixels rather than leaving some of them dark.</p><p>So what does that bit of tweaking buy us compared to our initial gaming results with <a href="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"><em>Control Resonant</em></a>?</p><p>As someone who primarily games on our <a href="https://www.tomshardware.com/pc-components/cpus/amd-ryzen-7-9850x3d-review">Ryzen 7 9800X3D</a> GPU testing system and not a laptop, I wanted to make sure I wasn't setting unreasonable expectations for the Surface Laptop for input latency or CPU performance. So I hauled out an older 17" gaming laptop with a Core i9-11980HK and an RTX 3080 Mobile 16GB inside to get some perspective. </p><p>To level the playing field with the Surface Laptop Ultra and its native support for frame generation, I modded Optiscaler into <em>Control Resonant </em>on that system to enable Intel's Xe Frame Generation and Xe Low Latency features. </p><p>I conducted my testing with <em>Control Resonant'</em>s High raster preset and medium RT preset, which gets you a noticeable boost in image quality thanks in part to <a href="https://www.tomshardware.com/video-games/pc-gaming/dlss-4-5-ray-reconstruction-update-arrives-in-august-for-better-ray-tracing-visuals-broader-training-data-set-and-second-gen-transformer-architecture-combine-for-improved-image-quality">DLSS Ray Reconstruction</a>.</p><div ><table><caption>Control Resonant performance - High raster, Medium RT, DLSS Ultra Performance, FG 2X</caption><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Average FPS</strong></p></td><td  ><p><strong>1% Low FPS</strong></p></td><td  ><p><strong>Average input latency (ms)</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Surface Laptop Ultra - 3270x2180</strong></p></td><td  ><p>63.5</p></td><td  ><p>38.1</p></td><td  ><p>87. 9</p></td></tr></tbody></table></div><p>You can see that with these settings, trying to upscale Control Resonant to the Surface Laptop Ultra's native resolution is too much to ask for a smooth or responsive gaming experience. Even with DLSS Ultra Performance (an input resolution of 1090x727) and 2X frame generation, we only just break 60 FPS, and latency is at an unacceptable 87 ms average. There's no latency budget left to turn up MFG without turning down other image quality settings. </p><div ><table><caption>Control Resonant performance - High raster, Medium RT, DLSS Quality, FG 2X</caption><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Average FPS</strong></p></td><td  ><p><strong>1% Low FPS</strong></p></td><td  ><p><strong>Average input latency (ms)</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Surface Laptop Ultra - 1764x1176</strong></p></td><td  ><p>83.4 </p></td><td  ><p>42.9</p></td><td  ><p>67.8</p></td></tr><tr><td class="firstcol " ><p><strong>RTX 3080 Mobile + 11900HK - 1920x1080 </strong></p></td><td  ><p>87.1</p></td><td  ><p>53</p></td><td  ><p>69</p></td></tr></tbody></table></div><p>With our 1764x1176 custom resolution, however, we're off to a great start with DLSS Quality upscaling (an input resolution of 1176x874). The resulting 83.4 FPS average, 42.9 1% low FPS, and an average input latency of 67.8 ms is a fine experience. We still have room to dial in MFG 3X, leading to a 123 FPS average and 55 FPS 1% lows while keeping latency a reasonable 71 ms. </p><p>The RTX 3080 Mobile system with XeFG and XeLL, meanwhile, turns in an 87.1 FPS average, 53 FPS 1% lows, and a 69 ms average input latency at 1920x1080 with the same image quality settings. Its key advantage is in 1% lows, but that win comes with significant trade-offs. </p><p>Plugged into our Watts Up meter, the RTX 3080 system draws 250 W from the wall to deliver the experience it does, but according to a USB-C power meter, the Surface Laptop Ultra pulls between 110 W and 120 W under load. Silicon has come a long way since Tiger Lake and Ampere. </p><p>The RTX 3080 system and its enormous power adapter together also weigh over nine pounds (4.1 kg). It's technically portable but practically a pain to haul around. The Surface Laptop Ultra and its 140W adapter weigh just 5.3 lb (2.39 kg), which isn't featherweight but won't break your back. </p><p>And the Surface will actually fit on a tray table or your lap, with enough battery life that you can use it through a transcontinental U.S. flight, say, and still have plenty of juice left for either side of the trip. </p><p>So at least in <em>Control Resonant</em>, the Surface Laptop Ultra is delivering largely the same gaming experience as that high-end RTX 3080 Mobile system, but in a much smaller and lighter total package that draws less than half the wall power. And if you want to stretch frame rates further with MFG 3X, the Surface has MFG support that the older system doesn't. Just add in the 1764x1176 intermediate resolution that Microsoft forgot, and you’ll be well on your way to a better gaming experience. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/one-easy-change-makes-microsofts-surface-laptop-ultra-with-rtx-spark-a-better-gaming-system-custom-resolutions-make-dlss-easier-on-the-device</link>
                                                                            <description>
                            <![CDATA[ Microsoft's Surface Laptop Ultra with RTX Spark might not be a gaming laptop first and foremost, but it certainly wants to game. We found that creating a custom 1920x1080-equivalent resolution for its 3:2 screen, missing from its out-of-the-box config, makes for a better experience. ]]>
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                                                                        <pubDate>Thu, 22 Oct 2026 13:30:00 +0000</pubDate>                                                                                                                                                                                                                                <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[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A large gaming laptop next to a smaller, thinner creator laptop]]></media:description>                                                            <media:text><![CDATA[A large gaming laptop next to a smaller, thinner creator laptop]]></media:text>
                                <media:title type="plain"><![CDATA[A large gaming laptop next to a smaller, thinner creator laptop]]></media:title>
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                                <p>Nvidia's <a href="https://www.tomshardware.com/tablets/microsoft-surface/microsoft-surface-laptop-ultra-rtx-spark-review">RTX Spark</a> platform puts local AI inference and content creation first, but Microsoft's Surface Laptop Ultra really wants to game, too. The vented keyboard keeps the critical WASD keys cool under load by design, the smooth 120Hz screen can get as bright as 2000 nits with HDR games, and the built-in speakers may be the best I've ever heard on a laptop, period. </p><p>There's just one problem: that 3270x2180 screen asks a lot of DLSS upscaling. The computation that DLSS performs doesn't come for free, and the load increases with higher output resolutions. This is especially relevant with the Surface Laptop Ultra's high-density panel, which has just 14% fewer pixels than a 16:9 4K display. </p><p>The Surface's unusual 3:2 aspect ratio (at least compared to the average gaming laptop) also means that scaling content up to fill the screen isn't straightforward in many games. 16:9 and 16:10 content gets stretched vertically, causing obvious distortion of character models and objects like tires. And if you use windowed mode instead, playing in a 16:9 or 16:10 window on a relatively small screen like this quickly tires the eyes. </p><p>The thing is, all this is easy to solve—easy enough, in fact, that I'm surprised I had to do it myself at all. </p><p>Microsoft seems aware that lower 3:2 resolutions are useful for this system, as it put a 1600x1024 custom resolution in the list of display modes that's slightly less than half of native on both axes. But at roughly 1.6 megapixels in total, that image offers less resolution than even a 1920x1080 display does. Scaling up from such a low-res baseline on the Surface screen results in a noticeably soft image even before we dial in DLSS. </p><p>What we really want, for reasons of both performance and adequate sharpness, is a 3:2 resolution that comes close to the 2.07 megapixels that 1920x1080 yields. Some quick math and rounding to whole numbers gives us 1764x1176 as an optimal target. </p><p>With those ideal dimensions in hand, the next step was to create a custom resolution to match. The Nvidia Control Panel doesn't work on Windows on Arm, but we can still use the Nvidia App to set custom resolutions. </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:1980px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="ZfF4UNYUebu8NXBdkycTw7" name="nvidia app" alt="Custom resolution selection in the Nvidia App" src="https://cdn.mos.cms.futurecdn.net/ZfF4UNYUebu8NXBdkycTw7-1920-80.png" mos="" align="middle" fullscreen="1" width="1980" height="1114" attribution="" endorsement="" class="inline expandable" /><a href='https://cdn.mos.cms.futurecdn.net/ZfF4UNYUebu8NXBdkycTw7-1920-80.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>After diving into the System tab and expanding the Display Properties pane, I found the "Customize Resolution" button to open an editor to that end and added 1764x1176 at 120Hz. I then tested it and confirmed that it worked as a supported display mode. (If you want to match the 3.7 MP of 2560x1440, set up a 2352x1568 resolution while you’re at it.)</p><p>If for some reason you don't want non-3:2 content to fit the entire Surface Laptop Ultra screen, there is a Scaling pane in the Nvidia App that lets you control that behavior. The "Aspect Ratio" scaling mode will letterbox 16:9 and 16:10 material if you set the display resolution accordingly. But if you're paying $5899 for this system, I presume you want to use every one of its pricey pixels rather than leaving some of them dark.</p><p>So what does that bit of tweaking buy us compared to our initial gaming results with <a href="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"><em>Control Resonant</em></a>?</p><p>As someone who primarily games on our <a href="https://www.tomshardware.com/pc-components/cpus/amd-ryzen-7-9850x3d-review">Ryzen 7 9800X3D</a> GPU testing system and not a laptop, I wanted to make sure I wasn't setting unreasonable expectations for the Surface Laptop for input latency or CPU performance. So I hauled out an older 17" gaming laptop with a Core i9-11980HK and an RTX 3080 Mobile 16GB inside to get some perspective. </p><p>To level the playing field with the Surface Laptop Ultra and its native support for frame generation, I modded Optiscaler into <em>Control Resonant </em>on that system to enable Intel's Xe Frame Generation and Xe Low Latency features. </p><p>I conducted my testing with <em>Control Resonant'</em>s High raster preset and medium RT preset, which gets you a noticeable boost in image quality thanks in part to <a href="https://www.tomshardware.com/video-games/pc-gaming/dlss-4-5-ray-reconstruction-update-arrives-in-august-for-better-ray-tracing-visuals-broader-training-data-set-and-second-gen-transformer-architecture-combine-for-improved-image-quality">DLSS Ray Reconstruction</a>.</p><div ><table><caption>Control Resonant performance - High raster, Medium RT, DLSS Ultra Performance, FG 2X</caption><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Average FPS</strong></p></td><td  ><p><strong>1% Low FPS</strong></p></td><td  ><p><strong>Average input latency (ms)</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Surface Laptop Ultra - 3270x2180</strong></p></td><td  ><p>63.5</p></td><td  ><p>38.1</p></td><td  ><p>87. 9</p></td></tr></tbody></table></div><p>You can see that with these settings, trying to upscale Control Resonant to the Surface Laptop Ultra's native resolution is too much to ask for a smooth or responsive gaming experience. Even with DLSS Ultra Performance (an input resolution of 1090x727) and 2X frame generation, we only just break 60 FPS, and latency is at an unacceptable 87 ms average. There's no latency budget left to turn up MFG without turning down other image quality settings. </p><div ><table><caption>Control Resonant performance - High raster, Medium RT, DLSS Quality, FG 2X</caption><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Average FPS</strong></p></td><td  ><p><strong>1% Low FPS</strong></p></td><td  ><p><strong>Average input latency (ms)</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Surface Laptop Ultra - 1764x1176</strong></p></td><td  ><p>83.4 </p></td><td  ><p>42.9</p></td><td  ><p>67.8</p></td></tr><tr><td class="firstcol " ><p><strong>RTX 3080 Mobile + 11900HK - 1920x1080 </strong></p></td><td  ><p>87.1</p></td><td  ><p>53</p></td><td  ><p>69</p></td></tr></tbody></table></div><p>With our 1764x1176 custom resolution, however, we're off to a great start with DLSS Quality upscaling (an input resolution of 1176x874). The resulting 83.4 FPS average, 42.9 1% low FPS, and an average input latency of 67.8 ms is a fine experience. We still have room to dial in MFG 3X, leading to a 123 FPS average and 55 FPS 1% lows while keeping latency a reasonable 71 ms. </p><p>The RTX 3080 Mobile system with XeFG and XeLL, meanwhile, turns in an 87.1 FPS average, 53 FPS 1% lows, and a 69 ms average input latency at 1920x1080 with the same image quality settings. Its key advantage is in 1% lows, but that win comes with significant trade-offs. </p><p>Plugged into our Watts Up meter, the RTX 3080 system draws 250 W from the wall to deliver the experience it does, but according to a USB-C power meter, the Surface Laptop Ultra pulls between 110 W and 120 W under load. Silicon has come a long way since Tiger Lake and Ampere. </p><p>The RTX 3080 system and its enormous power adapter together also weigh over nine pounds (4.1 kg). It's technically portable but practically a pain to haul around. The Surface Laptop Ultra and its 140W adapter weigh just 5.3 lb (2.39 kg), which isn't featherweight but won't break your back. </p><p>And the Surface will actually fit on a tray table or your lap, with enough battery life that you can use it through a transcontinental U.S. flight, say, and still have plenty of juice left for either side of the trip. </p><p>So at least in <em>Control Resonant</em>, the Surface Laptop Ultra is delivering largely the same gaming experience as that high-end RTX 3080 Mobile system, but in a much smaller and lighter total package that draws less than half the wall power. And if you want to stretch frame rates further with MFG 3X, the Surface has MFG support that the older system doesn't. Just add in the 1764x1176 intermediate resolution that Microsoft forgot, and you’ll be well on your way to a better gaming experience. </p>
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                                                            <title><![CDATA[ Retro Atari VCS platform will end with the closure of its software store in February 2027 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>After years of delays, <a href="https://www.tomshardware.com/reviews/atari-vcs-console">Atari released its reimagined hybrid VCS console-PC in mid-2021</a>. Now the modern Linux-based AMD APU-powered device is being officially retired with the firm’s decision to <a href="https://atari.com/pages/atari-vcs" target="_blank">shut down the Atari VCS software store</a> early next year (scroll to the end of the page to see the October 21-dated announcement). It isn’t all bad news; the machine already had a PC mode users could take advantage of. But after the store closes, Atari says it will “make an OS update available that allows you to migrate all functionality to your local machine, removing any dependencies on Atari infrastructure for authentication and software.” All players will also get access to an Atari Homebrew App to let users build and add new games independently.</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:1351px;"><p class="vanilla-image-block" style="padding-top:56.03%;"><img id="5yVgoYhK9Ya2ySpNu54Dt5" name="atari-vcs-retires-announcement" alt="Atari announcement screenshot" src="https://cdn.mos.cms.futurecdn.net/5yVgoYhK9Ya2ySpNu54Dt5-1920-80.jpg" mos="" align="middle" fullscreen="1" width="1351" height="757" attribution="" endorsement="" class="inline expandable" /><a href='https://cdn.mos.cms.futurecdn.net/5yVgoYhK9Ya2ySpNu54Dt5-1920-80.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: Future)</span></figcaption></figure><p>Via the above link and the lengthier statement by the moderator of the <a href="https://discord.com/channels/971847363679375442/1308520155558707200/1562507049898606612" target="_blank">Atari Club Discord</a> channel, you can see a few important dates broadcast to those who still cherish their VCS machines. You will still be able to add software to your library via the official store until January 31, 2027. The store will finally be closed on February 1, 2027. Then “After the store closes, our plan is to make an OS update available that allows you to migrate all functionality to your local machine, removing any dependencies on Atari infrastructure for authentication and software,” wrote an Atari Club mod. “Once that transition is complete, we will end support for the platform.”</p><p>Importantly, the Atari Home Brew app is being pushed to all players during the above transition period. This will allow anyone to add games to their console and devs to continue to build apps for the VCS and share with the community. If this affects you, it looks like it will be worthwhile joining the Discord community for walkthroughs of OS migration and using the Homebrew app, and more.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/sX7YvdVQj5qyykoQg5qbBK-1920-80.jpg" alt="Atari VCS" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/NRAj7kEDm5BuR6yQGEM8yD-1920-80.jpg" alt="Atari VCS" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/APivSCStRcYsZdZ88JsadD-1920-80.jpg" alt="Atari VCS" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/mkVNS9usbDrHzVgaqZuJCD-1920-80.jpg" alt="Atari VCS" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/geAQ9rNG6CeQJLFxty2CQC-1920-80.jpg" alt="Atari VCS" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><h2 id="what-was-the-atari-vcs-2021">What was the Atari VCS (2021)?</h2><p>The modern VCS shared the same chassis styling as the venerable <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/chatgpt-got-absolutely-wrecked-by-atari-2600-in-beginners-chess-match-openais-newest-model-bamboozled-by-1970s-logic" target="_blank">Atari 2600</a> (the 1977 console was originally called the Atari Video Computer System, hence VCS). However, under the hood it was a far different beast. It came packing an <a href="https://www.tomshardware.com/news/amd-ryzen-embedded-tiny-raspberry-pi-computer" target="_blank">AMD Ryzen Embedded</a> R1606 APU with 2C/4T CPU and Vega 3 iGPU, 8GB of DDR4 RAM, and 32GB of eMMC storage. However, both RAM and storage were upgradable. The <a href="https://www.tomshardware.com/pc-components/dram/meta-fights-soaring-hardware-costs-by-reusing-old-ddr4-server-memory-in-new-ddr5-only-servers-custom-cxl-2-0-chip-marries-legacy-ddr4-2400-with-cutting-edge-ddr5-6400" target="_blank">DDR4 </a>could be upgraded using a SODIMM, and there was an M.2 (SATA) SSD slot. Completing the hardware spec, there was also Wi-Fi 802.11 b/g/n 2.4/5GHz, Bluetooth 4.0, HDMI 2.0, Gigabit Ethernet, and 4x USB 3.1 (2x front, 2x rear). </p><p>Even when it was launched, it was possible to run a mainstream OS like <a href="https://www.tomshardware.com/news/live/my-week-with-linux" target="_blank">Linux</a>, Windows, or Chrome OS on the VCS 2021. But Atari sold the machine with the Atari Custom Linux OS (Debian-based). This enabled a custom UI featuring 100 classic games, its retro-inspired store, and the ability to install popular streaming apps, like Netflix, Disney+, and HBO Max, among other things.</p><p><a href="https://www.tomshardware.com/reviews/atari-vcs-console" target="_blank">We reviewed the Atari VCS</a> in July 2021, after it had become available to folks who weren’t crowdfunding backers. However, our editor’s nostalgia-tinted glasses were soon shattered by the price ($399), necessity for a keyboard and mouse for streaming apps, poor responsiveness, and its clunky PC mode. An unforgivably noisy fan didn’t help, either. The conclusion at the time was most would be better served by buying a budget mini PC or <a href="https://www.tomshardware.com/raspberry-pi/component-shortages-drive-raspberry-pi-prices-up-by-up-to-23-percent-escalating-lpddr4-lpddr5-costs-trigger-the-third-price-hike-of-the-year" target="_blank">Raspberry Pi</a> and making their own retro system with a joystick/controller of their choice. Even in 2026, with the component price crunch, there are still <a href="https://www.tomshardware.com/desktops/mini-pcs/custom-24-carat-gold-mini-pc-costs-around-usd1-7-million-weighs-nearly-29-pounds-for-up-to-50-percent-faster-heat-transfer-copper-would-have-been-far-cheaper-and-offers-even-better-thermal-conductivity" target="_blank">mini PC systems</a> with far more grunt and RAM/storage pre-installed than the VCS, for under $400.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/retro-gaming/retro-atari-vcs-platform-will-end-with-the-closure-of-its-software-store-in-february-2027-os-update-will-be-released-removing-reliance-on-atari-servers-and-opening-up-homebrew-development</link>
                                                                            <description>
                            <![CDATA[ The modern Atari VCS is being officially retired with the firm’s decision to shut down the Linux-based AMD APU-powered machine's software store early next year. ]]>
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                                                                        <pubDate>Thu, 22 Oct 2026 11:45:00 +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[Atari VCS]]></media:description>                                                            <media:text><![CDATA[Atari VCS]]></media:text>
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                                <p>After years of delays, <a href="https://www.tomshardware.com/reviews/atari-vcs-console">Atari released its reimagined hybrid VCS console-PC in mid-2021</a>. Now the modern Linux-based AMD APU-powered device is being officially retired with the firm’s decision to <a href="https://atari.com/pages/atari-vcs" target="_blank">shut down the Atari VCS software store</a> early next year (scroll to the end of the page to see the October 21-dated announcement). It isn’t all bad news; the machine already had a PC mode users could take advantage of. But after the store closes, Atari says it will “make an OS update available that allows you to migrate all functionality to your local machine, removing any dependencies on Atari infrastructure for authentication and software.” All players will also get access to an Atari Homebrew App to let users build and add new games independently.</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:1351px;"><p class="vanilla-image-block" style="padding-top:56.03%;"><img id="5yVgoYhK9Ya2ySpNu54Dt5" name="atari-vcs-retires-announcement" alt="Atari announcement screenshot" src="https://cdn.mos.cms.futurecdn.net/5yVgoYhK9Ya2ySpNu54Dt5-1920-80.jpg" mos="" align="middle" fullscreen="1" width="1351" height="757" attribution="" endorsement="" class="inline expandable" /><a href='https://cdn.mos.cms.futurecdn.net/5yVgoYhK9Ya2ySpNu54Dt5-1920-80.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: Future)</span></figcaption></figure><p>Via the above link and the lengthier statement by the moderator of the <a href="https://discord.com/channels/971847363679375442/1308520155558707200/1562507049898606612" target="_blank">Atari Club Discord</a> channel, you can see a few important dates broadcast to those who still cherish their VCS machines. You will still be able to add software to your library via the official store until January 31, 2027. The store will finally be closed on February 1, 2027. Then “After the store closes, our plan is to make an OS update available that allows you to migrate all functionality to your local machine, removing any dependencies on Atari infrastructure for authentication and software,” wrote an Atari Club mod. “Once that transition is complete, we will end support for the platform.”</p><p>Importantly, the Atari Home Brew app is being pushed to all players during the above transition period. This will allow anyone to add games to their console and devs to continue to build apps for the VCS and share with the community. If this affects you, it looks like it will be worthwhile joining the Discord community for walkthroughs of OS migration and using the Homebrew app, and more.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/sX7YvdVQj5qyykoQg5qbBK-1920-80.jpg" alt="Atari VCS" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/NRAj7kEDm5BuR6yQGEM8yD-1920-80.jpg" alt="Atari VCS" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/APivSCStRcYsZdZ88JsadD-1920-80.jpg" alt="Atari VCS" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/mkVNS9usbDrHzVgaqZuJCD-1920-80.jpg" alt="Atari VCS" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/geAQ9rNG6CeQJLFxty2CQC-1920-80.jpg" alt="Atari VCS" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><h2 id="what-was-the-atari-vcs-2021">What was the Atari VCS (2021)?</h2><p>The modern VCS shared the same chassis styling as the venerable <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/chatgpt-got-absolutely-wrecked-by-atari-2600-in-beginners-chess-match-openais-newest-model-bamboozled-by-1970s-logic" target="_blank">Atari 2600</a> (the 1977 console was originally called the Atari Video Computer System, hence VCS). However, under the hood it was a far different beast. It came packing an <a href="https://www.tomshardware.com/news/amd-ryzen-embedded-tiny-raspberry-pi-computer" target="_blank">AMD Ryzen Embedded</a> R1606 APU with 2C/4T CPU and Vega 3 iGPU, 8GB of DDR4 RAM, and 32GB of eMMC storage. However, both RAM and storage were upgradable. The <a href="https://www.tomshardware.com/pc-components/dram/meta-fights-soaring-hardware-costs-by-reusing-old-ddr4-server-memory-in-new-ddr5-only-servers-custom-cxl-2-0-chip-marries-legacy-ddr4-2400-with-cutting-edge-ddr5-6400" target="_blank">DDR4 </a>could be upgraded using a SODIMM, and there was an M.2 (SATA) SSD slot. Completing the hardware spec, there was also Wi-Fi 802.11 b/g/n 2.4/5GHz, Bluetooth 4.0, HDMI 2.0, Gigabit Ethernet, and 4x USB 3.1 (2x front, 2x rear). </p><p>Even when it was launched, it was possible to run a mainstream OS like <a href="https://www.tomshardware.com/news/live/my-week-with-linux" target="_blank">Linux</a>, Windows, or Chrome OS on the VCS 2021. But Atari sold the machine with the Atari Custom Linux OS (Debian-based). This enabled a custom UI featuring 100 classic games, its retro-inspired store, and the ability to install popular streaming apps, like Netflix, Disney+, and HBO Max, among other things.</p><p><a href="https://www.tomshardware.com/reviews/atari-vcs-console" target="_blank">We reviewed the Atari VCS</a> in July 2021, after it had become available to folks who weren’t crowdfunding backers. However, our editor’s nostalgia-tinted glasses were soon shattered by the price ($399), necessity for a keyboard and mouse for streaming apps, poor responsiveness, and its clunky PC mode. An unforgivably noisy fan didn’t help, either. The conclusion at the time was most would be better served by buying a budget mini PC or <a href="https://www.tomshardware.com/raspberry-pi/component-shortages-drive-raspberry-pi-prices-up-by-up-to-23-percent-escalating-lpddr4-lpddr5-costs-trigger-the-third-price-hike-of-the-year" target="_blank">Raspberry Pi</a> and making their own retro system with a joystick/controller of their choice. Even in 2026, with the component price crunch, there are still <a href="https://www.tomshardware.com/desktops/mini-pcs/custom-24-carat-gold-mini-pc-costs-around-usd1-7-million-weighs-nearly-29-pounds-for-up-to-50-percent-faster-heat-transfer-copper-would-have-been-far-cheaper-and-offers-even-better-thermal-conductivity" target="_blank">mini PC systems</a> with far more grunt and RAM/storage pre-installed than the VCS, for under $400.</p>
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                                                            <title><![CDATA[ EA is closing BioWare, the studio behind Mass Effect and Dragon Age, after more than 30 years ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Electronic Arts (EA) is closing BioWare and its Edmonton studio, according to a recent <a href="https://www.ea.com/news/building-eas-next-chapter">letter to employees</a>, which confirms that early development on the next Mass Effect game has also been canceled. The studio was behind Mass Effect and other popular franchises such as Dragon Age, Star Wars: Knights of the Old Republic, Neverwinter Nights, and Baldur’s Gate during its 31-year history. EA is focusing on Battlefield, Iron Man, and a Fight Night revival instead.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2112953618093535510"><p lang="en" dir="ltr">https://t.co/TicSujMWps<a href="https://twitter.com/cantworkitout/status/2112953618093535510">October 21, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>BioWare, a “legendary studio,” in EA’s words, had a small team working on early development of the next Mass Effect game, but the company “made the decision not to move forward with this development.” BioWare was acquired by EA in 2008, and EA itself <a href="https://www.tomshardware.com/video-games/pc-gaming/ea-acquired-by-saudi-arabian-investment-fund-and-others-for-usd55-billion-largest-ever-buyout-of-a-public-company">went private</a> in August. The next game in the series was first announced in November 2020 and teased that December with an official trailer on EA’s Mass Effect YouTube channel. In 2021, the <a href="https://www.tomshardware.com/news/masseffect-legendaryedition-systemrequirements">Mass Effect Legendary Edition remaster</a> of the original trilogy was released. Since then, the studio has been relatively quiet except for Dragon Age: The Veilguard in 2024.</p><p>EA spared only a few lines for BioWare, instead focusing on three priorities: Deepen Our Core, Expand Our Reach, and Transform Our Business. <a href="https://www.tomshardware.com/video-games/more-than-half-of-battlefield-6-sales-are-from-steam-claim-analysts-blockbuster-shooter-sells-6-5m-units-generating-an-estimated-usd350-million-in-revenue">Battlefield 6</a> is touted as “a great success” as the company is focusing on Apex Legends modes, Marvel’s Iron Man, and the next Star Wars Jedi game. “Project Gridiron” falls under the EA Sports heading as a social-first, open-world experience from EA’s American football team, with a Fight Night revival currently in pre-production. The company hasn’t forgotten about The Sims, either, and intends to “prioritize [its] efforts on ‘Project Evergreen.’”</p><p>Those impacted will be supported “in exploring other opportunities within EA.” EA did not give a job count, and neither the Mass Effect nor the Dragon Age series was declared dead. BioWare’s released games were also not mentioned.</p><p>Veilguard, as EA described it early last year, engaged only about “1.5 million players during the quarter,” which was “down nearly 50% from the company’s expectations.” That reception may have played a partial role in the decision, though EA did not say so. Around the same time, BioWare general manager Gary McKay said that only “a core team” was working on the next Mass Effect game and didn’t “require support from the full studio,” as colleagues were matched “with other teams at EA.”</p><p>The move is not entirely unexpected, with job cuts being common in the industry, for example, with Microsoft <a href="https://www.tomshardware.com/video-games/xbox/microsoft-resets-xbox-by-cutting-3-200-jobs-this-year-divesting-five-game-studios-firm-cites-margins-that-are-3-10x-lower-than-comparable-platform-and-publishing-businesses">announcing 3,200 Xbox job cuts</a> in July, citing low margins.</p><p>EA did not reveal any dates for major titles, but it plans to discuss its direction and the work ahead with staff at its Global Town Hall in November. For now, it looks like EA is doubling down on its core franchises and dropping the studio to refocus on what’s been working.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/ea-is-closing-bioware-the-studio-behind-mass-effect-and-dragon-age-after-more-than-30-years-early-development-of-the-next-mass-effect-game-killed</link>
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                            <![CDATA[ EA is closing BioWare and its Edmonton studio after deciding not to move forward with early development of the next Mass Effect. ]]>
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                                                                        <pubDate>Thu, 22 Oct 2026 11:30:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[PC Gaming]]></category>
                                                    <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 is a lifelong East Coaster and animal lover.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Electronic Arts]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A small spacecraft with two glowing blue lights hangs in front of a dark planet whose rim glows bright blue, with a moon beside it, in the 2020 teaser for the next Mass Effect game]]></media:description>                                                            <media:text><![CDATA[A small spacecraft with two glowing blue lights hangs in front of a dark planet whose rim glows bright blue, with a moon beside it, in the 2020 teaser for the next Mass Effect game]]></media:text>
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                                <p>Electronic Arts (EA) is closing BioWare and its Edmonton studio, according to a recent <a href="https://www.ea.com/news/building-eas-next-chapter">letter to employees</a>, which confirms that early development on the next Mass Effect game has also been canceled. The studio was behind Mass Effect and other popular franchises such as Dragon Age, Star Wars: Knights of the Old Republic, Neverwinter Nights, and Baldur’s Gate during its 31-year history. EA is focusing on Battlefield, Iron Man, and a Fight Night revival instead.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2112953618093535510"><p lang="en" dir="ltr">https://t.co/TicSujMWps<a href="https://twitter.com/cantworkitout/status/2112953618093535510">October 21, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>BioWare, a “legendary studio,” in EA’s words, had a small team working on early development of the next Mass Effect game, but the company “made the decision not to move forward with this development.” BioWare was acquired by EA in 2008, and EA itself <a href="https://www.tomshardware.com/video-games/pc-gaming/ea-acquired-by-saudi-arabian-investment-fund-and-others-for-usd55-billion-largest-ever-buyout-of-a-public-company">went private</a> in August. The next game in the series was first announced in November 2020 and teased that December with an official trailer on EA’s Mass Effect YouTube channel. In 2021, the <a href="https://www.tomshardware.com/news/masseffect-legendaryedition-systemrequirements">Mass Effect Legendary Edition remaster</a> of the original trilogy was released. Since then, the studio has been relatively quiet except for Dragon Age: The Veilguard in 2024.</p><p>EA spared only a few lines for BioWare, instead focusing on three priorities: Deepen Our Core, Expand Our Reach, and Transform Our Business. <a href="https://www.tomshardware.com/video-games/more-than-half-of-battlefield-6-sales-are-from-steam-claim-analysts-blockbuster-shooter-sells-6-5m-units-generating-an-estimated-usd350-million-in-revenue">Battlefield 6</a> is touted as “a great success” as the company is focusing on Apex Legends modes, Marvel’s Iron Man, and the next Star Wars Jedi game. “Project Gridiron” falls under the EA Sports heading as a social-first, open-world experience from EA’s American football team, with a Fight Night revival currently in pre-production. The company hasn’t forgotten about The Sims, either, and intends to “prioritize [its] efforts on ‘Project Evergreen.’”</p><p>Those impacted will be supported “in exploring other opportunities within EA.” EA did not give a job count, and neither the Mass Effect nor the Dragon Age series was declared dead. BioWare’s released games were also not mentioned.</p><p>Veilguard, as EA described it early last year, engaged only about “1.5 million players during the quarter,” which was “down nearly 50% from the company’s expectations.” That reception may have played a partial role in the decision, though EA did not say so. Around the same time, BioWare general manager Gary McKay said that only “a core team” was working on the next Mass Effect game and didn’t “require support from the full studio,” as colleagues were matched “with other teams at EA.”</p><p>The move is not entirely unexpected, with job cuts being common in the industry, for example, with Microsoft <a href="https://www.tomshardware.com/video-games/xbox/microsoft-resets-xbox-by-cutting-3-200-jobs-this-year-divesting-five-game-studios-firm-cites-margins-that-are-3-10x-lower-than-comparable-platform-and-publishing-businesses">announcing 3,200 Xbox job cuts</a> in July, citing low margins.</p><p>EA did not reveal any dates for major titles, but it plans to discuss its direction and the work ahead with staff at its Global Town Hall in November. For now, it looks like EA is doubling down on its core franchises and dropping the studio to refocus on what’s been working.</p>
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                                                            <title><![CDATA[ Oblivion gamer uses Claude AI to boost average FPS gains up to 48%, stutters slashed by 90% ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The revelation that there was a ton of performance lying on the table in the remastered <em>The Elder Scrolls Part IV: Oblivion</em> won't be a surprise to people who have played the game, which is notorious for its hitching and stuttering. The reason primarily lies in its poor utilization of hardware, and that's a big part of what LTSharpe and Claude have addressed in the new <a href="https://github.com/LTSharpe/OblivionRemasteredPerformanceFix" target="_blank">Oblivion Remastered Performance Fix</a> that changes nothing about the game's visuals yet increases performance by as much as 68% in the worst case. (h/t to <a href="https://www.computerbase.de/news/gaming/oblivion-remastered-mit-claude-entwickelter-mod-steigert-fps-um-bis-zu-40-prozent.99888/" target="_blank"><em>ComputerBase</em></a>)</p><p>Yes, this mod is just about 100% vibe-coded, and yet, rather than hacking <a href="https://www.tomshardware.com/video-games/vibecoder-mods-minecraft-inside-gta-v-running-natively-on-an-iphone-unmodded-game-runs-at-50-60-fps-on-iphone-17" target="_blank">Minecraft into GTA V on iPhone</a>, or hacking <a href="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" target="_blank">CoD Black Ops 2 maps into Minecraft</a>, this mod is a binary code modification for <em>Oblivion Remastered</em> that seeks to improve performance and stability considerably, and according to numerous jubilant and thankful posts on NexusMods, it seems to do exactly that, with one user proclaiming that the performance increase was "dramatic" and that the overworld stuttering that plagues the game is "completely gone."</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:1000px;"><p class="vanilla-image-block" style="padding-top:58.00%;"><img id="cEUamqkefYRAaztLjcY2XH" name="cheydinhal-at-4k-oblivion-remastered-performance-fix-benchmark" alt="An image with benchmark graphs showing the original Oblivion game's performance versus the performance-modded game." src="https://cdn.mos.cms.futurecdn.net/cEUamqkefYRAaztLjcY2XH-1920-80.png" mos="" align="middle" fullscreen="" width="1000" height="580" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: LTSharpe on GitHub)</span></figcaption></figure><p>The story goes like this: gamer and mod creator LTSharpe has a slightly older system with a Ryzen 7 5800X CPU. Not the newest chip on the block to be sure, but Zen 3 isn't so old that it should be crumpling under the weight of games just yet. Frustrated with the verifiably awful performance of the remaster of <em>The Elder Scrolls Part IV: Oblivion</em>, he paid for a subscription to <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/anthropic-says-claude-now-writes-more-than-80-percent-of-its-merged-code" target="_blank">Anthropic's Claude AI agent</a> and started working with the assistant to diagnose and fix the performance problems.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Xb8nLW"></div>                            </div>                            <script src="https://kwizly.com/embed/Xb8nLW.js" async=""></script><p>"Diagnose" is a critical keyword here, because it isn't like Claude was hallucinating an engine.ini tweak somebody else published for the original game 20 years ago. The partners, with <a href="https://www.tomshardware.com/video-games/pc-gaming/free-browser-based-ai-generated-taipei-gta-clone-hits-1-2-million-concurrent-players-in-three-days-vibe-coded-game-cost-usd10-000-in-ai-tokens-to-build-is-set-on-the-streets-of-taipei" target="_blank">Claude doing the hard work</a> and LTSharpe directing, reverse-engineered the game to the point that they were able to build a repeatable benchmarking framework. That allowed them to systematically diagnose the causes of the performance problems and then test fixes against the real behavior of the game with modified machine code.</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/K8WkCz6cuHk" allowfullscreen=""></iframe></div></div><p>That's the thing; this was done without source code. Neither <em>TES4 Oblivion</em> nor the remaster's Unreal Engine is open-source software. The sheer magnitude of the task would be incredibly daunting to a team of human engineers, much less a single person. According to LTSharpe, over the course of two weeks Claude successfully diagnosed and fixed bugs in not only the Remaster's Unreal Engine code, but also in the <a href="https://www.tomshardware.com/reviews/rig-run-oblivion,1279.html" target="_blank">underlying Gamebryo original engine</a>, in AMD's frame generation code, and even in the Unreal Engine itself, improving performance and avoiding crashes.</p><p>The developer—or <a href="https://www.tomshardware.com/video-games/pc-gaming/epic-games-vibe-codes-new-launcher-because-programming-is-hard-starts-46-percent-faster-than-steam-preview-is-available-now-but-not-recommended-for-competitive-players" target="_blank">perhaps we should say, coordinator</a>?—is careful to acknowledge that the performance tweaks were created with his system specifically in mind and that they may not work well for others. Indeed, he has a Radeon graphics card, which puts him within a surprisingly small minority of PC gamers, and some portion of his fixes were aimed at making sure AMD's <a href="https://www.tomshardware.com/pc-components/gpus/amd-cards-now-run-all-dlss-features-thanks-to-one-developers-project-plans-to-match-native-nvidia-gpu-performance" target="_blank">FSR upscaling and frame generation</a> remain in effect despite a long-standing game bug that disables them when you task-switch (Alt+Tab) out of the game. The good lieutenant invites other gamers to try out the fix and report back, and he's even helping out with support requests on NexusMods, too. <a href="https://www.nexusmods.com/oblivionremastered/mods/5709" target="_blank">Head over there</a> if you're keen to grab the fix and try it for yourself.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/oblivion-gamer-uses-claude-ai-to-boost-average-fps-gains-up-to-48-percent-stutters-slashed-by-90-percent-performance-mod-doesnt-change-game-assets-or-alter-visuals</link>
                                                                            <description>
                            <![CDATA[ The new Oblivion Remastered Performance Fix mod is a pure code fix, with no changes to game assets or the game's visuals, yet it offers massive gains. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Tue, 20 Oct 2026 12:30:00 +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[LTSharpe]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A screenshot from LTSharpe&#039;s flyby video showing massive performance gains in TES4: Oblivion Remastered.]]></media:description>                                                            <media:text><![CDATA[A screenshot from LTSharpe&#039;s flyby video showing massive performance gains in TES4: Oblivion Remastered.]]></media:text>
                                <media:title type="plain"><![CDATA[A screenshot from LTSharpe&#039;s flyby video showing massive performance gains in TES4: Oblivion Remastered.]]></media:title>
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                            <![CDATA[
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                                <p>The revelation that there was a ton of performance lying on the table in the remastered <em>The Elder Scrolls Part IV: Oblivion</em> won't be a surprise to people who have played the game, which is notorious for its hitching and stuttering. The reason primarily lies in its poor utilization of hardware, and that's a big part of what LTSharpe and Claude have addressed in the new <a href="https://github.com/LTSharpe/OblivionRemasteredPerformanceFix" target="_blank">Oblivion Remastered Performance Fix</a> that changes nothing about the game's visuals yet increases performance by as much as 68% in the worst case. (h/t to <a href="https://www.computerbase.de/news/gaming/oblivion-remastered-mit-claude-entwickelter-mod-steigert-fps-um-bis-zu-40-prozent.99888/" target="_blank"><em>ComputerBase</em></a>)</p><p>Yes, this mod is just about 100% vibe-coded, and yet, rather than hacking <a href="https://www.tomshardware.com/video-games/vibecoder-mods-minecraft-inside-gta-v-running-natively-on-an-iphone-unmodded-game-runs-at-50-60-fps-on-iphone-17" target="_blank">Minecraft into GTA V on iPhone</a>, or hacking <a href="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" target="_blank">CoD Black Ops 2 maps into Minecraft</a>, this mod is a binary code modification for <em>Oblivion Remastered</em> that seeks to improve performance and stability considerably, and according to numerous jubilant and thankful posts on NexusMods, it seems to do exactly that, with one user proclaiming that the performance increase was "dramatic" and that the overworld stuttering that plagues the game is "completely gone."</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:1000px;"><p class="vanilla-image-block" style="padding-top:58.00%;"><img id="cEUamqkefYRAaztLjcY2XH" name="cheydinhal-at-4k-oblivion-remastered-performance-fix-benchmark" alt="An image with benchmark graphs showing the original Oblivion game's performance versus the performance-modded game." src="https://cdn.mos.cms.futurecdn.net/cEUamqkefYRAaztLjcY2XH-1920-80.png" mos="" align="middle" fullscreen="" width="1000" height="580" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: LTSharpe on GitHub)</span></figcaption></figure><p>The story goes like this: gamer and mod creator LTSharpe has a slightly older system with a Ryzen 7 5800X CPU. Not the newest chip on the block to be sure, but Zen 3 isn't so old that it should be crumpling under the weight of games just yet. Frustrated with the verifiably awful performance of the remaster of <em>The Elder Scrolls Part IV: Oblivion</em>, he paid for a subscription to <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/anthropic-says-claude-now-writes-more-than-80-percent-of-its-merged-code" target="_blank">Anthropic's Claude AI agent</a> and started working with the assistant to diagnose and fix the performance problems.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Xb8nLW"></div>                            </div>                            <script src="https://kwizly.com/embed/Xb8nLW.js" async=""></script><p>"Diagnose" is a critical keyword here, because it isn't like Claude was hallucinating an engine.ini tweak somebody else published for the original game 20 years ago. The partners, with <a href="https://www.tomshardware.com/video-games/pc-gaming/free-browser-based-ai-generated-taipei-gta-clone-hits-1-2-million-concurrent-players-in-three-days-vibe-coded-game-cost-usd10-000-in-ai-tokens-to-build-is-set-on-the-streets-of-taipei" target="_blank">Claude doing the hard work</a> and LTSharpe directing, reverse-engineered the game to the point that they were able to build a repeatable benchmarking framework. That allowed them to systematically diagnose the causes of the performance problems and then test fixes against the real behavior of the game with modified machine code.</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/K8WkCz6cuHk" allowfullscreen=""></iframe></div></div><p>That's the thing; this was done without source code. Neither <em>TES4 Oblivion</em> nor the remaster's Unreal Engine is open-source software. The sheer magnitude of the task would be incredibly daunting to a team of human engineers, much less a single person. According to LTSharpe, over the course of two weeks Claude successfully diagnosed and fixed bugs in not only the Remaster's Unreal Engine code, but also in the <a href="https://www.tomshardware.com/reviews/rig-run-oblivion,1279.html" target="_blank">underlying Gamebryo original engine</a>, in AMD's frame generation code, and even in the Unreal Engine itself, improving performance and avoiding crashes.</p><p>The developer—or <a href="https://www.tomshardware.com/video-games/pc-gaming/epic-games-vibe-codes-new-launcher-because-programming-is-hard-starts-46-percent-faster-than-steam-preview-is-available-now-but-not-recommended-for-competitive-players" target="_blank">perhaps we should say, coordinator</a>?—is careful to acknowledge that the performance tweaks were created with his system specifically in mind and that they may not work well for others. Indeed, he has a Radeon graphics card, which puts him within a surprisingly small minority of PC gamers, and some portion of his fixes were aimed at making sure AMD's <a href="https://www.tomshardware.com/pc-components/gpus/amd-cards-now-run-all-dlss-features-thanks-to-one-developers-project-plans-to-match-native-nvidia-gpu-performance" target="_blank">FSR upscaling and frame generation</a> remain in effect despite a long-standing game bug that disables them when you task-switch (Alt+Tab) out of the game. The good lieutenant invites other gamers to try out the fix and report back, and he's even helping out with support requests on NexusMods, too. <a href="https://www.nexusmods.com/oblivionremastered/mods/5709" target="_blank">Head over there</a> if you're keen to grab the fix and try it for yourself.</p>
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                                                            <title><![CDATA[ Google DeepMind claims four AI agents beat Minecraft in 27 hours by writing 2,783 programs of their own ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The game of Minecraft is no match for a team of four Gemini 4 Argon agents, as they were able to defeat it in 27 hours with 2,783 self-written programs, <a href="https://arxiv.org/abs/2610.22319">a paper</a> from Google DeepMind reveals. The agents did die 605 times, even on Easy, and about half the run was spent fighting the Ender Dragon, the final boss of the game. The run finally came to completion when the End was solved by stacking dirt to reach the boss’s crystals, at an estimated cost of around $520 in tokens.</p><p>The experimental run was designed from the get-go with one goal: kill the Ender Dragon. The playthrough involved a random, shared survival world on Easy with four agents — a fifth agent existed only for reporting — from Gemini 4 Argon, Google’s latest frontier model. Each agent had its own player through the open-source Mineflayer JavaScript library for Minecraft bots, but they were able to coordinate through in-game chat and shared notes. Every program used in the run was written by the agents themselves, and the emphasis is on coding and teamwork rather than game-playing.</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:2029px;"><p class="vanilla-image-block" style="padding-top:51.75%;"><img id="MXtv3NYwRQ7vpruxVqJmo8" name="gemini-4-minecraft-run-figure-1" alt="Google DeepMind chart of the four Gemini 4 agents, janesick, gyldenia, auratian and bulicame, beside a timeline of their Minecraft run from bare hands to the Ender Dragon over 27 hours and 14 minutes" src="https://cdn.mos.cms.futurecdn.net/MXtv3NYwRQ7vpruxVqJmo8-1920-80.png" mos="" align="middle" fullscreen="" width="2029" height="1050" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Google DeepMind (Faldor et al.); textures: Pixel Perfection, XSSheep and Nova_Wostra, CC BY-SA 4.0)</span></figcaption></figure><p>The authors say this is the “first end-to-end autonomous completion of Minecraft by AI agents,” at least “to our knowledge,” qualified by the use of Mineflayer “without pre-scouted seeds or other game-specific tools written by humans.” Mineflayer tells the agents where blocks and creatures are, with a pathfinding plugin to plan routes. There was “no human input during the run” and “no one assigned roles or wrote game logic.” The run, starting with the first program and ending with the dragon's death, took 27 hours and 14 minutes.</p><p>Although the agents were not given roles, within about 10 minutes a division of labor was proposed in chat by bot janesick. Bot Auratian offered an alternative plan while Bot Gyldenia acknowledged it. The roles ended up being: Gyldenia for food, beds, and flint; Bulicame for diamonds; Janesick for iron and tools; Auratian for the Nether portal. Moments of losses, such as a Ghast fireball destroying dropped items, led the team to diagnose the cause and write rules to prevent it in the future.</p><p>Finding the stronghold involved janesick, who threw two Eyes of Ender from different spots and sampled each eye’s flight once every 50 ms, triangulating the location. Carrying the eyes involved its own dire moment when Auratian drowned during the task, but the spot was noted, and the eyes were rescued.</p><p>The eventual fight with the dragon led to 69 deaths, and the ten crystals kept regenerating the boss until Auratian discovered they could use dirt pillars to reach the crystals. Four hours and 40 minutes later, all ten crystals were downed, and the dragon was dead 39 minutes after that.</p><p>The agents operated by writing short JavaScript programs, almost 2,800 in total, with 42 helper functions kept alive between programs, while a Mineflayer bot ran them in the shared world. Text was returned with status data, not pictures. This is a shared approach to the non-screenshot GPT-6 Astra <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/gpt-6-astra-plays-world-of-warcraft-blind-and-clears-the-orc-starting-zone-in-40-minutes-with-no-deaths-ai-agent-navigates-by-server-network-traffic-with-pulled-quest-data">clear of the Orc starting zone</a> in World of Warcraft earlier this month. AI agents playing games is an ongoing trend, with Pokémon Red probably being the most popular, a game defeated in multiple ways, including with <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/developer-says-jev-decision-model-beat-pokemon-red-in-under-a-week-non-llm-engine-succeeds-where-traditional-chatbots-stalled-for-months-but-claude-opus-5-coached-the-model-through-its-dead-ends">a Jev decision model layer</a>.</p><p><a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/defeated-gpt-6-astra-model-spent-several-hours-just-farming-potatoes-after-being-blown-up-by-a-creeper-in-minecraft-openai-offering-gets-further-than-any-other-ai-system-in-141-hour-test">Minecraft has also been a popular target,</a> and the authors admit this, highlighting two earlier community dragon kills: a planner with an action-selection model on a fixed speedrun seed in Peaceful mode, and a single Claude Opus 5 agent that used 37 ready-made, high-level tools on Normal, versus Mineflayer alone for the Gemini team. AI Bengineering’s Claude run, relying mostly on Opus 5 at high effort, took 3 hours and 56 minutes from start — “no human input after the prompt” — to kill with 388 tool calls and only one death. The cost in that case, at API-equivalent rates, was about $93.</p><p>Google’s Minecraft run, using Gemini 4 Argon’s 50% introductory pricing, which runs from initial API access that followed the model announcement through Nov. 30, cost more than half a grand; at normal pricing, that’s more than a grand. <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">A GPT-6 Astra Portal run</a> last month, which took about 24 hours, came in at $571 in tokens.</p><p>Google’s run took about 1.35 billion input tokens with 91% served from cache. About 24,000 model calls involved around 16 million output tokens, a quarter of them thinking. In total, if we’re also including the observer agent, the session would be estimated at $810, or $1,620 after the promotion, at list prices.</p><p>Each player is driven by a “general-purpose Gemini 4 Argon coding agent,” which is a fancy way of saying that it’s not specialized for Minecraft. Gemini 4 Argon itself is a frontier model for “real-world software engineering, enterprise knowledge work like legal and finance, and cybersecurity defense,” according to a company blog. With Minecraft, 22% of the agents’ programs ended in an error, with more than 600 deaths.</p><p>Although the model was used for a game here, the run was designed to show that Argon is capable of “complex, long-horizon workflows” for complex real-world tasks and agent coordination. Such long projects can involve decompiling a game back into source code, as we covered recently with <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/dev-used-ai-agents-and-more-than-500-billion-tokens-to-rebuild-call-of-duty-modern-warfare-2s-source-code-83-percent-of-the-2009-shooters-functions-now-match-the-original-byte-for-byte">a Modern Warfare 2 rebuild</a> that now has 83% of its functions matching the original byte for byte.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/tech-industry/artificial-intelligence/google-deepmind-claims-four-gemini-4-agents-beat-minecraft-in-27-hours-by-writing-2-783-programs-of-their-own-the-ai-team-died-605-times-on-easy-difficulty-and-ran-up-an-estimated-usd520-in-tokens</link>
                                                                            <description>
                            <![CDATA[ Google DeepMind researchers say four Gemini 4 Argon agents beat Minecraft in 27 hours, writing 2,783 programs with no human help. ]]>
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                                                                        <pubDate>Tue, 20 Oct 2026 10:25:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Artificial Intelligence]]></category>
                                                    <category><![CDATA[Tech Industry]]></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 is a lifelong East Coaster and animal lover.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Google DeepMind (Faldor et al.); textures: Pixel Perfection, XSSheep and Nova_Wostra, CC BY-SA 4.0]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[End portal in a Minecraft stronghold with all twelve Eyes of Ender in place, surrounded by stone brick walls, water and lava]]></media:description>                                                            <media:text><![CDATA[End portal in a Minecraft stronghold with all twelve Eyes of Ender in place, surrounded by stone brick walls, water and lava]]></media:text>
                                <media:title type="plain"><![CDATA[End portal in a Minecraft stronghold with all twelve Eyes of Ender in place, surrounded by stone brick walls, water and lava]]></media:title>
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                                <p>The game of Minecraft is no match for a team of four Gemini 4 Argon agents, as they were able to defeat it in 27 hours with 2,783 self-written programs, <a href="https://arxiv.org/abs/2610.22319">a paper</a> from Google DeepMind reveals. The agents did die 605 times, even on Easy, and about half the run was spent fighting the Ender Dragon, the final boss of the game. The run finally came to completion when the End was solved by stacking dirt to reach the boss’s crystals, at an estimated cost of around $520 in tokens.</p><p>The experimental run was designed from the get-go with one goal: kill the Ender Dragon. The playthrough involved a random, shared survival world on Easy with four agents — a fifth agent existed only for reporting — from Gemini 4 Argon, Google’s latest frontier model. Each agent had its own player through the open-source Mineflayer JavaScript library for Minecraft bots, but they were able to coordinate through in-game chat and shared notes. Every program used in the run was written by the agents themselves, and the emphasis is on coding and teamwork rather than game-playing.</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:2029px;"><p class="vanilla-image-block" style="padding-top:51.75%;"><img id="MXtv3NYwRQ7vpruxVqJmo8" name="gemini-4-minecraft-run-figure-1" alt="Google DeepMind chart of the four Gemini 4 agents, janesick, gyldenia, auratian and bulicame, beside a timeline of their Minecraft run from bare hands to the Ender Dragon over 27 hours and 14 minutes" src="https://cdn.mos.cms.futurecdn.net/MXtv3NYwRQ7vpruxVqJmo8-1920-80.png" mos="" align="middle" fullscreen="" width="2029" height="1050" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Google DeepMind (Faldor et al.); textures: Pixel Perfection, XSSheep and Nova_Wostra, CC BY-SA 4.0)</span></figcaption></figure><p>The authors say this is the “first end-to-end autonomous completion of Minecraft by AI agents,” at least “to our knowledge,” qualified by the use of Mineflayer “without pre-scouted seeds or other game-specific tools written by humans.” Mineflayer tells the agents where blocks and creatures are, with a pathfinding plugin to plan routes. There was “no human input during the run” and “no one assigned roles or wrote game logic.” The run, starting with the first program and ending with the dragon's death, took 27 hours and 14 minutes.</p><p>Although the agents were not given roles, within about 10 minutes a division of labor was proposed in chat by bot janesick. Bot Auratian offered an alternative plan while Bot Gyldenia acknowledged it. The roles ended up being: Gyldenia for food, beds, and flint; Bulicame for diamonds; Janesick for iron and tools; Auratian for the Nether portal. Moments of losses, such as a Ghast fireball destroying dropped items, led the team to diagnose the cause and write rules to prevent it in the future.</p><p>Finding the stronghold involved janesick, who threw two Eyes of Ender from different spots and sampled each eye’s flight once every 50 ms, triangulating the location. Carrying the eyes involved its own dire moment when Auratian drowned during the task, but the spot was noted, and the eyes were rescued.</p><p>The eventual fight with the dragon led to 69 deaths, and the ten crystals kept regenerating the boss until Auratian discovered they could use dirt pillars to reach the crystals. Four hours and 40 minutes later, all ten crystals were downed, and the dragon was dead 39 minutes after that.</p><p>The agents operated by writing short JavaScript programs, almost 2,800 in total, with 42 helper functions kept alive between programs, while a Mineflayer bot ran them in the shared world. Text was returned with status data, not pictures. This is a shared approach to the non-screenshot GPT-6 Astra <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/gpt-6-astra-plays-world-of-warcraft-blind-and-clears-the-orc-starting-zone-in-40-minutes-with-no-deaths-ai-agent-navigates-by-server-network-traffic-with-pulled-quest-data">clear of the Orc starting zone</a> in World of Warcraft earlier this month. AI agents playing games is an ongoing trend, with Pokémon Red probably being the most popular, a game defeated in multiple ways, including with <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/developer-says-jev-decision-model-beat-pokemon-red-in-under-a-week-non-llm-engine-succeeds-where-traditional-chatbots-stalled-for-months-but-claude-opus-5-coached-the-model-through-its-dead-ends">a Jev decision model layer</a>.</p><p><a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/defeated-gpt-6-astra-model-spent-several-hours-just-farming-potatoes-after-being-blown-up-by-a-creeper-in-minecraft-openai-offering-gets-further-than-any-other-ai-system-in-141-hour-test">Minecraft has also been a popular target,</a> and the authors admit this, highlighting two earlier community dragon kills: a planner with an action-selection model on a fixed speedrun seed in Peaceful mode, and a single Claude Opus 5 agent that used 37 ready-made, high-level tools on Normal, versus Mineflayer alone for the Gemini team. AI Bengineering’s Claude run, relying mostly on Opus 5 at high effort, took 3 hours and 56 minutes from start — “no human input after the prompt” — to kill with 388 tool calls and only one death. The cost in that case, at API-equivalent rates, was about $93.</p><p>Google’s Minecraft run, using Gemini 4 Argon’s 50% introductory pricing, which runs from initial API access that followed the model announcement through Nov. 30, cost more than half a grand; at normal pricing, that’s more than a grand. <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">A GPT-6 Astra Portal run</a> last month, which took about 24 hours, came in at $571 in tokens.</p><p>Google’s run took about 1.35 billion input tokens with 91% served from cache. About 24,000 model calls involved around 16 million output tokens, a quarter of them thinking. In total, if we’re also including the observer agent, the session would be estimated at $810, or $1,620 after the promotion, at list prices.</p><p>Each player is driven by a “general-purpose Gemini 4 Argon coding agent,” which is a fancy way of saying that it’s not specialized for Minecraft. Gemini 4 Argon itself is a frontier model for “real-world software engineering, enterprise knowledge work like legal and finance, and cybersecurity defense,” according to a company blog. With Minecraft, 22% of the agents’ programs ended in an error, with more than 600 deaths.</p><p>Although the model was used for a game here, the run was designed to show that Argon is capable of “complex, long-horizon workflows” for complex real-world tasks and agent coordination. Such long projects can involve decompiling a game back into source code, as we covered recently with <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/dev-used-ai-agents-and-more-than-500-billion-tokens-to-rebuild-call-of-duty-modern-warfare-2s-source-code-83-percent-of-the-2009-shooters-functions-now-match-the-original-byte-for-byte">a Modern Warfare 2 rebuild</a> that now has 83% of its functions matching the original byte for byte.</p>
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                                                            <title><![CDATA[ French rioters ransack eSports team premises and are seen looting RAM sticks from PCs ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Leading French eSports club Team Vitality has confirmed that its Paris HQ has been smashed up, with trophies, computer equipment, and more looted over the weekend. Thankfully, no team members or staff have been hurt. The team’s V.Hive premises were attacked by criminal opportunistic looters under cover of the widespread protests in France over issues related to school funding, living costs, and government spending cuts. Other shops, public buildings, and property have been smashed, looted, and sometimes burned.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2111573487751958809"><p lang="en" dir="ltr">Aujourd'hui, les locaux de notre club ont été pillés en marge de la mobilisation du 17 octobre.Heureusement, aucun membre de notre staff ni aucun fan n’a été blessé. En revanche, nos vitrines ont été détruites, nos trophées et notre matériel informatique volés.En attendant d’évaluer la totalité des dégâts, V.Hive restera fermé.Plus d’informations seront communiquées par la suite.Prenez soin de vous<a href="https://twitter.com/cantworkitout/status/2111573487751958809">October 17, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Above, you can see the confirmation of the serious, unfortunate events seen over the weekend. “Our display windows were destroyed, and our trophies and computer equipment were stolen,” lamented the post [machine translation], while being thankful that no members, staff, or fans of Team Vitality were hurt. The bulletin ends with the news that the V.Hive will remain closed for now, until after damage has been assessed. More information is promised in due course.</p><p>There are a multitude of social media posts sharing images, videos, and pointing fingers at what they see as the cause of the protests, riots, and looting. Of course, fingers point in all directions, and unfortunately there are also reports of <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/ai-generated-content-and-other-unfavorable-practices-have-put-longtime-staple-cnet-on-wikipedias-blacklisted-sources" target="_blank">AI-generated</a> rage-farming media, so keep a critical eye open should you dare to doom scroll.</p><p>Of course we’ve focused on the damage and looting of Team Vitality’s HQ due to the tech angle. The compendium of video clips shared by the news organization NEXTA provides evidence of <a href="https://x.com/nexta_tv/status/2111761707123044370" target="_blank">the extent of the V.Hive attack</a>. This 30-second clip appears to show rioters hammering at and kicking in the eSports HQ’s windows, taking items from the premises, and throwing <a href="https://www.tomshardware.com/best-picks/best-gaming-chairs" target="_blank">gaming chairs</a> onto bonfires in the street. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2111550531894120649"><p lang="en" dir="ltr">Los "estudiantes" franceses saquearon la arena de Esports de paris y se robaron el trofeo que team vitality gano en el torneo de counter strike Tambien se robaron las PC gamer y las destriparon ahi nomas en plena calle https://t.co/FjEkVPDuV6<a href="https://twitter.com/cantworkitout/status/2111550531894120649">October 17, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>We also see accounts like ElBuni share clips of looters brandishing what appear to be eSports trophies from Team Vitality’s HQ (embedded above). The second clip shows looters with their hands inside gaming PCs opened up on the sidewalk. It looks like the hooded and gloved looter in the video is removing <a href="https://www.tomshardware.com/pc-components/ram/usd20-000-in-32gb-ram-sticks-saved-from-the-dumpster-are-now-worth-a-fortune-72-ddr4-2666-ecc-rdimms-were-about-to-turn-into-e-waste" target="_blank">RAM sticks</a>, an easily pocketable yet <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" target="_blank">highly valuable PC component</a>, as you will all know.</p><p>This morning, the French Prime Minister has called for local and partial curfews to contain the post-demonstration rioting. Meanwhile, there are concerns that there could be copycat behavior across Europe.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/french-rioters-ransack-esports-team-premises-and-are-seen-looting-ram-sticks-from-pcs-team-vitalitys-v-hive-paris-hq-was-wrecked-during-unrest</link>
                                                                            <description>
                            <![CDATA[ Leading French eSports club Team Vitality has confirmed that its Paris HQ has been smashed up, with trophies, computer equipment, and more looted over the weekend. ]]>
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                                                                        <pubDate>Mon, 19 Oct 2026 13:32:42 +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[ElBuni on X]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Looting RAM]]></media:description>                                                            <media:text><![CDATA[Looting RAM]]></media:text>
                                <media:title type="plain"><![CDATA[Looting RAM]]></media:title>
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                            <article>
                                <p>Leading French eSports club Team Vitality has confirmed that its Paris HQ has been smashed up, with trophies, computer equipment, and more looted over the weekend. Thankfully, no team members or staff have been hurt. The team’s V.Hive premises were attacked by criminal opportunistic looters under cover of the widespread protests in France over issues related to school funding, living costs, and government spending cuts. Other shops, public buildings, and property have been smashed, looted, and sometimes burned.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2111573487751958809"><p lang="en" dir="ltr">Aujourd'hui, les locaux de notre club ont été pillés en marge de la mobilisation du 17 octobre.Heureusement, aucun membre de notre staff ni aucun fan n’a été blessé. En revanche, nos vitrines ont été détruites, nos trophées et notre matériel informatique volés.En attendant d’évaluer la totalité des dégâts, V.Hive restera fermé.Plus d’informations seront communiquées par la suite.Prenez soin de vous<a href="https://twitter.com/cantworkitout/status/2111573487751958809">October 17, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Above, you can see the confirmation of the serious, unfortunate events seen over the weekend. “Our display windows were destroyed, and our trophies and computer equipment were stolen,” lamented the post [machine translation], while being thankful that no members, staff, or fans of Team Vitality were hurt. The bulletin ends with the news that the V.Hive will remain closed for now, until after damage has been assessed. More information is promised in due course.</p><p>There are a multitude of social media posts sharing images, videos, and pointing fingers at what they see as the cause of the protests, riots, and looting. Of course, fingers point in all directions, and unfortunately there are also reports of <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/ai-generated-content-and-other-unfavorable-practices-have-put-longtime-staple-cnet-on-wikipedias-blacklisted-sources" target="_blank">AI-generated</a> rage-farming media, so keep a critical eye open should you dare to doom scroll.</p><p>Of course we’ve focused on the damage and looting of Team Vitality’s HQ due to the tech angle. The compendium of video clips shared by the news organization NEXTA provides evidence of <a href="https://x.com/nexta_tv/status/2111761707123044370" target="_blank">the extent of the V.Hive attack</a>. This 30-second clip appears to show rioters hammering at and kicking in the eSports HQ’s windows, taking items from the premises, and throwing <a href="https://www.tomshardware.com/best-picks/best-gaming-chairs" target="_blank">gaming chairs</a> onto bonfires in the street. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2111550531894120649"><p lang="en" dir="ltr">Los "estudiantes" franceses saquearon la arena de Esports de paris y se robaron el trofeo que team vitality gano en el torneo de counter strike Tambien se robaron las PC gamer y las destriparon ahi nomas en plena calle https://t.co/FjEkVPDuV6<a href="https://twitter.com/cantworkitout/status/2111550531894120649">October 17, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>We also see accounts like ElBuni share clips of looters brandishing what appear to be eSports trophies from Team Vitality’s HQ (embedded above). The second clip shows looters with their hands inside gaming PCs opened up on the sidewalk. It looks like the hooded and gloved looter in the video is removing <a href="https://www.tomshardware.com/pc-components/ram/usd20-000-in-32gb-ram-sticks-saved-from-the-dumpster-are-now-worth-a-fortune-72-ddr4-2666-ecc-rdimms-were-about-to-turn-into-e-waste" target="_blank">RAM sticks</a>, an easily pocketable yet <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" target="_blank">highly valuable PC component</a>, as you will all know.</p><p>This morning, the French Prime Minister has called for local and partial curfews to contain the post-demonstration rioting. Meanwhile, there are concerns that there could be copycat behavior across Europe.</p>
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                                                            <title><![CDATA[ Web-based chip fab engineering game goes viral in Taiwan  ]]></title>
                                                                                                <dc:content><![CDATA[ <p>A new 3D web game where you live "A Day in the Life of a Semiconductor Wafer Factory Worker" has gone viral in Taiwan, where it was developed. Available in Chinese, English, and Japanese, <a href="https://fab24hr.com/en/" target="_blank">Fab24hr</a> is a work simulator where you play one of several semiconductor engineer roles in a blocky isometric 3D factory. Though the graphics might look basic, Taiwan’s <a href="https://news.tvbs.com.tw/tech/4034615" target="_blank">TVBS news</a> says that the game is so realistic that it resonates with fab workers but not always in a good way – some have likened it to "a horror game" or "prison" [machine translation].</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/CPRArE9T9zddMgtaKRLGzc-1920-80.jpg" alt="Fab24hr wafer fab engineering game " /><figcaption><small role="credit">Fab24hr</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/v6w9zGd5inS7dcHZAudmyc-1920-80.jpg" alt="Fab24hr wafer fab engineering game " /><figcaption><small role="credit">Fab24hr</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/9hsKZP7fv6cnMLrupvjmyc-1920-80.jpg" alt="Fab24hr wafer fab engineering game " /><figcaption><small role="credit">Fab24hr</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ERjkf5SAapdPfHfuGPsrnc-1920-80.jpg" alt="Fab24hr wafer fab engineering game " /><figcaption><small role="credit">Fab24hr</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/G6TDNcfM5YhVoGuXauMzic-1920-80.jpg" alt="Fab24hr wafer fab engineering game " /><figcaption><small role="credit">Fab24hr</small></figcaption></figure></figure><p>If you head over to the Fab24hr site, the game UI loads pretty quickly and you are asked to input a character name and ‘Clock in.’ Then two game modes are presented. You can play the main story, dubbed ‘The life of a chip’ where you character works through 12 chapters shepherding a hearing-aid chip from the <a href="https://www.tomshardware.com/pc-components/storage/30-years-of-lexar-what-a-look-inside-its-r-and-d-labs-and-factory-reveals-about-its-plans-for-an-ai-ready-future" target="_blank">R&amp;D line</a> into the hands of an end user. In this mode your blocky fab worker character will simulate dealing with equipment failures, process anomalies, and production progress emergencies. You might also have to file reports about operational errors. Apparently there are three endings to this 12-chapter game, depending on your progress and decisions. </p><p>Another game mode is called ‘A day in the fab.’ Here you pick a factory location and role. For example, you can choose to be a Process Engineer. Your day started with the ETCH-03 semiconductor tool breaking, and “everyone is waiting for you to say what time it will be fixed.” Though this might sound like you’ve been thrown in at the deep end, if you pay attention to the handover from the previous shift, there should be clues to get you by. Technical terms are explained in the game so even those with no <a href="https://www.tomshardware.com/tech-industry/semiconductors/us-chip-manufacturers-are-in-dire-need-of-engineers-and-technicians-experts-suggest-a-shortage-of-up-to-157-000-semiconductor-workers-by-2030" target="_blank">semiconductor industry experience</a> should be able to ‘enjoy’ this escapade. </p><p>I briefly tested the game in my browser, where it ran without issues. It didn’t take long to understand why some <a href="https://www.tomshardware.com/tech-industry/semiconductors/50-percent-of-tsmcs-arizona-employees-are-from-taiwan-despite-recent-controversies-company-plans-to-hire-more-us-workers-over-time" target="_blank">Taiwanese fab</a> veterans felt this simulator was kind of stressful, or even “super scary.” It isn’t the kind of free-time escapism I’m looking for. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/chip-fab-engineering-game-goes-viral-in-taiwan-realistic-and-stressful-simulation-is-basically-a-horror-game-say-some-players</link>
                                                                            <description>
                            <![CDATA[ A new 3D web game where you live 'A Day in the Life of a Semiconductor Wafer Factory Worker' has gone viral in Taiwan, where it was developed. ]]>
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                                                                        <pubDate>Sun, 18 Oct 2026 12:50:33 +0000</pubDate>                                                                                                                                <updated>Sun, 18 Oct 2026 14:56:31 +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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                                                            <media:credit><![CDATA[Fab24hr]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Fab24hr wafer fab engineering game ]]></media:description>                                                            <media:text><![CDATA[Fab24hr wafer fab engineering game ]]></media:text>
                                <media:title type="plain"><![CDATA[Fab24hr wafer fab engineering game ]]></media:title>
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                            <article>
                                <p>A new 3D web game where you live "A Day in the Life of a Semiconductor Wafer Factory Worker" has gone viral in Taiwan, where it was developed. Available in Chinese, English, and Japanese, <a href="https://fab24hr.com/en/" target="_blank">Fab24hr</a> is a work simulator where you play one of several semiconductor engineer roles in a blocky isometric 3D factory. Though the graphics might look basic, Taiwan’s <a href="https://news.tvbs.com.tw/tech/4034615" target="_blank">TVBS news</a> says that the game is so realistic that it resonates with fab workers but not always in a good way – some have likened it to "a horror game" or "prison" [machine translation].</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/CPRArE9T9zddMgtaKRLGzc-1920-80.jpg" alt="Fab24hr wafer fab engineering game " /><figcaption><small role="credit">Fab24hr</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/v6w9zGd5inS7dcHZAudmyc-1920-80.jpg" alt="Fab24hr wafer fab engineering game " /><figcaption><small role="credit">Fab24hr</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/9hsKZP7fv6cnMLrupvjmyc-1920-80.jpg" alt="Fab24hr wafer fab engineering game " /><figcaption><small role="credit">Fab24hr</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ERjkf5SAapdPfHfuGPsrnc-1920-80.jpg" alt="Fab24hr wafer fab engineering game " /><figcaption><small role="credit">Fab24hr</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/G6TDNcfM5YhVoGuXauMzic-1920-80.jpg" alt="Fab24hr wafer fab engineering game " /><figcaption><small role="credit">Fab24hr</small></figcaption></figure></figure><p>If you head over to the Fab24hr site, the game UI loads pretty quickly and you are asked to input a character name and ‘Clock in.’ Then two game modes are presented. You can play the main story, dubbed ‘The life of a chip’ where you character works through 12 chapters shepherding a hearing-aid chip from the <a href="https://www.tomshardware.com/pc-components/storage/30-years-of-lexar-what-a-look-inside-its-r-and-d-labs-and-factory-reveals-about-its-plans-for-an-ai-ready-future" target="_blank">R&amp;D line</a> into the hands of an end user. In this mode your blocky fab worker character will simulate dealing with equipment failures, process anomalies, and production progress emergencies. You might also have to file reports about operational errors. Apparently there are three endings to this 12-chapter game, depending on your progress and decisions. </p><p>Another game mode is called ‘A day in the fab.’ Here you pick a factory location and role. For example, you can choose to be a Process Engineer. Your day started with the ETCH-03 semiconductor tool breaking, and “everyone is waiting for you to say what time it will be fixed.” Though this might sound like you’ve been thrown in at the deep end, if you pay attention to the handover from the previous shift, there should be clues to get you by. Technical terms are explained in the game so even those with no <a href="https://www.tomshardware.com/tech-industry/semiconductors/us-chip-manufacturers-are-in-dire-need-of-engineers-and-technicians-experts-suggest-a-shortage-of-up-to-157-000-semiconductor-workers-by-2030" target="_blank">semiconductor industry experience</a> should be able to ‘enjoy’ this escapade. </p><p>I briefly tested the game in my browser, where it ran without issues. It didn’t take long to understand why some <a href="https://www.tomshardware.com/tech-industry/semiconductors/50-percent-of-tsmcs-arizona-employees-are-from-taiwan-despite-recent-controversies-company-plans-to-hire-more-us-workers-over-time" target="_blank">Taiwanese fab</a> veterans felt this simulator was kind of stressful, or even “super scary.” It isn’t the kind of free-time escapism I’m looking for. </p>
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                                                            <title><![CDATA[ Game decompilation hub freezes leaderboard after AI turns progress into a hollow numbers game amid explosion of 'AI slop' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The decomp.dev community that tracks and centralizes game decompilation progress is shutting down its public index and leaderboard, claiming in <a href="https://decomp.dev/"><u>a site update</u></a> that the acceleration of AI has damaged the decompilation community. The creator, who goes by @encounter, points to abuses related to AI usage, such as AI helping forks “finish” others’ projects and a general attitude of rushing to complete PC ports, often with little regard to quality. Simply banning AI-assisted projects is a difficult task, as not all of them have the same standards, and @encounter feels it shouldn’t be the role of one hobbyist to decide what does and doesn’t stay on the leaderboard.</p><p>The decision was made because AI greatly speeds up decompilation “in a significant way,” especially with human guidance, but misuse of the technology has broken the community aspect. AI has made the progress percentages on decomp.dev easier to push up. As a result, the site’s index and leaderboard are now “causing more harm than good,” as the competitive spirit has been corrupted. The scene has become “a hollow numbers game” where people throw AI usage at things “to make number go 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:56.25%;"><img id="NUmrabSXzb5PQrzbztT7r9" name="decomp progress" alt="Bar chart of matching decompilation progress on decomp.dev on Oct. 16, 2026: Super Smash Bros. Melee and Animal Crossing at 100% decompiled and fully linked, down to Skyward Sword at 27.9% and 16.0%." src="https://cdn.mos.cms.futurecdn.net/NUmrabSXzb5PQrzbztT7r9-1920-80.png" 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: Future)</span></figcaption></figure><p>The site was created in 2024 “as a way to centralize matching decompilation progress” and to grow a community around it. Each project page shows game progress with its history. The goal of matching decompilation is to have hand-written source code that <a href="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">could compile back to the same machine code as the original game</a>. The site’s creator is a GitHub maintainer of decomp-toolkit, a GameCube and Wii decompilation toolkit, and objdiff, a local diffing tool for decompilation projects.</p><p>Matching decompilation used to be a “brutally difficult, time consuming [sic] task,” taking years for many games. Better tools and community knowledge sped up the progress. AI worked its way in through the years, but results were generally mixed. Things changed earlier this year with Claude Opus 4.6 and GPT-5.4, which seemed to know the community’s tools without being told; encounter writes that it was “clear that the models were being trained on matching decompilation.” However, the models’ results still needed “a significant amount of human cleanup,” and the cost per task was “prohibitively expensive relative to the results.”</p><p>More recent models, with OpenAI’s <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/openai-claims-gpt-6-astra-is-an-ethereal-alien-mind-with-agi-like-qualities-company-warns-of-alignment-challenges-as-new-frontier-leader-emerges"><u>GPT-6 Astra</u></a> specifically named, are much better at handling complex directions and at writing natural code and are “exceptionally good permuters.” The models can stay on task longer, finish tasks more quickly, and in general operate more cheaply. However, applying the models without guidance means that the code can compile to the same machine code but wouldn’t pass as the original developers’ work. Humans learning to apply the technology better is a pattern in this space, as Maurice Heumann’s <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/dev-used-ai-agents-and-more-than-500-billion-tokens-to-rebuild-call-of-duty-modern-warfare-2s-source-code-83-percent-of-the-2009-shooters-functions-now-match-the-original-byte-for-byte"><u>Modern Warfare 2 decompilation project</u></a> showed; in that case, Heumann’s agents tried to cheat the byte-for-byte check itself, but then Heumann adapted.</p><p>The projects, which are open source and welcome contributors, have been tainted by “bad actors” who abuse that openness. Some original projects avoid AI for legal or ethical reasons, and AI forks may put “little to no effort” into contributing back. Because AI has improved, anyone with an AI subscription can now create ports that work “at a basic level,” using tools “written by talented humans.” This allows opportunists to race out half-working decompilation ports. Ports can be fun, but decompilation is “primarily for research,” and the creator calls out YouTubers, dubbed “Sloptubers,” and subreddits like r/decomps for falsely synonymizing “decomp” and “PC port.”</p><p>The site was originally built “to gamify decompilation,” a fun way to stay motivated back when “every fraction of a percent took real human effort.” While the widening of the community has had positive aspects, it has also brought “slop,” which is admittedly “hard to define, and even harder to moderate,” so an outright ban on AI-assisted projects isn’t practical. Judging and policing “hundreds of projects” is too difficult a task. AI-generated code has made headlines in other open source areas, such as <a href="https://www.tomshardware.com/software/linux/linux-lays-down-the-law-on-ai-generated-code-yes-to-copilot-no-to-ai-slop-and-humans-take-the-fall-for-mistakes-after-months-of-fierce-debate-torvalds-and-maintainers-come-to-an-agreement"><u>with Linux</u></a>.</p><p>Existing projects, some of which have achieved 100% decompilation progress, such as Super Smash Bros. Melee and Animal Crossing, will keep on reporting, and their pages and history will remain. However, no new projects may join, and nobody may rebuild the site from its code. There is no successor named, and no shutdown date. Decompiling goes on, and AI is making it even faster, but the percentage scoreboard is gone.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/retro-gaming/game-decompilation-tracker-decomp-dev-shuts-its-public-leaderboard-saying-ai-has-broken-the-community-its-creator-blames-forks-that-use-ai-to-finish-other-teams-projects-and-races-to-ship-rough-pc-ports</link>
                                                                            <description>
                            <![CDATA[ decomp.dev has closed its public index of game decompilation projects, saying AI-driven forks and ports broke the community. ]]>
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                                                                        <pubDate>Sat, 17 Oct 2026 11:30:00 +0000</pubDate>                                                                                                                                <updated>Sat, 17 Oct 2026 13:16:55 +0000</updated>
                                                                                                                                            <category><![CDATA[Retro Gaming]]></category>
                                                    <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 is a lifelong East Coaster and animal lover.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Human and robot hands positioned above laptop keyboard, AI and human collaboration in coding, writing and digital tasks]]></media:description>                                                            <media:text><![CDATA[Human and robot hands positioned above laptop keyboard, AI and human collaboration in coding, writing and digital tasks]]></media:text>
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                                <p>The decomp.dev community that tracks and centralizes game decompilation progress is shutting down its public index and leaderboard, claiming in <a href="https://decomp.dev/"><u>a site update</u></a> that the acceleration of AI has damaged the decompilation community. The creator, who goes by @encounter, points to abuses related to AI usage, such as AI helping forks “finish” others’ projects and a general attitude of rushing to complete PC ports, often with little regard to quality. Simply banning AI-assisted projects is a difficult task, as not all of them have the same standards, and @encounter feels it shouldn’t be the role of one hobbyist to decide what does and doesn’t stay on the leaderboard.</p><p>The decision was made because AI greatly speeds up decompilation “in a significant way,” especially with human guidance, but misuse of the technology has broken the community aspect. AI has made the progress percentages on decomp.dev easier to push up. As a result, the site’s index and leaderboard are now “causing more harm than good,” as the competitive spirit has been corrupted. The scene has become “a hollow numbers game” where people throw AI usage at things “to make number go 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:56.25%;"><img id="NUmrabSXzb5PQrzbztT7r9" name="decomp progress" alt="Bar chart of matching decompilation progress on decomp.dev on Oct. 16, 2026: Super Smash Bros. Melee and Animal Crossing at 100% decompiled and fully linked, down to Skyward Sword at 27.9% and 16.0%." src="https://cdn.mos.cms.futurecdn.net/NUmrabSXzb5PQrzbztT7r9-1920-80.png" 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: Future)</span></figcaption></figure><p>The site was created in 2024 “as a way to centralize matching decompilation progress” and to grow a community around it. Each project page shows game progress with its history. The goal of matching decompilation is to have hand-written source code that <a href="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">could compile back to the same machine code as the original game</a>. The site’s creator is a GitHub maintainer of decomp-toolkit, a GameCube and Wii decompilation toolkit, and objdiff, a local diffing tool for decompilation projects.</p><p>Matching decompilation used to be a “brutally difficult, time consuming [sic] task,” taking years for many games. Better tools and community knowledge sped up the progress. AI worked its way in through the years, but results were generally mixed. Things changed earlier this year with Claude Opus 4.6 and GPT-5.4, which seemed to know the community’s tools without being told; encounter writes that it was “clear that the models were being trained on matching decompilation.” However, the models’ results still needed “a significant amount of human cleanup,” and the cost per task was “prohibitively expensive relative to the results.”</p><p>More recent models, with OpenAI’s <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/openai-claims-gpt-6-astra-is-an-ethereal-alien-mind-with-agi-like-qualities-company-warns-of-alignment-challenges-as-new-frontier-leader-emerges"><u>GPT-6 Astra</u></a> specifically named, are much better at handling complex directions and at writing natural code and are “exceptionally good permuters.” The models can stay on task longer, finish tasks more quickly, and in general operate more cheaply. However, applying the models without guidance means that the code can compile to the same machine code but wouldn’t pass as the original developers’ work. Humans learning to apply the technology better is a pattern in this space, as Maurice Heumann’s <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/dev-used-ai-agents-and-more-than-500-billion-tokens-to-rebuild-call-of-duty-modern-warfare-2s-source-code-83-percent-of-the-2009-shooters-functions-now-match-the-original-byte-for-byte"><u>Modern Warfare 2 decompilation project</u></a> showed; in that case, Heumann’s agents tried to cheat the byte-for-byte check itself, but then Heumann adapted.</p><p>The projects, which are open source and welcome contributors, have been tainted by “bad actors” who abuse that openness. Some original projects avoid AI for legal or ethical reasons, and AI forks may put “little to no effort” into contributing back. Because AI has improved, anyone with an AI subscription can now create ports that work “at a basic level,” using tools “written by talented humans.” This allows opportunists to race out half-working decompilation ports. Ports can be fun, but decompilation is “primarily for research,” and the creator calls out YouTubers, dubbed “Sloptubers,” and subreddits like r/decomps for falsely synonymizing “decomp” and “PC port.”</p><p>The site was originally built “to gamify decompilation,” a fun way to stay motivated back when “every fraction of a percent took real human effort.” While the widening of the community has had positive aspects, it has also brought “slop,” which is admittedly “hard to define, and even harder to moderate,” so an outright ban on AI-assisted projects isn’t practical. Judging and policing “hundreds of projects” is too difficult a task. AI-generated code has made headlines in other open source areas, such as <a href="https://www.tomshardware.com/software/linux/linux-lays-down-the-law-on-ai-generated-code-yes-to-copilot-no-to-ai-slop-and-humans-take-the-fall-for-mistakes-after-months-of-fierce-debate-torvalds-and-maintainers-come-to-an-agreement"><u>with Linux</u></a>.</p><p>Existing projects, some of which have achieved 100% decompilation progress, such as Super Smash Bros. Melee and Animal Crossing, will keep on reporting, and their pages and history will remain. However, no new projects may join, and nobody may rebuild the site from its code. There is no successor named, and no shutdown date. Decompiling goes on, and AI is making it even faster, but the percentage scoreboard is gone.</p>
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                                                            <title><![CDATA[ Modder finishes nine-year Xbox 360 voltage glitch mod with a $4 microcontroller, cracks the console open  ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The Xbox 360 has been cracked open multiple times over the years, and almost every time Microsoft's updates plugged whichever hole let hackers through. The first method was modded DVD firmware in 2006, a hypervisor hack followed in 2007, and a wiring hack exposing JTAG debugging ports was revealed in 2009. The longest-lasting physical hack was 2011's CPU force-reset exploit. That maneuver needed specialized hardware along with a voltage-glitching chip, but an enterprising techie <a href="https://kennedn.com/blog/posts/glitching/" target="_blank">showed how</a> it can be performed nowadays with the assistance of a Raspberry Pi Pico, costing all of $4 (or about 5€ / £5). The crack marks the culmination of a nine-year effort by the modder. </p><p>To get the elephant out of the room, yes, just last week the PeerPressure Xbox 360 persistent soft-mod <a href="https://github.com/grimdoomer/Xbox360PeerPressure" target="_blank">was released</a>. But we're here to talk signals and wires. The aforementioned reset exploit involves sending a teeny weeny tiny signal directly into the CPU's reset pin. You'd think this would do what it says on the label, but what happens instead is that the CPU executes the current instruction <em>incorrectly</em>.</p><p>Naturally, someone figured out how to leverage that to run any code on the CPU, thus completely bypassing Microsoft's impressive and frankly rather effective layers of cryptography within the console. Sending said signal for an effective hack, though, requires spectacularly precise timing with a resolution down to nanoseconds, and glitch-chips may even require several attempts to get a successful "latch."</p><p>Joshua Kennedy, a Scottish hacker, bought a Matrix Coolrunner Rev D modchip board back in 2017 to hack his console this way, but it required soldering wires, NAND, and programmers, and patience. He once tried rolling his own programmers using an old PC's parallel port (a common substitute), but never got the project off the ground and shelved the idea.</p><p>Fast-forward to 2026, and a new tool presented itself: the highly successful Raspberry Pi Pico, a highly capable microcontroller-on-a-stick, whose price starts at all of $4. Armed with this, he started the procedure. He connected the Pi Pico to the NAND interface header on the console to be able to dump the console's NAND flash firmware — a task easily accomplished with just some wiring and the PicoFlasher utility. Although the post doesn't mention it, Kennedy likely took the NAND data, patched it with XeLL, and reuploaded it.</p><p>He moved on to download <a href="https://github.com/Octal450/Timing-Files/releases" target="_blank">Octal450's Timing Files</a>, a set of mini-programs triggering the glitch chip at the best possible timing to try and reset the CPU. These are necessary because the window of opportunity is different across every hardware revision of the Xbox 360. Enlisting the Pi Pico once again, he uploaded the timing files to the Matrix Coolrunner, and <a href="https://consolemods.org/wiki/Xbox_360:RGH/RGH1.2" target="_blank">presumably ran the rest of the hack process</a>. And thus the task was complete, and "a project that defeated [Kennedy] in 2017 was made trivial in 2026 by a £5 microcontroller."</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/retro-gaming/modder-finishes-nine-year-xbox-360-voltage-glitch-mod-with-a-usd4-microcontroller-cracks-the-console-open-tiny-microcontroller-dumps-nand-and-flashes-timing-files-to-bypass-cpu-cryptography</link>
                                                                            <description>
                            <![CDATA[ Modder glitch-hacks his Xbox 360 with the help of a $4 microcontroller — operation shows the power of the Rasperry Pi Pico ]]>
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                                                                        <pubDate>Sat, 17 Oct 2026 11:00:00 +0000</pubDate>                                                                                                                                <updated>Sat, 17 Oct 2026 13:16:55 +0000</updated>
                                                                                                                                            <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[Xbox 360]]></media:description>                                                            <media:text><![CDATA[Xbox 360]]></media:text>
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                                <p>The Xbox 360 has been cracked open multiple times over the years, and almost every time Microsoft's updates plugged whichever hole let hackers through. The first method was modded DVD firmware in 2006, a hypervisor hack followed in 2007, and a wiring hack exposing JTAG debugging ports was revealed in 2009. The longest-lasting physical hack was 2011's CPU force-reset exploit. That maneuver needed specialized hardware along with a voltage-glitching chip, but an enterprising techie <a href="https://kennedn.com/blog/posts/glitching/" target="_blank">showed how</a> it can be performed nowadays with the assistance of a Raspberry Pi Pico, costing all of $4 (or about 5€ / £5). The crack marks the culmination of a nine-year effort by the modder. </p><p>To get the elephant out of the room, yes, just last week the PeerPressure Xbox 360 persistent soft-mod <a href="https://github.com/grimdoomer/Xbox360PeerPressure" target="_blank">was released</a>. But we're here to talk signals and wires. The aforementioned reset exploit involves sending a teeny weeny tiny signal directly into the CPU's reset pin. You'd think this would do what it says on the label, but what happens instead is that the CPU executes the current instruction <em>incorrectly</em>.</p><p>Naturally, someone figured out how to leverage that to run any code on the CPU, thus completely bypassing Microsoft's impressive and frankly rather effective layers of cryptography within the console. Sending said signal for an effective hack, though, requires spectacularly precise timing with a resolution down to nanoseconds, and glitch-chips may even require several attempts to get a successful "latch."</p><p>Joshua Kennedy, a Scottish hacker, bought a Matrix Coolrunner Rev D modchip board back in 2017 to hack his console this way, but it required soldering wires, NAND, and programmers, and patience. He once tried rolling his own programmers using an old PC's parallel port (a common substitute), but never got the project off the ground and shelved the idea.</p><p>Fast-forward to 2026, and a new tool presented itself: the highly successful Raspberry Pi Pico, a highly capable microcontroller-on-a-stick, whose price starts at all of $4. Armed with this, he started the procedure. He connected the Pi Pico to the NAND interface header on the console to be able to dump the console's NAND flash firmware — a task easily accomplished with just some wiring and the PicoFlasher utility. Although the post doesn't mention it, Kennedy likely took the NAND data, patched it with XeLL, and reuploaded it.</p><p>He moved on to download <a href="https://github.com/Octal450/Timing-Files/releases" target="_blank">Octal450's Timing Files</a>, a set of mini-programs triggering the glitch chip at the best possible timing to try and reset the CPU. These are necessary because the window of opportunity is different across every hardware revision of the Xbox 360. Enlisting the Pi Pico once again, he uploaded the timing files to the Matrix Coolrunner, and <a href="https://consolemods.org/wiki/Xbox_360:RGH/RGH1.2" target="_blank">presumably ran the rest of the hack process</a>. And thus the task was complete, and "a project that defeated [Kennedy] in 2017 was made trivial in 2026 by a £5 microcontroller."</p>
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                                                            <title><![CDATA[ New York rep announces game ownership bill that would require consumer ownership rather than sale of licenses ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Rep. Ritchie Torres of New York's 15th congressional district has <a href="https://ritchietorres.house.gov/posts/rep-torres-announces-power-to-the-players-act-legislation-to-ensure-gamers-own-their-games">introduced</a> the <em>Power To The Players Act</em>. This new legislation aims to protect consumers by directing the FTC to establish regulations on game ownership to curb anti-consumer business practices. "Under the bill, buying a video game would give the consumer ownership of the game rather than a license to play it," the release says. "Games with online functionality would also be required to provide an offline mode before the servers supporting them are shut down." </p><p>Games having an expiration date despite being more expensive than ever has been scrutinized by players all over the world, along with aggressive monetization schemes within the games themselves. Rep. Ritchie Torres isn’t the first to fight for gamers, as Pennsylvania state senator John Kane also recently introduced the <a href="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"><u>Protect Our Games Act</u></a>, requiring publishers to provide an offline mode, community servers, or a 25% minimum refund. Players want to be able to enjoy their games even if the publisher decides to stop supporting the game, but Sony doesn’t think the players own their games and that they have the right to pull the rug from under them. Sony’s lawyers even recently said in a defense in an ongoing <a href="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"><u>class action lawsuit</u></a> that clicking on the “purchase” button would obviously not lead the consumer to think that they were acquiring a durable right to use the game instead of a revocable license; basically a one-time rent fee that Sony could take away at any moment that benefits them.</p><p>One of the most prominent recent examples of players not owning their games came in 2024 with <em>The Crew</em>, an online-only racing game that Ubisoft shut down for server upkeep, making it unplayable even for those who had recently purchased it. Ubisoft had not provided a way for community servers to be set up, nor an offline mode, since even the single-player campaign depended on a connection to Ubisoft’s servers. Another is the notorious yearly sports games released by EA, 2K, and Sony, with NBA 2K25 specifically being cited by Rep. Torres in his <a href="https://ritchietorres.house.gov/posts/rep-torres-announces-power-to-the-players-act-legislation-to-ensure-gamers-own-their-games"><u>announcement of the Power to the Players Act</u></a>; NBA 2K25 is being pulled from digital storefronts, with the online servers being shut down only two years after release, leaving players unable to use a main feature of the game they purchased, and new players unable to purchase the game at all. Overwatch 2’s release also killed the first Overwatch game, replacing it outright instead of the first game becoming a purchasable and separately playable game.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Xb8nLW"></div>                            </div>                            <script src="https://kwizly.com/embed/Xb8nLW.js" async=""></script><p>The Crew’s shutdown prompted the Stop Killing Games movement, demanding that publishers leave the games functional after discontinuation in the form of an offline mode, peer-to-peer patching, and the ability to host community servers. The movement also pushes back against the industry standard of selling games as revocable licenses rather than outright ownership of the copy. Concrete definitions and details of the bill have yet to be released, but it aims to require publishers to provide an offline mode before shutting down servers and actual consumer ownership instead of a license that can be taken away, potentially satisfying the demands of the movement. We don’t know whether the right to transfer that Rep. Torres mentions is mandatory for digital purchases, but it will likely be relevant for physical copies. It is also important for the bill to strictly define what ownership is and what rights the owners have over their copy.</p><p>One popular phrase against these practices is “If buying isn’t owning, piracy isn’t stealing,” pushing strongly against these revocable licenses that the companies want you to purchase. Piracy is often touted as a better experience by players, as it removes DRM that often slows games down and provides a permanent copy that the publishers cannot modify to be dysfunctional; many players say they would be more glad to purchase the game if it were actually a better experience. It is still yet to be known how well the bill will execute its aims, but this is a big step towards correcting the direction the gaming industry is currently on.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/new-york-rep-announces-game-ownership-bill-that-would-require-consumer-ownership-rather-than-sale-of-licenses-would-also-require-publishers-to-keep-the-game-functional-after-support-ends</link>
                                                                            <description>
                            <![CDATA[ New York joins Pennsylvania in protecting gamers' rights to own games, requiring publishers to provide an offline mode and the right to transfer games. ]]>
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                                                                        <pubDate>Fri, 16 Oct 2026 13:51:32 +0000</pubDate>                                                                                                                                <updated>Fri, 16 Oct 2026 15:45:44 +0000</updated>
                                                                                                                                            <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Jhet Borja) ]]></author>                    <dc:creator><![CDATA[ Jhet Borja ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/niBNJTDN6c99Ri7HD5zNZ8-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jhet Borja is a writer with various knowledge in his arsenal. As a child, he lived above an electronics repair shop and visited every afternoon and observed how radios and TVs were assembled. In highschool he became his friends and family&amp;#39;s PC builder, consultant, and tech support. Building a PC and playing Counter-Strike all night would be the itinerary for a sleepover. He&amp;#39;s since learned all sorts of things on his own, from CAD and mechanical design, woodworking, classic calligraphy, photography, working on cars, leather craft, and getting an inkjet printer to work. Jhet has previously covered leather articles, but has since transitioned to tech and has written for MakeUseOf and XDA.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Xbox games]]></media:description>                                                            <media:text><![CDATA[Xbox games]]></media:text>
                                <media:title type="plain"><![CDATA[Xbox games]]></media:title>
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                                <p>Rep. Ritchie Torres of New York's 15th congressional district has <a href="https://ritchietorres.house.gov/posts/rep-torres-announces-power-to-the-players-act-legislation-to-ensure-gamers-own-their-games">introduced</a> the <em>Power To The Players Act</em>. This new legislation aims to protect consumers by directing the FTC to establish regulations on game ownership to curb anti-consumer business practices. "Under the bill, buying a video game would give the consumer ownership of the game rather than a license to play it," the release says. "Games with online functionality would also be required to provide an offline mode before the servers supporting them are shut down." </p><p>Games having an expiration date despite being more expensive than ever has been scrutinized by players all over the world, along with aggressive monetization schemes within the games themselves. Rep. Ritchie Torres isn’t the first to fight for gamers, as Pennsylvania state senator John Kane also recently introduced the <a href="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"><u>Protect Our Games Act</u></a>, requiring publishers to provide an offline mode, community servers, or a 25% minimum refund. Players want to be able to enjoy their games even if the publisher decides to stop supporting the game, but Sony doesn’t think the players own their games and that they have the right to pull the rug from under them. Sony’s lawyers even recently said in a defense in an ongoing <a href="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"><u>class action lawsuit</u></a> that clicking on the “purchase” button would obviously not lead the consumer to think that they were acquiring a durable right to use the game instead of a revocable license; basically a one-time rent fee that Sony could take away at any moment that benefits them.</p><p>One of the most prominent recent examples of players not owning their games came in 2024 with <em>The Crew</em>, an online-only racing game that Ubisoft shut down for server upkeep, making it unplayable even for those who had recently purchased it. Ubisoft had not provided a way for community servers to be set up, nor an offline mode, since even the single-player campaign depended on a connection to Ubisoft’s servers. Another is the notorious yearly sports games released by EA, 2K, and Sony, with NBA 2K25 specifically being cited by Rep. Torres in his <a href="https://ritchietorres.house.gov/posts/rep-torres-announces-power-to-the-players-act-legislation-to-ensure-gamers-own-their-games"><u>announcement of the Power to the Players Act</u></a>; NBA 2K25 is being pulled from digital storefronts, with the online servers being shut down only two years after release, leaving players unable to use a main feature of the game they purchased, and new players unable to purchase the game at all. Overwatch 2’s release also killed the first Overwatch game, replacing it outright instead of the first game becoming a purchasable and separately playable game.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Xb8nLW"></div>                            </div>                            <script src="https://kwizly.com/embed/Xb8nLW.js" async=""></script><p>The Crew’s shutdown prompted the Stop Killing Games movement, demanding that publishers leave the games functional after discontinuation in the form of an offline mode, peer-to-peer patching, and the ability to host community servers. The movement also pushes back against the industry standard of selling games as revocable licenses rather than outright ownership of the copy. Concrete definitions and details of the bill have yet to be released, but it aims to require publishers to provide an offline mode before shutting down servers and actual consumer ownership instead of a license that can be taken away, potentially satisfying the demands of the movement. We don’t know whether the right to transfer that Rep. Torres mentions is mandatory for digital purchases, but it will likely be relevant for physical copies. It is also important for the bill to strictly define what ownership is and what rights the owners have over their copy.</p><p>One popular phrase against these practices is “If buying isn’t owning, piracy isn’t stealing,” pushing strongly against these revocable licenses that the companies want you to purchase. Piracy is often touted as a better experience by players, as it removes DRM that often slows games down and provides a permanent copy that the publishers cannot modify to be dysfunctional; many players say they would be more glad to purchase the game if it were actually a better experience. It is still yet to be known how well the bill will execute its aims, but this is a big step towards correcting the direction the gaming industry is currently on.</p>
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                                                            <title><![CDATA[ Epic introduces an improved version of anti-cheat for Linux  ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Epic Games says that it’s working on an update for its anti-cheat solution for Linux that would close the gap in capabilities with the Windows version of Easy Anti-Cheat. The <a href="https://onlineservices.epicgames.com/news/introducing-easy-anti-cheat-linux-v2">company said</a> that EAC Linux V2 will use existing Linux features to make it easier for distribution maintainers to meet these requirements by default, which should allow more Linux gamers to play competitive titles without needing to make changes to their current setup, but with the trade-off of forced adherence to certain security measures that the Linux community often avoids. </p><p>EAC Linux V2 currently has the following requirements: Signed Kernel and Kernel Modules, TPM 2.0, Secure Boot, Measured Boot, Input-Output Memory Management Unit (IOMMU), Kernel Lockdown Integrity Mode, Kexec Disabled, and Linux Security Module BPF. The company says that it expects to iterate on these requirements over time, and that it’s looking to work with developers and distribution maintainers to refine these requirements. Using these features means that EAC Linux V2 will not need a kernel driver like the Windows implementation of anti-cheat, although it may require some distro maintainers to effect a configuration change to work with EAC Linux V2.</p><p>As for Linux players using an EAC-Linux-V2-compatible game and distro, they need to install an anti-cheat systemd service that only runs alongside a protected game. Once they quit the protected title, the anti-cheat service would also end its process. Some of the distros the EAC Linux V2 recognizes signing keys from include Ubuntu, Linux Mint, Fedora, Bazzite, and Debian, among others, meaning gamers already using these would be able to play protected games provided that their machine also meets all other requirements. </p><p>Even though <a href="https://www.tomshardware.com/video-games/pc-gaming/epic-games-adds-easy-anti-cheat-for-arm-devices-feature-unlocks-support-for-windows-linux-and-switch-2">Epic is trying to reach as many Linux gamers as possible</a>, these features will likely not be well received by the community. Some Linux users don’t trust big tech, and it is often one of the reasons why they switched over to the open-source platform in the first place. Enforcing these requirements <a href="https://www.tomshardware.com/software/linux/nearly-90-percent-of-windows-games-now-run-on-linux-latest-data-shows-as-windows-10-dies-gaming-on-linux-is-more-viable-than-ever">just to play a single game</a> would go against the ethos of having full control of one’s hardware and software, which is one challenge the anti-cheat systems working on Linux must deal with. Epic does offer some compromises, like allowing multiple boot options so that Linux gamers can still maintain their preferred configuration when they do not intend to play a protected title. But the fact that something with this many stringent requirements is installed on their system may not sit well with many users.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/epic-introduces-an-improved-version-of-anti-cheat-for-linux-eac-linux-v2-will-finally-allow-linux-gamers-to-play-fortnite</link>
                                                                            <description>
                            <![CDATA[ Epic wants to work with developers and maintainers to find the best solution to making anti-cheat work seamlessly on Linux. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Fri, 16 Oct 2026 11:30:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[PC Gaming]]></category>
                                                    <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[Fortnite Splash Squadron Set]]></media:description>                                                            <media:text><![CDATA[Fortnite Splash Squadron Set]]></media:text>
                                <media:title type="plain"><![CDATA[Fortnite Splash Squadron Set]]></media:title>
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                                <p>Epic Games says that it’s working on an update for its anti-cheat solution for Linux that would close the gap in capabilities with the Windows version of Easy Anti-Cheat. The <a href="https://onlineservices.epicgames.com/news/introducing-easy-anti-cheat-linux-v2">company said</a> that EAC Linux V2 will use existing Linux features to make it easier for distribution maintainers to meet these requirements by default, which should allow more Linux gamers to play competitive titles without needing to make changes to their current setup, but with the trade-off of forced adherence to certain security measures that the Linux community often avoids. </p><p>EAC Linux V2 currently has the following requirements: Signed Kernel and Kernel Modules, TPM 2.0, Secure Boot, Measured Boot, Input-Output Memory Management Unit (IOMMU), Kernel Lockdown Integrity Mode, Kexec Disabled, and Linux Security Module BPF. The company says that it expects to iterate on these requirements over time, and that it’s looking to work with developers and distribution maintainers to refine these requirements. Using these features means that EAC Linux V2 will not need a kernel driver like the Windows implementation of anti-cheat, although it may require some distro maintainers to effect a configuration change to work with EAC Linux V2.</p><p>As for Linux players using an EAC-Linux-V2-compatible game and distro, they need to install an anti-cheat systemd service that only runs alongside a protected game. Once they quit the protected title, the anti-cheat service would also end its process. Some of the distros the EAC Linux V2 recognizes signing keys from include Ubuntu, Linux Mint, Fedora, Bazzite, and Debian, among others, meaning gamers already using these would be able to play protected games provided that their machine also meets all other requirements. </p><p>Even though <a href="https://www.tomshardware.com/video-games/pc-gaming/epic-games-adds-easy-anti-cheat-for-arm-devices-feature-unlocks-support-for-windows-linux-and-switch-2">Epic is trying to reach as many Linux gamers as possible</a>, these features will likely not be well received by the community. Some Linux users don’t trust big tech, and it is often one of the reasons why they switched over to the open-source platform in the first place. Enforcing these requirements <a href="https://www.tomshardware.com/software/linux/nearly-90-percent-of-windows-games-now-run-on-linux-latest-data-shows-as-windows-10-dies-gaming-on-linux-is-more-viable-than-ever">just to play a single game</a> would go against the ethos of having full control of one’s hardware and software, which is one challenge the anti-cheat systems working on Linux must deal with. Epic does offer some compromises, like allowing multiple boot options so that Linux gamers can still maintain their preferred configuration when they do not intend to play a protected title. But the fact that something with this many stringent requirements is installed on their system may not sit well with many users.</p>
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                                                            <title><![CDATA[ Jailbroken PS5s can now run local AI models at over 100+ tokens per second  ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The list of things a jailbroken PS5 can do gets longer, as Reddit user <a href="https://www.reddit.com/r/LocalLLM/comments/1x4y61f/qwen_27b_at_20_toks_on_a_jailbroken_ps5s_gpu_i/?solution=c3d3908e4d46c3ebc3d3908e4d46c3eb&amp;js_challenge=1&amp;jsc_token=2824be10929bdc604753c70a67a1c3312b5cc064082b51d1e87953636ef0ce31&amp;jsc_orig_r="><u>u/AdIllustrious7246</u></a> posted his fork of PS5LM, a llama.cpp port on the PS5 to run AI LLMs locally, with a massive improvement, allowing PS5LM to run natively on the PS5 and utilize the GPU to run bigger AI models such as Qwen3.8-27B at 20 tokens per second.</p><p>GitHub user cobanov posted their <a href="https://www.reddit.com/r/ps5homebrew/comments/1wvbjwn/unofficial_llamacpp_port_for_ps5_in_progress_run/?share_id=hDmQKbd2fHFAWZLn8EefG&amp;utm_content=share_button&amp;utm_medium=web3x&amp;utm_name=web3xcss&amp;utm_source=share&amp;utm_term=1"><u>unofficial port of llama.cpp on Reddit</u></a> 14 days ago to enable jailbroken PS5s to run AI chat models locally and offline. cobanov’s version, according to u/AdIllustrious7246, runs as a payload on the CPU, limiting it to 6 GiB of memory. Running it as a payload is basically hijacking the CPU, inserting the LLM into its instructions alongside the home screen and system services; however, RAM access is limited to about 6.25 GiB because holding more would freeze the home screen. cobanov did this just to get the llama.cpp running as soon as possible, but eventually wanted to utilize the GPU so it could run larger models; however, it seems that u/AdIllustrious7246 beat him to it with his fork.</p><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/LocalLLM/comments/1x4y61f/qwen_27b_at_20_toks_on_a_jailbroken_ps5s_gpu_i">Qwen 27B at ~20 tok/s on a jailbroken PS5's GPU. I forked PS5LM and turned it into a native app</a><figcaption><cite> from <a href="https://www.reddit.com/r/LocalLLM">r/LocalLLM</a></cite></figcaption></blockquote></figure><script async="" src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script><p>u/AdIllustrious7246 utilized PS5_Vulkan, a port of the RADV graphics driver that allows instructions to be sent to the PS5 GPU. Normally, the PS5 GPU would be locked down and cannot be accessed like a PC GPU, despite being an AMD GPU. PS5_Vulkan is one of the projects that made plenty of homebrew projects possible by opening up what could be done on the GPU, including making it run LLMs.</p><p>Now that llama.cpp runs natively on the PS5, fully utilizing the GPU and opening up more RAM to be used, u/AdIllustrious7246 was able to run a 27B parameter model on it at 20 tokens per second, and smaller models like Gemma 4 E4B and Llama 3.2 3B at 61 and 124 tokens per second, respectively. Previously, the large 6.8 GiB LLM would make the system freeze and crash due to the CPU bottleneck, but GPUs are much better at processing LLMs, which is why GPU and RAM prices are insane these days. </p><p>Running it on the GPU allowed for much faster token output, and running natively allowed it to use more RAM, up to 11.4 GiB, according to u/AdIllustrious7246. Not only did the developer run the app natively, but they also gave it a dashboard, showing useful data such as live token-per-second generation, GPU and CPU use, power draw, temperatures, and how the memory splits between the model and KV cache. They also made it work with llama.cpp’s web UI, allowing users to chat with the LLM from other local devices using a browser.</p><p>While this is an impressive feat, allowing the PS5 to run as an AI assistant when it’s not used for gaming, commenters are getting flashbacks to the crypto mining GPU crisis. This is unlikely, however, as we already have an ongoing GPU and RAM crisis thanks to the demands of large AI data centers, and the PS5 doesn’t exactly have the fastest GPU or the most RAM.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/playstation/jailbroken-ps5s-can-now-run-local-ai-models-at-over-100-tokens-per-second-fork-of-ps5lm-goes-native-and-accesses-gpu-and-more-ram</link>
                                                                            <description>
                            <![CDATA[ PS5LM gets a fork, allowing it to run natively and use the GPU and more RAM to run larger LLMs, even running Qwen3.8-27B at 20 tokens per second. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Fri, 16 Oct 2026 10:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 16 Oct 2026 12:15:40 +0000</updated>
                                                                                                                                            <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Jhet Borja) ]]></author>                    <dc:creator><![CDATA[ Jhet Borja ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/niBNJTDN6c99Ri7HD5zNZ8-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jhet Borja is a writer with various knowledge in his arsenal. As a child, he lived above an electronics repair shop and visited every afternoon and observed how radios and TVs were assembled. In highschool he became his friends and family&amp;#39;s PC builder, consultant, and tech support. Building a PC and playing Counter-Strike all night would be the itinerary for a sleepover. He&amp;#39;s since learned all sorts of things on his own, from CAD and mechanical design, woodworking, classic calligraphy, photography, working on cars, leather craft, and getting an inkjet printer to work. Jhet has previously covered leather articles, but has since transitioned to tech and has written for MakeUseOf and XDA.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[One Year of Xbox Series X and PS5]]></media:description>                                                            <media:text><![CDATA[One Year of Xbox Series X and PS5]]></media:text>
                                <media:title type="plain"><![CDATA[One Year of Xbox Series X and PS5]]></media:title>
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                                <p>The list of things a jailbroken PS5 can do gets longer, as Reddit user <a href="https://www.reddit.com/r/LocalLLM/comments/1x4y61f/qwen_27b_at_20_toks_on_a_jailbroken_ps5s_gpu_i/?solution=c3d3908e4d46c3ebc3d3908e4d46c3eb&amp;js_challenge=1&amp;jsc_token=2824be10929bdc604753c70a67a1c3312b5cc064082b51d1e87953636ef0ce31&amp;jsc_orig_r="><u>u/AdIllustrious7246</u></a> posted his fork of PS5LM, a llama.cpp port on the PS5 to run AI LLMs locally, with a massive improvement, allowing PS5LM to run natively on the PS5 and utilize the GPU to run bigger AI models such as Qwen3.8-27B at 20 tokens per second.</p><p>GitHub user cobanov posted their <a href="https://www.reddit.com/r/ps5homebrew/comments/1wvbjwn/unofficial_llamacpp_port_for_ps5_in_progress_run/?share_id=hDmQKbd2fHFAWZLn8EefG&amp;utm_content=share_button&amp;utm_medium=web3x&amp;utm_name=web3xcss&amp;utm_source=share&amp;utm_term=1"><u>unofficial port of llama.cpp on Reddit</u></a> 14 days ago to enable jailbroken PS5s to run AI chat models locally and offline. cobanov’s version, according to u/AdIllustrious7246, runs as a payload on the CPU, limiting it to 6 GiB of memory. Running it as a payload is basically hijacking the CPU, inserting the LLM into its instructions alongside the home screen and system services; however, RAM access is limited to about 6.25 GiB because holding more would freeze the home screen. cobanov did this just to get the llama.cpp running as soon as possible, but eventually wanted to utilize the GPU so it could run larger models; however, it seems that u/AdIllustrious7246 beat him to it with his fork.</p><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/LocalLLM/comments/1x4y61f/qwen_27b_at_20_toks_on_a_jailbroken_ps5s_gpu_i">Qwen 27B at ~20 tok/s on a jailbroken PS5's GPU. I forked PS5LM and turned it into a native app</a><figcaption><cite> from <a href="https://www.reddit.com/r/LocalLLM">r/LocalLLM</a></cite></figcaption></blockquote></figure><script async="" src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script><p>u/AdIllustrious7246 utilized PS5_Vulkan, a port of the RADV graphics driver that allows instructions to be sent to the PS5 GPU. Normally, the PS5 GPU would be locked down and cannot be accessed like a PC GPU, despite being an AMD GPU. PS5_Vulkan is one of the projects that made plenty of homebrew projects possible by opening up what could be done on the GPU, including making it run LLMs.</p><p>Now that llama.cpp runs natively on the PS5, fully utilizing the GPU and opening up more RAM to be used, u/AdIllustrious7246 was able to run a 27B parameter model on it at 20 tokens per second, and smaller models like Gemma 4 E4B and Llama 3.2 3B at 61 and 124 tokens per second, respectively. Previously, the large 6.8 GiB LLM would make the system freeze and crash due to the CPU bottleneck, but GPUs are much better at processing LLMs, which is why GPU and RAM prices are insane these days. </p><p>Running it on the GPU allowed for much faster token output, and running natively allowed it to use more RAM, up to 11.4 GiB, according to u/AdIllustrious7246. Not only did the developer run the app natively, but they also gave it a dashboard, showing useful data such as live token-per-second generation, GPU and CPU use, power draw, temperatures, and how the memory splits between the model and KV cache. They also made it work with llama.cpp’s web UI, allowing users to chat with the LLM from other local devices using a browser.</p><p>While this is an impressive feat, allowing the PS5 to run as an AI assistant when it’s not used for gaming, commenters are getting flashbacks to the crypto mining GPU crisis. This is unlikely, however, as we already have an ongoing GPU and RAM crisis thanks to the demands of large AI data centers, and the PS5 doesn’t exactly have the fastest GPU or the most RAM.</p>
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                                                            <title><![CDATA[ Epic Games vibe codes new launcher because 'programming is hard,' claims it starts 46% faster than Steam ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Epic Games has a new launcher available to download now, which was redesigned with AI. The company says it "vibe coded" the new launcher, and claims it's "way faster" than the current version, as well as 46% faster to start up compared to Steam. Epic Games has set up a landing page where you can <a href="https://launcher.epicgames.com/">download the new launcher</a>, as well as browse its new enhancements. </p><p>"Programming is hard. So, instead of doing that, we vibe coded a new Epic Games Launcher that’s way faster and more responsive than the current one, and has a new look," wrote <a href="https://store.epicgames.com/news/epic-games-launcher-preview">Epic Games in a blog post</a> discussing the new launcher. The launcher is currently in "preview" phase, which is somewhat of an open beta. Epic is gathering feedback, and anyone is free to download the launcher. In the future, it plans a stable release after it gathers and addresses feedback. </p><p>Although the headline startup figure is what Epic focused on its blog post, the updated launcher comes with several additional features, many of which are preset on Steam but weren't previously available with Epic. There are dedicated pages for games in your library now, for instance, as well as a unified downloads page. The app also includes collections, a big feature of Steam, allowing you to organize your library into different categories. On the landing page, Epic claims the new library is "30x faster," though doesn't provide any details beyond that point. </p><p>Although the launcher has new features, it's still rough around the edges. For instance, the new social menu now follows you around from the store to your library, with no option to close or resize. Epic also highlights that "certain social features and account management options" are missing from the new launcher. The company says it's working toward "feature parity." </p><p>Additionally, Epic Games suggests developers working on Unreal projects, as well as competitive players in <em>Fortnite </em>and <em>Rocket League </em>continue to use the old launcher. It's not clear why Epic is pointing these groups toward the older launcher, but it raises some red flags about what gaps might be present in the new, vibe coded launcher. </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:1714px;"><p class="vanilla-image-block" style="padding-top:56.94%;"><img id="NrTfskQKDeFc4h8aFYfCMV" name="epic-games-steam-speedup" alt="Epic Games Launcher vs Steam." src="https://cdn.mos.cms.futurecdn.net/NrTfskQKDeFc4h8aFYfCMV-1920-80.png" mos="" align="middle" fullscreen="" width="1714" height="976" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Epic Games)</span></figcaption></figure><p>Epic says its new launcher is 46% faster than Steam from a cold start, as well as 14% faster when restoring from the system tray; though, the latter metric only accounts for a whopping 0.06 seconds. Epic commissioned the testing from Keywords Studios, somewhat of a matchmaker in the video games and entertainment industry for a variety of services (including benchmarking, apparently). Epic says its results were gathered from five tests across 13 Windows platforms. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W3YzDX"></div>                            </div>                            <script src="https://kwizly.com/embed/W3YzDX.js" async=""></script><p>Interestingly, Epic didn't provide any performance details about the new launcher compared to the old one, outside of saying the new launcher is "way faster and more responsive." </p><p>The Epic Games Launcher preview is available to download now, with native versions for Windows, macOS, and Linux. Windows 10 and 11 are supported, as is macOS 12 or newer. On Linux, you'll need at least Ubuntu 22.04 LTS, Fedora 43, or Debian 12. </p><p>Epic has <a href="https://www.tomshardware.com/video-games/pc-gaming/epic-games-reportedly-delays-disney-shooter-title-so-it-can-pivot-to-ai-coding-staff-allegedly-told-no-more-handwritten-code-with-art-generated-with-full-ai-workflows">recently pivoted to an AI-first company</a>, at least according to Epic boss Tim Sweeney. The company has reportedly delayed a Disney-based shooter, with another director telling staff that there should be "no more handwritten code" and that art will be "generated with full AI workflows." </p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/epic-games-vibe-codes-new-launcher-because-programming-is-hard-starts-46-percent-faster-than-steam-preview-is-available-now-but-not-recommended-for-competitive-players</link>
                                                                            <description>
                            <![CDATA[ Epic Games has introduced a redesigned launcher into preview, which the company says it vibe coded because "programming is hard." ]]>
                                                                                                            </description>
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                                                                        <pubDate>Wed, 14 Oct 2026 15:44:45 +0000</pubDate>                                                                                                                                <updated>Wed, 14 Oct 2026 18:18:53 +0000</updated>
                                                                                                                                            <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></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>
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                                                            <media:credit><![CDATA[Epic Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Redesigned Epic Games launcher.]]></media:description>                                                            <media:text><![CDATA[Redesigned Epic Games launcher.]]></media:text>
                                <media:title type="plain"><![CDATA[Redesigned Epic Games launcher.]]></media:title>
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                            <article>
                                <p>Epic Games has a new launcher available to download now, which was redesigned with AI. The company says it "vibe coded" the new launcher, and claims it's "way faster" than the current version, as well as 46% faster to start up compared to Steam. Epic Games has set up a landing page where you can <a href="https://launcher.epicgames.com/">download the new launcher</a>, as well as browse its new enhancements. </p><p>"Programming is hard. So, instead of doing that, we vibe coded a new Epic Games Launcher that’s way faster and more responsive than the current one, and has a new look," wrote <a href="https://store.epicgames.com/news/epic-games-launcher-preview">Epic Games in a blog post</a> discussing the new launcher. The launcher is currently in "preview" phase, which is somewhat of an open beta. Epic is gathering feedback, and anyone is free to download the launcher. In the future, it plans a stable release after it gathers and addresses feedback. </p><p>Although the headline startup figure is what Epic focused on its blog post, the updated launcher comes with several additional features, many of which are preset on Steam but weren't previously available with Epic. There are dedicated pages for games in your library now, for instance, as well as a unified downloads page. The app also includes collections, a big feature of Steam, allowing you to organize your library into different categories. On the landing page, Epic claims the new library is "30x faster," though doesn't provide any details beyond that point. </p><p>Although the launcher has new features, it's still rough around the edges. For instance, the new social menu now follows you around from the store to your library, with no option to close or resize. Epic also highlights that "certain social features and account management options" are missing from the new launcher. The company says it's working toward "feature parity." </p><p>Additionally, Epic Games suggests developers working on Unreal projects, as well as competitive players in <em>Fortnite </em>and <em>Rocket League </em>continue to use the old launcher. It's not clear why Epic is pointing these groups toward the older launcher, but it raises some red flags about what gaps might be present in the new, vibe coded launcher. </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:1714px;"><p class="vanilla-image-block" style="padding-top:56.94%;"><img id="NrTfskQKDeFc4h8aFYfCMV" name="epic-games-steam-speedup" alt="Epic Games Launcher vs Steam." src="https://cdn.mos.cms.futurecdn.net/NrTfskQKDeFc4h8aFYfCMV-1920-80.png" mos="" align="middle" fullscreen="" width="1714" height="976" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Epic Games)</span></figcaption></figure><p>Epic says its new launcher is 46% faster than Steam from a cold start, as well as 14% faster when restoring from the system tray; though, the latter metric only accounts for a whopping 0.06 seconds. Epic commissioned the testing from Keywords Studios, somewhat of a matchmaker in the video games and entertainment industry for a variety of services (including benchmarking, apparently). Epic says its results were gathered from five tests across 13 Windows platforms. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W3YzDX"></div>                            </div>                            <script src="https://kwizly.com/embed/W3YzDX.js" async=""></script><p>Interestingly, Epic didn't provide any performance details about the new launcher compared to the old one, outside of saying the new launcher is "way faster and more responsive." </p><p>The Epic Games Launcher preview is available to download now, with native versions for Windows, macOS, and Linux. Windows 10 and 11 are supported, as is macOS 12 or newer. On Linux, you'll need at least Ubuntu 22.04 LTS, Fedora 43, or Debian 12. </p><p>Epic has <a href="https://www.tomshardware.com/video-games/pc-gaming/epic-games-reportedly-delays-disney-shooter-title-so-it-can-pivot-to-ai-coding-staff-allegedly-told-no-more-handwritten-code-with-art-generated-with-full-ai-workflows">recently pivoted to an AI-first company</a>, at least according to Epic boss Tim Sweeney. The company has reportedly delayed a Disney-based shooter, with another director telling staff that there should be "no more handwritten code" and that art will be "generated with full AI workflows." </p>
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                                                            <title><![CDATA[ PS5 homebrew storefront with over 1,600 free PS5 and PS4 games taken down by Sony ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Overdrive, a homebrew games library offering over 1,600 PS4 and PS5 games, went viral after a video of its demonstration on X by <a href="https://x.com/AmithEdigax/status/2109344311565496402?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E2109344311565496402%7Ctwgr%5E988e08f5ebcb50ee9d858ffd39fc8b319f8bd83c%7Ctwcon%5Es1_c10&amp;ref_url=https%3A%2F%2Fcybernews.com%2Ftech%2Fps5-jailbreak-overdrive-app%2F"><u>Edigax</u></a> caught online attention. Shortly after the influx of attention the Overdrive project received, it was shut down, reportedly after the developer received a cease-and-desist letter in an X post by <a href="https://x.com/oliver_drk/status/2110124679314764114"><u>Oliver Darko</u></a>. However, two GitHub repositories have taken its place, reviving the project after one day of downtime.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2110124679314764114"><p lang="en" dir="ltr">🚨 NEW: Lawyers of Sony Interactive Entertainment reportedly sent a cease and desist letter to PS5 jailbreak hackers of OVERDRIVE, an illegal online app which offered more than 1,600 PS4 &amp; PS5 games as free downloads. As for now the storefront is closed. https://t.co/WU2Duccw6h<a href="https://twitter.com/cantworkitout/status/2110124679314764114">October 13, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The storefront for jailbroken PS5 models was released on GitHub on October 9, with reception being relatively tame. It was only after Edigax, a popular jailbreak installation tutorial account, posted their video on X for Overdrive’s installation on October 12 that it went viral, receiving over 7.9 million views with over 600 comments, many commenting on how Sony deserves this over their controversial effort to produce no physical copies of games: “Only digital, as Sony wanted,” one commenter says.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2109344311565496402"><p lang="en" dir="ltr">This is Unbelievable: Play Has No Limits https://t.co/dfh9grLyxZ<a href="https://twitter.com/cantworkitout/status/2109344311565496402">October 11, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>A day after the project went viral, Sony reportedly sent the developer a cease-and-desist letter and had it shut down. There are no concrete sources for this cease-and-desist, but it likely doesn’t matter because just a day later, like a single-headed hydra getting its head cut, two more popped up in its place; one is a fork of the original, while the other is a clone of the original under a different account. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W3YzDX"></div>                            </div>                            <script src="https://kwizly.com/embed/W3YzDX.js" async=""></script><p>The jailbreak community seems keen to preserve this homebrew because of its incredible library and as a protest against Sony’s business practices, making it unlikely that Sony will ever get rid of this problem for good. If Sony manages to take down another, more will likely pop up in its place.</p><p>The PS5 jailbreaking community has been on a roll in the past few weeks since the Relapse jailbreak’s release on September 29. Since then, an influx of homebrew apps has been developed, including a range of emulators, launchers, and streaming apps; even <a href="https://www.tomshardware.com/video-games/console-gaming/xbox-cloud-gaming-is-now-available-on-jailbroken-ps5s-allows-upscaling-to-4k-using-the-ps5-gpu" target="_blank">Xbox Cloud Gaming</a> runs natively on the PS5. It seems that this giant library of PS4 and PS5 games, easily accessible and completely free, is the climax of the past month’s notable releases that finally caught Sony's attention.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/playstation/ps5-homebrew-storefront-with-over-1-600-free-ps5-and-ps4-games-taken-down-by-sony-company-plays-piracy-whack-a-mole-as-two-further-repos-spring-up</link>
                                                                            <description>
                            <![CDATA[ Over 1,600 PS4 and PS5 games have been made free on jailbroken PS5 units thanks to Overdrive. The homebrew was quickly shut down after going viral, but was quickly revived through forks and re-releases under new accounts. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Wed, 14 Oct 2026 13:45:22 +0000</pubDate>                                                                                                                                <updated>Wed, 14 Oct 2026 13:52:47 +0000</updated>
                                                                                                                                            <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                    <category><![CDATA[Console Gaming]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Jhet Borja) ]]></author>                    <dc:creator><![CDATA[ Jhet Borja ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/niBNJTDN6c99Ri7HD5zNZ8-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jhet Borja is a writer with various knowledge in his arsenal. As a child, he lived above an electronics repair shop and visited every afternoon and observed how radios and TVs were assembled. In highschool he became his friends and family&amp;#39;s PC builder, consultant, and tech support. Building a PC and playing Counter-Strike all night would be the itinerary for a sleepover. He&amp;#39;s since learned all sorts of things on his own, from CAD and mechanical design, woodworking, classic calligraphy, photography, working on cars, leather craft, and getting an inkjet printer to work. Jhet has previously covered leather articles, but has since transitioned to tech and has written for MakeUseOf and XDA.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Sony PS5 store]]></media:description>                                                            <media:text><![CDATA[Sony PS5 store]]></media:text>
                                <media:title type="plain"><![CDATA[Sony PS5 store]]></media:title>
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                            <article>
                                <p>Overdrive, a homebrew games library offering over 1,600 PS4 and PS5 games, went viral after a video of its demonstration on X by <a href="https://x.com/AmithEdigax/status/2109344311565496402?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E2109344311565496402%7Ctwgr%5E988e08f5ebcb50ee9d858ffd39fc8b319f8bd83c%7Ctwcon%5Es1_c10&amp;ref_url=https%3A%2F%2Fcybernews.com%2Ftech%2Fps5-jailbreak-overdrive-app%2F"><u>Edigax</u></a> caught online attention. Shortly after the influx of attention the Overdrive project received, it was shut down, reportedly after the developer received a cease-and-desist letter in an X post by <a href="https://x.com/oliver_drk/status/2110124679314764114"><u>Oliver Darko</u></a>. However, two GitHub repositories have taken its place, reviving the project after one day of downtime.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2110124679314764114"><p lang="en" dir="ltr">🚨 NEW: Lawyers of Sony Interactive Entertainment reportedly sent a cease and desist letter to PS5 jailbreak hackers of OVERDRIVE, an illegal online app which offered more than 1,600 PS4 &amp; PS5 games as free downloads. As for now the storefront is closed. https://t.co/WU2Duccw6h<a href="https://twitter.com/cantworkitout/status/2110124679314764114">October 13, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The storefront for jailbroken PS5 models was released on GitHub on October 9, with reception being relatively tame. It was only after Edigax, a popular jailbreak installation tutorial account, posted their video on X for Overdrive’s installation on October 12 that it went viral, receiving over 7.9 million views with over 600 comments, many commenting on how Sony deserves this over their controversial effort to produce no physical copies of games: “Only digital, as Sony wanted,” one commenter says.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2109344311565496402"><p lang="en" dir="ltr">This is Unbelievable: Play Has No Limits https://t.co/dfh9grLyxZ<a href="https://twitter.com/cantworkitout/status/2109344311565496402">October 11, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>A day after the project went viral, Sony reportedly sent the developer a cease-and-desist letter and had it shut down. There are no concrete sources for this cease-and-desist, but it likely doesn’t matter because just a day later, like a single-headed hydra getting its head cut, two more popped up in its place; one is a fork of the original, while the other is a clone of the original under a different account. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W3YzDX"></div>                            </div>                            <script src="https://kwizly.com/embed/W3YzDX.js" async=""></script><p>The jailbreak community seems keen to preserve this homebrew because of its incredible library and as a protest against Sony’s business practices, making it unlikely that Sony will ever get rid of this problem for good. If Sony manages to take down another, more will likely pop up in its place.</p><p>The PS5 jailbreaking community has been on a roll in the past few weeks since the Relapse jailbreak’s release on September 29. Since then, an influx of homebrew apps has been developed, including a range of emulators, launchers, and streaming apps; even <a href="https://www.tomshardware.com/video-games/console-gaming/xbox-cloud-gaming-is-now-available-on-jailbroken-ps5s-allows-upscaling-to-4k-using-the-ps5-gpu" target="_blank">Xbox Cloud Gaming</a> runs natively on the PS5. It seems that this giant library of PS4 and PS5 games, easily accessible and completely free, is the climax of the past month’s notable releases that finally caught Sony's attention.</p>
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                                                            <title><![CDATA[ Modder injects leaked DLSS 5 4x Multipass on 1996 Quake ]]></title>
                                                                                                <dc:content><![CDATA[ <p>A Ukrainian DLSS 5 experimenter is back at it again, this time testing the original <em>Quake</em> game. It’s running as a post-process, not natively integrated into the game engine, using 4x Multipass to enhance the effect, but it doesn’t look so good.</p><p>Valery Kryzhanovsky has posted multiple videos running DLSS 5 on games it was never meant to be used for, nor were the games built with AI upscaling and image enhancements in mind. We previously covered a few of Valery’s projects, running DLSS 5 on 2D games like <a href="https://www.tomshardware.com/video-games/retro-gaming/madlad-applies-dlss-5-to-the-original-duke-nukem-and-pong-tens-of-games-tested-with-outcomes-ranging-from-trippy-to-genuinely-interesting" target="_blank"><u><em>Duke Nukem</em></u></a> and <a href="https://www.tomshardware.com/video-games/pc-gaming/dlss-5-on-pac-man-is-a-creepypasta-one-rendering-mode-even-removes-the-eyes-of-a-ghost" target="_blank"><u><em>Pac-Man</em></u></a>, resulting in weird and cursed images.</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/OpefTaXpIMI" allowfullscreen=""></iframe></div></div><p>However, this time Valery uploaded a video of it on the 1996 Quake, considered to be the very first true 3D FPS in history. Valery explains in the description that the game is not running the leaked DLSS 5 build natively, but as a post-process using ReShade through RenoDX to play with the parameters and settings and inject the effect on DOSBox’s rendered frame. So it’s an emulated version of Quake with basically an AI filter with the DLSS 5 algorithm over it four times, except it’s running in real time on a game. This is similar to how others have experimented with DLSS 5 on videos, applying the effect on top, like JackSpace’s video to “fix” bad CGI in old movies with DLSS 5. </p><p>Before DLSS’ popularity, Nvidia released an RTX demo running Quake II with ray tracing in the game engine to improve the lighting. That demo looked stunning, with realistic lighting and reflections, but DLSS is not ray tracing/RTX; it’s an upscaling technology that runs well on RTX cores. And on top of that, DLSS 5 is not even integrated into Quake’s engine, explaining the terrible results. However, this is a very early build of DLSS 5, and Valery says in his blog that the leaked build is undertrained. I honestly thought it would do better, considering there are more obvious 3D elements for the upscaler to work with compared to the 2D games Valery has experimented with. It seems that it darkens everything so much, possibly because of the sparse distribution of torches and highlights.</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/unGtBbhaPeU" allowfullscreen=""></iframe></div></div><p>This might fare better if DLSS 5 were integrated into the engine, like how <a href="https://github.com/sultim-t/vkquake-rt" target="_blank">Sultim Tsyrendashiev</a> modded ray tracing into Quake's engine, similar to Nvidia's Quake II demo. </p><p>Earlier this week, <a href="https://www.tomshardware.com/pc-components/gpus/nvidia-doubles-dlss-5-performance-reduces-4k-vram-usage-by-20-percent-with-latest-model-october-update-cuts-footprint-by-24-percent-to-roughly-118-million-parameters">Nvidia announced that it had improved the performance of its DLSS 5 model by 2x, while shrinking its footprint by 24%</a>. The result should be higher FPS while using less VRAM, drastically increasing performance. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/modder-put-dlss-5-4x-multipass-on-1996-quake-looks-worse-than-rtx-modded-quake</link>
                                                                            <description>
                            <![CDATA[ Ukrainian modder puts DLSS 5 over the original Quake, and the results are not impressive compared to the RTX Quake mod. ]]>
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                                                                        <pubDate>Wed, 14 Oct 2026 10:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Jhet Borja) ]]></author>                    <dc:creator><![CDATA[ Jhet Borja ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/niBNJTDN6c99Ri7HD5zNZ8-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jhet Borja is a writer with various knowledge in his arsenal. As a child, he lived above an electronics repair shop and visited every afternoon and observed how radios and TVs were assembled. In highschool he became his friends and family&amp;#39;s PC builder, consultant, and tech support. Building a PC and playing Counter-Strike all night would be the itinerary for a sleepover. He&amp;#39;s since learned all sorts of things on his own, from CAD and mechanical design, woodworking, classic calligraphy, photography, working on cars, leather craft, and getting an inkjet printer to work. Jhet has previously covered leather articles, but has since transitioned to tech and has written for MakeUseOf and XDA.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Valery Kryzhanovsky]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Quake 1996 with DLSS 5]]></media:description>                                                            <media:text><![CDATA[Quake 1996 with DLSS 5]]></media:text>
                                <media:title type="plain"><![CDATA[Quake 1996 with DLSS 5]]></media:title>
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                                <p>A Ukrainian DLSS 5 experimenter is back at it again, this time testing the original <em>Quake</em> game. It’s running as a post-process, not natively integrated into the game engine, using 4x Multipass to enhance the effect, but it doesn’t look so good.</p><p>Valery Kryzhanovsky has posted multiple videos running DLSS 5 on games it was never meant to be used for, nor were the games built with AI upscaling and image enhancements in mind. We previously covered a few of Valery’s projects, running DLSS 5 on 2D games like <a href="https://www.tomshardware.com/video-games/retro-gaming/madlad-applies-dlss-5-to-the-original-duke-nukem-and-pong-tens-of-games-tested-with-outcomes-ranging-from-trippy-to-genuinely-interesting" target="_blank"><u><em>Duke Nukem</em></u></a> and <a href="https://www.tomshardware.com/video-games/pc-gaming/dlss-5-on-pac-man-is-a-creepypasta-one-rendering-mode-even-removes-the-eyes-of-a-ghost" target="_blank"><u><em>Pac-Man</em></u></a>, resulting in weird and cursed images.</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/OpefTaXpIMI" allowfullscreen=""></iframe></div></div><p>However, this time Valery uploaded a video of it on the 1996 Quake, considered to be the very first true 3D FPS in history. Valery explains in the description that the game is not running the leaked DLSS 5 build natively, but as a post-process using ReShade through RenoDX to play with the parameters and settings and inject the effect on DOSBox’s rendered frame. So it’s an emulated version of Quake with basically an AI filter with the DLSS 5 algorithm over it four times, except it’s running in real time on a game. This is similar to how others have experimented with DLSS 5 on videos, applying the effect on top, like JackSpace’s video to “fix” bad CGI in old movies with DLSS 5. </p><p>Before DLSS’ popularity, Nvidia released an RTX demo running Quake II with ray tracing in the game engine to improve the lighting. That demo looked stunning, with realistic lighting and reflections, but DLSS is not ray tracing/RTX; it’s an upscaling technology that runs well on RTX cores. And on top of that, DLSS 5 is not even integrated into Quake’s engine, explaining the terrible results. However, this is a very early build of DLSS 5, and Valery says in his blog that the leaked build is undertrained. I honestly thought it would do better, considering there are more obvious 3D elements for the upscaler to work with compared to the 2D games Valery has experimented with. It seems that it darkens everything so much, possibly because of the sparse distribution of torches and highlights.</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/unGtBbhaPeU" allowfullscreen=""></iframe></div></div><p>This might fare better if DLSS 5 were integrated into the engine, like how <a href="https://github.com/sultim-t/vkquake-rt" target="_blank">Sultim Tsyrendashiev</a> modded ray tracing into Quake's engine, similar to Nvidia's Quake II demo. </p><p>Earlier this week, <a href="https://www.tomshardware.com/pc-components/gpus/nvidia-doubles-dlss-5-performance-reduces-4k-vram-usage-by-20-percent-with-latest-model-october-update-cuts-footprint-by-24-percent-to-roughly-118-million-parameters">Nvidia announced that it had improved the performance of its DLSS 5 model by 2x, while shrinking its footprint by 24%</a>. The result should be higher FPS while using less VRAM, drastically increasing performance. </p>
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                                                            <title><![CDATA[ GTA 6 could come to PC as early as Q1 2027, leak claims ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Grand Theft Auto VI, or as its friends call it, GTA 6, will be a console-only game when it goes on sale on November 19. But while Rockstar Games has yet to confirm when PC gamers will be able to get in on the action, a new <em>GamesBeat </em><a href="https://gamesbeat.com/grand-theft-auto-vis-pc-release-is-slated-for-q1-2027/" target="_blank">report</a> claims that it will be within the first three months of 2027.</p><p>With GTA 6 launching on Xbox Series X|S and PS5 in around a month, PC gamers have been left wondering if they should consider picking up the console version — and even buying a whole new console to play it. But <em>GamesBeat</em> reports that might not be necessary, with a Q1 2027 release potentially sooner than a lot of gamers had worried may be the case.</p><p>Those gamers had plenty of reasons to be worried that a longer wait could be in the cards, too. GTA V was released on consoles around a year and a half before the PC version. Console gamers were able to put the game through its paces in September 2013, with PC owners waiting until April of 2015.</p><p>While far from official, the news comes from industry sources "familiar with the studio's plans," although they were given anonymity for obvious reasons.</p><p>It's perhaps no surprise that Rockstar Games is keen to open GTA 6 up to as many potential buyers as possible. It's thought to have cost upwards of $2 billion to create, and making that money back is a lot easier when you add PC gamers to your list of customers.</p><p>Rockstar Games will also likely want to get its money-making online version of GTA 6 into the hands of players as soon as possible, too. It won't be ready at launch, but is expected to debut in 2027.</p><p>While GTA games have historically been popular among console gamers, there are reasons to choose the PC version if it's available to you. The console version of GTA 6 is <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">expected to run at just 30 FPS at launch</a>, for example.</p><p>GTA 6's development hasn't been an easy one. The game itself is thought to be in<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"> the hands of "Cyberleek,"</a> someone who has already shared clips of the game and has <a href="https://www.tomshardware.com/software/linux/cyberleek-threatens-full-gta-6-build-leak-unless-take-two-apologizes-and-his-usd30-million-crypto-memecoin-goal-is-met-leaker-demands-physical-release-while-pumping-solana-memecoin-to-usd30m">threatened to leak the entire game</a> if their demands are not met. Those demands include their memecoin reaching a $30 million valuation, perhaps hinting at their true motivation.</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/gta-6-could-come-to-pc-as-early-as-q1-2027-leak-claims-january-march-launch-window-a-huge-improvement-over-18-month-gta-v-wait</link>
                                                                            <description>
                            <![CDATA[ GTA 6, the biggest release of the year, will be console-only at launch, with a PC launch now expected within the first three months of 2027. ]]>
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                                                                        <pubDate>Tue, 13 Oct 2026 16:22:10 +0000</pubDate>                                                                                                                                <updated>Tue, 13 Oct 2026 20:56:27 +0000</updated>
                                                                                                                                            <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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                                                                                                                                                                                                                                    <media:description><![CDATA[GTA VI cover art]]></media:description>                                                            <media:text><![CDATA[GTA VI cover art]]></media:text>
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                                <p>Grand Theft Auto VI, or as its friends call it, GTA 6, will be a console-only game when it goes on sale on November 19. But while Rockstar Games has yet to confirm when PC gamers will be able to get in on the action, a new <em>GamesBeat </em><a href="https://gamesbeat.com/grand-theft-auto-vis-pc-release-is-slated-for-q1-2027/" target="_blank">report</a> claims that it will be within the first three months of 2027.</p><p>With GTA 6 launching on Xbox Series X|S and PS5 in around a month, PC gamers have been left wondering if they should consider picking up the console version — and even buying a whole new console to play it. But <em>GamesBeat</em> reports that might not be necessary, with a Q1 2027 release potentially sooner than a lot of gamers had worried may be the case.</p><p>Those gamers had plenty of reasons to be worried that a longer wait could be in the cards, too. GTA V was released on consoles around a year and a half before the PC version. Console gamers were able to put the game through its paces in September 2013, with PC owners waiting until April of 2015.</p><p>While far from official, the news comes from industry sources "familiar with the studio's plans," although they were given anonymity for obvious reasons.</p><p>It's perhaps no surprise that Rockstar Games is keen to open GTA 6 up to as many potential buyers as possible. It's thought to have cost upwards of $2 billion to create, and making that money back is a lot easier when you add PC gamers to your list of customers.</p><p>Rockstar Games will also likely want to get its money-making online version of GTA 6 into the hands of players as soon as possible, too. It won't be ready at launch, but is expected to debut in 2027.</p><p>While GTA games have historically been popular among console gamers, there are reasons to choose the PC version if it's available to you. The console version of GTA 6 is <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">expected to run at just 30 FPS at launch</a>, for example.</p><p>GTA 6's development hasn't been an easy one. The game itself is thought to be in<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"> the hands of "Cyberleek,"</a> someone who has already shared clips of the game and has <a href="https://www.tomshardware.com/software/linux/cyberleek-threatens-full-gta-6-build-leak-unless-take-two-apologizes-and-his-usd30-million-crypto-memecoin-goal-is-met-leaker-demands-physical-release-while-pumping-solana-memecoin-to-usd30m">threatened to leak the entire game</a> if their demands are not met. Those demands include their memecoin reaching a $30 million valuation, perhaps hinting at their true motivation.</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[ Epic Games reportedly delays Disney shooter title so it can pivot to AI coding ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Epic Games has reportedly delayed a shooter based on Disney’s Marvel and Star Wars franchises, with its developers told to use more AI. According to <a href="https://www.bloomberg.com/news/articles/2026-10-12/epic-games-delays-disney-project-asks-developers-to-use-more-ai?accessToken=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJzb3VyY2UiOiJTdWJzY3JpYmVyR2lmdGVkQXJ0aWNsZSIsImlhdCI6MTc5MTgyOTQ5NCwiZXhwIjoxNzkyNDM0Mjk0LCJhcnRpY2xlSWQiOiJUTVQ0SDVSS1YyVEQwMCIsImJjb25uZWN0SWQiOiJCMUVBQkI5NjQ2QUM0REZFQTJBRkI4MjI1MzgyQTJFQSJ9.rC824FbXuutjticK4TKijZtWW-ewDWvg6AIoVnPo5IA&amp;leadSource=article-gifting"><em>Bloomberg</em></a>, the yet-to-be-named game was supposed to be released in March of 2027, but its launch date has been pushed back to an unspecified date. Aside from that, the company also told the people working on the project to switch to an “AI first” production model. One of the game directors was quoted telling staff that there will be “no more handwritten code” and that the game’s art would now be “generated with full AI workflows.”</p><p>Around the same time this news came out, Epic boss Tim Sweeney posted an update on X that seemingly confirms the change. “We have a huge pivot underway here at Epic, moving developers around to retool for maximum AI acceleration,” the Epic founder said on the platform. “The aim isn’t to do the same stuff with fewer people, but to enable everyone here to build MORE and BETTER stuff, and to bring the benefits to all teams using Unreal.” Sweeney has previously <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/epic-boss-tim-sweeney-blasts-steam-for-putting-ai-tags-on-games-says-move-is-irresponsible-of-valve">criticized Steam for putting AI tags on games</a>, calling it “irresponsible of Valve.” He says that AI is just a tool and that it’s useful for handling boring, menial, and repetitive tasks like finding errors in code or rigging 3D models. “We’re embracing AI-accelerated development, led by Epic developers who are the visionaries and creative drivers for everything we do,” Epic Games communications director Jake Jones told the publication.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2109705826688549304"><p lang="en" dir="ltr">We have a huge pivot underway here at Epic, moving developers around to retool for maximum AI acceleration.The aim isn't to do the same stuff with fewer people, but to enable everyone here to build MORE and BETTER stuff, and to bring the benefits to all teams using Unreal.<a href="https://twitter.com/cantworkitout/status/2109705826688549304">October 12, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The announcement still reportedly left some of the developers working on the project in a state of astonishment. They were hoping that the directive wasn’t serious or that Epic Games would change its mind about the decision, while others jokingly asked if they should ask Claude to fix its own errors. The delayed title was supposed to be the first in a series of games involving Disney intellectual property, which had invested $1.5 billion in the game developer and publisher in 2024. However, <em>Bloomberg </em>reports that progress on the game has suffered because it lacked the number of people required to keep the schedule on track. It seems that the company is trying to make up for lost time by pushing its people to use AI in the hopes that they’ll be able to work much more quickly.</p><p>AI is indeed quite a useful tool, with some developers using it to build surprisingly complicated vibe-coded games, like this <a href="https://www.tomshardware.com/video-games/pc-gaming/free-browser-based-ai-generated-taipei-gta-clone-hits-1-2-million-concurrent-players-in-three-days-vibe-coded-game-cost-usd10-000-in-ai-tokens-to-build-is-set-on-the-streets-of-taipei">GTA clone set in Taipei</a> or this <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/dev-used-ai-agents-and-more-than-500-billion-tokens-to-rebuild-call-of-duty-modern-warfare-2s-source-code-83-percent-of-the-2009-shooters-functions-now-match-the-original-byte-for-byte">decompiled version of Call of Duty: Modern Warfare 2</a>. One group even used Gemini for their free game demo, <a href="https://www.tomshardware.com/video-games/pc-gaming/free-steam-demo-runs-up-usd1-000-daily-ai-bill-and-forces-devs-to-take-out-bank-loan-studio-eyes-local-hardware-models-to-escape-cloud-limits-as-cheaper-automatic-fallback-ai-models-create-problems-game-uses-ai-to-process-your-voice-and-build-responses">leading to a cost of $1,000 a day in AI usage bills</a>. Despite that, many creators and developers have been against the use of AI in the industry, with one major gaming convention in the UK outright <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/uk-games-expo-bans-games-and-art-made-mostly-using-ai-ukge-enforces-booth-shutdowns-and-bans-after-deleted-comment-debacle-says-that-the-central-creative-process-must-be-conducted-by-humans">banning games that were built mostly using AI</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/epic-games-reportedly-delays-disney-shooter-title-so-it-can-pivot-to-ai-coding-staff-allegedly-told-no-more-handwritten-code-with-art-generated-with-full-ai-workflows</link>
                                                                            <description>
                            <![CDATA[ Developers working on an unnamed Disney shooter title for Epic Games were surprised when they were ordered to use as much AI as possible in their workflows. ]]>
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                                                                        <pubDate>Tue, 13 Oct 2026 11:22:26 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[PC Gaming]]></category>
                                                    <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[Epic Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Fortnite with Reflex On/Off]]></media:description>                                                            <media:text><![CDATA[Fortnite with Reflex On/Off]]></media:text>
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                                <p>Epic Games has reportedly delayed a shooter based on Disney’s Marvel and Star Wars franchises, with its developers told to use more AI. According to <a href="https://www.bloomberg.com/news/articles/2026-10-12/epic-games-delays-disney-project-asks-developers-to-use-more-ai?accessToken=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJzb3VyY2UiOiJTdWJzY3JpYmVyR2lmdGVkQXJ0aWNsZSIsImlhdCI6MTc5MTgyOTQ5NCwiZXhwIjoxNzkyNDM0Mjk0LCJhcnRpY2xlSWQiOiJUTVQ0SDVSS1YyVEQwMCIsImJjb25uZWN0SWQiOiJCMUVBQkI5NjQ2QUM0REZFQTJBRkI4MjI1MzgyQTJFQSJ9.rC824FbXuutjticK4TKijZtWW-ewDWvg6AIoVnPo5IA&amp;leadSource=article-gifting"><em>Bloomberg</em></a>, the yet-to-be-named game was supposed to be released in March of 2027, but its launch date has been pushed back to an unspecified date. Aside from that, the company also told the people working on the project to switch to an “AI first” production model. One of the game directors was quoted telling staff that there will be “no more handwritten code” and that the game’s art would now be “generated with full AI workflows.”</p><p>Around the same time this news came out, Epic boss Tim Sweeney posted an update on X that seemingly confirms the change. “We have a huge pivot underway here at Epic, moving developers around to retool for maximum AI acceleration,” the Epic founder said on the platform. “The aim isn’t to do the same stuff with fewer people, but to enable everyone here to build MORE and BETTER stuff, and to bring the benefits to all teams using Unreal.” Sweeney has previously <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/epic-boss-tim-sweeney-blasts-steam-for-putting-ai-tags-on-games-says-move-is-irresponsible-of-valve">criticized Steam for putting AI tags on games</a>, calling it “irresponsible of Valve.” He says that AI is just a tool and that it’s useful for handling boring, menial, and repetitive tasks like finding errors in code or rigging 3D models. “We’re embracing AI-accelerated development, led by Epic developers who are the visionaries and creative drivers for everything we do,” Epic Games communications director Jake Jones told the publication.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2109705826688549304"><p lang="en" dir="ltr">We have a huge pivot underway here at Epic, moving developers around to retool for maximum AI acceleration.The aim isn't to do the same stuff with fewer people, but to enable everyone here to build MORE and BETTER stuff, and to bring the benefits to all teams using Unreal.<a href="https://twitter.com/cantworkitout/status/2109705826688549304">October 12, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>The announcement still reportedly left some of the developers working on the project in a state of astonishment. They were hoping that the directive wasn’t serious or that Epic Games would change its mind about the decision, while others jokingly asked if they should ask Claude to fix its own errors. The delayed title was supposed to be the first in a series of games involving Disney intellectual property, which had invested $1.5 billion in the game developer and publisher in 2024. However, <em>Bloomberg </em>reports that progress on the game has suffered because it lacked the number of people required to keep the schedule on track. It seems that the company is trying to make up for lost time by pushing its people to use AI in the hopes that they’ll be able to work much more quickly.</p><p>AI is indeed quite a useful tool, with some developers using it to build surprisingly complicated vibe-coded games, like this <a href="https://www.tomshardware.com/video-games/pc-gaming/free-browser-based-ai-generated-taipei-gta-clone-hits-1-2-million-concurrent-players-in-three-days-vibe-coded-game-cost-usd10-000-in-ai-tokens-to-build-is-set-on-the-streets-of-taipei">GTA clone set in Taipei</a> or this <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/dev-used-ai-agents-and-more-than-500-billion-tokens-to-rebuild-call-of-duty-modern-warfare-2s-source-code-83-percent-of-the-2009-shooters-functions-now-match-the-original-byte-for-byte">decompiled version of Call of Duty: Modern Warfare 2</a>. One group even used Gemini for their free game demo, <a href="https://www.tomshardware.com/video-games/pc-gaming/free-steam-demo-runs-up-usd1-000-daily-ai-bill-and-forces-devs-to-take-out-bank-loan-studio-eyes-local-hardware-models-to-escape-cloud-limits-as-cheaper-automatic-fallback-ai-models-create-problems-game-uses-ai-to-process-your-voice-and-build-responses">leading to a cost of $1,000 a day in AI usage bills</a>. Despite that, many creators and developers have been against the use of AI in the industry, with one major gaming convention in the UK outright <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/uk-games-expo-bans-games-and-art-made-mostly-using-ai-ukge-enforces-booth-shutdowns-and-bans-after-deleted-comment-debacle-says-that-the-central-creative-process-must-be-conducted-by-humans">banning games that were built mostly using AI</a>.</p>
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                                                            <title><![CDATA[ Nintendo stands by physical games as Sony embraces a digital-only future ]]></title>
                                                                                                <dc:content><![CDATA[ <p>While Sony remains <a href="https://www.tomshardware.com/video-games/playstation/sony-doubles-down-on-axing-physical-game-discs-cfo-reiterates-were-going-to-cautiously-move-this-forward">committed to phasing out</a> physical media, Nintendo is taking the opposite approach. In a recent interview with the Brazilian YouTube channel Coelho no Japão, Bill van Zyll, Nintendo's VP and General Manager for Latin America, confirmed that the company has no plans to abandon cartridges.</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&amp;utm_medium=boxout&amp;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&amp;utm_medium=boxout&amp;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&amp;utm_medium=boxout&amp;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&amp;utm_medium=boxout&amp;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&amp;utm_medium=boxout&amp;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&amp;utm_medium=boxout&amp;utm_term=gpu" target="_blank">The Stout Owl: The ultimate Noctua G2 PC</a></li></ul></p></div></div><p>"Historically, we’ve been very agnostic, right?" stated van Zyll in the interview.</p><p>The Nintendo executive firmly continued, "We go off what the consumer prefers, and take that into account very heavily. We also have a platform that was just launched. We're barely just over a year into NS2. It's got both digital and physical – that capability. There's no plans to ditch physical. We know how much the fans like it as well, so our position has been to be agnostic."</p><p>In an era where the gaming industry is rapidly shifting toward digital distribution, it is comforting to see at least some companies still supporting physical media. The core issue with digital purchases is that you do not truly own what you buy; instead, you are purchasing a license to access the game, unlike owning a cartridge or game disc. Some storefronts, such as GOG or itch.io, offer DRM-free downloads of the titles you purchase, but only a handful of them exist.</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/BaLVcqavw74" allowfullscreen=""></iframe></div></div><p>However, even cartridges cannot completely escape the march toward digitalization. With the release of the <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-switch-2-tested-new-internals-are-a-major-power-up">Nintendo Switch 2</a>, Nintendo introduced game-key cards, physical cards that contain a license to download the full game data. Modern AAA game releases have exceeded the storage capacity of traditional cartridges or discs. For instance, B<em>lack Myth: Wukong</em> and the upcoming <em>Grand Theft Auto VI </em>use this code-in-a-box model.</p><p>On the Nintendo Switch and Switch 2, cartridges max out at 32GB and 64GB, respectively. That is not much capacity by modern standards, so publishers turn to game-key cards as a compromise for a physical release. Compared with fully digital releases, game-key cards bind the license to the card, so owners can still trade or sell them like normal cartridges.</p><p>Owning physical copies can sometimes cost more than going digital, especially for Nintendo’s first-party titles. Effective as of May 2026, physical versions of first-party Nintendo titles sell for $10 more than their digital counterparts. The price increase was due to manufacturing, packaging, and distribution costs for cartridges. However, Nintendo frames the pricing adjustment differently, claiming it lowered digital game prices by $10 to pass the savings on to consumers.</p><p>Nintendo has announced plans for the Switch 2 to mirror its predecessor's lifespan, about six to seven years. No one anticipated Sony's decision to phase out game discs, so Nintendo's future remains uncertain, even though the company pledged to continue physical releases. With the Switch 2 launching just last year, we can at least look forward to another six good years of physical media.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/nintendo/nintendo-stands-by-physical-games-as-sony-embraces-a-disc-less-future-theres-no-plans-to-ditch-physical-we-know-how-much-the-fans-like-it-as-well-so-our-position-has-been-to-be-agnostic-says-a-nintendo-exec</link>
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                            <![CDATA[ Bill van Zyll, VP and General Manager for Nintendo in Latin America, has confirmed that Nintendo has no plans to ditch physical media. ]]>
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                                                                        <pubDate>Tue, 13 Oct 2026 10:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Nintendo]]></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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                                <p>While Sony remains <a href="https://www.tomshardware.com/video-games/playstation/sony-doubles-down-on-axing-physical-game-discs-cfo-reiterates-were-going-to-cautiously-move-this-forward">committed to phasing out</a> physical media, Nintendo is taking the opposite approach. In a recent interview with the Brazilian YouTube channel Coelho no Japão, Bill van Zyll, Nintendo's VP and General Manager for Latin America, confirmed that the company has no plans to abandon cartridges.</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&amp;utm_medium=boxout&amp;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&amp;utm_medium=boxout&amp;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&amp;utm_medium=boxout&amp;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&amp;utm_medium=boxout&amp;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&amp;utm_medium=boxout&amp;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&amp;utm_medium=boxout&amp;utm_term=gpu" target="_blank">The Stout Owl: The ultimate Noctua G2 PC</a></li></ul></p></div></div><p>"Historically, we’ve been very agnostic, right?" stated van Zyll in the interview.</p><p>The Nintendo executive firmly continued, "We go off what the consumer prefers, and take that into account very heavily. We also have a platform that was just launched. We're barely just over a year into NS2. It's got both digital and physical – that capability. There's no plans to ditch physical. We know how much the fans like it as well, so our position has been to be agnostic."</p><p>In an era where the gaming industry is rapidly shifting toward digital distribution, it is comforting to see at least some companies still supporting physical media. The core issue with digital purchases is that you do not truly own what you buy; instead, you are purchasing a license to access the game, unlike owning a cartridge or game disc. Some storefronts, such as GOG or itch.io, offer DRM-free downloads of the titles you purchase, but only a handful of them exist.</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/BaLVcqavw74" allowfullscreen=""></iframe></div></div><p>However, even cartridges cannot completely escape the march toward digitalization. With the release of the <a href="https://www.tomshardware.com/video-games/nintendo/nintendo-switch-2-tested-new-internals-are-a-major-power-up">Nintendo Switch 2</a>, Nintendo introduced game-key cards, physical cards that contain a license to download the full game data. Modern AAA game releases have exceeded the storage capacity of traditional cartridges or discs. For instance, B<em>lack Myth: Wukong</em> and the upcoming <em>Grand Theft Auto VI </em>use this code-in-a-box model.</p><p>On the Nintendo Switch and Switch 2, cartridges max out at 32GB and 64GB, respectively. That is not much capacity by modern standards, so publishers turn to game-key cards as a compromise for a physical release. Compared with fully digital releases, game-key cards bind the license to the card, so owners can still trade or sell them like normal cartridges.</p><p>Owning physical copies can sometimes cost more than going digital, especially for Nintendo’s first-party titles. Effective as of May 2026, physical versions of first-party Nintendo titles sell for $10 more than their digital counterparts. The price increase was due to manufacturing, packaging, and distribution costs for cartridges. However, Nintendo frames the pricing adjustment differently, claiming it lowered digital game prices by $10 to pass the savings on to consumers.</p><p>Nintendo has announced plans for the Switch 2 to mirror its predecessor's lifespan, about six to seven years. No one anticipated Sony's decision to phase out game discs, so Nintendo's future remains uncertain, even though the company pledged to continue physical releases. With the Switch 2 launching just last year, we can at least look forward to another six good years of physical media.</p>
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                                                            <title><![CDATA[ Developer uses Claude to enable Xbox Cloud Gaming on jailbroken PS5s ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Brazilian developer RafaelNGP has created his own Homebrew called PSBox Cloud Gaming on his jailbroken PS5 and released it for download on GitHub. The mod, created in part using Claude, allows Xbox Cloud Gaming to run natively on a PS5, with up to 4 DualSense controllers mapped to Xbox for compatibility.</p><p>The lines between consoles and PC have been blurring lately, and even more so for the PS5, with jailbreak mods allowing for many new capabilities it was never intended for. We recently covered a story about the <a href="https://www.tomshardware.com/video-games/playstation/modder-brings-original-xbox-emulation-to-jailbroken-ps5-xpsemu-plays-halo-2-and-forza-as-ps5-emulators-outnumber-its-15-exclusives" target="_blank">original Xbox being emulated on a jailbroken PS5</a>, but a more modern and usable mod is this natively running Xbox Cloud Gaming mod. Gone are the days of switching to your Xbox or PC to play xCloud; just run it on your PS5 — that's what RafaelNGP thought to himself before making PSBox Cloud Gaming.</p><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/PS5_Jailbreak/comments/1wzpufh/github_rafaelngpxboxcloudgamingps5_xbox_cloud">GitHub - RafaelNGP/xbox-cloud-gaming-ps5: Xbox Cloud Gaming app for PS5 Homebrew</a><figcaption><cite> from <a href="https://www.reddit.com/r/PS5_Jailbreak">r/PS5_Jailbreak</a></cite></figcaption></blockquote></figure><script async="" src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script><p>Rafael explains how easy it is to get it running, with just a .zip file download from their GitHub, extraction to a specific folder, waiting for a Homebrew loader to mount the “game,” then launch and sign in as usual. Users are able to sign in using their phone through a code on the TV. It currently supports a 1080p60 stream, but can be upscaled to 4K using the PS5’s GPU with AMD FSR 1 or Anime4K upscalers. The application is still not perfect, with testers reporting video issues such as macroblocking, pink artifacts, and vibration issues on the DualSense controllers, while others are thrilled and having a good experience.</p><p>As if emulating the original Xbox and playing xCloud on a PS5 weren’t enough, a comment under the Reddit post asked whether they could use local Xbox Remote Play on it, intending to stream games from an Xbox they already have to the PS5. Rafael said it didn’t work yet, but promptly created an update days later enabling Xbox Remote Play.</p><p>The PS5’s library of exclusives may be lackluster, but it seems that the PS5 has more to offer than its own games outside of what Sony intends for it, thanks to the jailbreaking community.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/console-gaming/xbox-cloud-gaming-is-now-available-on-jailbroken-ps5s-allows-upscaling-to-4k-using-the-ps5-gpu</link>
                                                                            <description>
                            <![CDATA[ RafaelNGP released a native Xbox Game Pass app allowing Xbox Cloud Gaming on the PS5, with support for 4 controllers and 4K upscaling on the PS5 GPU. ]]>
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                                                                        <pubDate>Mon, 12 Oct 2026 14:46:57 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Console Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Jhet Borja) ]]></author>                    <dc:creator><![CDATA[ Jhet Borja ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/niBNJTDN6c99Ri7HD5zNZ8-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jhet Borja is a writer with various knowledge in his arsenal. As a child, he lived above an electronics repair shop and visited every afternoon and observed how radios and TVs were assembled. In highschool he became his friends and family&amp;#39;s PC builder, consultant, and tech support. Building a PC and playing Counter-Strike all night would be the itinerary for a sleepover. He&amp;#39;s since learned all sorts of things on his own, from CAD and mechanical design, woodworking, classic calligraphy, photography, working on cars, leather craft, and getting an inkjet printer to work. Jhet has previously covered leather articles, but has since transitioned to tech and has written for MakeUseOf and XDA.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Microsoft Game Pass]]></media:description>                                                            <media:text><![CDATA[Microsoft Game Pass]]></media:text>
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                                <p>Brazilian developer RafaelNGP has created his own Homebrew called PSBox Cloud Gaming on his jailbroken PS5 and released it for download on GitHub. The mod, created in part using Claude, allows Xbox Cloud Gaming to run natively on a PS5, with up to 4 DualSense controllers mapped to Xbox for compatibility.</p><p>The lines between consoles and PC have been blurring lately, and even more so for the PS5, with jailbreak mods allowing for many new capabilities it was never intended for. We recently covered a story about the <a href="https://www.tomshardware.com/video-games/playstation/modder-brings-original-xbox-emulation-to-jailbroken-ps5-xpsemu-plays-halo-2-and-forza-as-ps5-emulators-outnumber-its-15-exclusives" target="_blank">original Xbox being emulated on a jailbroken PS5</a>, but a more modern and usable mod is this natively running Xbox Cloud Gaming mod. Gone are the days of switching to your Xbox or PC to play xCloud; just run it on your PS5 — that's what RafaelNGP thought to himself before making PSBox Cloud Gaming.</p><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/PS5_Jailbreak/comments/1wzpufh/github_rafaelngpxboxcloudgamingps5_xbox_cloud">GitHub - RafaelNGP/xbox-cloud-gaming-ps5: Xbox Cloud Gaming app for PS5 Homebrew</a><figcaption><cite> from <a href="https://www.reddit.com/r/PS5_Jailbreak">r/PS5_Jailbreak</a></cite></figcaption></blockquote></figure><script async="" src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script><p>Rafael explains how easy it is to get it running, with just a .zip file download from their GitHub, extraction to a specific folder, waiting for a Homebrew loader to mount the “game,” then launch and sign in as usual. Users are able to sign in using their phone through a code on the TV. It currently supports a 1080p60 stream, but can be upscaled to 4K using the PS5’s GPU with AMD FSR 1 or Anime4K upscalers. The application is still not perfect, with testers reporting video issues such as macroblocking, pink artifacts, and vibration issues on the DualSense controllers, while others are thrilled and having a good experience.</p><p>As if emulating the original Xbox and playing xCloud on a PS5 weren’t enough, a comment under the Reddit post asked whether they could use local Xbox Remote Play on it, intending to stream games from an Xbox they already have to the PS5. Rafael said it didn’t work yet, but promptly created an update days later enabling Xbox Remote Play.</p><p>The PS5’s library of exclusives may be lackluster, but it seems that the PS5 has more to offer than its own games outside of what Sony intends for it, thanks to the jailbreaking community.</p>
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                                                            <title><![CDATA[ Vibecoder mods Minecraft inside GTA V running natively on an iPhone ]]></title>
                                                                                                <dc:content><![CDATA[ <p>A vibecoder and modder has revealed they successfully launched Minecraft inside a modded iPhone port of GTA V, immediately showing the Minecraft HUD and loading in Steve. This was done using Claude Opus 5.5, doing everything from writing the code to testing the game; 0xProbability claims that they have not touched the phone while Claude successfully flies the Ender Dragon around Los Santos.</p><p>Minecraft in GTA V isn’t surprising, considering the vast amount of wacky mods you can put into the game. However, running it on an iPhone, now that’s just absurd. 0xProbability wasn’t the one to port GTA V onto the iPhone; they credit that to C22, a student of EPFL, a prestigious school in Switzerland. C22’s port is impressive; it’s running GTA V natively on the iPhone, based on a version of GTA V that was adapted to run in a web browser, and making that run as a native iOS application instead — even supporting multiplayer. The README states that it runs on iOS 15 or later and even macOS 14 or later on Apple silicon, ideally with 8GB of RAM or more. The port runs at an impressive 50-60 FPS on an iPhone 17 and only uses 1.1GB of RAM, as shown in C22’s video on X, showcasing their work.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2108572247539544459"><p lang="en" dir="ltr">gta v running natively on ios (a recent fun project of mine) https://t.co/5k6w06hoLY<a href="https://twitter.com/cantworkitout/status/2108572247539544459">October 9, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>As if GTA V on an iPhone isn’t impressive enough, vibecoder 0xProbability modded this version of GTA V with Minecraft. Before putting it on the iPhone, the developer experimented with possibly the same browser version of GTA V with Minecraft, complete with block-building mechanics, not just Minecraft mobs and characters. On one of their posts, they stated: “It’s crazy what you can run in a browser nowadays,” emphasizing how web browsers used to be for simple .io games, while in 2026, you can now play heavy 3D games on them.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2109604609735917763"><p lang="en" dir="ltr">You Can Now Fly with Elytra in GTA 5 (Minecraft Edition) on iOS! https://t.co/DD8IIEZcWw<a href="https://twitter.com/cantworkitout/status/2109604609735917763">October 12, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>While it would be impressive if the developer manually modded the iPhone port of GTA V himself, it’s also interesting to see how much Anthropic’s Claude Opus 5.5 is able to write code and test it all on its own.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/vibecoder-mods-minecraft-inside-gta-v-running-natively-on-an-iphone-unmodded-game-runs-at-50-60-fps-on-iphone-17</link>
                                                                            <description>
                            <![CDATA[ C22's native port of GTA V on iOS/MacOS gets modded with Minecraft, and you can fly the Ender Dragon around. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Mon, 12 Oct 2026 12:22:51 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Jhet Borja) ]]></author>                    <dc:creator><![CDATA[ Jhet Borja ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/niBNJTDN6c99Ri7HD5zNZ8-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jhet Borja is a writer with various knowledge in his arsenal. As a child, he lived above an electronics repair shop and visited every afternoon and observed how radios and TVs were assembled. In highschool he became his friends and family&amp;#39;s PC builder, consultant, and tech support. Building a PC and playing Counter-Strike all night would be the itinerary for a sleepover. He&amp;#39;s since learned all sorts of things on his own, from CAD and mechanical design, woodworking, classic calligraphy, photography, working on cars, leather craft, and getting an inkjet printer to work. Jhet has previously covered leather articles, but has since transitioned to tech and has written for MakeUseOf and XDA.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[0xProbability]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Steve riding Ender Dragon in GTA V on iPhone]]></media:description>                                                            <media:text><![CDATA[Steve riding Ender Dragon in GTA V on iPhone]]></media:text>
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                                <p>A vibecoder and modder has revealed they successfully launched Minecraft inside a modded iPhone port of GTA V, immediately showing the Minecraft HUD and loading in Steve. This was done using Claude Opus 5.5, doing everything from writing the code to testing the game; 0xProbability claims that they have not touched the phone while Claude successfully flies the Ender Dragon around Los Santos.</p><p>Minecraft in GTA V isn’t surprising, considering the vast amount of wacky mods you can put into the game. However, running it on an iPhone, now that’s just absurd. 0xProbability wasn’t the one to port GTA V onto the iPhone; they credit that to C22, a student of EPFL, a prestigious school in Switzerland. C22’s port is impressive; it’s running GTA V natively on the iPhone, based on a version of GTA V that was adapted to run in a web browser, and making that run as a native iOS application instead — even supporting multiplayer. The README states that it runs on iOS 15 or later and even macOS 14 or later on Apple silicon, ideally with 8GB of RAM or more. The port runs at an impressive 50-60 FPS on an iPhone 17 and only uses 1.1GB of RAM, as shown in C22’s video on X, showcasing their work.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2108572247539544459"><p lang="en" dir="ltr">gta v running natively on ios (a recent fun project of mine) https://t.co/5k6w06hoLY<a href="https://twitter.com/cantworkitout/status/2108572247539544459">October 9, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>As if GTA V on an iPhone isn’t impressive enough, vibecoder 0xProbability modded this version of GTA V with Minecraft. Before putting it on the iPhone, the developer experimented with possibly the same browser version of GTA V with Minecraft, complete with block-building mechanics, not just Minecraft mobs and characters. On one of their posts, they stated: “It’s crazy what you can run in a browser nowadays,” emphasizing how web browsers used to be for simple .io games, while in 2026, you can now play heavy 3D games on them.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2109604609735917763"><p lang="en" dir="ltr">You Can Now Fly with Elytra in GTA 5 (Minecraft Edition) on iOS! https://t.co/DD8IIEZcWw<a href="https://twitter.com/cantworkitout/status/2109604609735917763">October 12, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>While it would be impressive if the developer manually modded the iPhone port of GTA V himself, it’s also interesting to see how much Anthropic’s Claude Opus 5.5 is able to write code and test it all on its own.</p>
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                                                            <title><![CDATA[ Console market craters as Xbox sales crash 33% to the lowest since launch 25 years ago, PS5 sales drop 25% ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Video game console sales in the U.S. have cratered, with both the PS5 and Xbox seeing a massive drop in YTD sales through the end of August compared with last year. Mat Piscatella, the video game industry advisor at research firm Circana, shared the numbers on his Bluesky account — PlayStation 5 sales have dropped by 25%, putting it at its lowest point since 2013, when gamers held off buying PlayStation consoles in anticipation of the arrival of the PS4, while Xbox’s retail figures have cratered by 33% YTD, putting its sales numbers at an all-time low since its launch almost 25 years ago.</p><blockquote class="bluesky-embed" data-bluesky-uri="at://did:plc:bhqrrxt7yyfpwguioa7rwa7x/app.bsky.feed.post/3mxh53tutbk2g" data-bluesky-cid="bafyreiex46trvkvuvoshml5v3nkakw7bgcv7riopgdld7dmlc3uupho23q" cite="https://bsky.app/profile/did:plc:bhqrrxt7yyfpwguioa7rwa7x/post/3mxh53tutbk2g?ref_src=embed"><p lang="en">From Circana's US Retail Tracking Service:For 2026 YTD ending August, Xbox hardware unit sales are down 33% versus a year ago in the US, while PlayStation hardware units are 25% lower.Xbox YTD US hardware unit sales are at an all-time low, while PlayStation is at lowest point since 2013.</p>— @matpiscatella.bsky.social (<a href="https://bsky.app/profile/did:plc:bhqrrxt7yyfpwguioa7rwa7x?ref_src=embed">@matpiscatella.bsky.social.bsky.social</a>) <a href="https://bsky.app/profile/did:plc:bhqrrxt7yyfpwguioa7rwa7x/post/3mxh53tutbk2g?ref_src=embed">2026-10-11T15:51:03.015Z</a></blockquote><p>Piscatella said price sensitivity is becoming a real problem among gamers, especially as the chip shortage has pushed console manufacturers to raise prices. Microsoft has <a href="https://www.tomshardware.com/video-games/xbox/microsoft-increases-xbox-series-console-prices-for-the-third-time-in-two-years-kills-off-2tb-model-usd100-usd150-upswings-on-every-model" target="_blank">raised the price of the Xbox three times in the past two years</a>, with the 512GB versions jumping by $100 and 1TB models becoming $150 more expensive. Worse, the company has killed off the 2TB model. This brought the Xbox Series S to $499.99 (512GB) and $599.99 (1TB), while the Xbox Series X now costs $749.99 for the Digital Edition, and the disc version costs $50 more at $799.99.</p><p>PlayStation fans haven’t escaped these price hikes, as <a href="https://www.tomshardware.com/video-games/playstation/sony-increasing-playstation-5-prices-across-all-consoles-starting-april-2-ps5-and-ps5-digital-edition-receive-usd100-hikes-while-ps5-pro-will-now-sell-for-usd900" target="_blank">Sony raised prices for that console by $100 to $150</a>. The base Digital Edition PS5 now costs $599.99, while the version with an optical drive is priced at $649.99. If you want the PS5 Pro, you’ll have to shell out $899.99, while those who want to stream games from their console via the PlayStation Portal must now pay $249.99 — $50 higher than its $199.99 launch price. Even used consoles didn't escape inflation, with Sony <a href="https://www.tomshardware.com/video-games/playstation/sony-increases-prices-for-refurbished-ps5-slims-by-usd100-ps5-fortnite-bundle-is-out-of-stock-marking-the-end-of-new-usd399-consoles" target="_blank">bumping the price of refurbished PS5 Slim consoles</a> by $100, bringing them to $399.</p><p>Despite the higher prices, the PS5 Pro remains in short supply, which is why used prices have now reached the stratosphere. <a href="https://www.tomshardware.com/video-games/playstation/used-ps5-pros-now-cost-usd1-399-at-gamestop-50-percent-more-than-new-ones-retailer-bumps-price-of-refurbished-consoles-as-brand-new-units-remain-out-of-stock">Refurbished PS5 Pros now cost $1,399 at GameStop</a>, almost $500 more than the MSRP of a new one (if you can find one in stock at that price). While this price might feel egregious, it’s about $100 less than the prices of new units we found at Best Buy and Walmart, and sealed units on online marketplaces sell for about $100 less than this.</p><p>AI chip shortage-driven price hikes, along with rising living costs, have made console purchases less of a priority for many families, driving this massive downturn in retail sales. The arrival of the much-anticipated <em>GTA VI</em> in November, along with the upcoming holiday season, will hopefully help consoles bounce back. Still, Piscatella says the U.S. hardware market has never been more precarious since the early 1980s.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/console-gaming/console-market-craters-as-xbox-sales-crash-33-percent-to-the-lowest-since-launch-25-years-ago-ps5-sales-drop-25-percent-steep-price-hikes-push-series-x-to-usd800-and-ps5-pro-to-usd900</link>
                                                                            <description>
                            <![CDATA[ PlayStation sales dropped by 25% YTD compared to last year, while Xbox contracted by 33%, marking the biggest decline in retail sales over the past decade. ]]>
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                                                                        <pubDate>Sun, 11 Oct 2026 16:30:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Console Gaming]]></category>
                                                    <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[Xbox Series X and PS5 next to each other on a desk.]]></media:description>                                                            <media:text><![CDATA[Xbox Series X and PS5 next to each other on a desk.]]></media:text>
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                            <![CDATA[
                            <article>
                                <p>Video game console sales in the U.S. have cratered, with both the PS5 and Xbox seeing a massive drop in YTD sales through the end of August compared with last year. Mat Piscatella, the video game industry advisor at research firm Circana, shared the numbers on his Bluesky account — PlayStation 5 sales have dropped by 25%, putting it at its lowest point since 2013, when gamers held off buying PlayStation consoles in anticipation of the arrival of the PS4, while Xbox’s retail figures have cratered by 33% YTD, putting its sales numbers at an all-time low since its launch almost 25 years ago.</p><blockquote class="bluesky-embed" data-bluesky-uri="at://did:plc:bhqrrxt7yyfpwguioa7rwa7x/app.bsky.feed.post/3mxh53tutbk2g" data-bluesky-cid="bafyreiex46trvkvuvoshml5v3nkakw7bgcv7riopgdld7dmlc3uupho23q" cite="https://bsky.app/profile/did:plc:bhqrrxt7yyfpwguioa7rwa7x/post/3mxh53tutbk2g?ref_src=embed"><p lang="en">From Circana's US Retail Tracking Service:For 2026 YTD ending August, Xbox hardware unit sales are down 33% versus a year ago in the US, while PlayStation hardware units are 25% lower.Xbox YTD US hardware unit sales are at an all-time low, while PlayStation is at lowest point since 2013.</p>— @matpiscatella.bsky.social (<a href="https://bsky.app/profile/did:plc:bhqrrxt7yyfpwguioa7rwa7x?ref_src=embed">@matpiscatella.bsky.social.bsky.social</a>) <a href="https://bsky.app/profile/did:plc:bhqrrxt7yyfpwguioa7rwa7x/post/3mxh53tutbk2g?ref_src=embed">2026-10-11T15:51:03.015Z</a></blockquote><p>Piscatella said price sensitivity is becoming a real problem among gamers, especially as the chip shortage has pushed console manufacturers to raise prices. Microsoft has <a href="https://www.tomshardware.com/video-games/xbox/microsoft-increases-xbox-series-console-prices-for-the-third-time-in-two-years-kills-off-2tb-model-usd100-usd150-upswings-on-every-model" target="_blank">raised the price of the Xbox three times in the past two years</a>, with the 512GB versions jumping by $100 and 1TB models becoming $150 more expensive. Worse, the company has killed off the 2TB model. This brought the Xbox Series S to $499.99 (512GB) and $599.99 (1TB), while the Xbox Series X now costs $749.99 for the Digital Edition, and the disc version costs $50 more at $799.99.</p><p>PlayStation fans haven’t escaped these price hikes, as <a href="https://www.tomshardware.com/video-games/playstation/sony-increasing-playstation-5-prices-across-all-consoles-starting-april-2-ps5-and-ps5-digital-edition-receive-usd100-hikes-while-ps5-pro-will-now-sell-for-usd900" target="_blank">Sony raised prices for that console by $100 to $150</a>. The base Digital Edition PS5 now costs $599.99, while the version with an optical drive is priced at $649.99. If you want the PS5 Pro, you’ll have to shell out $899.99, while those who want to stream games from their console via the PlayStation Portal must now pay $249.99 — $50 higher than its $199.99 launch price. Even used consoles didn't escape inflation, with Sony <a href="https://www.tomshardware.com/video-games/playstation/sony-increases-prices-for-refurbished-ps5-slims-by-usd100-ps5-fortnite-bundle-is-out-of-stock-marking-the-end-of-new-usd399-consoles" target="_blank">bumping the price of refurbished PS5 Slim consoles</a> by $100, bringing them to $399.</p><p>Despite the higher prices, the PS5 Pro remains in short supply, which is why used prices have now reached the stratosphere. <a href="https://www.tomshardware.com/video-games/playstation/used-ps5-pros-now-cost-usd1-399-at-gamestop-50-percent-more-than-new-ones-retailer-bumps-price-of-refurbished-consoles-as-brand-new-units-remain-out-of-stock">Refurbished PS5 Pros now cost $1,399 at GameStop</a>, almost $500 more than the MSRP of a new one (if you can find one in stock at that price). While this price might feel egregious, it’s about $100 less than the prices of new units we found at Best Buy and Walmart, and sealed units on online marketplaces sell for about $100 less than this.</p><p>AI chip shortage-driven price hikes, along with rising living costs, have made console purchases less of a priority for many families, driving this massive downturn in retail sales. The arrival of the much-anticipated <em>GTA VI</em> in November, along with the upcoming holiday season, will hopefully help consoles bounce back. Still, Piscatella says the U.S. hardware market has never been more precarious since the early 1980s.</p>
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                                                            <title><![CDATA[ Cyberleek threatens full GTA 6 build leak unless Take-Two apologizes and his $30 million crypto memecoin goal is met ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://cyberleek.org">Cyberleek</a>, the infamous group that's been drip-feeding the gaming community with improperly tone-mapped leaks of GTA 6 from what appears to be a real final build of the game, has just put down an ultimatum for Take-Two Interactive and Rockstar Games: do a physical release for GTA 6 and apologize, or the group will release 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 build of the game</a> with the complete story mode. It's not clear exactly what Cyberleek wants an apology for, but that's the demand.</p><p>As we reported previously, Cyberleek is leveraging its stolen build of Grand Theft Auto VI to try and pump its memecoin, $CYBERLEEK on Solana. That has seemingly always been the plan; the leakers <a href="https://www.tomshardware.com/video-games/console-gaming/gta-6-leaker-cyberleek-cashes-out-roughly-250000-hours-before-rockstars-official-reveal">cashed out some $250,000</a> just hours before Rockstar's Extended Look show went live on Netflix. We thought that would probably be the last we heard of Cyberleek, but the outlaw has returned this week with more leaks, including footage of both main characters as undressed as they get and numerous major story spoilers.</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:802px;"><p class="vanilla-image-block" style="padding-top:26.68%;"><img id="sanzM3swQe8tBXtJdQ9LD5" name="cyberleek-the-offer-screenshot" alt="GTA VI" src="https://cdn.mos.cms.futurecdn.net/sanzM3swQe8tBXtJdQ9LD5-1920-80.png" mos="" align="middle" fullscreen="" width="802" height="214" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Cyberleek.io)</span></figcaption></figure><p>This time, Cyberleek's goals are grander, and also more transparently self-serving. While the leakers previously spoke of high-minded ideals, like preserving gamer ownership of games, this latest message, titled "The Offer," simply demands that the Cyberleek memecoin hits "30 million marketcap" before they <a href="https://www.tomshardware.com/video-games/fake-gta-vi-iso-circulates-on-the-internet-a-few-days-after-leak-internet-sleuths-claim-113gb-download-is-padded-malware-testers-claim-file-is-99-99-percent-empty-zeroes-with-50kb-virus-embedded">will release the build</a>. That's right: even if Take-Two completely ignores Cyberleek, apparently nothing will happen unless the memecoin hits $30 million.</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:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Mrng8cJGQVYofngBs7yjH5" name="cyberleek-downward-trend" alt="GTA VI" src="https://cdn.mos.cms.futurecdn.net/Mrng8cJGQVYofngBs7yjH5-1920-80.png" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Opeansea.io)</span></figcaption></figure><p>That's not happening soon, because the market cap of the memecoin is only $5 million and is actually trending sharply downward from a peak of $7.6 million at 5:00 AM Central US time. Have the people lost faith in Cyberleek? Or is it simply that people are realizing what a scam this whole operation is and doing the mature, intelligent thing by electing to wait for the <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">official release</a> 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:802px;"><p class="vanilla-image-block" style="padding-top:20.57%;"><img id="uArhrXEfbZGmgPk2i4XND5" name="cyberleek-lucia-leak-screenshot" alt="GTA VI" src="https://cdn.mos.cms.futurecdn.net/uArhrXEfbZGmgPk2i4XND5-1920-80.png" mos="" align="middle" fullscreen="" width="802" height="165" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Cyberleek.io)</span></figcaption></figure><p>Well, it could be something to do with the image above, where Cyberleek demanded a $6 million market cap for the Cyberleek memecoin to provide "4K closeups, fully naked" of the main character, Lucia. Those promised prurient photos have not appeared on the site yet, but speaking as a gamer myself, this shameful scenario really isn't doing anything to help the reputation of gamers everywhere.</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="EfmcPs77xttGfyKmrkSKU5" name="gta-6-brian-heder-coke-brick-photo" alt="GTA VI" src="https://cdn.mos.cms.futurecdn.net/EfmcPs77xttGfyKmrkSKU5-1920-80.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="credit" itemprop="copyrightHolder">(Image credit: Take-Two Interactive)</span></figcaption></figure><p>GTA VI launches on November 19, 2026, barely more than a month away. Neither Rockstar nor Take-Two have addressed the leaks directly; Rockstar said that <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">the situation is "heartbreaking" </a>for the development team, which is understandable. If you're excited for GTA VI, do yourself a favor and stay away from these poor-quality leaks. Whoever has the development build doesn't play the game very well and doesn't understand HDR tonemapping, so all the clips are badly washed out and some of the most boring gameplay you have ever seen in your life. Take my word for it and go listen to "Love is a Long Road" one more time.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/software/linux/cyberleek-threatens-full-gta-6-build-leak-unless-take-two-apologizes-and-his-usd30-million-crypto-memecoin-goal-is-met-leaker-demands-physical-release-while-pumping-solana-memecoin-to-usd30m</link>
                                                                            <description>
                            <![CDATA[ Notorious GTA VI leaker Cyberleek is threatening to release a full build of GTA VI if Take-Two doesn't release a physical build, but only if its memecoin hits $30 million. ]]>
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                                                                        <pubDate>Sun, 11 Oct 2026 16:10:00 +0000</pubDate>                                                                                                                                <updated>Sun, 11 Oct 2026 16:59:30 +0000</updated>
                                                                                                                                            <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[Take-Two Interactive]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[GTA VI]]></media:description>                                                            <media:text><![CDATA[GTA VI]]></media:text>
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                                <p><a href="https://cyberleek.org">Cyberleek</a>, the infamous group that's been drip-feeding the gaming community with improperly tone-mapped leaks of GTA 6 from what appears to be a real final build of the game, has just put down an ultimatum for Take-Two Interactive and Rockstar Games: do a physical release for GTA 6 and apologize, or the group will release 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 build of the game</a> with the complete story mode. It's not clear exactly what Cyberleek wants an apology for, but that's the demand.</p><p>As we reported previously, Cyberleek is leveraging its stolen build of Grand Theft Auto VI to try and pump its memecoin, $CYBERLEEK on Solana. That has seemingly always been the plan; the leakers <a href="https://www.tomshardware.com/video-games/console-gaming/gta-6-leaker-cyberleek-cashes-out-roughly-250000-hours-before-rockstars-official-reveal">cashed out some $250,000</a> just hours before Rockstar's Extended Look show went live on Netflix. We thought that would probably be the last we heard of Cyberleek, but the outlaw has returned this week with more leaks, including footage of both main characters as undressed as they get and numerous major story spoilers.</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:802px;"><p class="vanilla-image-block" style="padding-top:26.68%;"><img id="sanzM3swQe8tBXtJdQ9LD5" name="cyberleek-the-offer-screenshot" alt="GTA VI" src="https://cdn.mos.cms.futurecdn.net/sanzM3swQe8tBXtJdQ9LD5-1920-80.png" mos="" align="middle" fullscreen="" width="802" height="214" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Cyberleek.io)</span></figcaption></figure><p>This time, Cyberleek's goals are grander, and also more transparently self-serving. While the leakers previously spoke of high-minded ideals, like preserving gamer ownership of games, this latest message, titled "The Offer," simply demands that the Cyberleek memecoin hits "30 million marketcap" before they <a href="https://www.tomshardware.com/video-games/fake-gta-vi-iso-circulates-on-the-internet-a-few-days-after-leak-internet-sleuths-claim-113gb-download-is-padded-malware-testers-claim-file-is-99-99-percent-empty-zeroes-with-50kb-virus-embedded">will release the build</a>. That's right: even if Take-Two completely ignores Cyberleek, apparently nothing will happen unless the memecoin hits $30 million.</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:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Mrng8cJGQVYofngBs7yjH5" name="cyberleek-downward-trend" alt="GTA VI" src="https://cdn.mos.cms.futurecdn.net/Mrng8cJGQVYofngBs7yjH5-1920-80.png" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Opeansea.io)</span></figcaption></figure><p>That's not happening soon, because the market cap of the memecoin is only $5 million and is actually trending sharply downward from a peak of $7.6 million at 5:00 AM Central US time. Have the people lost faith in Cyberleek? Or is it simply that people are realizing what a scam this whole operation is and doing the mature, intelligent thing by electing to wait for the <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">official release</a> 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:802px;"><p class="vanilla-image-block" style="padding-top:20.57%;"><img id="uArhrXEfbZGmgPk2i4XND5" name="cyberleek-lucia-leak-screenshot" alt="GTA VI" src="https://cdn.mos.cms.futurecdn.net/uArhrXEfbZGmgPk2i4XND5-1920-80.png" mos="" align="middle" fullscreen="" width="802" height="165" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Cyberleek.io)</span></figcaption></figure><p>Well, it could be something to do with the image above, where Cyberleek demanded a $6 million market cap for the Cyberleek memecoin to provide "4K closeups, fully naked" of the main character, Lucia. Those promised prurient photos have not appeared on the site yet, but speaking as a gamer myself, this shameful scenario really isn't doing anything to help the reputation of gamers everywhere.</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="EfmcPs77xttGfyKmrkSKU5" name="gta-6-brian-heder-coke-brick-photo" alt="GTA VI" src="https://cdn.mos.cms.futurecdn.net/EfmcPs77xttGfyKmrkSKU5-1920-80.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="credit" itemprop="copyrightHolder">(Image credit: Take-Two Interactive)</span></figcaption></figure><p>GTA VI launches on November 19, 2026, barely more than a month away. Neither Rockstar nor Take-Two have addressed the leaks directly; Rockstar said that <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">the situation is "heartbreaking" </a>for the development team, which is understandable. If you're excited for GTA VI, do yourself a favor and stay away from these poor-quality leaks. Whoever has the development build doesn't play the game very well and doesn't understand HDR tonemapping, so all the clips are badly washed out and some of the most boring gameplay you have ever seen in your life. Take my word for it and go listen to "Love is a Long Road" one more time.</p>
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                                                            <title><![CDATA[ Developer turns classic Windows Minesweeper into hand-holding 'big-budget, Triple-A’ parody ]]></title>
                                                                                                <dc:content><![CDATA[ <p>A creative director just created a AAA version of the classic Minesweeper game that used to come with Windows. Mike Lacher shared his creation on <a href="https://www.linkedin.com/feed/update/urn:li:activity:7513608767972925440/">LinkedIn</a>, which he called a “big-budget, triple-A” reboot, with “loot boxes and brand integrations” set to arrive in the first quarter of next year. When you visit the <a href="https://minesweeper.mikelacher.com/">Triple-A Minesweeper</a> page, you’ll be greeted by the classic Minesweeper logo similar to what you’d expect to see on a Windows 95 desktop. But when you double-click on the icon, you’ll be greeted by the usual sweeping audio entrance that you find on big-budget games, alongside a series of logos from the usual suspects — Unreal Engine, Nvidia, Bink Video, and Wwise — before finally seeing the Minesweeper title splash appear across the page.</p><p>Once the loading screens finish, you’re immediately transported to the Minesweeper game. But instead of just loading the game window, you’re greeted by the screen as if you’re coming to after being knocked out in a first-person video game. This is where Nora, your apparent handler, calls you “Sweeper” and introduces what you need to do. It also says, “I’m patched into your neural hub,” just like what many sci-fi games do. </p><p>If you wait a while before pressing anything, you’re going to be greeted by a series of voice messages from the apparent antagonist, called “The Don,” plus a series of annoying side characters like your apparent best friend “Clyde,” and some scientist telling you to find things for a neural HUD upgrade called “Dr. K.” There’s also a “DJ Dan” calling you a “mysterious hero” on the radio, similar to the radio station that you’d expect in the <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">coming GTA VI</a>. In between the annoying voice messages, you also get this constant internal monologue saying, “Time’s wasting. Better sweep these mines,” and “It’s time to sweep these mines.”</p><p>As you play one round of Minesweeper, Nora practically gives away the game with a yellow mark telling you where to press so that you don’t die. But if you’re hard-headed and prefer to step on the mines instead, the game doesn’t end. Instead, you’re just given a red damage marker, just like in Call of Duty. Unfortunately, it’s just a single round, so once you complete the level, you’re presented with the rolling credits. </p><p>It’s unclear if Lacher <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/turns-out-ai-can-actually-build-competent-minesweeper-clones-four-ai-coding-agents-put-to-the-test-reveal-openais-codex-as-the-best-while-googles-gemini-cli-as-the-worst">used AI to build this version of Minesweeper</a>, but the final version is apparently a jab at how modern video games hold the player’s hand to get them through the first few rounds, plus all the voices that fill in the dead air to keep the “conversation” going. While they’re designed to be helpful, not every game needs them, so it’s a good idea to have the option to shush them if you want to explore the map in peace. Now, even though Triple-A Minesweeper can get on your nerves if you don’t get through it as quickly as possible, there’s a twist in the ending suggesting a sequel. You'll have to visit the website if you want to find out what the surprise is.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/developer-turns-classic-windows-minesweeper-into-hand-holding-big-budget-triple-a-parody-browser-reboot-mocks-modern-gaming-with-chatty-npcs-internal-monologues-and-promised-loot-boxes</link>
                                                                            <description>
                            <![CDATA[ This reboot of Minesweeper makes it feel like a big budget game created by a massive game studio. ]]>
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                                                                        <pubDate>Sun, 11 Oct 2026 12:50:00 +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:credit><![CDATA[Mike Lacher]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Triple-A Minesweeper]]></media:description>                                                            <media:text><![CDATA[Triple-A Minesweeper]]></media:text>
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                                <p>A creative director just created a AAA version of the classic Minesweeper game that used to come with Windows. Mike Lacher shared his creation on <a href="https://www.linkedin.com/feed/update/urn:li:activity:7513608767972925440/">LinkedIn</a>, which he called a “big-budget, triple-A” reboot, with “loot boxes and brand integrations” set to arrive in the first quarter of next year. When you visit the <a href="https://minesweeper.mikelacher.com/">Triple-A Minesweeper</a> page, you’ll be greeted by the classic Minesweeper logo similar to what you’d expect to see on a Windows 95 desktop. But when you double-click on the icon, you’ll be greeted by the usual sweeping audio entrance that you find on big-budget games, alongside a series of logos from the usual suspects — Unreal Engine, Nvidia, Bink Video, and Wwise — before finally seeing the Minesweeper title splash appear across the page.</p><p>Once the loading screens finish, you’re immediately transported to the Minesweeper game. But instead of just loading the game window, you’re greeted by the screen as if you’re coming to after being knocked out in a first-person video game. This is where Nora, your apparent handler, calls you “Sweeper” and introduces what you need to do. It also says, “I’m patched into your neural hub,” just like what many sci-fi games do. </p><p>If you wait a while before pressing anything, you’re going to be greeted by a series of voice messages from the apparent antagonist, called “The Don,” plus a series of annoying side characters like your apparent best friend “Clyde,” and some scientist telling you to find things for a neural HUD upgrade called “Dr. K.” There’s also a “DJ Dan” calling you a “mysterious hero” on the radio, similar to the radio station that you’d expect in the <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">coming GTA VI</a>. In between the annoying voice messages, you also get this constant internal monologue saying, “Time’s wasting. Better sweep these mines,” and “It’s time to sweep these mines.”</p><p>As you play one round of Minesweeper, Nora practically gives away the game with a yellow mark telling you where to press so that you don’t die. But if you’re hard-headed and prefer to step on the mines instead, the game doesn’t end. Instead, you’re just given a red damage marker, just like in Call of Duty. Unfortunately, it’s just a single round, so once you complete the level, you’re presented with the rolling credits. </p><p>It’s unclear if Lacher <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/turns-out-ai-can-actually-build-competent-minesweeper-clones-four-ai-coding-agents-put-to-the-test-reveal-openais-codex-as-the-best-while-googles-gemini-cli-as-the-worst">used AI to build this version of Minesweeper</a>, but the final version is apparently a jab at how modern video games hold the player’s hand to get them through the first few rounds, plus all the voices that fill in the dead air to keep the “conversation” going. While they’re designed to be helpful, not every game needs them, so it’s a good idea to have the option to shush them if you want to explore the map in peace. Now, even though Triple-A Minesweeper can get on your nerves if you don’t get through it as quickly as possible, there’s a twist in the ending suggesting a sequel. You'll have to visit the website if you want to find out what the surprise is.</p>
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                                                            <title><![CDATA[ Programmer ports Super Mario 64 to Microsoft’s Zune HD media player ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The Nintendo 64 game <em>Super Mario 64</em> has come to the Microsoft Zune HD, <a href="https://hackaday.com/2026/10/09/super-mario-64-comes-to-the-microsoft-zune/"><u><em>Hackaday</em></u></a> reports, through a project that runs natively on the device’s hardware through the unofficial OpenZDK kit, per the repo’s README. A touchscreen controller overlay is drawn over the game’s video, and the game “plays (mostly) at full speed with sound, touch controls and saves,” from the rsheldiii repo, although no ROM is included and one dumped from your own cartridge is required. The Zune HD, a 2009-era media player that rivaled Apple’s iPod, has <a href="https://www.tomshardware.com/news/Nvidia-Tegra,5516.html"><u>Nvidia Tegra</u></a> hardware inside, and the project is built on sm64ex, a fork of the unofficial, <a href="https://www.tomshardware.com/video-games/nearly-all-nintendo-64-games-can-now-be-recompiled-into-native-pc-ports-to-add-proper-ray-tracing-ultrawide-high-fps-and-more"><u>decompiled </u><u><em>Super Mario 64</em></u><u> PC port</u></a>.</p><p>The Zune HD, part of our 2009 gift guide, was marketed as having a “3.3-inch glass screen” using OLED and touchscreen technology, from Microsoft’s media alert at the time, with Tegra providing the “multimedia muscle,” according to an Nvidia release. The unit was originally priced between $219.99 and $289.99, depending on capacity, and uses the Nvidia Tegra APX 2600 chip. The operating system is Windows CE-based, with third-party games going through Microsoft’s XNA. The Zune was short-lived, with Microsoft halting production in 2011, but an exploit led to OpenZDK coming out that allowed for homebrew.</p><p>The implementation depends on native ARM code on top of the Zune HD’s OS, using OpenZDK. The device’s firmware is not modified, but the port, according to the developer, should only be used “at your own risk,” a standard disclaimer. It leverages an OpenGL ES 2 renderer derived from Fast3D with prebuilt shader variants, using Nvidia’s cgc and shaderfix tools, because the Zune’s graphics driver can’t compile OpenGL Shading Language (GLSL) shaders. Blending is compiled into the fragment shaders as well, since the GPU lacks fixed-function blending hardware. These workarounds are what make the project interesting.</p><p>The game’s logic runs at 30 ticks a second, but some lag is present when the Zune is unable to keep up. There is also no official FPS number. The game renders at 480x272 in landscape, with the device rotated to match. The audio synthesis runs on its own thread at a higher priority than the game, so it is not impacted by a slower frame rate. The touch control overlay provides a facsimile analog stick as well as the A, B, Z, R, four C, and Start buttons, with customizability for button style and opacity.</p><p>The project itself relies on a <em>Super Mario 64</em> decompilation effort completed by fans in 2019, with a C source that rebuilds a matching ROM. The decompilation doesn’t include all of the game’s assets, and extraction requires a copy of the game. The ROM is read on the PC during the build, and the finished game can later be moved over to the device through USB. The build runs on Docker in Linux, so no Windows PC is required. The repo has no releases, and the port, which applies 14 patches to a pinned version of sm64ex, has only been tested on firmware 4.5.</p><p>The full PC port arrived in May 2020, of which sm64ex is a fork with extra features, such as mouse look and a cheats menu. Nintendo’s legal representatives responded quickly, targeting “sites hosting the compiled version of the Mario 64 PC port” and at least one gameplay video, <em>Video Games Chronicle</em> reported. However, a number of ports have found their way out for the 3DS, Wii U, PS2, PlayStation and PS Vita, Dreamcast, Nintendo DS and DSi, the web, and now the Zune HD.</p><p>The project shows what could have been on the Zune HD had Microsoft been less restrictive with development. Ports are nothing new, but <a href="https://www.tomshardware.com/video-games/retro-gaming/github-programmer-ports-doom-to-dslr-camera-with-3-inch-tft-lcd-display-canon-eos-550d-with-open-source-magic-lantern-firmware-uses-cameras-button-as-controls-even-plays-sound"><u>the number has been increasing lately</u></a>, potentially due to <a href="https://www.tomshardware.com/video-games/pc-gaming/wolverine-ps5-exclusive-ported-to-pc-in-buggy-solo-project-using-ai-source-code-was-taken-from-sony-2023-ransomware-attack"><u>the wider availability of powerful AI tools</u></a>; the repo’s first commit ends “Co-Authored-By: Claude Opus 5.5,” so AI was used at least in part. An example of something different is a decent <a href="https://www.tomshardware.com/video-games/retro-gaming/researcher-ports-doom-to-usd8-000-hasselblad-x2d-100-mp-medium-format-camera-uses-touchscreen-for-directional-control-shutter-button-to-fire-weapon"><u><em>Doom</em></u><u> port to an $8,000 Hasselblad X2D camera</u></a>, born from firmware research, showing there are multiple pathways to the same goal.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/retro-gaming/programmer-ports-super-mario-64-to-microsofts-zune-hd-media-player-the-2009-ipod-rival-runs-the-game-natively-on-its-nvidia-tegra-chip-with-touchscreen-controls-and-saves</link>
                                                                            <description>
                            <![CDATA[ A fan port of Nintendo’s Super Mario 64 runs natively on Microsoft’s 2009 Zune HD media player, with touch controls and saves. ]]>
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                                                                        <pubDate>Sun, 11 Oct 2026 12:30:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Retro Gaming]]></category>
                                                    <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 is a lifelong East Coaster and animal lover.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[rsheldiii/GitHub]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Hands holding a Zune HD sideways with Super Mario 64 running on its screen, Mario inside the castle and touch buttons overlaid on the right]]></media:description>                                                            <media:text><![CDATA[Hands holding a Zune HD sideways with Super Mario 64 running on its screen, Mario inside the castle and touch buttons overlaid on the right]]></media:text>
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                                <p>The Nintendo 64 game <em>Super Mario 64</em> has come to the Microsoft Zune HD, <a href="https://hackaday.com/2026/10/09/super-mario-64-comes-to-the-microsoft-zune/"><u><em>Hackaday</em></u></a> reports, through a project that runs natively on the device’s hardware through the unofficial OpenZDK kit, per the repo’s README. A touchscreen controller overlay is drawn over the game’s video, and the game “plays (mostly) at full speed with sound, touch controls and saves,” from the rsheldiii repo, although no ROM is included and one dumped from your own cartridge is required. The Zune HD, a 2009-era media player that rivaled Apple’s iPod, has <a href="https://www.tomshardware.com/news/Nvidia-Tegra,5516.html"><u>Nvidia Tegra</u></a> hardware inside, and the project is built on sm64ex, a fork of the unofficial, <a href="https://www.tomshardware.com/video-games/nearly-all-nintendo-64-games-can-now-be-recompiled-into-native-pc-ports-to-add-proper-ray-tracing-ultrawide-high-fps-and-more"><u>decompiled </u><u><em>Super Mario 64</em></u><u> PC port</u></a>.</p><p>The Zune HD, part of our 2009 gift guide, was marketed as having a “3.3-inch glass screen” using OLED and touchscreen technology, from Microsoft’s media alert at the time, with Tegra providing the “multimedia muscle,” according to an Nvidia release. The unit was originally priced between $219.99 and $289.99, depending on capacity, and uses the Nvidia Tegra APX 2600 chip. The operating system is Windows CE-based, with third-party games going through Microsoft’s XNA. The Zune was short-lived, with Microsoft halting production in 2011, but an exploit led to OpenZDK coming out that allowed for homebrew.</p><p>The implementation depends on native ARM code on top of the Zune HD’s OS, using OpenZDK. The device’s firmware is not modified, but the port, according to the developer, should only be used “at your own risk,” a standard disclaimer. It leverages an OpenGL ES 2 renderer derived from Fast3D with prebuilt shader variants, using Nvidia’s cgc and shaderfix tools, because the Zune’s graphics driver can’t compile OpenGL Shading Language (GLSL) shaders. Blending is compiled into the fragment shaders as well, since the GPU lacks fixed-function blending hardware. These workarounds are what make the project interesting.</p><p>The game’s logic runs at 30 ticks a second, but some lag is present when the Zune is unable to keep up. There is also no official FPS number. The game renders at 480x272 in landscape, with the device rotated to match. The audio synthesis runs on its own thread at a higher priority than the game, so it is not impacted by a slower frame rate. The touch control overlay provides a facsimile analog stick as well as the A, B, Z, R, four C, and Start buttons, with customizability for button style and opacity.</p><p>The project itself relies on a <em>Super Mario 64</em> decompilation effort completed by fans in 2019, with a C source that rebuilds a matching ROM. The decompilation doesn’t include all of the game’s assets, and extraction requires a copy of the game. The ROM is read on the PC during the build, and the finished game can later be moved over to the device through USB. The build runs on Docker in Linux, so no Windows PC is required. The repo has no releases, and the port, which applies 14 patches to a pinned version of sm64ex, has only been tested on firmware 4.5.</p><p>The full PC port arrived in May 2020, of which sm64ex is a fork with extra features, such as mouse look and a cheats menu. Nintendo’s legal representatives responded quickly, targeting “sites hosting the compiled version of the Mario 64 PC port” and at least one gameplay video, <em>Video Games Chronicle</em> reported. However, a number of ports have found their way out for the 3DS, Wii U, PS2, PlayStation and PS Vita, Dreamcast, Nintendo DS and DSi, the web, and now the Zune HD.</p><p>The project shows what could have been on the Zune HD had Microsoft been less restrictive with development. Ports are nothing new, but <a href="https://www.tomshardware.com/video-games/retro-gaming/github-programmer-ports-doom-to-dslr-camera-with-3-inch-tft-lcd-display-canon-eos-550d-with-open-source-magic-lantern-firmware-uses-cameras-button-as-controls-even-plays-sound"><u>the number has been increasing lately</u></a>, potentially due to <a href="https://www.tomshardware.com/video-games/pc-gaming/wolverine-ps5-exclusive-ported-to-pc-in-buggy-solo-project-using-ai-source-code-was-taken-from-sony-2023-ransomware-attack"><u>the wider availability of powerful AI tools</u></a>; the repo’s first commit ends “Co-Authored-By: Claude Opus 5.5,” so AI was used at least in part. An example of something different is a decent <a href="https://www.tomshardware.com/video-games/retro-gaming/researcher-ports-doom-to-usd8-000-hasselblad-x2d-100-mp-medium-format-camera-uses-touchscreen-for-directional-control-shutter-button-to-fire-weapon"><u><em>Doom</em></u><u> port to an $8,000 Hasselblad X2D camera</u></a>, born from firmware research, showing there are multiple pathways to the same goal.</p>
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                                                            <title><![CDATA[ Two Steam games generated $560,000 across 135,000 sales, but the co-creator only took home $15,000 annually ]]></title>
                                                                                                <dc:content><![CDATA[ <p>When it comes to the gaming industry, the billions bandied about regarding AAA titles often lead many to think that if your game scores a hit, you're essentially set for life. Unfortunately, the sad reality is that indie developers often have to end up pinching pennies or outright in a deficit despite strong sales. Omer Develioğlu, the co-founder of Northend Games, <a href="https://www.reddit.com/r/gamedev/comments/1wzv6kr/how_560000_in_steam_gross_revenue_turns_into_just/" target="_blank">offered a candid breakdown</a> of how $560,000 in income over five years for sales of his games ended up as just $134,000 split two ways, with $73,000 in his and the co-founder's pockets. In the end, the co-creator got only $15,000 per year and continues to drive his 2012 Mazda, hardly the riches one would expect. </p><p>The <strong>$560,000</strong> gross figure refers to sales for two titles: <a href="https://store.steampowered.com/app/1669170/Northend_Tower_Defense/" target="_blank"><em>Northend Tower Defense</em></a> and <a href="https://store.steampowered.com/app/3552840/Deepstone_Rift/" target="_blank"><em>Deepstone Rift</em></a> (Early Access), both sold on Steam, for a grand total of 135,000 units. In an <a href="https://www.youtube.com/watch?v=R8O-2e-_Z8o" target="_blank">accompanying video</a>, Develioğlu mentions that an impressive 53.3% of sales come directly from China.</p><p>Unfortunately, he also says that the country's customers are very demanding, and that the refund rate there is disproportionately large. Thus, $134,000 goes right away towards said refunds, with a rate of 22%, "way above" the purported standard of 10-15%. For what it's worth, the Chinese refund rate is corroborated by <a href="https://newsletter.gamediscover.co/p/game-refunds-and-the-hidden-costs" target="_blank">both older</a> and <a href="https://newsletter.gamediscover.co/p/steam-refunds-how-many-should-you" target="_blank">recent</a> third-party figures. Current tally: <strong>$426,000</strong>.</p><p>Then there's Steam itself. The platform is widely beloved by gamers everywhere for its value-add features like the Workshop, but also for the basic notion of not making the other platforms' questionable business decisions. Having said that, Gabe Newell's enterprise has also been on the receiving end of criticism thanks to fees starting at 30%, which only go down for amounts over $10 million and beyond. As Develioğlu's games are nowhere near those figures, 30% it is: $127,000 for Steam, and <strong>$297,000</strong> for the devs... or so you'd think.</p><p>Next up, there's the U.S. withholding taxes. The developer lived in Iraq and moved to Thailand, a country that has a tax agreement with the U.S. to prevent double taxation. Even still, Uncle Sam's slice is 5%, bringing the total down to <strong>$287,300</strong>.</p><p>Now, it's time for one of the more controversial aspects: the publisher's cut. According to Develioğlu, his Asian publisher took care of PR, distribution, and marketing in the China, Japan, and South Korea regions. The fact that the majority of the game's sales came from China could mean the publisher did a good job, but the cut was hefty: $115,000, seemingly in a sliding scale, leaving take-home at <strong>$172,000</strong>.... before local taxes.</p><p>Develioğlu doesn't clear up what the publisher's cut, perhaps due to an NDA. The most logical option is that the $115,000 fee refers to the sales in Asian countries. Given that 53.3% of sales are in China, and that the publisher also handled Japan and Korea, this would mean a percentage cut of around 35-40% of net income.</p><p>As an exercise, we ran the figures assuming no publisher, only 15% of sales in Asia, and a lower refund rate. Interestingly, the net amount was nearly the same.</p><p>Thailand's offices also want in on the action, and take 15% away from Northend Studios, a mercifully low rate as it's a digital product. Even still, it's $26,000 off the cash pile, now reduced to <strong>$146,000</strong>.</p><p>Finally, Develioğlu split this 50/50 with his co-founder at Northend Games, for a grand personal total of <strong>$73,000</strong> for five years' work, or roughly $15,000 per year of work. As the developer notes, he lives in Thailand, and this comparatively small amount is still more than the country's average wage, letting him make games as a full-time occupation. (For reference, the average wage in Thailand <a href="https://employsome.com/hire/thailand/average-salary-thailand/" target="_blank">is around</a> $5,280 a year).</p><p>But as he says, despite making half a million dollars in sales, instead of buying a Lamborghini, he still drives a 2012 Mazda.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/two-steam-games-generated-usd560-000-across-135-000-sales-but-the-co-creator-only-took-home-usd15-000-annually-high-chinese-refund-rates-steams-30-percent-fee-and-publisher-cuts-eat-most-of-the-profit-leaving-the-co-creator-driving-a-2012-mazda</link>
                                                                            <description>
                            <![CDATA[ Game developer explains how $560,000 in Steam sales gets reduced to $146,000 in pockets — breakdown highlights harsh realities of gaming business ]]>
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                                                                        <pubDate>Sun, 11 Oct 2026 12:10:00 +0000</pubDate>                                                                                                                                <updated>Sun, 11 Oct 2026 12:45:36 +0000</updated>
                                                                                                                                            <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:credit><![CDATA[Northend Studios]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Northend Tower Defense]]></media:description>                                                            <media:text><![CDATA[Northend Tower Defense]]></media:text>
                                <media:title type="plain"><![CDATA[Northend Tower Defense]]></media:title>
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                                <p>When it comes to the gaming industry, the billions bandied about regarding AAA titles often lead many to think that if your game scores a hit, you're essentially set for life. Unfortunately, the sad reality is that indie developers often have to end up pinching pennies or outright in a deficit despite strong sales. Omer Develioğlu, the co-founder of Northend Games, <a href="https://www.reddit.com/r/gamedev/comments/1wzv6kr/how_560000_in_steam_gross_revenue_turns_into_just/" target="_blank">offered a candid breakdown</a> of how $560,000 in income over five years for sales of his games ended up as just $134,000 split two ways, with $73,000 in his and the co-founder's pockets. In the end, the co-creator got only $15,000 per year and continues to drive his 2012 Mazda, hardly the riches one would expect. </p><p>The <strong>$560,000</strong> gross figure refers to sales for two titles: <a href="https://store.steampowered.com/app/1669170/Northend_Tower_Defense/" target="_blank"><em>Northend Tower Defense</em></a> and <a href="https://store.steampowered.com/app/3552840/Deepstone_Rift/" target="_blank"><em>Deepstone Rift</em></a> (Early Access), both sold on Steam, for a grand total of 135,000 units. In an <a href="https://www.youtube.com/watch?v=R8O-2e-_Z8o" target="_blank">accompanying video</a>, Develioğlu mentions that an impressive 53.3% of sales come directly from China.</p><p>Unfortunately, he also says that the country's customers are very demanding, and that the refund rate there is disproportionately large. Thus, $134,000 goes right away towards said refunds, with a rate of 22%, "way above" the purported standard of 10-15%. For what it's worth, the Chinese refund rate is corroborated by <a href="https://newsletter.gamediscover.co/p/game-refunds-and-the-hidden-costs" target="_blank">both older</a> and <a href="https://newsletter.gamediscover.co/p/steam-refunds-how-many-should-you" target="_blank">recent</a> third-party figures. Current tally: <strong>$426,000</strong>.</p><p>Then there's Steam itself. The platform is widely beloved by gamers everywhere for its value-add features like the Workshop, but also for the basic notion of not making the other platforms' questionable business decisions. Having said that, Gabe Newell's enterprise has also been on the receiving end of criticism thanks to fees starting at 30%, which only go down for amounts over $10 million and beyond. As Develioğlu's games are nowhere near those figures, 30% it is: $127,000 for Steam, and <strong>$297,000</strong> for the devs... or so you'd think.</p><p>Next up, there's the U.S. withholding taxes. The developer lived in Iraq and moved to Thailand, a country that has a tax agreement with the U.S. to prevent double taxation. Even still, Uncle Sam's slice is 5%, bringing the total down to <strong>$287,300</strong>.</p><p>Now, it's time for one of the more controversial aspects: the publisher's cut. According to Develioğlu, his Asian publisher took care of PR, distribution, and marketing in the China, Japan, and South Korea regions. The fact that the majority of the game's sales came from China could mean the publisher did a good job, but the cut was hefty: $115,000, seemingly in a sliding scale, leaving take-home at <strong>$172,000</strong>.... before local taxes.</p><p>Develioğlu doesn't clear up what the publisher's cut, perhaps due to an NDA. The most logical option is that the $115,000 fee refers to the sales in Asian countries. Given that 53.3% of sales are in China, and that the publisher also handled Japan and Korea, this would mean a percentage cut of around 35-40% of net income.</p><p>As an exercise, we ran the figures assuming no publisher, only 15% of sales in Asia, and a lower refund rate. Interestingly, the net amount was nearly the same.</p><p>Thailand's offices also want in on the action, and take 15% away from Northend Studios, a mercifully low rate as it's a digital product. Even still, it's $26,000 off the cash pile, now reduced to <strong>$146,000</strong>.</p><p>Finally, Develioğlu split this 50/50 with his co-founder at Northend Games, for a grand personal total of <strong>$73,000</strong> for five years' work, or roughly $15,000 per year of work. As the developer notes, he lives in Thailand, and this comparatively small amount is still more than the country's average wage, letting him make games as a full-time occupation. (For reference, the average wage in Thailand <a href="https://employsome.com/hire/thailand/average-salary-thailand/" target="_blank">is around</a> $5,280 a year).</p><p>But as he says, despite making half a million dollars in sales, instead of buying a Lamborghini, he still drives a 2012 Mazda.</p>
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                                                            <title><![CDATA[ PS5 hack delivers native PS2 disc support and 4K upscaling where Sony refused to ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Don’t throw away your PlayStation 2 games just yet. Modder Sword has released PS5SX2 for jailbroken <a href="https://www.tomshardware.com/reviews/playstation-5-sony-ps5">PlayStation 5</a> consoles. This new software brings PlayStation 2 games to Sony’s latest console and supports physical discs, letting you relive your favorite classics in their original form.</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&amp;utm_medium=boxout&amp;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&amp;utm_medium=boxout&amp;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&amp;utm_medium=boxout&amp;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&amp;utm_medium=boxout&amp;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&amp;utm_medium=boxout&amp;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&amp;utm_medium=boxout&amp;utm_term=gpu" target="_blank">The Stout Owl: The ultimate Noctua G2 PC</a></li></ul></p></div></div><p>For those active in the PlayStation emulation scene, the name PS5SX2 will immediately ring a bell, and for good reason. PS5SX2 is a native port of PCSX2, a very popular PlayStation 2 emulator for PC. Sword has successfully adapted the PCSX2 CPU recompilers to run on the PlayStation 5’s powerful custom Zen 2 chip. Unlike previous hacks that run PCSX2 on a host system and stream to the television, the PlayStation 5 does the recompiling and rendering.</p><p>PS5SX2 uses Vulkan as its backend renderer. However, since the PlayStation 5 lacks a standard operating system with official Vulkan driver support, emulation software requires a custom translation layer. Instead of developing a Vulkan driver from scratch, Sword uses a modified version of ps5vk, developed by renowned coder Mihawk-99, who has brought us projects like RetroArch.</p><p>PS5SX2 embraces virtually all popular disc image formats used for PlayStation 2 emulation, including ISO, CHD, CSO, and ZSO. More impressively, it fully supports physical PlayStation 2 game discs. It supports built-in optical drives and external USB optical drives. It reportedly works with discs from all regions. The only drawback is that the software can only read PlayStation 2 games released on DVDs, not CDs. It is more of a hardware limitation, though, since the PlayStation 5's optical drive lacks the laser needed to read standard CDs.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2108655657616585178"><p lang="en" dir="ltr">PS2 discs. Straight into a PS5.20+ years of nostalgia, one disc away.PS5SX2 🎮special thanks to @_AlAzif 🔗 https://t.co/5dJBpctESW💬 https://t.co/0NNel5pqQt☕ https://t.co/EypS5hoENk#PS5 #PS2 #PlayStation #PS5SX2 #Homebrew #Emulation https://t.co/mMcp41vFOX<a href="https://twitter.com/cantworkitout/status/2108655657616585178">October 9, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Beyond bringing PlayStation 2 fun to the PlayStation 5, PS5SX2 adds an impressive suite of features to enhance your retro gaming experience. One standout feature is high-resolution upscaling, enabling 6X scaling over the PlayStation 2's native resolution for up to 4K on modern displays. The emulator also supports a wide variety of upscaling and post-processing filters, including AMD’s FidelityFX Super Resolution (FSR). Patch files (.pnach) are also compatible with PCSX2, so that games can unlock widescreen or 60 FPS support for certain titles.</p><p>Beyond graphical enhancements, PS5SX2 packs other cool features. Gamers can fine-tune graphics, audio, and gameplay settings directly from their smartphone or tablet, and changes take effect instantly. PS5SX2 also lets gamers play online by emulating the PlayStation 2's network adapter and routing traffic to community servers. It also supports keyboard and mouse, couch co-op for up to four players, and the ability to create virtual memory cards up to 64MB per game.</p><p>PlayStation 2 disc support is only the tip of the iceberg. When asked about the potential inclusion of PlayStation 3 disc support for an RPCS3 port currently under development, the developer, Sword, responded affirmatively: "Yes, it’s coming with it :)." <a href="https://www.tomshardware.com/video-games/playstation/sony-doubles-down-on-axing-physical-game-discs-cfo-reiterates-were-going-to-cautiously-move-this-forward">Sony's decision to kill game discs</a> only further spurred the homebrew community to develop methods to preserve disc usage. The irony is that community projects, such as PS5SX2, have contributed to boosting the PlayStation 5's value.</p><p>Sony implemented backward compatibility on the PlayStation 5 for both physical and digital PlayStation 4 games. It is evident that the console can play games from older generations of consoles all this time. This raises an interesting question: why has Sony been holding out on its fans?</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/playstation/ps5-hack-delivers-native-ps2-disc-support-and-4k-upscaling-where-sony-refused-to-after-ps2-breakthrough-homebrew-dev-confirms-ps3-disc-support-is-next-for-ps5</link>
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                            <![CDATA[ Modder Sword has released PS5SX2 for the PlayStation 5, allowing gamers to play discs from previous PlayStation 2 games. ]]>
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                                                                        <pubDate>Sat, 10 Oct 2026 15:17:15 +0000</pubDate>                                                                                                                                <updated>Sat, 10 Oct 2026 16:21:15 +0000</updated>
                                                                                                                                            <category><![CDATA[PlayStation]]></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[PlayStation 5 with disc]]></media:description>                                                            <media:text><![CDATA[PlayStation 5 with disc]]></media:text>
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                                <p>Don’t throw away your PlayStation 2 games just yet. Modder Sword has released PS5SX2 for jailbroken <a href="https://www.tomshardware.com/reviews/playstation-5-sony-ps5">PlayStation 5</a> consoles. This new software brings PlayStation 2 games to Sony’s latest console and supports physical discs, letting you relive your favorite classics in their original form.</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&amp;utm_medium=boxout&amp;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&amp;utm_medium=boxout&amp;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&amp;utm_medium=boxout&amp;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&amp;utm_medium=boxout&amp;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&amp;utm_medium=boxout&amp;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&amp;utm_medium=boxout&amp;utm_term=gpu" target="_blank">The Stout Owl: The ultimate Noctua G2 PC</a></li></ul></p></div></div><p>For those active in the PlayStation emulation scene, the name PS5SX2 will immediately ring a bell, and for good reason. PS5SX2 is a native port of PCSX2, a very popular PlayStation 2 emulator for PC. Sword has successfully adapted the PCSX2 CPU recompilers to run on the PlayStation 5’s powerful custom Zen 2 chip. Unlike previous hacks that run PCSX2 on a host system and stream to the television, the PlayStation 5 does the recompiling and rendering.</p><p>PS5SX2 uses Vulkan as its backend renderer. However, since the PlayStation 5 lacks a standard operating system with official Vulkan driver support, emulation software requires a custom translation layer. Instead of developing a Vulkan driver from scratch, Sword uses a modified version of ps5vk, developed by renowned coder Mihawk-99, who has brought us projects like RetroArch.</p><p>PS5SX2 embraces virtually all popular disc image formats used for PlayStation 2 emulation, including ISO, CHD, CSO, and ZSO. More impressively, it fully supports physical PlayStation 2 game discs. It supports built-in optical drives and external USB optical drives. It reportedly works with discs from all regions. The only drawback is that the software can only read PlayStation 2 games released on DVDs, not CDs. It is more of a hardware limitation, though, since the PlayStation 5's optical drive lacks the laser needed to read standard CDs.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2108655657616585178"><p lang="en" dir="ltr">PS2 discs. Straight into a PS5.20+ years of nostalgia, one disc away.PS5SX2 🎮special thanks to @_AlAzif 🔗 https://t.co/5dJBpctESW💬 https://t.co/0NNel5pqQt☕ https://t.co/EypS5hoENk#PS5 #PS2 #PlayStation #PS5SX2 #Homebrew #Emulation https://t.co/mMcp41vFOX<a href="https://twitter.com/cantworkitout/status/2108655657616585178">October 9, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Beyond bringing PlayStation 2 fun to the PlayStation 5, PS5SX2 adds an impressive suite of features to enhance your retro gaming experience. One standout feature is high-resolution upscaling, enabling 6X scaling over the PlayStation 2's native resolution for up to 4K on modern displays. The emulator also supports a wide variety of upscaling and post-processing filters, including AMD’s FidelityFX Super Resolution (FSR). Patch files (.pnach) are also compatible with PCSX2, so that games can unlock widescreen or 60 FPS support for certain titles.</p><p>Beyond graphical enhancements, PS5SX2 packs other cool features. Gamers can fine-tune graphics, audio, and gameplay settings directly from their smartphone or tablet, and changes take effect instantly. PS5SX2 also lets gamers play online by emulating the PlayStation 2's network adapter and routing traffic to community servers. It also supports keyboard and mouse, couch co-op for up to four players, and the ability to create virtual memory cards up to 64MB per game.</p><p>PlayStation 2 disc support is only the tip of the iceberg. When asked about the potential inclusion of PlayStation 3 disc support for an RPCS3 port currently under development, the developer, Sword, responded affirmatively: "Yes, it’s coming with it :)." <a href="https://www.tomshardware.com/video-games/playstation/sony-doubles-down-on-axing-physical-game-discs-cfo-reiterates-were-going-to-cautiously-move-this-forward">Sony's decision to kill game discs</a> only further spurred the homebrew community to develop methods to preserve disc usage. The irony is that community projects, such as PS5SX2, have contributed to boosting the PlayStation 5's value.</p><p>Sony implemented backward compatibility on the PlayStation 5 for both physical and digital PlayStation 4 games. It is evident that the console can play games from older generations of consoles all this time. This raises an interesting question: why has Sony been holding out on its fans?</p>
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                                                            <title><![CDATA[ Free Steam demo runs up $1,000 daily AI bill and forces devs to take out bank loan ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Easy Fox, the developers behind a free, AI-powered game demo on Steam, has been forced to take out a bank loan as more players tried out its title. The game, called <a href="https://store.steampowered.com/app/3948460/Teach_My_Little_Sister_How_To_Drive/"><em>Teach My Little Sister How To Drive</em></a>, uses Google Gemini to listen to your voice commands and generate responses, with ChatGPT serving as a fallback system. In its latest <a href="https://store.steampowered.com/news/app/3948460/view/699903960312447039">update</a>, Easy Fox said that the number of players trying out the game has grown over 20 times, which is more than what it expected. This led its costs to skyrocket to more than a thousand dollars daily, and cheaper fallback AI models have led to slop injected into gameplay, impacting the user experience.</p><p>SteamDB showed an average player count of under 10 people until late August, when it started gaining steam. By late September, this had ballooned to around 50 players, before finally hitting a peak of 431 on Oct. 1. “We are currently spending over $1,000 per day on AI services for the demo,” the team wrote on its Steam update. Easy Fox also added, “This isn’t because each player is particularly expensive to support. The total cost has increased because so many people are playing, and we have taken out a bank loan to help keep the demo running.”</p><p>Since the game’s sole control method is your voice, AI is a critical part of its programming to recognize your commands and translate them into instructions for the virtual little sister. Since the game is still a free demo, Easy Fox needs to pay for the ongoing usage costs of the game. However, the developers said that the cost of using AI will be included in the price of the game once it gets final release. “For the paid release, we plan to account for expected AI usage in the game’s price,” the team said in its update. “Players will not be charged separately for their individual AI token usage after purchasing the game.”</p><p>The developers also said that they plan on introducing local AI models for gamers with capable hardware, so they don’t have to rely on external services, which could run into limits. This is one of the issues that the game has been grappling with, especially as the increased number of users has caused it to hit usage limits on Google Gemini. This has forced the game to fall back on the less capable ChatGPT Realtime Mini 2.1 model, which has led to some player issues, like delayed responses and wrong inputs. It also said that it’s testing alternative AI models for smoother gameplay in Russia, which does not have easy access to Western models because of sanctions. They might find it hard to find suitable replacement AI models, though, because <a href="https://www.tomshardware.com/tech-industry/data-centers/second-russian-data-center-targeted-by-ukrainian-drones-in-just-two-days-as-yandex-reels-from-another-service-outage-russian-state-media-admits-that-multiple-modules-completely-taken-out">Ukraine has struck Russia’s largest data center</a>.</p><p>Increasing AI costs is one of the reasons why some companies have <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/the-ai-tokenmaxxing-party-is-crashing-over-spiraling-costs-leaked-consulting-firm-audio-suggests-no-one-is-sure-how-to-measure-ai-effectiveness">abandoned tokenmaxxing</a>. Even though the <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/the-price-of-ai-is-crashing-faster-than-the-rate-of-moores-law-report-suggests-intelligence-costs-are-in-freefall-outpacing-comparative-technologies-like-compute-dna-sequencing-and-lithium-batteries" target="_blank">price of AI has been falling quite rapidly</a> compared to other technologies, the fact that <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/ai-cost-crisis-hits-tech-giants-as-employee-tokenmaxxing-backfires-agentic-ai-eats-up-to-1000x-more-tokens-than-standard-ai-sparks-corporate-pullback-at-microsoft-meta-and-amazon" target="_blank">AI agents use so many more tokens than AI chatbots</a> has made the use of the technology more expensive than anticipated, especially as <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/ai-costs-spike-as-subscriptions-hit-pricing-wall-firms-turn-towards-chinese-llms-open-source-models-to-extend-budget" target="_blank">AI subscriptions have hit a pricing wall</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/free-steam-demo-runs-up-usd1-000-daily-ai-bill-and-forces-devs-to-take-out-bank-loan-studio-eyes-local-hardware-models-to-escape-cloud-limits-as-cheaper-automatic-fallback-ai-models-create-problems-game-uses-ai-to-process-your-voice-and-build-responses</link>
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                            <![CDATA[ Easy Fox were surprised by the number of users and didn't expect that the demo's popularity would cause its AI expenses to go that high. ]]>
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                                                                        <pubDate>Sat, 10 Oct 2026 12:52:20 +0000</pubDate>                                                                                                                                <updated>Sat, 10 Oct 2026 13:07:11 +0000</updated>
                                                                                                                                            <category><![CDATA[PC Gaming]]></category>
                                                    <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[Easy Fox/Steam]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Teach My Little Sister How To Drive game]]></media:description>                                                            <media:text><![CDATA[Teach My Little Sister How To Drive game]]></media:text>
                                <media:title type="plain"><![CDATA[Teach My Little Sister How To Drive game]]></media:title>
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                                <p>Easy Fox, the developers behind a free, AI-powered game demo on Steam, has been forced to take out a bank loan as more players tried out its title. The game, called <a href="https://store.steampowered.com/app/3948460/Teach_My_Little_Sister_How_To_Drive/"><em>Teach My Little Sister How To Drive</em></a>, uses Google Gemini to listen to your voice commands and generate responses, with ChatGPT serving as a fallback system. In its latest <a href="https://store.steampowered.com/news/app/3948460/view/699903960312447039">update</a>, Easy Fox said that the number of players trying out the game has grown over 20 times, which is more than what it expected. This led its costs to skyrocket to more than a thousand dollars daily, and cheaper fallback AI models have led to slop injected into gameplay, impacting the user experience.</p><p>SteamDB showed an average player count of under 10 people until late August, when it started gaining steam. By late September, this had ballooned to around 50 players, before finally hitting a peak of 431 on Oct. 1. “We are currently spending over $1,000 per day on AI services for the demo,” the team wrote on its Steam update. Easy Fox also added, “This isn’t because each player is particularly expensive to support. The total cost has increased because so many people are playing, and we have taken out a bank loan to help keep the demo running.”</p><p>Since the game’s sole control method is your voice, AI is a critical part of its programming to recognize your commands and translate them into instructions for the virtual little sister. Since the game is still a free demo, Easy Fox needs to pay for the ongoing usage costs of the game. However, the developers said that the cost of using AI will be included in the price of the game once it gets final release. “For the paid release, we plan to account for expected AI usage in the game’s price,” the team said in its update. “Players will not be charged separately for their individual AI token usage after purchasing the game.”</p><p>The developers also said that they plan on introducing local AI models for gamers with capable hardware, so they don’t have to rely on external services, which could run into limits. This is one of the issues that the game has been grappling with, especially as the increased number of users has caused it to hit usage limits on Google Gemini. This has forced the game to fall back on the less capable ChatGPT Realtime Mini 2.1 model, which has led to some player issues, like delayed responses and wrong inputs. It also said that it’s testing alternative AI models for smoother gameplay in Russia, which does not have easy access to Western models because of sanctions. They might find it hard to find suitable replacement AI models, though, because <a href="https://www.tomshardware.com/tech-industry/data-centers/second-russian-data-center-targeted-by-ukrainian-drones-in-just-two-days-as-yandex-reels-from-another-service-outage-russian-state-media-admits-that-multiple-modules-completely-taken-out">Ukraine has struck Russia’s largest data center</a>.</p><p>Increasing AI costs is one of the reasons why some companies have <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/the-ai-tokenmaxxing-party-is-crashing-over-spiraling-costs-leaked-consulting-firm-audio-suggests-no-one-is-sure-how-to-measure-ai-effectiveness">abandoned tokenmaxxing</a>. Even though the <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/the-price-of-ai-is-crashing-faster-than-the-rate-of-moores-law-report-suggests-intelligence-costs-are-in-freefall-outpacing-comparative-technologies-like-compute-dna-sequencing-and-lithium-batteries" target="_blank">price of AI has been falling quite rapidly</a> compared to other technologies, the fact that <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/ai-cost-crisis-hits-tech-giants-as-employee-tokenmaxxing-backfires-agentic-ai-eats-up-to-1000x-more-tokens-than-standard-ai-sparks-corporate-pullback-at-microsoft-meta-and-amazon" target="_blank">AI agents use so many more tokens than AI chatbots</a> has made the use of the technology more expensive than anticipated, especially as <a href="https://www.tomshardware.com/tech-industry/artificial-intelligence/ai-costs-spike-as-subscriptions-hit-pricing-wall-firms-turn-towards-chinese-llms-open-source-models-to-extend-budget" target="_blank">AI subscriptions have hit a pricing wall</a>.</p>
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                                                            <title><![CDATA[ Ukranian modder slaps DLSS 5 onto Pac-Man with 4x Multipass ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Ukranian DLSS 5 experimenting YouTube channel <a href="https://www.youtube.com/@%D0%92%D0%B0%D0%BB%D0%B5%D1%80%D0%B8%D0%B9%D0%9A%D1%80%D1%8B%D0%B6%D0%B0%D0%BD%D0%BE%D0%B2%D1%81%D0%BA%D0%B8%D0%B9-%D1%828%D1%8A"><u>Valery Kryzhanovsky</u></a> showcases the MS-DOS version of Pac-Man with 4x Multipass in four different rendering modes. The video shows weird and glitchy effects, with some rendering modes completely removing green Inky’s eyes and the dots.</p><p>This cursed experiment is another attempt at putting DLSS 5 in games it wasn’t designed for, nor are the games designed to use such upscaling technology. While Nvidia’s leaked upscaler has been used for <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"><u>modern 3D games it’s designed for</u></a>, it has become a meme to run it in games that aren’t even 3D at all, and some attempts aren’t even games at all.</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/vd6DxVpWDAQ" allowfullscreen=""></iframe></div></div><p>Valery was able to do this by running Pac-Man through the MAME arcade emulator and using ReShade to inject DLSS 5 into the graphics pipeline, and RenoDX to allow the DLSS 5 parameters to be tweaked. Valery emphasizes that this is not native, and of course it isn’t; the game was never designed to accommodate anything like it — that’s why it needed to be injected externally.</p><p>Valery elaborates why 4x Multipass is needed in <a href="https://worstguidesever.com/dlss-5-review-50-games-tested/"><u>his blog post</u></a>, saying that 1x basically does nothing for some older games. Multiple passes are needed in order for the changes to stack up, stating that this usually makes it look bad, but in some cases, photorealism could be achieved. However, for Pac-Man, there is basically no 3D information DLSS 5 could gather. The game is flat, and it has barely any human-like features for DLSS to enhance, except eyes, which is probably why it gave it sunken eye bags or cheekbones, as Valery described in the description of the video. <a href="https://www.tomshardware.com/video-games/retro-gaming/madlad-applies-dlss-5-to-the-original-duke-nukem-and-pong-tens-of-games-tested-with-outcomes-ranging-from-trippy-to-genuinely-interesting" target="_blank">Duke Nukem</a>, however, fared a lot better with the metal environment and occlusion along the walls and ceiling.</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/MH5TVAeri00" allowfullscreen=""></iframe></div></div><p>In the video, Valery tries out 4 different rendering modes: Natural, Default, Cinematic, and Denoise. Valery describes each mode: “Natural keeps the maze readable. Default decides the ghosts need cheekbones. Cinematic puts Blinky in a film nobody greenlit. Denoise clears the board of everything, dots included. One yellow circle, four ghosts, and four different opinions about what any of them are supposed to look like.”</p><p>The video doesn’t state which modes are enabled, but one of the modes definitely removed the eyes from the green ghost, making it look genuinely terrifying, as if it were one of those cursed game Creepypastas. All it needs is some red dots in that hollow chasm, and you’d have a stereotypical 2013 scary meme.</p><p>Valery further explains in his blog post that DLSS 5 is still undertrained, lacking temporal context, and is similar to earlier DLSS models. The 150MB DLSS 5 build is only a small peek into what it could be come release date — which will come with a more mature model and likely a larger file size.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.tomshardware.com/video-games/pc-gaming/dlss-5-on-pac-man-is-a-creepypasta-one-rendering-mode-even-removes-the-eyes-of-a-ghost</link>
                                                                            <description>
                            <![CDATA[ Russian YouTube channel dedicated to DLSS 5 experiments tries Pac-Man, and it's genuinely cursed. ]]>
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                                                                        <pubDate>Sat, 10 Oct 2026 12:00:00 +0000</pubDate>                                                                                                                                <updated>Sun, 11 Oct 2026 02:10:17 +0000</updated>
                                                                                                                                            <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Video Games]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Jhet Borja) ]]></author>                    <dc:creator><![CDATA[ Jhet Borja ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/niBNJTDN6c99Ri7HD5zNZ8-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jhet Borja is a writer with various knowledge in his arsenal. As a child, he lived above an electronics repair shop and visited every afternoon and observed how radios and TVs were assembled. In highschool he became his friends and family&amp;#39;s PC builder, consultant, and tech support. Building a PC and playing Counter-Strike all night would be the itinerary for a sleepover. He&amp;#39;s since learned all sorts of things on his own, from CAD and mechanical design, woodworking, classic calligraphy, photography, working on cars, leather craft, and getting an inkjet printer to work. Jhet has previously covered leather articles, but has since transitioned to tech and has written for MakeUseOf and XDA.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Valery Kryzhanovsky]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[DLSS 5 on Pac-Man]]></media:description>                                                            <media:text><![CDATA[DLSS 5 on Pac-Man]]></media:text>
                                <media:title type="plain"><![CDATA[DLSS 5 on Pac-Man]]></media:title>
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                                <p>Ukranian DLSS 5 experimenting YouTube channel <a href="https://www.youtube.com/@%D0%92%D0%B0%D0%BB%D0%B5%D1%80%D0%B8%D0%B9%D0%9A%D1%80%D1%8B%D0%B6%D0%B0%D0%BD%D0%BE%D0%B2%D1%81%D0%BA%D0%B8%D0%B9-%D1%828%D1%8A"><u>Valery Kryzhanovsky</u></a> showcases the MS-DOS version of Pac-Man with 4x Multipass in four different rendering modes. The video shows weird and glitchy effects, with some rendering modes completely removing green Inky’s eyes and the dots.</p><p>This cursed experiment is another attempt at putting DLSS 5 in games it wasn’t designed for, nor are the games designed to use such upscaling technology. While Nvidia’s leaked upscaler has been used for <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"><u>modern 3D games it’s designed for</u></a>, it has become a meme to run it in games that aren’t even 3D at all, and some attempts aren’t even games at all.</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/vd6DxVpWDAQ" allowfullscreen=""></iframe></div></div><p>Valery was able to do this by running Pac-Man through the MAME arcade emulator and using ReShade to inject DLSS 5 into the graphics pipeline, and RenoDX to allow the DLSS 5 parameters to be tweaked. Valery emphasizes that this is not native, and of course it isn’t; the game was never designed to accommodate anything like it — that’s why it needed to be injected externally.</p><p>Valery elaborates why 4x Multipass is needed in <a href="https://worstguidesever.com/dlss-5-review-50-games-tested/"><u>his blog post</u></a>, saying that 1x basically does nothing for some older games. Multiple passes are needed in order for the changes to stack up, stating that this usually makes it look bad, but in some cases, photorealism could be achieved. However, for Pac-Man, there is basically no 3D information DLSS 5 could gather. The game is flat, and it has barely any human-like features for DLSS to enhance, except eyes, which is probably why it gave it sunken eye bags or cheekbones, as Valery described in the description of the video. <a href="https://www.tomshardware.com/video-games/retro-gaming/madlad-applies-dlss-5-to-the-original-duke-nukem-and-pong-tens-of-games-tested-with-outcomes-ranging-from-trippy-to-genuinely-interesting" target="_blank">Duke Nukem</a>, however, fared a lot better with the metal environment and occlusion along the walls and ceiling.</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/MH5TVAeri00" allowfullscreen=""></iframe></div></div><p>In the video, Valery tries out 4 different rendering modes: Natural, Default, Cinematic, and Denoise. Valery describes each mode: “Natural keeps the maze readable. Default decides the ghosts need cheekbones. Cinematic puts Blinky in a film nobody greenlit. Denoise clears the board of everything, dots included. One yellow circle, four ghosts, and four different opinions about what any of them are supposed to look like.”</p><p>The video doesn’t state which modes are enabled, but one of the modes definitely removed the eyes from the green ghost, making it look genuinely terrifying, as if it were one of those cursed game Creepypastas. All it needs is some red dots in that hollow chasm, and you’d have a stereotypical 2013 scary meme.</p><p>Valery further explains in his blog post that DLSS 5 is still undertrained, lacking temporal context, and is similar to earlier DLSS models. The 150MB DLSS 5 build is only a small peek into what it could be come release date — which will come with a more mature model and likely a larger file size.</p>
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