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Otto Introduces Otto One: the Personal AI Computer for Autonomous Agents

Otto, the company building the operating system for the agentic era, today introduces Otto One, the first purpose-built agent computer: a compact, screenless computer designed for an AI agent to live and work on. Running on Otto OS, its proprietary software layer, Otto One lets people deploy, direct and monitor autonomous agents from a phone or desktop while the device works continuously in the background, even when the user closes their laptop or walks away.

AI agents are finally capable of taking on a persistent role in people's lives. The real opportunity is not a better inbox assistant; it is an agent that can keep a household organized, manage a budget and taxes, coordinate care and appointments, and keep a business moving. To do that well, it needs usable context and the authority to act across the financial, personal and work systems that make up a life.

Zelda: Ocarina of Time Remake Gets a Native PC Port Through Static Recompilation

A GitHub developer going by tangerineturtle1 has released NX2navi, a native Windows port of the new Zelda: Ocarina of Time remake built through static recompilation. Rather than emulating Switch 2 hardware, it converts the game into x86-64 code before you play, then draws everything through a custom Vulkan renderer. No game files are included, so players need their own dump of version 1.1.1, and the launcher then builds the game locally, which takes 10 to 25 minutes the first time. RTX owners get DLSS, while FSR 3.1 and its frame generation work on any GPU, and HDR is supported too. Resolution goes beyond 1440p to 5K, frame rate can be uncapped or set as high as 240 FPS (60 FPS is the default), and 21:9 or 32:9 ultrawide screens are supported with the HUD kept at 16:9.

The remake only launched last week, and it was already running through an emulator on launch day, albeit poorly. NX2navi is much further along, but it is still labeled early development. Visual bugs, the occasional crash and brief stutters when entering new areas are listed as known issues. It also needs 16 GB of RAM, about 30 GB of storage and a GPU with Vulkan 1.3 and mesh shader support. An earlier showcase on an RTX 5090 reportedly used 18.6 GB of VRAM, though a newer showcase claims memory use is way down.

Zelda: Ocarina of Time Remake Now Boots on Jailbroken PS5 and iPhone 17 Pro Max

Nintendo's Zelda: Ocarina of Time remake launched on Switch 2 on November 5, and it is already running on a jailbroken PlayStation 5 and an iPhone. On PS5, Vampinity posted results in the GitHub repository for EglantinePS5, a PS5 port of a Switch emulator based on Eden. On firmware 12.40, the game loads a save, and Link can walk out of his house into Kokiri Forest at roughly 15 to 20 FPS. However, it runs out of memory a couple of minutes in, with heavy white fog and missing geometry in the forest. Vampinity calls it "nowhere near playable" and says Claude wrote the patches. Apparently, much of the shader work was borrowed from forks of Lichii, the emulator that got the remake running on PC on launch day.

The iPhone port comes from developer Joe Jiang, who showed Kokiri Forest running on an iPhone 17 Pro Max. According to Jiang, memory was the hardest part, since the game wants about 9 GB while a single iPhone app is capped at 8,192 MB. He claims his approach keeps quality intact and peaks at just 3.4 GB when loading scenes. Apparently, the method isn't specific to Ocarina, and Jiang says it could bring any Switch or Switch 2 game to iOS, iPadOS, Apple TV, Android, and HarmonyOS. He hasn't released it yet, but it isn't the first Switch 2 game on iPhone. Mario Kart World booted on one shortly after the console's first jailbreak went public. The PS5 port, meanwhile, needs the Relapse jailbreak, which covers firmware 7.00 through 13.60. Neither is a practical way to play the game yet, but I'm sure Nintendo isn't too happy about the remake breaking containment this quickly.

Steam Deck Plugin Brings PS5 and Xbox Series UI to Handheld Gaming

Since Valve launched the Steam Deck, there has been no question that its user-friendly UI has been one of its biggest selling points, with its openness and publisher-agnostic approach coming in a close second. A new Decky Loader plugin makes use of this openness to implement both the PlayStation 5 and Xbox Series X|S home screen user interface layouts on the Steam Deck, effectively replacing the stock Steam UI. The projects are available for free on GitHub (as decky-ps5-dashboard and decky-xbox-dashboard, both from the same user. The project lead, kromossomom-debug on GitHub, is a self-described AI user, notably not self-identifying as a developer, and Claude is openly listed as a contributor in the projects, so it's safe to assume they're mostly vibe-coded.

Decky PS5 Dashboard features the rounded UI elements from the PlayStation UI, with square game tiles and a screenshot from the highlighted game as the dashboard background, and it includes info cards under the highlighted game, with detailed HowLongToBeat data shown in the card alongside user play-time, review scores, achievements, and game install size. It also implements the PS5's Media tab, accessible with L1/R1, and it implements the PS5 color scheme across the Steam UI menus.

PS5s Become Steam Machines with Unofficial Bazzite Linux Installer

While the PS5 Linux project appears to be moving ahead despite the original creator's departure, an enterprising group of developers has adapted that project and Bazzite to turn the PlayStation 5 into something approximating a Steam Machine. Being that it is built on the same foundations as the PS5 Linux loader, the same limitations apply, meaning that it will only work on jailbroken PlayStation 5 consoles running on firmware versions 3.00-13.60, and there are other compatibility limitations documented in the installation guide on GitHub.

The particular variant of Bazzite being used is Bazzite-deck, which was originally built as an alternative to SteamOS for other x86 gaming handhelds, like the Lenovo Legion Go and ASUS ROG Ally, so by default it boots into Steam Gaming Mode on the PS5. It also offers an optional desktop mode running a full installation of KDE Plasma, which would conceivably allow the PS5 to work as a desktop workstation, as well. Between the desktop mode and Bazzite's handheld gaming mode, consoles running this software mod would have access not only to Steam games but to other game libraries, like GOG and Epic Games.

PSA: Fake KytyPS5 and AnyPS5 Repos on GitHub Are Spreading Malware

Fake GitHub repositories posing as two PS5 projects, the KytyPS5 emulator and the AnyPS5 porting tool, are being used to spread password-stealing malware, according to NordVPN's Threat Intelligence team. As reported by Tom's Hardware, visitors get pointed to a ZIP file whose Windows executable unpacks a hidden multi-stage loader. The loader first checks whether it's on a real gaming PC, and exits if the system has less than 2 GB of RAM or no physical GPU, or looks like a virtual machine or cloud server. It seems built to dodge sandboxes and security researchers. Here's how NordVPN CTO Marijus Briedis put it:
Emulation fans are a perfect target. They are used to downloading experimental software from GitHub and running unsigned files, so nothing about this feels suspicious. But this is not an emulator. It steals your data, hides from your antivirus and erases its own tracks before you notice anything is wrong.

CachyOS Announces EAC Linux V2-Compatible Kernel With Lockdown

Epic Games recently promised expanded Linux support for Easy Anti-Cheat, outlining a new set of standards and native Linux security features that would need to be adopted by Linux distribution developers who wanted gamers to be able to access EAC Linux v2 games. As is par for the course for the distribution, CachyOS has come out swinging as one of the first, if not the first, Linux distribution to explicitly announce support for EAC Linux v2.

The announcement comes by way of a discussion on CachyOS's GitHub. Although its developers have yet to fully implement the new features, CachyOS's maintainers and developers are quick to note that the linux-cachyos-eac kernel will be a fully optional feature for the desktop environment, and that it will be opt-in. That's an important point, because some of the features required for EAC Linux v2 have been quite controversial in Linux gaming circles.

RecompLauncher Gathers Nearly 200 Fan-Made Console Ports Into One PC Catalog

Anyone hunting for fan-made PC ports of console games now has one place to look. RecompLauncher, from the developer behind RecompStore, a homebrew store for jailbroken PS5 consoles, is live as a catalog of community recompilations, listing a hefty 192 PC projects at the time of writing. Many of these are static recompilations, which turn a console game's code into a native PC program instead of emulating the original hardware. The list spans several Nintendo, PlayStation, and Xbox generations, with Zelda 64, God of War III, and Skate 3 among the familiar names, and it can be filtered by Windows, macOS, and Linux support. Not every entry is finished or downloadable yet, though. Apparently, the project started out as a PC expansion of RecompStore and picked up its current name after community feedback.

The launcher itself isn't out yet. Its download page marks it as coming soon to Windows, and promises to install recomps, pull updates from each developer's GitHub, and set games up from the user's own disc image or ROM. Titles available on both platforms can also be configured once on PC and then sent over to RecompStore on a PS5. No game files are included, and the site says every game needs a legally owned copy. Videocardz points out that Quiver Launcher already offers a downloadable app with install and update management, so RecompLauncher isn't the first to try this. We have seen a huge boom in native fan ports recently, including a Driveclub recomp and the original Uncharted trilogy, both of which also need the player's own game dump.

NVIDIA RTXPT 1.9 Path Tracer Gets Around 20% Faster, Adds Windows on Arm Support

NVIDIA has released version 1.9.0 of RTX Path Tracing (RTXPT), its open-source reference path tracer on GitHub, claiming roughly 20% better performance than the previous 1.8.1 release, with comparable or better image quality. RTXPT is a code sample for developers, meant as a starting point for building a path tracer or as a reference for NVIDIA's other ray tracing SDKs. Several changes add up to that uplift. The path tracer can now optionally trace only three quarters, half, or a quarter of the pixels each frame, and the built-in performance presets use this by default, along with lower bounce limits in the faster modes.

On DirectX 12, async compute lets the previous frame's DLSS Ray Reconstruction and post-processing overlap with the next frame's path tracing, and TLAS instance generation has moved to the GPU. Lighting got some attention too. NEE-AT light sampling now handles up to 2 million lights, up from 512K, and the SHaRC radiance cache is on by default in real-time mode, apparently feeding more indirect lighting into DLSS Ray Reconstruction at about the same cost. Version 1.9 also adds Windows on ARM64 support. The release notes don't say why, though it's probably no coincidence, given NVIDIA's own Arm-based RTX Spark chip for Windows PCs.

AMD Lists Three Zen 6 "Medusa" GPU IDs in HIPRT 3.2

AMD has published HIPRT 3.2, the latest version of its ray tracing library for HIP, and the release notes name the integrated graphics of its upcoming Zen 6 "Medusa" processors outright. Under new features, AMD lists Medusa support for three GPU architecture IDs: gfx1170, gfx1171, and gfx115E. HIPRT is mostly used by rendering apps like Blender, so this says nothing about gaming performance. Still, the link between these IDs and Medusa has so far rested on compiler patches and leaks, and now the Medusa name sits right in AMD's own changelog.

The gfx117x IDs belong to RDNA 4m, which first showed up in LLVM back in February. AMD added GFX1171 and GFX1172 targets in March, merged GFX1171 into Mesa 26.3 in August, and pushed RDNA 4m firmware later that month. Despite the name, RDNA 4m sits in the GFX11 family with RDNA 3 and 3.5, plus a few RDNA 4 style additions like FP8/BF8 conversion and new matrix instructions. The gfx115E entry is the more curious one. GFX115x covers the RDNA 3.5 graphics in Strix Point and Strix Halo, so it looks like at least one Medusa chip could stick with RDNA 3.5. The same release fixes a bug that truncated architecture numbers containing a letter, gfx115E included.

New Fan Project Brings Xbox One Games to iPhone Without Emulating the Hardware

A developer who goes by levi on X has announced Utsuro, a new project that runs Xbox One games on Apple devices. It's still very early, but the developer says it already runs Minecraft: Xbox One Edition "extremely well," and the attached video shows it running on iOS with touchscreen controls. According to the project's GitHub page, Minecraft hits around 36 to 60 FPS on the Mac build, and Sonic Mania and Rocket League run there too, complete with screenshots. Sonic Mania is marked as playable at around 57 FPS with sound, while Rocket League renders and drives at roughly 15 to 20 FPS, with dark lighting and no audio yet.

Utsuro also works differently from a typical emulator. Apparently, it skips hardware emulation altogether and runs the console's Windows-based software layer as x86-64 code on Apple's Arm chips through FEXCore, and fills in the system pieces the console itself would normally provide. Graphics go through Apple's Metal API, with the Xbox One's Direct3D 11.X shaders converted to Metal's shader language, while audio runs on CoreAudio. Getting it running isn't exactly simple either. On iOS, the app has to be sideloaded, needs a JIT helper like StikDebug, TrollStore, or a jailbroken device, and expects a decrypted dump of the game. The macOS version currently has to be built from source.

DLSS Swapper Adds Bulk Swap for DLSS, FSR, and XeSS Across Entire Game Libraries

DLSS Swapper finally supports bulk DLL swapping, with version 1.2.7.0 landing on GitHub on October 18. Brad Moore's open-source tool lets PC gamers upgrade or downgrade the DLSS, FSR, and XeSS files in their installed games without waiting for a developer patch, but until now, that meant going through every game one at a time. Videocardz points out that the new Bulk Swap button in the games page toolbar lets users tick multiple games, then pick a version for each DLL type, plus presets for DLSS Super Resolution, Frame Generation, and Ray Reconstruction. Every row defaults to "Don't change," so nothing gets touched unless it's chosen. Apparently, users had been asking for this on GitHub for quite a while, with some saying they had well over 50 DLSS games to update by hand.

Bulk restoration of the original DLLs made it in too. Moore had pointed out in that same thread that users would need an easy way back if a new DLSS build turned out to be a regression across, say, 160 games. Of course, a swapped DLL can still stop a game from launching, and titles with anti-cheat might flag modified files, so online games are probably best left alone. The update also adds DLSS Frame Generation Preset C, the faster performance mode NVIDIA pushed to its app beta last week, which modders have already brought to RTX 30 cards. A bug that could stop the game library from loading has also been fixed, and full library scans are faster too. Manual swappers can still grab individual files from TechPowerUp's DLSS DLL archive.

PS4 Exclusive Driveclub Now Runs Natively on PC Through New Recomp

Driveclub, Evolution Studios' 2014 PS4 racer, now runs natively on Windows through DriveClub Recomp, a fan project released on GitHub by OverkillLabs3. While PlayStation emulation has been progressing rapidly, this one doesn't use CPU emulation. The game's own x86-64 code runs directly on the PC's processor, while the PS4 system libraries are reimplemented and GPU commands are translated to Vulkan. The port supports resolutions from 720p to 8K, ultrawide displays, and an unlocked frame rate that doesn't speed up the game. It also replaces the original anti-aliasing with NVIDIA DLAA on RTX cards or AMD FSR 3.1 on any GPU, both at native resolution, and RTX owners can swap between the two in-game with F10.

The developer says the game holds about 60 FPS at 4K in its heaviest scenes on an RTX 5070 Ti paired with a Ryzen 7 5800X3D, and the v0.2.3 update pushed one 4K test race from roughly 62 to 71 FPS. It is still rough around the edges, however. Some reflections look too bright, shaders compile during the first few minutes, slower CPUs drop frames in busy scenes, and online features don't work. It has also only been tested on NVIDIA hardware so far. A second project, DCport by qnfn, takes a similar route with FSR 3.1 and FSR 4 support. Both need the player's own dump of version 1.28. It's in the same vein as how modders recently got Gran Turismo Sport running on PC. These recomps arrive a couple of months after a ShadPS4 patch let Driveclub run at up to 8K, quite the jump for a game that shipped at 1080p and 30 FPS.

New Tools Let Users Edit and Load Modified VBIOS on GeForce RTX GPUs Without Flashing

A developer who goes by Panchovix has released three tools that let NVIDIA GeForce RTX 50, RTX 40, and RTX 30-series owners run a modified VBIOS without writing anything to the card's flash chip. The first is a VBIOS editor for Windows and Linux that can change power limits, voltage ceilings, current (OCP) limits, fan channels, and the core and memory offset ranges. Edited images keep NVIDIA's original signature, which no longer matches, so they can't be flashed with nvflash. Patched tools did break NVIDIA's BIOS signature lock for crossflashing back in 2023, but this approach skips flashing altogether. On Windows, the loader stores the edited image in the GPU's driver registry key, where the driver picks it up as an override every time the device starts, and it only needs a quick GPU restart. The Linux loader instead patches NVIDIA's open kernel modules so the GSP firmware starts with the custom image, with Fedora 43 being the only distro tested on real hardware so far.

The screenshots show how this works in practice. On what appears to be an RTX 5090 Founders Edition ROM, the board power ceiling went from 600 W to 700 W and the NVVDD and MSVDD voltage ceilings from 1,110 mV to 1,150 mV. An RTX 4090 ROM had its power ceiling raised from 666 W to 750 W and its core offset range doubled to +2,000 MHz, and nvidia-smi later confirmed that card's power limit going from 550 W to 671 W. Apparently, an RTX 5090 reached 800 W, an RTX 5080 went from 360 W to 500 W, and an RTX 5060 Ti from 185 W to 300 W in the developer's own testing. Laptop RTX 40 GPUs can't be edited yet, and memory timings can't be changed since the card reads them directly from the flash chip.

Gran Turismo Sport Runs Natively on PC Through Unofficial Port

Gran Turismo Sport is now playable on PC through RyGT, an unofficial port from GitHub user mlgprorektm8 that has been getting new builds almost daily. Contrary to what it may look like at first, this isn't an emulator. RyGT converts the PS4 executable (CUSA03220, update 1.69) into a Windows program, so the game code runs directly on the CPU while RyGT's libraries stand in for the PS4 system, and graphics go through shadGT, a Vulkan renderer built on ShadPS4 code. You'll still need your own decrypted game dump and firmware files. Menus, races, audio, and controllers work, though online features don't. Apparently, races run at about 42 to 60 FPS depending on car count, tested on two rigs: one with a Core i7-13700KF and RTX 4070 Ti, and the other with a Ryzen 5 9600X and RTX 3060.

Moreover, AMD FSR 3.1 frame generation works on any GPU and took one 57 FPS race to 115 FPS on screen. However, the game provides no motion vectors, so fast edges and the HUD can ghost, and the developer recommends a base frame rate above roughly 40 FPS. The game handles shader stutter by precompiling known shaders at the splash screen, while new ones can trigger slow motion, a pause, or pop-in. A new renderer landed on October 16, lifting a heavy 20-car, rainy Tokyo Expressway race from about 32 to 43 FPS, so the project is getting updates frequently. No Gran Turismo game has officially come to PC, and with Sony backing away from single-player PC ports, fan projects like this one, along with PS5 emulators now making noticeable progress, seem to be the only way in for now.

Homebrew App Brings Xbox Cloud Gaming to Jailbroken PS5s

Jailbroken PS5 owners can now stream Xbox games on Sony's console. Developer RafaelNGP has released PSBox Cloud Gaming on GitHub, an unofficial Xbox Cloud Gaming client that runs natively on homebrew-enabled PS5s through a loader such as ShadowMountPlus. Sign-in works through a code entered at microsoft.com/link, and a Game Pass Ultimate subscription is still required. The DualSense acts as an Xbox controller, rumble included, and the latest build even adds voice chat through the DualSense mic. Streams run at 1080p60 by default, with 720p for slower connections and an experimental 1440p mode where Microsoft offers it. Interestingly, the app can also use the PS5's GPU to upscale the stream to 4K, with a choice between AMD FSR 1 and the Anime4K upscaler.

The project is moving fast, too. Version 0.5.0, which brought the 4K upscaling, landed on October 8, and version 0.9.5 followed just two days later, picking up Remote Play to your own Xbox along the way. Video is H.264 decoded on the CPU, so there's no HDR for now, and bitrate sits at around 10 to 12 Mbps at 1080p. Some early testers reportedly ran into macroblocking, pink artifacts, and DualSense vibration issues. It's the latest in a busy stretch for PS5 homebrew, following emulators that run Nintendo Switch games, load PS2 discs, and even get Halo 2 running on the console. Of course, Microsoft could change or block the services the client relies on at any time, something the developer notes in the project's own README notes.

Activision DMCA Takes Down Vibe-Coded Call of Duty Browser Ports

Activision has reportedly issued a DMCA takedown against a set of unofficial Call of Duty browser ports made by developer Luckey Faraday. Faraday announced it on X, saying the publisher went after him "for porting CoD games to the browser," that every related post was removed, and that every game is now offline. He also asked whether he is the first "vibe coder" to get a DMCA notice from a major gaming company. The notice itself hasn't been shared publicly, so the exact claims are not known, and Activision doesn't seem to have commented so far. The projects in question are Claude of Duty: Vibe Slops II, a Black Ops 2 multiplayer recreation, and Kino der Toten, a browser version of Black Ops Zombies. Both ran on Three.js and were built with the help of AI coding agents.

Vibe Slops II offered free-for-all matches against six bots on Hijacked and Nuketown 2025, while the Zombies project had Kino der Toten fully playable solo. The project pages state that the maps, models, and animations were exported from the original PC games, which probably didn't help Faraday's case, even with both labeled as non-commercial fan projects. The Kino der Toten repository was still accessible on GitHub at the time of writing, so it looks like the takedown hit the hosted games and the posts promoting them. It comes less than two weeks after Take-Two sent a cease-and-desist to the modder behind the GTA 5 Switch port, and shortly after a free browser port of Halo: Combat Evolved showed up.

Google Japan Reveals a Conveyor Belt "Gag" Keyboard for One-Handed Typing

Google Japan has revealed the 15th entry in its joke keyboard series, the Gboard Conveyor Belt Version, and it is not a real product. The Gboard team used to publish these gag designs on April Fools' Day, and moved the tradition to October 1 a few years ago as a nod to 101-key keyboards. The device stands upright and carries its keys on four belts with 29 keys each. The belts keep rotating, so the user rests one hand at the base and presses each key as it rolls past. Waiting for each letter to come around, of course, makes it far slower than a regular keyboard, and that seems to be the whole gag. Google's tongue-in-cheek blog post even suggests building a second unit for two-handed typing. Color variants, a high-speed mode, and longer or shorter versions are said to be under consideration.

As expected, there are no plans to sell it, and the project's GitHub page states that it is not an official Google product. The prank is at least meant to be buildable, as Google has posted 3D-printable STL files, KiCad board data, and firmware. The build guide lists 157 printed parts, 116 Kailh Choc V1 low-profile switches, an M5Stack AtomS3 Lite controller, and a single 6 V N20 gear motor that drives all four belts. The repository still looks unfinished, however. Only the motorized "Moving Keys Edition" is documented so far, while the board documentation and a "functional Bluetooth keyboard" edition are both marked as coming soon. It's not clear whether a fully working unit can be built from the files just yet, but it's a fun bit regardless.

TITAN Xp Finally Runs on Windows XP Thanks to a Modded NVIDIA Driver

A modder going by SupraGSX has released an unofficial Windows XP driver on GitHub that adds support for NVIDIA's GeForce GTX 10-series "Pascal" graphics cards, including the TITAN Xp. Called Forceware 382.69, it is a patched version of NVIDIA's 368.81 driver from July 2016 and only works on 32-bit Windows XP. The timing is a bit funny, since NVIDIA ended regular driver support for Pascal last year and later dropped the cards from its 590 driver branch. However, Forceware's latest release covers the GTX 1060, GTX 1070, GTX 1070 Ti, GTX 1080, GTX 1080 Ti, TITAN X (Pascal) and TITAN Xp, along with some GTX 900-series and Quadro cards.

It also adds DisplayPort 1.4 HBR3 and HDMI 2.0 handling. SupraGSX notes that these are INF additions, and that not every model was individually validated. The October 4 build fixes OpenGL crashes on Pascal, which was verified on a GTX 1080 Ti. Support for GP107 cards such as the GTX 1050 Ti is experimental and untested on real hardware. X user @TheBobPony, who shared a GPU-Z screenshot of a GTX 1080 running on Windows XP, described the driver as "vibe coded." That claim remains unconfirmed currently, as the project's README and release notes make no mention of AI tools. Readers are cautioned to keep unverified drivers off their primary PCs, AI-coded or otherwise. Still, the effort deserves some credit, if only for keeping the Xp on XP meme alive.

Halo 2 Reportedly Runs at 30 FPS on a Jailbroken PS5 Thanks to New Xbox Emulator

A jailbroken PlayStation 5 can now run original Xbox games, which is quite ironic, to say the least. Developer ZiZc3 has published XPSemu Alpha 1 on GitHub, a port of the open-source xemu emulator that runs as a native PS5 app. In the developer's own testing, an unmodified Halo 2 holds 30 FPS on average. With the community 60 FPS patch, it apparently reaches 51 to 60 FPS in the opening and 36 to 50 FPS during gameplay. Crash Bandicoot: The Wrath of Cortex is said to run smoothly as well. The other results, however, are less impressive. Forza Motorsport drops to 15 to 21 FPS in races, and Fable: The Lost Chapters falls to 10 to 20 FPS in heavy scenes. It looks like the CPU is the limit here.

ZiZc3 says the emulated Xbox CPU thread stays at 85 to 97% load while the GPU sits mostly idle. That spare headroom lets you raise the internal resolution by 4x at almost no cost. You'll need your own Xbox BIOS, MCPX boot ROM, hard disk image, and games as XISO files, since discs aren't supported. Save states are missing, and audio DSP emulation is off by default because it hurts performance. Frame generation through an FSR 3 port is on the roadmap. XPSemu comes about a week after ProsperoEden brought Switch games to jailbroken PS5s and the Relapse exploit unlocked nearly every PS5 model, so more ports like this are probably on the way.

NuPhy Launches NuPhyLab GitHub with 3D Models for Keyboard Accessories and Mods

It seems as though NuPhy is following in the footsteps of Keychron with its latest launch, which is a new GitHub repository, called NuPhyLab, that will host a collection of 3D models and engineering documentation for some of the brand's keyboard accessories and mods. NuPhy is starting small, initially publishing a batch of wrist wrests for its Air HE series, Field75, Gem80, Halo series, Kick75, Node Series, Nos75, and WH80 keyboards, as well as accessories for the Kick75 and Node series keyboards. Node75 accessories include several display stands, a charging stand, decorative accessories, pen holders, storage boxes, a themed keycap display base. For the Kick75, there are high- and low-profile knobs, a magnetic cover, a phone stand, keyboard trim pieces, and the keyboard's switch plate.
We wanted to create a place where we can share more resources with the community and give you guys more room to build, mod, and experiment with NuPhy stuff.

We'll be uploading official 3D model files and six-view drawings for our wrist rests, so if you're into 3D printing or modding, feel free to download them, print them, or modify them for your own projects.

Modder Squeezes 74% More Performance Out of DLSS 5 on AMD Radeon in One Day

Modders working on bringing NVIDIA's DLSS 5 Neural Rendering to AMD Radeon GPUs just had their busiest day yet. The developer behind the DLSS-NR-on-AMD tool shipped two new versions within 24 hours, Alpha 0.3.3 and Alpha 0.4.0, together adding roughly 74% performance on Radeon hardware, according to the project's own GitHub release notes. YouTuber Ancient Gameplays tested the update in Cyberpunk 2077 at 3440x1440, and saw framerates climb from around 30 FPS on earlier builds to roughly 50 FPS on Alpha 0.4.0. That's a big jump for a workaround that started out barely playable. The original mod release had poor performance, but it looks like that's being addressed.

The tool works by feeding NVIDIA's own DLSS 5 DLL into Radeon RX 9000 GPUs, and reportedly RX 7000 cards too, intercepting the calls the DLL expects and routing the neural computation onto AMD hardware, since RDNA 4 supports the FP8 math DLSS 5 relies on. Alpha 0.3.3 also added a graphical installer with a built-in settings editor and overlay controls, so getting Neural Rendering running on Radeon apparently no longer means digging through file paths manually. Moreover, just today, the Alpha 0.4.1 update brought another 8% jump in overall performance, and a 9% performance increase under heavy gameplay loads.

Modder Brings Path Tracing And Frame Generation to Grand Theft Auto 2 via RTX Remix

Modder gebdag has released GTA2 RTX Remix, a mod that brings full path tracing and dynamic time-of-day lighting to Grand Theft Auto 2, the 1999 top-down classic. NVIDIA's Jacob Freeman shared a clip of the mod on X, showing a day-night cycle that looks quite well-done. Apparently, the biggest hurdle in the process was technical, as GTA 2 ran on DirectDraw and an early version of Direct3D, neither of which RTX Remix supports natively. To get around this, the modder built a custom Direct3D 9 wrapper using two DLLs that translate the game's legacy rendering calls into something RTX Remix can actually read. The result reportedly adds real-time path-traced lighting, so explosions, car fires, and neon signs now cast their own glow, and the day-night cycle shifts lighting as it passes.

The mod also unlocks widescreen 16:9 support (the original was locked to 4:3) and adds frame generation for up to 60 FPS, well above what the original release could hit. GTA2 RTX Remix is open source on GitHub and was reportedly tested on version 9.6 of the game, the free release Rockstar distributed in 2004. It needs 64-bit Windows 10 or 11 alongside the RTX Remix runtime. It's certainly a niche release given how old the base game is, but it's another one in the chain of RTX Remix mods breathing new life into titles most people wrote off years ago. Similar projects already exist for Max Payne, Morrowind, and Need for Speed Carbon, and modders keep finding new ways to push the tool's limits.

AnyPS5 Project Skips Emulation Entirely, Aims to Port PlayStation 5 Games to PC Directly

A new open-source project called AnyPS5 aims to run PlayStation 5 games natively on Windows and Linux, without emulation. Its GitHub page describes it as a tool that relinks PS5 executables into the host system's native format and reimplements the console's system libraries for dynamic linking, similar in concept to Wine or Proton. Since the PS5 already runs on x86-64 Zen 2 hardware, close to a modern PC, AnyPS5 skips CPU emulation and recompiles shaders into SPIR-V for Vulkan instead.

As for progress, the developer says execution now reaches a game's main function, with exception handling built out, and the shader recompiler produces SPIR-V that validates cleanly. The repo's status notes claim a real game reaches its logo, main menu, and some gameplay with audio, though there's no public build to verify that yet. No releases exist, and the developer says one won't go out until a game fully launches through the tool. It's tempting to think about God of War Laufey or GTA 6 running on a PC through AnyPS5, but that's not realistic anytime soon. AnyPS5 hasn't run a full game yet, and going by how long PS4 and PS3 compatibility work took, that tends to take years.

PS5 Emulator KytyPlus Gets Silent Hill 2 Remake to Boot on Integrated Graphics

The KytyPlus PS5 emulator has reportedly rendered the Unreal Engine 5-powered Silent Hill 2 remake on an integrated GPU. Reddit user Legal_Help_31 shared a test on an AMD Radeon 840M with 512 MB of dedicated VRAM plus shared system memory, paired with a Ryzen AI 5 340 and around 15 GB of shared RAM. Performance is still not where we would want it, of course. The game's content warning screen runs at around 4 FPS, and it looks like the game only starts and sits there for several minutes without crashing. The test includes no gameplay at this time. The developer's own GitHub page calls the work experimental and says it is not a playability claim. FSR upscaling can apparently be used as well.

KytyPlus is a high-level emulation (HLE) fork of the KytyPS5 project. It reportedly runs without Sony's console firmware and uses Vulkan for rendering. The original KytyPS5 reportedly still crashes when launching Silent Hill 2 Remake, even on stronger hardware, so KytyPlus is a few steps ahead there. It is also impressive that this technically ran on an iGPU, but a boot screen at 4 FPS tells us very little about whether this ever becomes playable. The emulation scene has moved quickly in recent weeks, though, with KytyPS5 showing tremendous progress in Demon's Souls Remake and Astro Bot, among other games. KytyPlus developers are apparently now working to improve the performance in Silent Hill 2 Remake.
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