News Posts matching #port

Return to Keyword Browsing

Nintendo Switch 2 Jailbreak Reportedly Patched With Firmware 23.5.0

Nintendo's latest Switch 2 system update, version 23.5.0, seems to have shut down ns2jb, the console's first software-only jailbreak. Dataminer OatmealDome says the OS exploit the jailbreak relied on is now patched, and that dumping and modding games won't be possible from here on. The one exception, he says, could be some cartridge games, and maybe game updates, released in the near future. Exploits inside individual titles, such as the SmileBASIC 4 programming app and Civilization VII, still work. However, it is no longer possible to break out of those apps into the rest of the system, so homebrew is stuck with whatever they can already do.

Nintendo's patch notes don't mention any of this. The listed changes cover accessibility options during first-time setup, groundwork for eShop gifting within family groups, and a new text-to-speech language, plus general fixes. It is also the first Switch 2 firmware since 23.0.1, the version ns2jb targeted when security researcher Sammy "pepsipu" Hajhamid released it on October 22. His exploit began with an integer overflow bug in SmileBASIC 4, a Switch 1 programming app that runs on the Switch 2 through backward compatibility. It was tethered to a PC and didn't survive reboots. Nintendo pulled SmileBASIC 4 from the eShop shortly after the release.

GTA 6 Comes to Xbox One at Launch via Cloud Gaming, PC Players Out of Luck

Xbox One owners will be able to play GTA 6 when it launches on November 19, while PC players still have no official way in. In its pre-load announcement, which also confirmed a 30 FPS target on consoles, Rockstar says the game will be available through Xbox Cloud Gaming on Xbox Series X|S and Xbox One consoles, using Xbox Series S graphics settings. Xbox says streaming opens at 1 AM ET on launch day, and the game still has to be bought separately. Rockstar also warns that connection speed and other technical factors may affect performance in ways that local play would not.

Xbox CEO Asha Sharma framed the news as the start of a much bigger deal with Rockstar's parent company. In a post on X, she called the Xbox One cloud launch the first step of a new 10-year strategic partnership with Take-Two, adding that GTA 6 is already the most pre-ordered game ever on the Microsoft Store. Neither company has shared the terms of that partnership so far. Xbox did confirm that GTA 5, Red Dead Redemption 2, and more Rockstar titles will join Xbox Cloud Gaming in the coming months. Back in October, Sharma reportedly told staff at an internal town hall that Xbox had something planned around GTA 6 that "no other platform holder is doing," which led to reports of exclusive streaming rights. Xbox CSO Matthew Ball shot those down shortly after, saying the game "will not be streaming exclusively or to PC."

GTA 6's PlayStation Store Data Hints at Multiplayer Support

PlayStation Game Size, the X account that pulls data from the PlayStation Store backend, has found three multiplayer-related entries tied to GTA 6 on PS5: "joinSession," "launchActivity," and "launchMultiplayerActivity." The account posted them on November 9, shortly before pre-loads started unlocking, and later shared a screenshot of the PS5 download queue where "Story" shows up as its own component. That has fans guessing that GTA 6's online mode could arrive as a separate install down the line. The same account pegged the download at 210 GB before Rockstar confirmed up to 212 GB, so its backend data has a decent track record.

Of course, these entries don't mean there's a playable online mode hiding in the files. They seem to be standard PS5 system hooks that let the console's UI jump players straight into an activity or a friend's session, and there's no sign of actual multiplayer content in what has been shared so far. Rockstar still describes GTA 6 as a single-player experience and hasn't announced its online mode at all. That said, a follow-up seems to be on the way. Twitch CEO Dan Clancy said earlier this year that he expects GTA 6's multiplayer to launch in 2027, after talking with Rockstar about its plans. Take-Two has also said the current GTA Online will keep getting support after GTA 6 releases.

DLSS 5 on Radeon Gets Faster With AMDLSS5 2.0, Up to 64% Performance Uplift

AMDLSS5, a free mod that runs NVIDIA's DLSS 5 Neural Rendering on AMD's Radeon RX 9070 and RX 9070 XT, has reached version 2.0 with an engine its developer, Wehaveall, built for the project. Earlier builds were based on Daniel Blanco's DLSS-NR-on-AMD, the tool that first got DLSS 5 working on Radeon cards back in September, but version 2.0 no longer needs files from any other mod. In a 60-second Resident Evil Requiem run at 4K with FSR on an RX 9070 XT, the new build averaged 101.2 FPS with 78.5 FPS 1% lows, up from 91.3 and 66.0 FPS on version 1.6.1. That is roughly 11% and 19% better, respectively.

The headline 64% figure comes from a comparison with unnamed "other mods," which managed 61.6 FPS in the same scene. These are the developer's own numbers from one game on one GPU, and there's no mod-off baseline showing what Neural Rendering costs. Game support now includes PRAGMATA, Nioh 3 and GTA 5 Enhanced, the latter only in offline Story Mode with BattlEye disabled. RX 9060 series cards should work but are untested, while RX 7000 support is an alpha that hasn't been tried on real hardware yet.

ASRock Rack Shows Early Xeon 7 "Diamond Rapids" Motherboard for Up to 4 TB of DDR5

ASRock Rack is promising up to 4 TB of DDR5 on a single socket with its DMRD16-2L+, one of the first motherboards built for Intel's upcoming Xeon 7 "Diamond Rapids" processors. The board was shown at the OCP Global Summit 2026 and has since been detailed by ServeTheHome. It has 16 DIMM slots in a one-DIMM-per-channel layout, matching the 16-channel memory setup Intel detailed at HOT CHIPS. Regular RDIMMs top out at 128 GB per module and 8000 MT/s, while MRDIMMs run at up to 12,800 MT/s, with taller 2U MRDIMMs reaching 256 GB each. Populate all 16 slots with those, and you hit 4 TB, along with a theoretical bandwidth of roughly 1.6 TB/s.

Expansion is unusual, with no standard PCIe slots and no OCP NIC 3.0 connector. All I/O goes through up to 16 MCIO x8 connectors, each rated for PCIe 6.0 or CXL 3.0, for 128 lanes in total. The rest is fairly basic: one PCIe 5.0 x4 M.2 slot, two Intel I350 Gigabit Ethernet ports, an ASPEED AST2700 BMC with a dedicated management port, and VGA output. ASRock Rack fits it all on a 12 x 13-inch EEB PCB, about the size of a large E-ATX board, so it could squeeze into some bigger workstation cases. Pricing and availability have not been shared yet, but that is hardly surprising, since Intel has the Xeon 7 family slated for a 2027 debut on the new LGA9324 socket. The board is aimed at servers, though anyone planning a high-memory workstation for local AI will probably keep an eye on it.

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.

Call of Duty: Warzone Arrives on Nintendo Switch 2 as PS4 and Xbox One Support Ends

Nintendo Switch 2 owners can now play Call of Duty: Warzone for free, without buying Modern Warfare 4. The battle royale arrived on the eShop with the start of Season 1 on November 6, which also fully folds Modern Warfare 4 into Warzone. According to Activision, the Switch 2 version gets the same features and seasonal content as every other platform, including the new Hajin battle royale map set in South Korea, the Zodiac Resurgence map, and all other playlists. Progress is tied to your Activision account. At the same time, Warzone has stopped running on PlayStation 4 and Xbox One, though players on those consoles can carry their progress over to any supported platform by logging in with the same account.

This comes about two weeks after Modern Warfare 4 launched on October 23 as the first Call of Duty on a Nintendo console since Ghosts on the Wii U back in 2013, something that was first rumored late last year. Infinity Ward built that port natively for Switch 2 with help from Digital Legends, and the game has generally been well received, at least on PC. However, Activision hasn't shared resolution or frame rate targets for Warzone on Switch 2. Modern Warfare 4's multiplayer reportedly aims for 60 FPS when docked, with a fairly low base resolution and upscaling, but Warzone's large maps and player counts will probably be tougher to run. Readers planning to play on Switch 2 may want to wait for proper performance tests before making it their main platform.

Epic Games Names SteamOS Among Planned Linux Targets for Its New Launcher

SteamOS is now officially on the list of Linux distributions Epic Games plans to support with its new Epic Games Launcher. In a statement to GamingOnLinux, Epic communications director Jake Jones said the launcher is still in Preview, and that Epic plans to "support as many Linux distributions as possible, including Fedora, SteamOS, Cachy, Omarchy, and more." It seems to be the first time Epic has explicitly named SteamOS, which runs on the Steam Deck and Steam Machine. For now, the Preview only ships as a.deb package for Debian and Ubuntu, though Epic says it is testing other packaging formats and will bring back the AppImage version this month. Epic first said a native Linux launcher was coming back in August, and the Preview arrived on October 14.

For Steam Deck owners, official support could mean an easier way into their Epic libraries without third-party tools like the Heroic Games Launcher. However, Epic hasn't said how the launcher will work in SteamOS's Game Mode, and Windows games will still need a compatibility layer. In the current Preview, the launcher handles that by downloading GE-Proton. As for Fortnite, Epic plans to bring it to Linux through the new launcher once EAC Linux v2 is ready, but the new anti-cheat relies on a signed kernel, Secure Boot, and several other security features. Back in October, Epic said the Steam Deck doesn't currently support what EAC v2 needs, and that it is talking with Valve about it. It looks like Steam Deck owners will get the launcher well before they get Fortnite.

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.

Road Rash Finally Goes Digital as EA Adds 25 Classic Games to Steam

EA has put 25 classic PC games on Steam with a very interesting story behind them. Seven of them are restored Anniversary Editions of Road Rash and six Wing Commander titles. The other 18, which include Theme Hospital, Strike Commander, both Crusader games, and eleven Ultima games, are on Steam for the first time, according to EA. The Anniversary Editions cost $9.99 and the rest go for $4.99, and Steam currently has them at 50% off until November 19. EA returned to Steam back in 2020 and has been slowly adding older classics since.

Apparently, it all started in March 2022, when EA producer Jim Vessella found a storage room at EA's Redwood Shores campus with nearly 20,000 old tapes, film reels, and CD-ROMs, including the master recordings for Wing Commander and Road Rash. By April 2026, around 6,000 had been digitized, and EA says that helped restore over 1,500 cutscenes. Much of the work happened on personal time, with Vessella using lunch breaks and evenings and Brian Barnes spending his weekends on Road Rash, the same pair that helped make the Command & Conquer source code public last year. Fan modders also played a big part, as the Wing Commander releases ship with community patches, and GOG's engineers built the Prophecy edition.

RPCS3 Emulator is Making Progress: "Loadable" Category is Fully Cleared Now

The RPCS3 team says its PlayStation 3 emulator now has zero games in the Loadable compatibility category. In a post on X, the developers said Tom Clancy's H.A.W.X. 2 is now Ingame, thanks to an SPU accuracy fix from contributor Yahfz. It looks like that game was the last one in the Loadable list, which is reserved for titles that only show a black screen with a framerate counter in the window title. As for the fix itself, it is fairly technical. RPCS3 now recreates the SPU thread loader and the arguments the PS3's LV2 kernel leaves in Local Store at the start of each SPU group, before the code image loads. According to the team, that stops the loader from getting corrupted.

Ingame, of course, only means the game runs, with no guarantee of being playable from start to finish. It can still have serious glitches or poor performance, so H.A.W.X. 2 is probably not fully playable yet. RPCS3 announced an empty Loadable list once before, around the turn of 2023, so the category has clearly refilled since. When we reported on RPCS3 compatibility back in July, 0.06% of the library was still Loadable back then. Moreover in that time, the Playable category has also jumped from 75% to 80%, which is great news for enthusiasts of PS3 games. The Intro category reportedly holds around 22 titles, many of them PS Move games. That list will probably be the tougher one to clear.

Need for Speed Underground 2 Gets a Free Browser Port With Multiplayer Free Roam

A fan project called Underground 2 Revived lets you play Need for Speed: Underground 2 in a web browser, complete with online free roam. It was released in late October and runs in Chrome and Firefox using WebAssembly and WebGPU, so you just open the website and play. The project page lists up to 120 FPS in widescreen, controller support, and the ability to race friends, and it's free to play. Several reports suggest thousands of players are now roaming Bayview at the same time, and clips of crowded streets seem to be what pushed the project into the spotlight.

The developer, who goes by th0mk, says they played the game with their brother about 20 years ago and wanted to play together again. The dev also jokes that although the game works "surprisingly well," it also got a bit out of hand. Of course, this is an unofficial fan project, and the site says it has no affiliation with EA. There has been no comment from the publisher yet, so we don't know how they will react. Either way, a 2004 racer running in a browser tab with that many players online is quite interesting, to say the least. If you want to roam the streets of Underground 2 once again, it is probably wise to jump in sooner rather than later, just in case.

Fans Rebuild Valve's Scrapped Portal Prequel "F-Stop" From Three Separate Leaks

F-Stop, the Portal prequel Valve canceled in 2007, is now playable after the community stitched it together from several leaks. Most of its assets were already sitting in the gigantic 12 TB Steam2 archive that leaked in August, but that dump didn't include the game's source code or its mapsrc data, Valve's folder for map source files. Those two missing pieces showed up on the Valve Cut Content project's Discord server over the past few days, where the team verified the map files before everything was merged into one build. It isn't fully complete, as some textures and dialogue are still missing, but YouTube playthroughs suggest it's largely stable, and the campaign wraps up in under an hour. Getting a copy yourself is another matter, since the Discord server apparently went invite-only after all the attention.

F-Stop came out of what Gabe Newell later called the Directed Design Experiments, a three-month stretch where Valve split into five teams, each building its own prototype. Its central idea is an Aperture Science camera that photographs an object so you can place it elsewhere to solve puzzles, a concept the 2023 game Viewfinder later explored. Valve staff apparently liked it, but playtesters were less impressed. It was shelved, and some of its dialogue, characters, and mechanics were reworked into Portal 2. The playthroughs show an early Cave Johnson talking to the player (without J.K. Simmons' voice), along with personality cores acting as puzzle companions. Valve hasn't commented on this project, and there's no indication of an official release.

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.

Nintendo Switch 2 Exclusives Already Booting on iPhone and PC, Days After First Jailbreak

Less than a week after the Switch 2's first jailbreak went public, Switch 2 exclusives are already showing up on hardware Nintendo doesn't make. Developer Will Faust posted footage of Mario Kart World running on an iPhone 18 Pro through a private fork of nxnative, a project that runs original Switch games natively on Apple Silicon. That came a day after his macOS demo, which had missing geometry and wrong colors, so many people called it fake. Faust says the iPhone build uses just under 6.5 GB of physical memory thanks to a swap-like, file-backed memory setup. Switch 2 support needed extra work on NVN2, the console's newer graphics API, and Faust has said he won't release the code.

On PC, developer Sheepish got Splatoon Raiders booting in a private build of the Eden emulator. It now reaches character select, though it lags quite a bit, has no VSync, and is missing plenty of features. Sheepish credited AI-assisted development and hinted at a public release later this week. Centro LEAKS also posted that DK Bananza is running on PC, though only an image was shared, and it's unclear who is behind it.

Auroch Announces and Unannounces Mass Layoffs Following Warhammer 40,000: Boltgun 2 Launch but

Auroch Digital, the studio behind Warhammer 40,000: Boltgun and Starship Troopers: Ultimate Bug War! recently posted an announcement to its LinkedIn page, breaking the news that it would be laying off as much as 25% of its workforce due to "market conditions." However, shortly after the studio announced the layoffs, as covered by GameIndustry, the announcement post disappeared. The original post read:
Auroch Digital via GameIndustryOver the past year our colleagues have delivered amazing games like Warhammer 40,000: Boltgun 2 and Starship Troopers: Ultimate Bug War! to wonderful reception from our players. Despite that creative success, the same market conditions that have challenged so many of our fellow developers have now also affected us. Consequently, we have made the decision to restructure the studio to work through a turbulent and uncertain time in our industry.

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.

Valve Enables CD Drive Support in Steam Frame Kernel After a Single Request

Valve has switched on optical drive support in the Steam Frame's Linux kernel, a day after one owner asked for it on the Steam Community forums. On October 18, user Aiodensghost posted that the Frame couldn't power their detachable disc drive and lacked the drivers to read a disc, which killed their plans to watch movies on the road and install the 2006 racing game Need for Speed Carbon from its disc. Valve developer Gabe Rowe replied on October 19 that the team would look into it, and apparently minutes later, a commit landed in a public mirror of the Frame's kernel sources. It adds CD drive support "for parity with steamdeck/machine."

Rowe enabled three existing options as loadable modules in the Frame's ARM64 kernel config: the generic CD-ROM layer, the SCSI CD-ROM driver that USB optical drives use, and generic SCSI device access. These drivers have been in Linux for decades, so nothing new had to be written. However, a commit isn't an update on your headset. The Frame runs on Valve's own downstream SteamOS kernel builds, and Valve hasn't said when this will reach owners. Power is still a problem too, since the 60 W USB-C hub the poster tried wasn't enough. The Frame is mainly built for streaming from a PC, but it can also play games standalone, so a directly connected drive makes the most sense there. Owners who paid $1,059 or more and want this today would likely have to build a custom kernel from the commit themselves.

New Project Lets Nintendo Switch Games Run Natively on Apple Silicon Macs and iPhones

An open-source project called nxnative lets Nintendo Switch games run natively on Apple Silicon, without an emulator in between. Built by developer seedds, the tool takes a user's own game files and prod.keys and turns them into an app for iPhone, iPad, or Mac. YouTuber Andrew Tsai put it to the test on Macs, where Monster Hunter Rise held a locked 60 FPS on a base fanless M1 MacBook Air with 8 GB of RAM. Unicorn Overlord, Dragon Quest XI S, and Dark Souls Remastered also ran, though Doom Eternal refused to boot.

Since the Switch and Apple's chips both use the Arm64 instruction set, nxnative rewrites the game's code to run directly on the Apple chip, swaps the Switch's Horizon OS for a small stand-in host, and rebuilds Nintendo's NVN graphics API on top of Metal. Shader translation is borrowed from Ryujinx, the Switch emulator that Nintendo shut down in 2024. The approach itself comes from d2r-mobile, which did the same for Diablo II: Resurrected. The README now lists around 70 tested games, mostly aimed at the iPhone 15 Pro or newer and iPads with M1 or later, and Mac apps need an extra build step. There's also no online play or amiibo support.

New DLSS 5 Mod Borrows a VR Trick for Better Ultrawide Performance

A new DLSS 5 mod borrows a trick from VR headsets to make Neural Rendering less punishing on ultrawide monitors. FoveatedDLSS5, a ReShade add-on built by maximedgoulet, keeps neural rendering at full resolution in the middle of the screen and steps it down toward the edges, where peripheral vision picks up less detail. In a Reddit post, the modder says The Witcher 3 went from 49 FPS to about 80 FPS on an RTX 4090 at 7680x2160 with 2x multipass, a gain of over 60%.

With default settings on a 7680x2160 panel, Neural Rendering ends up processing about 71% of the original pixels. Smaller screens gain less, however. At 4K, the defaults leave 93% of the pixels, and at 3440x1440 the mod turns itself off, so 16:9 and 21:9 users should shrink the center zone. It's also a pre-release tested in one game, and it only works when neural rendering runs after upscaling, which rules out pairing it with the Neural Upstream trick. Videocardz points out a similar project, CheekyFoveatedDLSS, that has been out since early September and adds eye-tracked foveation for VR headsets.

New Linux Tool Brings Resizable BAR to Intel Arc GPUs on Old Motherboards

Intel Arc cards have always leaned heavily on Resizable BAR, to the point where Intel once told Alchemist buyers without it to stick with other vendors, and TechPowerUp's B580 review listed it as required for good performance. As spotted by Videocardz, developer Rod Burlamaqui has now released arc-rebar, a Linux tool that turns it on for Arc GPUs on motherboards that never got a ReBAR option. It runs from the initramfs at every boot, before the GPU driver loads, and doesn't touch the BIOS, kernel, or Intel's drivers. That sets it apart from earlier workarounds like ReBarUEFI, which has to be added to the motherboard's firmware.

The fix targets the PCIe switch built into Arc cards, whose small upstream BAR blocks Linux from enlarging the GPU's memory window. arc-rebar writes the card's ReBAR register, then removes and rescans the root port. Intel engineers have proposed a kernel-level fix for this, though it hasn't been merged yet. On a Supermicro X9DRH-7TF with dual Xeon E5-2670 v2 CPUs and a 2015 BIOS, a B580 went from 256 MiB of CPU-visible VRAM to a 16 GiB window covering all 12 GB. Measured VRAM bandwidth jumped from 15 GB/s to 392 GB/s, and a 4K Vulkan blur that used to stall ran at 39 to 50 FPS.

Jailbroken PS5 Consoles Can Now Run Windows Steam Games Locally

The PS5 jailbreaking scene keeps making progress almost on a weekly basis. A jailbroken PS5 can now download Windows games from a Steam library and run them locally on the console, with no PC streaming involved. The tool behind it is Playden for PS5, an alpha launcher from developer leolobato that adapts the macOS version of Playden. It lets users sign in to Steam with a QR code, browse their library, download games, and launch each one from its own tile on the PS5 home screen. Under the hood, it relies on prospero-win, a PS5 port of Wine, with DXVK handling the graphics side. Unlike Linux on the PS5, there's no separate OS to boot into, since Playden runs as a regular PS5 app.

Development is moving quickly. The first public release landed on October 12, and version 0.5.0 added Direct3D 12 support through VKD3D-Proton, which, according to the release notes, opens the door to games like Cyberpunk 2077 and Deep Rock Galactic. Version 0.6.0 followed this week with USB and FTP game imports, 120 Hz output and a 4K resolution option. Of course, this is still very much experimental. The compatibility list has a decent number of working games, mostly older and indie titles such as Half-Life 2, Fallout: New Vegas, and Vampire Survivors, but plenty of others crash or refuse to start.

Capcom Hit by Major Account Breach, 11.7 Million CAPCOM ID Records Accessed

Capcom has confirmed that an unauthorized third party accessed customer data tied to CAPCOM ID, the shared account used for the company's web services and for online play in some of its games. According to Capcom's official notice, a massive 11,774,247 records were affected worldwide, each containing an email address along with the account creation date, last login time, login count, and the IP address from the most recent sign-in. Capcom spotted the suspicious activity on October 19, started blocking it the same day, and reported the incident to the Osaka Prefectural Police and Japan's Personal Information Protection Commission on October 21. A much smaller group of 43 records also exposed dates of birth, gender, country or region, and nicknames.

The attackers changed the login passwords on 196 accounts too, and Capcom has since reset them. A follow-up notice on October 23 adds that the intruder opened the e-Capcom store pages of 19 of those accounts, exposing names, phone numbers, addresses, and purchase history for those customers in Japan. Capcom says it found no sign that customer-set passwords were compromised, and credit card information was not affected. Capcom hasn't said how the attackers got in, only that the method has been identified and dealt with. CAPCOM ID and Capcom's games remain available. The bigger risk now seems to be phishing, so anyone with a CAPCOM ID is advised to treat messages claiming to come from Capcom with suspicion.

Xbox Labs Revives the Xbox 360 Blades Dashboard Inside a PC Browser

Xbox CTO Scott Van Vliet has shown off the classic Xbox 360 Blades dashboard running inside a web browser on a PC. It's one of the first public experiments from the newly formed Xbox Labs team. The short clip also shows the later New Xbox Experience (NXE) and the Metro-style dashboard, and all three look fully navigable. Xbox CEO Asha Sharma, who announced Xbox Labs last week with Van Vliet in charge, shared the clip with a simple question: "Blades on web. Do we like this experiment?" There's no word on Blades officially coming back to Xbox consoles, and this is very much an experiment for now.

It's not the first time Sharma has floated the idea. Shortly after taking over as CEO earlier this year, she asked fans whether Xbox should bring Blades back. Interestingly, the browser's address bar in the video appears to show FFFE07D1, the Title ID of the Xbox 360 dashboard. That hints Microsoft may be running actual 360 system software through some kind of emulation or translation layer, though Xbox hasn't said how any of this works. Xbox Labs was set up to experiment with how games are built and played, partly in response to the recent wave of AI-assisted ports, so a browser-based approach would fit that brief. Microsoft has already brought original Xbox games to PC, so a proper Xbox 360 push on PC no longer seems far-fetched.

PlayStation Physical Game Share Still As High As 32%

Since Sony announced that it would be ending physical media production for the PlayStation 5 and PlayStation 5 Pro, there has been much discussion about the value of physical games media in the modern gaming landscape. Some argue that physical media is invaluable for game preservation and access to content in some remote parts of the world, while others argue that its value is limited, because the physical media market share is small for most games, and it has limited preservation value, thanks to day-one patches. Alinea Analytics recently posted some data about physical media sales on PlayStation, putting more numbers to the impact of physical games media on PlayStation.

Interestingly, despite the relatively high physical sales split of some games, like Resident Evil Requiem, with disc sales accounting for 30.2% of its sales, and Marvel's Wolverine, whose disc sales came to 32.3% of its total sales revenue, the total physical game sales revenue for games released in 2026 on PlayStation 5 and PS4 amounted to $655 million, which is less than 20% of sales revenue for the year. As the analytics firm explains, that revenue split itself is skewed by digital-only releases and pre-order bonuses, which are all digital sales. The data itself seems to tell a story of a split player base: those who buy first-party, single-player, narrative-driven games tend to skew more towards physical media, while sports and multiplayer gamers tend to buy digital more often.
Return to Keyword Browsing
Nov 11th, 2026 04:20 CST change timezone

New Forum Posts

Popular Reviews

TPU on YouTube

Controversial News Posts