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KORA Introduces AI-Focused Operating System with Local AI and Agentic Workspaces

There is a new player in the operating systems arena from KORA Systems Inc. Called KORA, this operating system is the first bottom-up OS designed specifically for AI PCs, enabling agentic workflows. It is one of the first concepts where a system is so heavily customized that AI workflows are native to it. The company developed this customized operating system on top of NixOS, using it as a foundational layer.

The customization includes the development of what are called neural workspaces and file systems, which replace traditional folders and desktop apps. While these traditional elements are still present, the workflow on KORA OS is organized around intent, context, and memory. Each workspace is divided based on user intent, and the OS manages the files accordingly. Security is robust, as KORA implements each workspace within a secured sandbox for applications and agents, with separate permissions. The memory and context of the workflow remain on the user's desktop, never leaving the machine. Features like semantic search and email are natively integrated, allowing you to search across your entire OS or email to find what you need.

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.

Intel "Larrabee" GPU System Surfaces with Working Drivers

Recovered drivers have reportedly restored 3D acceleration to an Intel "Larrabee" prototype, offering the community a rare chance to test the company's abandoned graphics project. Reddit user "pkellythompson" discovered the hardware in equipment purchased at a storage auction, along with two USB drives containing Intel's development software. The Intel Visual Adrenaline system includes a DX58SO motherboard, a C0 stepping "Larrabee" sample, and a diagnostic board. Getting it running required using DVI instead of HDMI and adjusting the storage controller's BIOS settings, so Windows 7 could boot. The recovered archives, approximately 82 MB and 728 MB, include drivers, documentation, development utilities, and VBIOS instructions.

First publicly detailed in 2008, the "Larrabee" project aimed to challenge NVIDIA and AMD's dedicated graphics cards. Larrabee handled much of its graphics processing through software running on simple in-order x86 cores with wide vector units, assisted by dedicated texture hardware. Intel canceled its consumer graphics launch in December 2009 after development fell behind expectations, although the architecture later powered Xeon Phi accelerators. The restored prototype reportedly ran Crysis at 1280×720p with Medium settings and antialiasing disabled. Initial results exceeded 17 FPS, with another recovered driver boosting performance to around 36 FPS.

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.

LattePanda Launches LattePanda Sigma 2: The Embeddable AI Single Board Server

The LattePanda Team today launched LattePanda Sigma 2, an x86 single-board server designed to bring high-performance local AI computing directly into intelligent products and systems. Built around the Intel Core Ultra X7 358H processor with Intel Arc B390 graphics, LattePanda Sigma 2 delivers up to 180 TOPS of total AI performance at INT8 in a compact form factor.

As "The Embeddable AI Single Board Server," LattePanda Sigma 2 combines high-performance computing, up to 64 GB of memory, high-speed networking, flexible expansion, and real-time hardware control in a single board. Rather than sitting alongside a product, it is designed to be integrated directly into the product itself, supporting applications from autonomous robots and vision systems to professional instruments and private AI appliances.

Intel's Lip-Bu Tan Discusses Possible AMD Cooperation, Lays Out CPU and Foundry Plans

Intel CEO Lip-Bu Tan has spoken with AMD CEO Lisa Su about exploring potential areas of cooperation. Tan brought it up during an October 24 fireside chat with Jimmy Cheng, president of the Chinese American Semiconductor Professional Association (CASPA), though he didn't say what those areas are, and neither company has announced anything. AMD was earlier reported to be evaluating Intel's 14A node, so foundry work seems like an obvious guess. However, it could just as well be packaging, software, or something else entirely.

Most of the chat was about Intel's own turnaround. Tan reportedly said Intel has to "reclaim the leadership in CPU" and that it will now tailor chips like Xeon to customer needs, something he admitted the company was too proud to do before. He named ASICs, co-packaged optics, physical AI and advanced packaging as possible growth areas, and wants two or three of them to eventually bring in around 10% of Intel's revenue each. On the foundry side, 18A is in volume production, while 14A has its 0.5 PDK out, with 0.9 next and 1.0 for volume production early next year. Intel had targeted October for handing the 0.9 PDK to outside customers, and Tan's "stay tuned" suggests it hasn't happened just yet.

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.

AMD Readies Official Ryzen Overclocking Driver for Linux

AMD is reportedly working on official Ryzen overclocking controls for Linux. Per Phoronix, AMD engineer Shyam Sundar S K has posted a three-patch series for a new driver called AOD, short for AMD Overclocking Driver, to the platform-driver-x86 mailing list. It is a WMI driver that talks to the same firmware interface Ryzen Master uses on Windows, with all of its controls exposed through sysfs. For now, that covers PPT, TDC, and EDC limits along with their supported ranges, a platform-level SMT toggle, and a read-only memory clock readout. Notably, Ryzen Master itself isn't coming to Linux with this. AMD seems to be following the same approach it took with its amdgpu graphics driver, handling the kernel side and leaving the GUI to third-party tools such as CoreCtrl and to desktop environments.

There are a few catches, however. Power limit changes are stored in firmware and only kick in after a reboot. AMD's existing HSMP interface works the other way around, applying limits instantly but losing them on restart. The PPT, TDC, and EDC attributes are also write-only, since the firmware doesn't report the currently active values. The SMT switch, meanwhile, behaves more like a BIOS option than the kernel's nosmt boot parameter. Apparently, the firmware supports many more commands than the initial patches wire up, so more controls could arrive later. The patches are still under review, and there is no word yet on which kernel release will pick them up, so a proper Linux app for this is probably still a while away.

Uncharted Trilogy Reaches PC Through Unofficial Ports

The first three Uncharted games have made their way to PC, though Sony had nothing to do with it. Developer SuperMedo, who is also behind an unofficial Bloodborne port, has released Uncharted for Windows. It's an unofficial port of the PS4's Uncharted: The Nathan Drake Collection, covering Drake's Fortune, Among Thieves, and Drake's Deception. Its first public build went up on GitHub on October 15. Sony did bring Uncharted 4 and The Lost Legacy to PC back in 2022, but the original trilogy never followed. The port runs the PS4 version's own x86-64 game code directly on the PC and replaces the console's system functions. It then translates the graphics work to Vulkan through a renderer based on the shadPS4 emulator. Players need their own decrypted dump of the collection, since no game files are included.

All three games get 60 and 120 FPS modes, with anything higher marked as experimental. Anti-aliasing options include TAA, FSR 3.1, FSR 4, and DLAA. Frame generation comes as FSR 3 on any GPU, or as DLSS Frame Generation at 2x on RTX 40 cards and up to 4x on RTX 50. It's not all smooth sailing, of course. Per the GitHub page, one user finished Drake's Fortune on an RTX 4060 laptop at 1080p with DLAA, mostly seeing 100 to 120 FPS, though a crash in chapter 11 corrupted their save. A separate project from BilalReloaded takes a similar approach, with render resolutions from 720p up to 4K. With Sony reportedly scaling back its single-player PC releases, community projects like this one and the recent native Driveclub port are piling up, while work on PS5 emulators continues to be impressive.

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.

Steam and Windows Games Now Run Locally on Android, Cyberpunk 2077 Hits 60 FPS

An open-source app called DroidDeck is letting Snapdragon-powered Android devices run Valve's Steam client and Windows PC games on the device itself, with no streaming from a PC or the cloud involved. As VideoCardz reports, YouTuber ETA Prime tested it on a RedMagic 11 Pro with the Snapdragon 8 Elite Gen 5 and 16 GB of memory, where Cyberpunk 2077 ran at around 60 FPS on medium settings. Skyrim Special Edition hit a similar figure at 720p, while Hogwarts Legacy was tougher on the phone and sat around 40 FPS even with lower settings and FSR.

Other solutions like Steam Link stream games from another PC, whereas DroidDeck runs them on the device itself. It loads Valve's ARM64 Linux Steam client in Big Picture mode as a regular Android app, and Windows games go through Valve's ARM64 Proton with x86 translation. Projects like Armada instead replace Android with SteamOS entirely, and DroidDeck needs neither that nor root access. It also handles GPU driver switching, AMD FSR and Snapdragon GSR upscaling, and frame generation through Lossless Scaling.

Microsoft Promises Day-One Gaming on RTX Spark, but Call of Duty Has to Wait

Microsoft says "hundreds" of AAA and indie games will run on NVIDIA RTX Spark PCs from day one, though Call of Duty will not be one of them. Windows and Devices head Pavan Davuluri made the claim at Microsoft's Windows and Surface event on October 7, where he also said Call of Duty support is coming in 2027. Apparently, no reason was given for the wait, and Microsoft didn't say which Call of Duty title they meant. That is an awkward gap, since Activision is a Microsoft-owned studio and the RTX Spark-equipped Surface Laptop Ultra starts at $2,599 with shipping set for October 16.

Anti-cheat is probably the holdup, although Microsoft hasn't confirmed that. RTX Spark uses an Arm-based CPU, so games run on Windows on Arm, and kernel-level anti-cheat drivers have to be rebuilt for it. Call of Duty relies on Activision's own Ricochet anti-cheat, which, as far as we know, only works on x86 systems today. Davuluri did show Gears of War: E-Day running at 60 FPS on the Surface Laptop Ultra. However, the resolution and upscaling settings were not disclosed, so the figure says little about real performance. It also isn't clear how many of those "hundreds" of games are native Arm builds and how many run through emulation. NVIDIA released its RTX Spark toolkit for Windows-on-Arm game development in July, and EA, Embark, and Ubisoft committed titles such as Apex Legends, ARC Raiders, and Anno 117: Pax Romana at Gamescom.

Senao Networks Releases x86 Enterprise Server Series

Senao Networks Inc. today announced the launch of its new x86 enterprise server portfolio, featured on the company's Senao computing website at www.senaocomputing.com. The portfolio includes the SR810, SR710, SR610, SE210, and SE110 and is designed to support a broad range of enterprise computing and AI workloads, including generative AI, AI inference, model fine-tuning, data analytics, visualization, and intelligent edge computing. NVIDIA RTX GPU support is available in selected configurations.

Bringing AI Closer to Enterprise Data
As enterprises accelerate AI adoption, organizations increasingly need computing infrastructure that can address different workload requirements while maintaining greater control over sensitive corporate data.

Valve Confirms Steam for Linux Isn't Officially Supported on Arm Chips

Valve has confirmed that its Steam Client for Linux-based operating systems on Arm chips is not officially supported. This follows a user's report on GitHub claiming issues with Steam for Linux on ARM64 systems. Despite detailing the problem, a Valve developer responded that "Steam for Linux is not currently supported on Arm-based hardware," a stance that has been consistent for years. While Steam has expanded on Linux-based machines, official support is currently limited to systems running x86-64 processors from AMD and Intel. On Arm-based devices, Valve would likely need to make significant optimizations to get Steam for Linux working properly, but the potential user base is so small that the effort may not be justified.

This is surprising given that Valve's VR headset, the Steam Frame, runs on Qualcomm's Snapdragon 8 Gen 3 mobile platform. Valve specifically optimized its SteamOS for this chipset and ported its compatibility layer, Proton 11.0, to Arm. This version of Proton allows a full range of games designed for x86 to run on Arm hardware, but the Steam Client itself, which is crucial for game delivery, is not officially supported.

Microsoft Blames "Limited Portfolio" For Lack of AMD-Powered Surface Devices

AMD's processors are notoriously missing from Microsoft's latest Surface device line-up, despite there being more CPU options in Microsoft Surface PCs than ever before, including an upcoming NVIDIA SKU. In a recent statement to Windows Central, Microsoft's Surface Corporate Vice President, Brett Ostrum, explained that this absence is deliberate, although not malicious, stating that Microsoft has a limited portfolio and needs to make smart choices about its offerings.
We love working with AMD. We have a limited portfolio, and so we have to make our choices pretty wisely in terms of what we're doing and where we're doing.

Modders Transform Android Handhelds into Mini Steam Decks

Valve's SteamOS port for the Arm (ARM64) architecture has inspired creativity in the modding community, as they are now actively transforming their Android-based gaming handhelds into miniature versions of the Steam Deck console. As mobile SoCs like Qualcomm's Snapdragon and MediaTek's Dimensity become increasingly competitive in terms of integrated GPU and CPU capabilities, running a true desktop OS on these SoCs is unlocking new gaming experiences, as demonstrated by the modding community. For devices from makers like Ayaneo, Ayn, Retroid, and Konkr, community projects like Armada enable Arm-based devices that previously ran Android to utilize SteamOS.

This development is made possible by earlier changes Valve introduced specifically for its Steam Frame VR headset. Since the Steam Frame runs on Qualcomm's Snapdragon 8 Gen 3 mobile platform, Valve ported its compatibility layer, Proton 11.0, to Arm. This version of Proton unlocked a full range of games designed for x86 on Arm hardware. While it was initially intended to be exclusive to the Steam Frame, it now also enables compatibility with other Arm devices, such as powerful Android gaming handhelds, even though the Frame itself runs a modified version of the Linux-based SteamOS. Nonetheless, this change is a significant stepping stone for anyone wanting to play games beyond traditional Android-only titles, as mobile hardware has been capable of running powerful configurations for some time now.

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.

EA, Embark, and Ubisoft Bring Their Blockbuster Titles to NVIDIA RTX Spark

NVIDIA announced today that some of the world's leading game developers are supporting the upcoming RTX Spark PC platform. Launching this fall, RTX Spark will include support for major AAA titles, featuring the work of publishers and developers like Electronic Arts, Embark, and Ubisoft. This list of major publishers pledging their support for the platform is growing, with KRAFTON, NetEase, Riot Games, SEGA, and Xbox already on board. Newly added titles include EA's EA SPORTS F1 25 and Apex Legends, Ubisoft's Anno 117: Pax Romana, and Embark Studios' ARC Raiders and THE FINALS, with many more to come.

Additionally, NVIDIA has collaborated with EA to ensure the EA Javelin Anticheat system supports the RTX Spark Windows-on-Arm platform, making online gaming possible. As readers may know, modern games with online features often include complex anticheat engines that are usually platform-specific, making them difficult to port without the developer's involvement. Many anticheat engines run exclusively on Windows for x86 CPUs, leaving out Linux-based gamers and Arm-based Windows gamers like those using the upcoming RTX Spark. By porting its Javelin Anticheat system to Windows-on-Arm, EA suggests that other developers may soon follow suit with their own anticheat systems.

NVIDIA RTX 4060 Running on Arm Desktop Shows Promise for Gaming on Windows-on-Arm

News recently broke that NVIDIA had published the first native Windows-on-Arm toolkit for its RTX Spark platform, and it didn't take long for a Chinese developer, VoidTech, and modder to use NVIDIA's work to get an NVIDIA RTX 4060 working on an Arm-powered Huawei Qingyun desktop with a Kunpeng 920 CPU.

In a video on Bilibili, the developer explains that he managed to get the device supported by extracting NVIDIA's ARM64 driver from the Spark software. He adds that, while the device is recognized by both NVIDIA's driver and TechPowerUp's GPU-Z, and is able to accelerate graphics tasks, there is no video output, so he notes that it is "suitable for use with streaming" (machine translation).

NVIDIA Details "Vera" CPU With 88 Cores, 176 Threads, and Up to 1.5 TB of LPDDR5X Memory

NVIDIA today provided more details about its latest custom Armv9.2 "Vera" CPU, which the company describes as a pinnacle of its CPU engineering. Designed to coexist within NVL rackscale systems or operate independently, NVIDIA has seen significant interest from its customers in deploying the "Vera" CPU across enterprises. The company optimized its design for data analysis, high-performance single-threaded tasks, agentic AI, and large-scale software operations, covering a wide range of use cases. The entire "Olympus" CPU core is divided into four major areas: front end, mid-core, execution engine, and cache subsystems. In the front end, NVIDIA has developed a branch predictor that works actively with the instruction fetching unit to keep the core supplied with useful instructions. Tasks such as agent runtimes, compilers, and large data processing workloads often involve control-flow changes, which can leave execution units in the CPU idle. The "Olympus" core uses a 10-wide decode engine to ensure a continuous flow of instructions to execution units, keeping them fully utilized. To prepare the data path for execution, NVIDIA created a neural branch predictor that reduces the execution of incorrect paths, supporting up to two taken branches per cycle. This is crucial for control-flow changes when software execution on large data processing suddenly shifts.

NVIDIA Paves the Way for Windows-on-Arm Gaming With RTX Spark Toolkit

NVIDIA has officially released its first preview build of the CUDA toolkit for its RTX Spark platform, specifically as a native Windows-on-Arm software toolkit. This means that NVIDIA's partners, ecosystem developers, and game developers now have the means to perform native platform optimization for the latest NVIDIA chips. This is particularly important since the platform is one of the few Windows-on-Arm designs available on the market. For decades, modern PC gaming has focused on x86-based operating systems, giving Intel and AMD an advantage in gaming scenarios. Consequently, most indie and major AAA titles have been developed natively for x86 processors, with Arm making little progress in this area. However, NVIDIA expects this to change as the company begins rolling out optimization toolkits to create native, optimized Arm builds for its RTX Spark mini PCs and laptops.

Legendary SEGA Game Titles Come to NVIDIA's RTX Spark PC Platform

Japan's legendary SEGA and NVIDIA have announced a new partnership, marking a significant addition to NVIDIA's latest RTX Spark PC platform. Celebrating three decades of collaboration, the two companies are bringing VIRTUA FIGHTER CROSSROADS and future SEGA-branded titles to NVIDIA's RTX Spark. When NVIDIA unveiled its RTX Spark at the Computex 2026 international show, many gamers were curious whether a new Arm-based PC platform would receive the same support as its competing x86-based platforms. It turns out that NVIDIA's industry partnerships with major game studios are proving fruitful, as SEGA's upcoming titles will be running on RTX Spark laptop and desktop PCs.

Interestingly, we asked NVIDIA whether the support means a full native port of VIRTUA FIGHTER CROSSROADS or if it will just be an emulation of the native game running without issues. We are still waiting for a response and will update the article once we learn more. Modern emulation of games is usually good enough to ensure performance and playability, but a native port is always preferable as it allows for more optimizations. Either way, the release brings RTX Spark one step closer to fulfilling NVIDIA's dream of powering slim laptops and compact mini PCs with its own hardware.

Microsoft Confirms Windows 11 26H2 Update for x86-64 PCs

Microsoft late last week confirmed this year's update to Windows 11, version 26H2. This update would be exclusive to PCs powered by x86-64 processors (compatible processors from Intel and AMD); as devices based on Qualcomm Snapdragon Elite and NVIDIA RTX Spark are now on a separate update trunk. If you recall, the company earlier this year released Windows 11 26H1, but the update was exclusive to Windows-on-Arm devices, mainly powered by Snapdragon chips. Although announced at Computex, notebooks and mini PCs powered by RTX Spark aren't currently available, and will be released to market this Fall. OEMs will launch them with Windows 11 26H1.

Windows 11 26H2 won't be a major update involving a total replacement of all system files and migration of the user's environment; rather, it will be a minor update since 26H2 is based on the same code base as 25H2. The update would be effortless, take no longer than a typical monthly Patch Tuesday update, and simply roll up security and quality updates released till that time. The update to 26H2 will be recommended because Windows will release security updates to Windows 11 versions going back two years—in this case, 24H2 and 25H2 besides 26H2. Businesses looking to lock in on a particular version would have to look out for Windows 11 Enterprise LTSC versions, which lock on to a particular kernel code base, and gather security updates until a specified date in the future.

Intel 8086, the First x86 chip, Enters its 50th Year in 2027

Intel on Monday celebrated 48 years of the 8086, the microprocessor that laid the foundation of its breadwinning x86 microarchitecture. Introduced in 1978, the 8086 is a 16-bit microprocessor that established the x86 ISA. Its significance lies in its role as the basis for the IBM PC lineage, establishing a dominant standard for desktop computing. Prior to the 8086, the market was fragmented. By providing a scalable architecture, Intel enabled software developers to write programs that remained compatible across multiple hardware generations. This commitment to backward compatibility meant that legacy software could run on newer, faster processors. Consequently, the x86 architecture, originating from the 8086, remains the most prevalent platform in computing markets globally today. By this time in 2027, the chip will enter its 50th year. This probably explains why Intel wants to once again dominate the market with an x86 processor that has significant core-count and cache size increases.

Intel Puts Agentic AI to Work with Xeon 6+, Networking, and AI Systems

Intel today announced a series of data center advancements, including new Intel Xeon 6+ processors, an expanded 800 Series Ethernet portfolio featuring the Intel Ethernet E835 controllers and network adapters, and continued progress on its AI accelerator roadmap, including updates on Crescent Island. Together, these developments highlight a clear industry shift: as AI becomes more agentic, the CPU is re-emerging at the center of modern AI infrastructure. With Xeon serving as the control plane, Intel is taking a systems-level approach to performance and efficiency at scale—delivering platforms designed for increasingly agentic AI workloads, where orchestration, data movement, and sustained inference are critical across data center and network environments.

"AI doesn't scale as a collection of parts—it scales as a coordinated system," said Kevork Kechichan, executive vice president and general manager of Intel Data Center Group. "As AI becomes more agentic, the constraints shift to orchestration, concurrency, and data movement. That shift reinforces a core reality: the CPU remains the control plane for the modern AI infrastructure. With Xeon 6+ and Ethernet E835, we're tightly coupling compute and networking to reduce bottlenecks and enable efficient, secure scaling of real-world agentic workflows."
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