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Today — 29 July 2026Main stream

The Neo Geo AES+ retro console is now available to pre-order starting from $249 — game cartridges cost $90 each; the Ultimate Edition with all games and accessories will run you $1,000

Back in April of this year, SNK announced the Neo Geo AES+ home console, reviving a legend for the modern era. It was priced at $250 for the base system with a controller, with a release date set for November 12, 2026. Fast forward to today, and you can now pre-order the AES+ on Amazon, along with all ten games launching for it. These games are recreations of the original cartridges, just like the console itself is a 1:1 revival of the OG hardware.

The Neo Geo was an icon of its era, responsible for bringing arcade gaming to the couch without compromise. At the time, all the home consoles relied on cut-down silicon from arcade machines, and even their games were highly compressed to save manufacturing costs. SNK and the Neo Geo did things differently. Its games had 300-700 megabit file sizes compared to just 4-16MB the competitors were limited to.

The Neo Geo also had dedicated Zilog and Yamaha chips for high-resolution audio. It had significantly more power than the Sega Genesis and the SNES, which relied on tilemaps, while the Neo Geo could scale, shrink, and animate massive, multi-layered 2D character sprites with zero flickers. It was also marketed as the first 24-bit console on technicality, even though it was really just a very powerful 16-bit system in reality.

Because of its $700 price tag, the Neo Geo was limited to a niche audience of enthusiasts who wanted an uncompromising arcade experience. The new Neo Geo AES+ basically takes that experience and repackages it as faithfully as possible, and ends up providing much better value, especially when adjusted for inflation.

The AES+ looks exactly like the original and features silicon-level recreation of the OG architecture thanks to re-engineered ASIC chips; there's no emulation involved here. Any game cartridge from the 90s will work on it just fine. You still get the crisp AV out if you're still nostalgic about CRTs, though HDMI is available for realists, and there are DIP switches onboard to adjust region/language settings or enable a quick overclock.

The $249 base system doesn't come with games, but SNK is re-releasing 10 classics that you can also buy on Amazon. Each of them costs $90, which is more than a PS5 game, and just $10 short of the ultimate edition of GTA VI. Just to be clear, you can emulate all of these games pretty easily, but owning the cartridge physically is a different kind of feeling, especially these days when it's become a dying breed.

The following games are available for the Neo Geo AES+ on Amazon:

There's a $349 Anniversary Edition, too, that comes in white and includes an exclusive all-white Metal Slug game cartridge in the box. You get a wireless Arcade Stick (instead of wired) and its accessories, along with a memory card. The wireless Arcade Stick costs $120 on its own, while a gamepad is also available for $60.

If you're a true baller, then the $1,000 Ultimate Edition might entice you since it includes the gamepad, one wired stick and one wireless stick, along with all ten of the aforementioned games and a rack to display them. Keep in mind that anything you buy will only be delivered after November 12, 2026, which is the official release date of the Neo Geo AES+.

A promotional image showing the white 35th anniversary edition of the Neo Geo AES+.
SNK/Plaion
A promotional image for the Neo Geo AES+ showing the $999 Ultimate package with the system, three controllers, and ten games.
SNK/Plaion

Not to mention, if you're just a retro gaming enthusiast and not necessarily a collector, then just emulating these games on even your phone should be enough of a nostalgia hit. Nonetheless, projects like these ultimately help preserve culture and remind us of a time before the great evil of today (and tomorrow) known as digital licenses. If you buy the AES+, it will never be at risk of going down offline, and you'll own the games forever.

16-hour Xbox outage even stopped physical games from working — company blames licensing issue for incident that prohibited gaming across three generations of console

28 July 2026 at 11:31

Xbox chief technology officer Scott Van Vliet said in a post on X that a licensing service sitting outside Xbox, which the platform depends on, began failing late on July 26 and took roughly 16 hours to clear, blocking sign-ins, library listings, and game launches across Xbox 360, Xbox One, and Xbox Series X|S. Microsoft restored service at 2:30 p.m. PDT on July 27.

For part of that window, Microsoft's status page warned that players might have trouble launching disc-based games, leaving a physical copy sitting in the tray no more useful than a digital one. Discs on Xbox One and Series consoles carry encrypted XVC packages with attached licenses, rather than acting as bootable media, per Microsoft's documentation.

Earlier today, many players began experiencing issues with sign in, enumerating their game libraries and playing games. The team has worked hard throughout the day to fix the issue, and we've restored service as of 2:30 PM PDT. Nonetheless, this is an unacceptable situation, and… https://t.co/3y9TjxzKlsJuly 28, 2026

Automated monitoring caught the failure overnight, and on-call engineers declared a major incident, according to Van Vliet, who said the team rerouted traffic onto healthy systems while the root cause was still being investigated. Anything requiring an entitlement check broke, including listing a full library and launching an owned game, and several of Microsoft's publishing and store partners depend on the same systems, which is why some titles kept working, and others didn't. "I care less about the one-line root cause," Van Vliet wrote, saying the review will look at why a failure in one service took down that much and why recovery took as long as it did.

Microsoft hasn't explained why disc-based games were caught up in the failure, but its developer documentation splits loss of connectivity into two separate categories: complete loss of internet service, and loss of one or more online services.

Console behavior is built around the first case, where the system reads a game's manifest declaration and launches anything with a mode of play that doesn't require connectivity. The second case, where the network is fine but a specific service isn't answering, is documented only as something individual games should handle without hanging or crashing. During the July 2024 Xbox outage, players recovered access to installed single-player titles by forcing the console into an offline state through Network settings.

Xbox services also went down last week during the early access launch of Halo: Campaign Evolved, and PlayStation Network took a multi-hour outage of its own on July 24. The timing of all this isn’t brilliant, given that Sony recently announced the end of physical disc production for new games in January 2028.

A Change.org petition opposing that decision has since exceeded 348,000 signatures. Microsoft, meanwhile, is testing a disc-to-digital program that grants a digital entitlement tied to a specific disc, and multiple reports say its next console may ship without a drive, though the company hasn't confirmed that. Van Vliet joined Xbox from Microsoft's Azure organization alongside CEO Asha Sharma, weeks before Microsoft cut 3,200 Xbox roles across its 2027 fiscal year and divested five studios.

Yesterday — 28 July 2026Main stream

Upgrading an MSI Claw 8 EX AI+ handheld gaming PC with a 2TB SSD

I recently tested the MSI Claw 8 EX AI+ handheld gaming PC, and came away incredibly impressed with its performance. Put simply, it has no rival in gaming performance, easily eclipsing all other handhelds on the market. Even better, the battery life is also stellar.

However, if there’s one thing that it could use, it’s a storage boost. Despite the $1,800 price tag as tested for our review unit, it still only includes a 1TB SSD. After installing a handful of games from Steam and from the Xbox Store, I was left with 128GB free of the 953GB available on the SSD.

I happen to have a 2TB PNY CS2150 PCIe 5.0 SSD that I used for testing a Thunderbolt 5 SSD enclosure with Thunderbolt 5 docks. Since it was currently sitting unused, I decided to take a stab at replacing the 1TB SSD in the Claw 8 EX AI+ with the CS2150 for some extra storage headroom.

Getting the hardware setup for the transition

Fortunately for me, much of the legwork had already been finished. The CS2150 was already installed inside an Orico SSD Thunderbolt 5 enclosure, which would serve as my destination drive.

Although I could complete the entire transfer process using only the input methods on the Claw 8 EX AI+, it’s rather tedious to navigate the Windows 11 user interface and enter text on the 8-inch screen. So, I decided to use a Thunderbolt 5 dock to streamline the process. I used:

  • OWC Thunderbolt 5 Dock
  • Logitech wireless keyboard and mouse
  • Orico SSD Thunderbolt 5 enclosure with 2TB PNY CS2150 SSD installed
MSI Claw 8 EX AI+
Tom's Hardware
MSI Claw 8 EX AI+
Tom's Hardware

I connected the Thunderbolt 5 dock to one of the two Thunderbolt 4 ports at the top edge of the Claw 8 EX AI+. I then plugged the Logitech USB-A receiver into the dock. Finally, I connected the Orico enclosure to the second Thunderbolt 4 port on the Claw 8 EX AI+.

Finding the proper software for cloning the drive

It’s been a while since I last cloned a drive, so I did a quick Google search for free drive-copy software for Windows 11. My search led me to a Reddit thread where the majority of commenters recommended the freeware version of Macrium Reflect 8.

I downloaded the software and installed it without issue. The interface in Reflect 8 was about as straightforward as you can expect, with my source C: drive showing up at the top. The destination field was empty, so I had to select the drive I wanted to use. I pulled up the CS2150, which I have named as Orico in Windows 11 as the D: drive.

MSI Claw 8 EX AI+
Tom's Hardware
MSI Claw 8 EX AI+
Tom's Hardware
MSI Claw 8 EX AI+
Tom's Hardware
MSI Claw 8 EX AI+
Tom's Hardware
MSI Claw 8 EX AI+
Tom's Hardware

After clicking Next, I was prompted with a warning about BitLocker encryption, so I clicked OK to acknowledge it (you’ll definitely want to re-enable BitLocker once you reinstall the SSD). The next screen showed a summary of the operations to be performed: copying the EFI and Windows partitions to the 2TB SSD. I clicked Finish, which brought up another prompt asking if I wanted to run the backup. I clicked OK, which displayed a warning that the D: drive would be overwritten. After clicking Continue, the process started.

After about an hour and a half, the cloning process was completed. At this point, I shut down the Claw 8 EX AI+ and disconnected all of the accessories.

Disassembling the MSI Claw 8 EX AI+ and installing the 2TB SSD

Next, I removed the back panel of the Claw 8 EX AI+, which required removing six screws and using a plastic prying tool. I then removed the single screw holding the already-installed 1TB SSD in the M.2 slot and extracted it. I next removed the 2TB SSD from the Orico enclosure and installed it in the M.2 slot, securing it with the screw I had just removed.

MSI Claw 8 EX AI+
Tom's Hardware
MSI Claw 8 EX AI+
Tom's Hardware
MSI Claw 8 EX AI+
Tom's Hardware
MSI Claw 8 EX AI+
Tom's Hardware

I then reinstalled the back panel for the Claw 8 EX AI+ and secured it with the previously removed screws.

Booting up and checking my work

I powered the Claw 8 EX AI+ back on, and it booted without issue. I was also surprised to see that Windows 11 didn’t throw up any activation errors. I’ll chalk that up as a win. I went to Windows Explorer to see if I was indeed utilizing the full 2TB of storage, but I instead saw that 128GB was free of 953GB – the same predicament as before.

MSI Claw 8 EX AI+

(Image credit: Tom's Hardware)

I might have missed a setting during the cloning process that would have expanded the partition to use all free space on the larger SSD. But the fix was simple enough. I opened up the Disk Management utility, selected Windows (C:), and chose “Extend Volume.” After that process was complete, I saw the full 2TB (actually, 1.81TB), with 1.02TB now free for additional game installs.

Disgruntled gamer builds booby-trapped Steam Deck with 3D-printed spikes and a built-in taser — Raspberry Pi powers speaker, camera, and alarm to stop family members draining his battery

27 July 2026 at 12:10

A Steam Deck devotee was so fed up with their family borrowing their handheld and leaving it with a flat battery that they have resorted to quite extreme measures. On the Steam Deck subreddit, ConroyyJenkinss says that they have modded the console with a range of anti-sharing measures, including a 3D-modeled spiky case and a taser, among other things.

I Built a Security System for My Steam Deck from r/SteamDeck

In the video embedded above, you can see ConroyyJenkinss augmented Steam Deck, which has basically sacrificed the Steam Deck’s comfy ergonomics on the altar of defensive design. Its hand-filling gentle curves have been nullified with a 3D-printed case that was modeled by the anti-sharing Steam Deck owner in Blender. We hope this Steam Deck chastity belt is easily detachable by the owner for when ConroyyJenkinss wants to have some fun.

The hostile architecture-inspired case has another scary trick or two up its sleeve, though. “To make it worse, I rigged up a Raspberry Pi with a small speaker, an object detection camera, and a servo motor,” the Redditor explains. “[I] wrote a py script so if the camera sees someone in frame, it plays a goofy audio clip, waits a few seconds and then the servo triggers a taser to scare them away.” So at least those tempted to touch this spiky handheld get warned before potentially being tased.

Most importantly, ConroyyJenkinss asserts that their Steam Deck anti-sharing measures have done the job. “Nobody touches my Steam Deck anymore,” concludes the dangerous DIYer. Answering some queries in the Reddit thread, the embattled Steam Deck owner admits having to remove the case and disarm the taser to use their own handheld is “a hassle but overall worth it.” Now other family members ask permission to have a gaming session on the portable console.

In recent weeks, Steam Decks have joined the ranks of the desirable devices that have been heavily impacted by the RAMpocalypse. It’s nice to share things, but we fully understand ConroyyJenkinss protecting his precious unit, especially against the devil-may-care battery drainers in the family.

Before yesterdayMain stream

Minecraft system requirements raised for the first time in 17 years — Microsoft now recommends 16GB of RAM and a 2020s or newer CPU to run the Java Edition

Microsoft announced that it’s increasing Minecraft’s minimum and recommended system requirements for the first time in 17 years. According to the company’s blog post, Minecraft: Java Edition will get a spec bump to ensure that the game runs smoothly today and in the future. While it’s understandable that the game’s developers would want to increase the performance of the hardware that the title runs on to implement more advanced features, the new requirements are significantly higher than the previous minimum specification. This could negatively affect players on older hardware that barely hits the minimum requirements, who would have no choice but to upgrade their PCs at a time when RAM prices are at a record high.

Java Edition Minimum (Old)

Java Edition Minimum (New)

Bedrock Edition Minimum

Java Edition Recommended (Old)

Java Edition Recommended (New)

Bedrock Edition Recommended

OS

Windows 7, macOS 10.14.5 Mojave, or later

Windows 10 64-Bit, Windows on ARM, macOS 12+, or Linux 64-bit

Windows 10 19041.0 or higher

Windows 10, macOS 10.14.5 Mojave, or later

Windows 11 64-bit, macOS 14+, or Linux 64-bit

Windows 10 19041.0 or higher

CPU

Intel Core i3-3210 / AMD A8-8600 / Apple M1

Intel Core i3-10100 / AMD Ryzen 3 3100 / Qualcomm Snapdragon X / Apple M1

Intel Celeron J4105 / AMD FX-4100

Intel Core i5-4690 / AMD A10-7800 / Apple M1

Intel Core i5-12400 / AMD Ryzen 5 5600 / Apple M2 Pro

Intel i7-6500U / AMD A8-6800K

GPU

Intel HD Graphics 4000 / AMD Radeon R5

Nvidia GeForce GTX 950 / AMD Radeon RX 460 / Intel Arc A310 / Intel i5-6400 (iGPU)

Intel HD Graphics 4000 / AMD Radeon R5

Nvidia GeForce 700 series / AMD Radeon RX 200 series

Nvidia GeForce RTX 2060 / AMD Radeon RX 5600 XT / Intel Arc A580

Nvidia GeForce 940M / Radeon HD 8570D

Memory

2GB

8GB (discrete GPU) / 12GB (iGPU)

4GB

4GB

16GB

8GB

The new minimum specifications are quite reasonable, with the recommended specs falling squarely within the performance of the most common hardware in June’s Steam Hardware Survey (which also indicates that AMD now has more than 45% market share compared to Intel). If your system used to be at or higher than Minecraft: Java Edition’s previously recommended specifications, but no longer hits the current minimum requirements, you can switch over to the Bedrock Edition to continue gaming, although you might have to forgo some of your favorite mods.

If you’re running the bare minimum hardware to play Minecraft, Microsoft said that you could still possibly launch the game, although it warned that you might run into some issues. “These updated recommended system requirements won’t stop you from playing Minecraft: Java Edition today. If your computer falls below the new minimum requirements, Java Edition should still launch,” the company said in the Minecraft blog. “However, its performance and visual quality are no longer guaranteed on below-spec hardware, and it may struggle or fail to launch Java Edition in the future – especially as we transition away from OpenGL and towards Vulkan. We will keep players informed of these changes, especially changes that will sunset hardware that previously supported Minecraft: Java Edition.”

This means that you’ll have to spend some money to upgrade your system to just to continue playing your favorite game. You don’t have to spend thousands of dollars to get a new PC or join a giveaway to be able to play, though. If you know what you’re looking for, you can plausibly buy a used gaming laptop or desktop PC for around $350 to $500 — that should give you about a decade or more to enjoy the game if Microsoft keeps its spec upgrade cadence of 17 years for future versions of Minecraft.

Microsoft shipped a native Xbox 360 emulator with its new backwards-compatible releases on PC — modders quickly got 360 games running with minor tweaks

Microsoft just released four original Xbox games on PC as part of its efforts to bring backwards compatibility to the platform. For years, Xbox consoles have enjoyed a similar luxury, with the latest Series X|S systems being able to play two-decade-old OG Xbox titles. However, to achieve this on PC, Microsoft used a native x86 version of its in-house Xbox 360 emulator. As you might expect, modders were quick to pounce on the opportunity to run 360 games on PC, with "varying degrees of success" so far.

How do you log in to your PC?

The discovery was initially made when data miners looked at the package contents of these backwards-compatible titles. Neo Te Aika found out that they were packaged as standard Games on Demand, or GOD files, which is the official file format used by Xbox 360 hardware. A GOD package contains the actual game, its headers, and DRM. By using a GOD extractor, modders were able to open them and convert them into a base ISO that can be played with an emulator, or on a jailbroken Xbox 360. All this would be a huge development on its own.

looks like those new backwards compatible PC releases are xbox 360 GOD files, you can use GOD extractors to convert those to xbox 360 isos, which extract into standard Xbox games.there might be a pathway here to use this official emulator release to boot other Xbox games pic.twitter.com/eXYrTFD91QJuly 23, 2026

What followed, though, has the potential to change the original Xbox and Xbox 360 emulation scene forever. Nathan on X scoured through those same files to find something called Xe03. Also called Fission, Xe03 is Microsoft's official Xbox 360 emulator that comes baked into the Xbox One and Xbox Series consoles for backwards compatibility.

Within the Xbox 360 environment, Microsoft already had another emulator called XeFu, or Fusion, that emulates the original Xbox. So, it's basically an emulator within an emulator. That's how modern Xbox consoles have been able to play OG Xbox titles. To Xe03, it's just opening a standard Xbox 360 package, but the binary inside is coded to launch XeFu, which then takes over to run the original Xbox game

https://t.co/Rr6m7nccwhJuly 23, 2026

When Microsoft released backwards compatible Xbox games on PC, people expected the company to have built an x86-native OG Xbox emulator from scratch. An emulator that didn't rely on an outer layer or any external components. Instead, what Microsoft did was simply recompile Xe03 to run natively on x86 PCs instead, indirectly handing over the ultimate 360 emulator to the community.

By modifying the app container and swapping out game packages, projects like XWine1 and independent reverse-engineers bypassed the inner OG Xbox layer (Fusion) and managed to load raw Xbox 360 executables (.xex files) directly into Xe03. The results have been mixed but incredibly promising, nonetheless. The XWine1 team was able to get Plants vs. Zombies, Steins: Gate, Fuzion Frenzy, and Midnight Club: Los Angeles to boot and run with varying degrees of stability.

By combining Microsoft's recently-released PC port of XeO3 with specific components of XWine1, SlimEra namely, it becomes possible to run dumped backwards-compatible Xbox 360 and Xbox Original games before they see an official PC release, with varying degrees of success pic.twitter.com/6eocCCT1cWJuly 23, 2026

Fuzion Frenzy is actually one of four OG Xbox titles that Microsoft officially released so that one is particularly well-optimized. Since the hard part of reverse engineering first-party code has already been done by Microsoft, optimization remains the only challenge. As time goes on, and the specific emulator files are fine-tuned for general usage, we should expect more and more titles to run flawlessly.

Microsoft has also promised to release more official backwards compatible titles on PC, but it hasn't said anything about Xbox 360 games. Therefore, the discovery of Xe03 holds immense potential for the future of Xbox 360 emulation on PC — the community just has to focus on optimization now. This development can be particularly fruitful for handhelds that are power-constrained; Xe03 has very light minimum requirements for devices like the ROG (Xbox) Ally and Lenovo's Legion Go lineup.

Moreover, Microsoft's PC version of Xe03 also upscales the original 480p output of OG Xbox games to 4K. It also adds built-in V-Sync, anisotropic filtering, enhanced anti-aliasing, and borderless windowed modes. Since the games were distributed though the Xbox PC app, they're part of the Xbox Anywhere program so if you own the digital license of said game on console, you get it for free on PC (and other places). Microsoft will also bring Xbox Achievements support to backwards compatible titles soon.

The last two elements will likely be ignored by the modding community since the OG Xbox virtualization is the important part, enabled by the Xe03 engine that has now become the main takeaway from all this. To be clear, open-source emulators such as Xenia have existed for years and provide a highly-satisfactory Xbox emulation experience, but Microsoft's official, in-house solution should be more efficient.

What OG Xbox or 360 games would you like play on PC?

'When will the EA greed end': Fans vent their fury as company announces $150 version of FC 27 — annual game release comes in three editions, but top-tier option is 50% more expensive than GTA VI Ultimate

EA just announced FC 27, the latest release of its soccer franchise that it releases annually, and many players were shocked to learn that it came with a $149.99 Ultimate Plus Edition. This led to many complaints, with some comparing it to GTA VI Ultimate, which comes with extra side missions, activities, vehicles, guns, outfits, and other cosmetics, for just $99.99. However, it should be noted that FC 27 is available in three tiers — the Standard Edition for just $69.99, the Ultimate Edition, which costs $99.99, and the Ultimate Plus Edition, with its shocking $149.99 price tag.

Despite the availability of the base game at its usual price, the cost of the top-tier edition has caught the ire of many gamers. One user commented on X that they’re willing to “pay $200 for a game that’ll last 15-20 years,” while another said that EA wants “€150 for a roster update and some blue points you’ll spend on a player you’ll never use.” However, others pointed out that the $150 version is “for people who not only play it but spend money on it; 10,000 FC points is about £70/€82/$93.”

EA is getting huge backlash after officially introduced the EA Sports FC 27 Ultimate Plus Edition, priced at €149.99, the most expensive EA game edition to date. It costs €50 more than GTA 6’s Ultimate Edition at €99.99. It includes up to 7 days of early access and 10,000… pic.twitter.com/NZoqT1Jm65July 24, 2026

The FC franchise (previously known as FIFA) has been around for over 30 years now, with EA releasing a new title annually since 1994. That means fans have to pay at least $70 every year if they want to stay updated with the latest team rosters. This might be too much for some people, but hardcore fans seem not to mind spending that amount just to be able to have their favorite players on their team. In fact, they might even consider the $149.99 Ultimate Plus Edition good value as the $80 premium comes with 10,000 FC Points spread out over five months, five seasons of Premium Pass, and several other goodies. By comparison, FC 26 lists 12,000 FC Points for $99.99.

Even though gamers get additional value from the most expensive edition of FC 27, it still did not sit well with some people. Aside from that, they’re comparing it to the GTA franchise, with Rockstar continuously dropping updates to GTA Online for more than a decade, even for those who only purchased the game once. But even though EA did not change the price of the base game (and even the mid-tier Ultimate Edition), the fact that they’re asking more than double the price of the cheapest option is what caught the ire of the public, especially as the current FC 26 has mixed reviews on Steam.

Grand Theft Auto Multiverse with real-time portals created by ambitious modder — San Andreas, Vice City and GTA III all run simultaneously, with cross-game interactions

The Grand Theft Auto franchise has a rich history when it comes to modding and tinkering, but we're pretty confident the community has never seen anything like this. Created by Dryxio, this new mod combines GTA Vice City, GTA San Andreas, and GTA III into one multiversal entity interconnected through real-time, fully functional portals that let you travel between the three different games as if it were just a regular window.

The video above showcases just how insane this mod really is. It starts with CJ on Grove Street in San Andreas shooting at NPCs in different parts of the game (The Strip). Then, he moves toward the pink portal, shoots at NPCs once again, and just casually goes through it to end up in GTA Vice City as Tommy Vercetti. He wreaks havoc, walks back to the portal, and crosses through to Vice City as CJ, only to go to GTA III and repeat the same thing there.

The craziest part is how these portals genuinely act as windows to another world where you can stand in one game and shoot inside the other one. It's unclear whether there's a limit to the level of interaction, like if you can't drive cars through them, but it's impressive, nonetheless. The video also shows how you can place these portals anywhere in the world in any of the three games yourself.

All of this begs the question: how? The modder explains that all three games are running simultaneously inside one process, sharing one Direct3D device. Each portal is a live GPU texture; there's no video capture to fake the realism, and the transition to each game happens in real-time via an engine swap. When you walk through a portal, it simply switches to that game's engine while the others keep running in the background.

Shooting at GTA Vice City from inside GTA San Andreas
Dryxio on YouTube
Shooting at GTA Vice City from inside GTA San Andreas
Dryxio on YouTube

Each game and its world retain full native functionality such as its own AI, traffic, physics, saves, missions, and even settings. There's no loading screen when you use the portals either; you enter the world on the other side instantly, just the way you saw it before going through. This is largely possible because the source code of each game has been reverse-engineered and recompiled using an open-source engine.

Dryxio modified re3 and reVC — community projects that decompile the original source code of GTA III and Vice City into clean, readable C++ code — and used plugin-sdk to interface with San Andreas. Since these games used the proprietary RenderWare engine that can't render multiple spatial scenes together, an open-source reimplementation of it called librw was used to compile all three games into a single unified process.

The mod isn't publicly available at the moment, but you can bet everyone in the community now has their eyes on it. It's by far the most technically complex GTA mod ever, one that doesn't even require any understanding of software to grasp its ambition. There's also the elephant in the room known as Rockstar Games that could see this as copyright infringement and order it to be taken down, but for now, it lives as proof of human ingenuity (and vibe-coding).

Microsoft announces Xbox Backward Compatibility for PC — will let gamers play classic console games on PCs and handhelds

Xbox has announced a new Xbox Backward Compatibility for PC program, which will let gamers play a selection of classic Xbox titles on PCs and handhelds, a move the company says marks the beginning of a bigger push into Xbox game preservation. The announcement begins with four titles that can now be played on PCs and handhelds, including the ROG Xbox Ally and Ally X.

"This marks the beginning of a broader effort to preserve XBOX games from the past and bring them to PC over time," the company said in a blog post authored by Xbox "VP next generation" Jason Ronald. Alongside backward compatibility, the company says games will also include new features. The four titles in the announcement are:

You can now buy all of these games on PC, and they're also included in all Xbox Game Pass plans. Anyone who already owns these titles digitally on console can also now play them on PC or handheld, with support for Xbox Play Anywhere and Xbox Cloud Gaming. Crucially, this appears to be a digital-only preservation effort, so it won't help anyone who only owns physical copies of these games. Xbox has reportedly been testing a way to digitize physical games as far back as Xbox One, but that hasn't yet materialized yet.

Alongside the preserved original gameplay, Xbox claims these games will let users customize graphics settings, with up to 4x resolution scaling, VSync support, Fullscreen and Windowed modes, anisotropic filtering, and enhanced anti-aliasing, with more features to come in the future. Notably, Xbox will add achievements to select original Xbox games on console and PC.

Users who want to play these titles will need to meet the following system requirements:

Spec:

Minimum requirements

Recommended specs

GPU

Nvidia GTX 950 or AMD Radeon RX 550 or Intel UHD 770 or Intel Arc A310  

Radeon RX 68005 or Nvidia GTX 1070 Ti or Intel Arc A770 

CPU

Min 4 Cores Intel Core i3-8100 or AMD Ryzen 3 1200 or AMD Ryzen Z2 A Processor  

6 cores and 12 threads Intel Core i5-10400 or AMD Ryzen 5 3600 or AMD Ryzen AI Z2 Extreme 

RAM

8GB

8GB

DirectX

N/A

DirectX12 API, Hardware Feature Level 11 

OS

Windows 11   

Windows 11

Drivers

Latest Version as of January 2026 

Latest Version as of January 2026 

Microsoft's emphasis on preserving older games is particularly noteworthy given recent backlash against Sony over its decision to end physical games with its next console generation, and the shuttering of some of its online stores. While Xbox's digital emphasis on game preservation still can't match the solidarity of physical media preservation, the timing of this announcement seems like more than just a coincidence.

PlayStation 3 emulator adds support for ATI Radeon HD 2000, 3000, and 4000 series graphics cards on Linux — 20-year-old HD 2600 crumbles, can only run Portal at 13 fps in 273p

22 July 2026 at 10:49

The developers of RPCS3 have announced that their PlayStation 3 emulator’s minimum system requirements have been adjusted to include a crop of even older Radeon graphics cards. This well-regarded application already supported ATI Terascale 2 GPUs from the Radeon HD 5000 and 6000 series, but now gamers still cradling Radeon HD 2000, 3000, and 4000 series can join in the fun. Some of these GPUs date back nearly 20 years. Please note that while RPCS3 is available for a range of platforms, this extended ATI architecture support is only for Linux users.

Fine wine on Terascale 2

Back in 2021, the RPCS3 devs lowered the emulator’s system requirements to embrace Radeon HD 5000 and HD 6000 (Terascale 2) series graphics cards. In the subsequent five years, the emulator has been tuned to improve performance on hardware from these generations. An example provided asserts that when using Persona 5 as a benchmark, performance in Kamoshida’s Castle went from 35 to 49 FPS between 2021 and today (on a PC system with an ATI Radeon HD 5850, AMD FX-8350 CPU, and 8GB of RAM).

Inspired Terascale 1 experiments

Success spurred the devs to investigate TeraScale 1 performance and compatibility. Some OpenGL wrangling ensued due to TeraScale 1 GPUs only reporting OpenGL 3.3 and GLSL 3.30 support, but getting these old and unloved ATI cards to work with the RPCS3 OpenGL renderer was surprisingly simple. It was done by overriding the reported OpenGL levels to 4.3 and 4.40.

Initial tests made use of a system packing an ATI Radeon HD 4890 with 1GB of VRAM – the most powerful Terascale 1 GPU ever sold. According to the RPCS3 blog, this card has a more powerful GPU than the PS3, but the emulator’s complex shader code is not optimal for older architectures like this. Nevertheless, “Simpler games work perfectly fine, with playable performance,” notes the blog, “while games that have more complex graphics are GPU bottlenecked with subpar performance.” Screenshots show Metal Gear Solid HD Collection and Outrun Online Arcade with frame rates close to 60 FPS.

PlayStation 3 emulator adds support for ATI Radeon HD 2000, 3000, and 4000 series graphics cards

(Image credit: The developers of the RPCS3 )

Moving down the stack and further back in time, GPUs like the ATI Radeon HD 3870 are “still able to render very simple games with playable performance in RPCS,” assert the devs. To achieve playability, you will want to dial in PSP-like resolutions, though. Specifically, 273p was mentioned.

What about the weakest TeraScale 1 GPUs? The ATI Radeon HD 2600 XT with a measly 256MB of VRAM even performs poorly at 273p. Screenshots from RPCS3 tests show it only managing 8 FPS in Outrun Online Arcade and 13 FPS in Portal.

With RPCS3’s progress over the last half decade, these performance numbers could also improve. In fact, the blog states that “future optimization should improve performance by quite a bit on these old GPUs.”

It looks like a good time to dust off your retro PC and try a few old PS3 classics on your ATI TeraScale 1 GPU-accelerated rig. Remember this extended graphics card support requires a Linux distro with the Mesa driver r600. Then you need to launch RCPS3 with the following environment variables: MESA_GL_VERSION_OVERRIDE=4.3 MESA_GLSL_VERSION_OVERRIDE=440 ./rpcs3.AppImage

1994 Sega 32X gets first-person Backrooms game with raycasting engine — retro hardware tour de force includes yellow rooms, buzzing fluorescents, endless procedurally generated levels

21 July 2026 at 11:27

Developer PaisleyBoxers has released Backrooms 32X, with the strap line “welcome to the cutting edge of 1994.” Yes, this is a Sega 32X game set in the Backrooms, the dingy, yellowing internet phenomenon given a huge boost with the release of the psychological horror indie film earlier this year. Despite the ancient and relatively resource–starved console platform, the devs appear to have captured the Backrooms' essence of “buzzing fluorescents, damp carpet, walls that go on too long” with a raycasting engine written from scratch in C and SH-2 assembly (with some Claude AI assistance).

Above: a slightly earlier Backrooms 32X release running on real Sega 32X hardware. Since this release, some objects can now be pushed over, and there can be chairs in the rooms.

In keeping with the Backrooms theme, this is a claustrophobic adventure game in the signature endless yellowed beige rooms setting, where you seek the exits, then another exit, and another. The game packs in procedurally generated levels, providing endless ‘fun.’ However, there are also community maps built by your fellow players. As a bonus, there’s a browser-based level editor so you can contribute to map designs, too.

When playing the game, your first-person character can crawl and crouch, squeezing through crawlspaces, maintaining Backrooms aesthetics and mechanics. A six-button (rather than a 3-button) Sega control pad is recommended if you are using original 32X hardware to enjoy full control.

Backrooms 32X

(Image credit: Backrooms 32X on itch.io)

Technical achievements

Probably the most noteworthy element of Backrooms 32X, though, is the technical achievement. Highlights include:

  • the endless liminal space with procedurally generated levels,
  • dual-CPU rendering utilizing both 32X SH-2s,
  • a real raycaster rendering textured DDA walls, dynamic ceiling lighting, distance fog, thin partition walls, and half-height cubicle dividers you can see over,
  • crawl and crouch — full eye-height perspective,
  • and a live, not pre-rendered,  3D intro to the game.

If you are interested in Backrooms 32X, or even in playing any of the new wave of Backrooms gaming content, feel free to give this a spin. Literally free, as it is open source, available on GitHub, and a trivial 1.5MB ROM-ready download via the itch.io link we shared in the intro (version 164, released a couple of hours ago).

You don’t need an actual Sega 32X and flashcart hardware to play. PaisleyBoxers assures that Backrooms 32X also works on MiSTer FPGA, as well as 32X-capable emulators such as RetroArch, BlastEm, Ares, or Kega Fusion.

$399 Nintendo Switch 2 back in stock Woot for new customers, $427 for returning customers with code — get $100 off the most recent price hikes

The extremely popular Woot deal that scored new customers a Nintendo Switch 2 for just $399 has returned. Right now you can grab a brand new console for just $399 thanks to an extra $50 discount at checkout. If you've used Woot before, the same code (GIFT26) will get you an extra $22 off instead, making this the cheapest Switch 2 on the market right now.

Woot is Amazon's outlet website, so you'll often see refurbished or reconditioned items for sale. However, this is a deal on a brand-new console, making it an extra special (and rare) treat.

Use code GIFT26

If you're a new customer at Woot, you'll save $50 on this Nintendo Switch 2, which is listed at $449 at Woot, making the overall cost just $399. If you're a returning Woot customer, you'll save $22 at checkout, making the price $427. Just use code GIFT26.View Deal

The Nintendo Switch 2 needs no introduction. First unveiled on June 5, 2025, the ultra-popular handheld features a 7.9-inch 1080p screen, also supporting gameplay at 4K up to 120 fps when docked with a TV. You also get Joy-Con 2 controllers, which can be used in a variety of modes.

Naturally, the big allure of the Switch 2 is access to Nintendo's delightful world of IP and first-party titles, including games like Mario Kart World, Donkey Kong Bananza, and, of course, games like Legend of Zelda.

More noteworthy than the Nintendo Switch 2's specs or games, however, is the price. Owing to the global AI pricing crunch that is driving up the cost of flash memory, Nintendo recently announced price hikes, bringing the MSRP of the console to $499, a $50 increase. Today's deal means you're not only avoiding that recent hike, but you're actually saving on the original $449 MSRP too. A $399 Nintendo Switch 2 will sell out fast, so don't hang around if you're interested. Even the $427 deal is the best Switch 2 for returning customers

If you're looking for more savings, check out our Best PC Hardware deals for a range of products, or dive deeper into our specialized SSD and Storage Deals, Hard Drive Deals, Gaming Monitor Deals, Graphics Card Deals, Gaming Chair, Best Wi-Fi Routers, Best Motherboard, or CPU Deals pages.

You can also join the Tom's Hardware deals Discord for up-to-the-minute hardware deals.

GTA 3 and Vice City are now playable inside San Andreas — a mod lets you revisit Liberty City and Vice City without leaving San Andreas

18 July 2026 at 17:48

A Grand Theft Auto (GTA) modder has developed a mod that lets you run Grand Theft Auto III (GTA 3) and Grand Theft Auto: Vice City (GTA VC) as mini games right inside Grand Theft Auto: San Andreas (GTA SA). The modder, DryxioGTA, demonstrated the feat in a video posted on YouTube on Thursday, running the game on a Windows virtual machine on macOS.

In the video, GTA SA’s main character, CJ, can be seen stepping up to a TV, apparently inserted into the game by the mod. Once in front of the TV, the option to start either GTA VC or GTA 3 appears. The selected mini-game immediately starts running on the TV.

Gamers can switch between controlling the main GTA SA game or the mini game, using the F10 key. When controlling the mini-game — say, GTA 3, as in the video — players can play it as normal while the rest of the outer SA game continues to run, with characters roaming about. Similarly, switching control back to the outer SA game leaves the mini-game running on the TV.

Just a few hours after uploading a brief gameplay video, the modder released another video demonstrating an even more mind-blowing mod, this time running GTA Vice City inside GTA 3, inside GTA San Andreas!

As shown in the clip, the game starts with GTA SA, where players can walk up to a large screen to activate and start running GTA 3. Within GTA 3 — now running on the large screen inside San Andreas — gamers can drive to another specific screen and launch GTA VC. So you can be playing GTA SA, switch to a fully functional GTA 3 within SA, and then switch again to play Vice City right inside the GTA 3 sandbox, all while the other games are simultaneously running.

The remarkable mods are just one of thousands that developers have created since the game was first released on PC over 20 years ago in 2005. There are also several Mods for other GTA titles. Older GTA games have seen renewed interest as anticipation builds for GTA 6, which is scheduled to be released on consoles on November 19 after several postponements.

Security engineer ports password cracker hashcat to Gameboy Advance — 16.8 MHz chip can perform a meager 727 hashes a second, 30 million times slower than a modern rig

In the modern age, password cracking is an activity that generally begets quite powerful hardware, usually high-powered GPUs. Hashing algorithms have gotten trickier, and brute-forcing them has become computationally expensive. It's only natural, then, that a new software project has come up to port the common hashcat cracking utility to the mighty... Gameboy Advance (GBA).

I "ported" @hashcat to the GBA, the ultimate password cracking rig ever (my dumbest project yet).The monstrously powerful 16.78 MHz ARM7TDMI chip does an astronomical 727 SHA256 hashes per second!! which is about thirty million times slower than a modern cracking rig. 350 days… pic.twitter.com/kWDD2B27KMJuly 17, 2026

The gba-hashcat software is the brainchild of security engineer solstICE (Ice), to whom the question of "why" is seemingly answered with "why not." Running on an original GBA, the app can power through SHA256 hashes at 727 h/s. At that rate, the author estimates that one year's worth of gba-hashcat would be equivalent to one second of a modern GPU-accelerated rig.

The GBA's main processor is an ARM7TDMI chip, a 32-bit RISC affair clocked at all of 16.8 MHz. It connected to most of its data buses and memory on a 16-bit bus, though, and the machine only carried 288 KB of RAM, plus 98 KB of VRAM. Most password-cracking software makes use of precomputed tables to help speed the repeated attempts along, but given that standard GBA cartridges are limited to 32 MB in size, all that Ice could include was the ignis-1M (one million) word list that rings in at 8 MB.

The software itself is quite small, given that Ice made good use of the Butano engine, a library that allows developers to easily write GBA games using plain C++ code. The gba-hashcat user interface is quite sparse, showing only an intro screen, progress statistics, and the current password attempt. It's not like you need much more for this application, save perhaps for a "please be patient" message.

In the GitHub commit, Ice calls gba-hashcat "[their] dumbest app of all time." That's quite the statement, but X commenters were quick to request networking support so they could make a cluster of password-cracking Gameboys, an idea that may have merit considering the price of graphics cards these days. At any rate, joke all you want, but for the one really important password retrieval I was once tasked with — recovering access to an Excel payroll sheet — even the original Gameboy would have sufficed. The password was "123".

GameStop CEO says Sony's decision to go disc-less is 'totally irrelevant' — claims software, including physical discs, accounts for only 12% of the company's business

17 July 2026 at 13:51

The CEO of GameStop — one of the world's largest video game retailers — has said that Sony’s decision to halt the production of physical game discs in 2028 is “totally irrelevant” to the company's business. Speaking to BloombergTech in an interview on Thursday, July 16, Ryan Cohen made the comments while responding to questions on how console makers’ going disc-less might affect GameStop amid the company's controversial bid to buy eBay.

When asked, “If the hardware makers are reportedly moving to disc-less on the console side, future game launches are digital only, where does that fit in for the business plan?” Cohen responded, “It doesn’t matter at all. Software, it mattered in the past. Software today makes up less than 12% of the business, and collectables makes up over half the business. So, it’s totally, totally irrelevant.”

Cohen's characterization doesn't exactly match GameStop's own filings, but the underlying trend does. In fiscal year 2025, the company reported total net sales of $3.63 billion. At $729.3 million, Software — which includes physical game discs, game cartridges, and digital download codes by GameStop’s classification — accounted for 20.1% of the total, the lowest among the company's product categories. Collectibles brought in $1.06 billion at 29.2 percent, while hardware and accessories — including new and pre-owned hardware, accessories, hardware bundles, interactive figures, strategy guides, and mobile/consumer electronics — remained the largest single line at $1.84 billion, or 50.7 percent.

The year-on-year growth figures also appear to support Cohen's stance, with software revenue dropping 27% in FY24 and hardware revenue dropping 12%. Meanwhile, revenue from collectibles — covering apparel, toys, trading cards, gadgets, other pop-culture products, and submission services for authentication and grading of trading cards — grew by 47%.

GameStop FY2025 net sales by product category

Category

FY2025 net sales

Share of total

FY2024 net sales

Change

Hardware & accessories

$1.84 billion

50.7%

$2.09 billion

−12.3%

Collectibles

$1.06 billion

29.2%

$717.9 million

+47.7%

Software

$729.3 million

20.1%

$1 billion

−27.5%

Much of the Bloomberg interview was focused on Cohen's somewhat controversial bid for eBay. GameStop began accumulating eBay stock on February 4 and delivered an unsolicited, non-binding proposal on May 3 to acquire all outstanding shares at $125 apiece, split evenly between cash and GameStop stock — an offer valuing eBay at roughly $56 billion, against GameStop's own market capitalization of around $10 billion. eBay's board rejected it on May 12, with chairman Paul Pressler writing that the board had determined the proposal was "neither credible nor attractive." Cohen has said he intends to take the offer directly to eBay shareholders.

Mario Kart Wii recompiled for PC using AI, with 4K potential and uncapped frame rates — 'first static recompilation of a Wii game' supports over 200 tracks thanks to Retro Rewind compatibility

17 July 2026 at 10:00

The static recompilation craze has just hit a milestone with developer @patchzyy sharing a slick and smooth-looking version of “Mario Kart Wii, rebuilt for PC.” Mario Kart Wiicompiled, created using the help of AI coding, is being teased now, with a video embedded below, but isn’t expected to become available as a beta until next month. That is, if it doesn’t get whack-a-moled somehow by the notoriously litigious Nintendo.

For context, several developers have been busy with static recompilation projects over recent years. Successes in recompiling games from platforms like the Nintendo N64 (and Xbox 360) have clearly inspired a generational jump, with patchzyy’s claimed “first static recompilation of a Wii game.” From the brief video, it looks pretty good.

Static recompilation transforms the binary machine code into equivalent native code for the target platform, like PC. Digital archivists and retrogaming fans like static recompilation as it can offer higher performance and stability, removing emulation quirks and overheads. It can also make use of the best features of the modern platform, so Mario Kart Wiicompiled is going to run at up to 4K, with an unlocked frame rate. Moreover, in this case, Retro Rewind community mod compatibility is confirmed, which means that recompiled players will be able to access 200+ race tracks.

At this time, the static recompilation doesn’t use 4K or HD textures or character models. However, these are options open to the community/modders, going forward, just like we see with N64 and other console recompilations.

It will be interesting to see if the Wii’s big gimmick of motion controls, which could be used for Kart steering, will work on Mario Kart Wiicompiled. Perhaps it could even work with original Wii Remotes you might have lying around.

So, are Wii static recompilation title floodgates about to open? There is certainly a nice selection of games folks with Wii disk collections might enjoy playing on their modern PCs connected to their 4K TVs. So, Nintendo might not like seeing this kind of project getting popular, but the devs studiously separate the static recompilation code from the game ‘ROM’ files, which retro gamers may or may not actually own.

Many social media commenters point out that AI was used in the development of Mario Kart Wiicompiled, but that was already made clear in the project FAQ. That document clearly states that AI was used to assist with code only, not for the generation of art or other assets.

Ex-Sega engineer creates 'super realistic' CRT monitor emulator — incredible retro offering even includes TV screen tapping to fix picture

16 July 2026 at 10:00

An ex-Sega engineer has created a CRT emulator for macOS so realistic that it even supports screen tapping to fix the notoriously sketchy performance of the technology. On Tuesday, a developer showcased a CRT emulation project which some commenters complained was more like a CRT damage simulator. In other words, the CRT effects like flickering, noise, and aberrations were judged by the masses to be somewhat overdone. Today, @GOROman has followed up by demonstrating that the famicom-rf-hackrf-decoder software’s CRT rendering can be improved via an old-school whack to the top of the monitor. See it with your own eyes, in the video embedded below.

皆様の要望にお応えして、テレビ画面叩きに対応しました! https://t.co/Bg75IsbW28 pic.twitter.com/DJJjhuOC7xJuly 14, 2026

The developer of this CRT emulator, GOROman, is an ex-Sega and ex-Facebook software engineer. They explain that the famicom-rf-hackrf-decoder software receives VHF RF output (NTSC-J) from their Famicom (Nintendo NES) via an open-source SDR (software-defined radio) solution dubbed the HackRF One.

With the software running and the NES plugged into the HackRF One, the console’s RF-modulated video can be displayed on VHF channel 1 or 2. However, here you can see it on a modern LCD, in a window on the desktop. Thus the GOROman project is performing a full NTSC-J color decode in software and displaying the result on the desktop in real time via SDL2.

It is further explained that the Famicom “is not broadcast-compliant (non-interlaced 240p, chroma phase advancing 120° per line, one short line per frame).” Therefore, the decoder has to run several processes in the background to avoid quirks like drifts, wobbles, and color burst instability.

GOROman’s famicom-rf-hackrf-decoder software in action

(Image credit: GOROman on X and GitHub)

In summary, the Famicom’s RF output isn’t ideal for piping into modern monitors, so the decoder has to effectively simulate an analog TV’s brain, locking in the image stability and color. The initial demo shared by GOROman looked so much like a ‘damaged TV’ because the dev wanted to play around "by shifting the VHF frequency (exaggeratedly)." [machine translation] It was an eye-catching, humorous demo.

So, what’s happening with the new video and demo of percussive maintenance support? On social media, some have guessed that the fun picture stability-fixing mechanic could be using feedback from the Apple MacBook’s lid angle sensor. However, I looked at the GitHub page for GOROman’s famicom-rf-hackrf-decoder software, released under the MIT open-source license, and there appears to be an input variable for "audio tap," so the effect may be based on mic audio input.

Someone in the comments has requested a magnet mode to play with the ‘CRT,’ so guess what might happen tomorrow.

75% of all PS3 games reportedly now run on PC via open-source emulator RPCS3 — announcement comes weeks after Sony's plan to shutter the PlayStation Store for PS3 and PS Vita by 2027

RPCS3, a multi-platform open-source PlayStation 3 emulator and debugger, has revealed that 2,681 of the total 3,559 PS3 titles are now compatible with its software, meaning a huge majority of games can now be played on Windows, Linux, macOS, and FreeBSD. The developers of the app said on X that RPCS3 is continually being worked on and that they’re targeting full preservation of the entire PS3 library. This is an important development for PlayStation 3 owners and enthusiasts, especially as Sony said that it will stop making physical game discs by 2028 and shut down the PlayStation Store for PS3 and PS Vita a year before that.

75% of all PlayStation 3 games are now PLAYABLE on PC!RPCS3 continues to be improved with new features, fixes, and optimisations, bringing it ever closer to preserving the entire PS3 library. pic.twitter.com/7HtrgPBwGcJuly 14, 2026

Ensuring that over 2,600 games are compatible with your emulation is no mean feat, especially for a project that’s mostly supported by Patreon and volunteers. The team has already achieved more than 75% compatibility with the entire PS3 library, with less than a thousand titles needing to be worked on. Of this, 816 are now playable but encounter serious glitches or performance problems, 60 reach the game’s main menu but fail to load past that, while only two titles initialize but are stuck on a black screen. If you want to check if you can now play your favorite PS3 title on your PC, you can go to the RPCS3 compatibility page and type in the name of the game.

This is a huge win for the game preservation community, as this would ensure that you can continue playing your PS3 game library even if your console no longer works. The beautiful thing about RPCS3 is that it works with a lot of different hardware — aside from support for Windows, Linux, macOS, and FreeBSD, it’s also compatible with both x86 and arm64, so you can install it on some of the best handheld gaming PCs to play your PS3 games on the go.

Emulation is quite controversial among game publishers and developers, and many companies have historically taken steps against those who make these apps. However, the courts have said that emulation isn’t necessarily illegal, as long as the people who use them only play games that they’ve already paid for. In fact, the Patreon page of RPCS3 was once hit by a DMCA takedown request from Atlus, the maker of Persona 5, arguing that “no version of the P5 game should be playable on this platform; and [the RPCS3] developers are infringing on our IP by making such games playable.”

While it ultimately failed in its request, it showed how some companies think that their games should only be played on the platform that they designed it for. They argue that emulators might introduce performance issues, meaning players will not get the optimal experience when playing their games. However, RPCS3 has proven that emulators could deliver a similar (or even better) performance than the PS3, with newer versions getting a 5% to 7% boost in FPS numbers compared to previous builds and even hitting more than 1500 FPS on the Minecraft title screen.

PC gamer turns Steam games into cartridges with ingenious 2.5-inch SSD system — games are stored on 128GB drives alongside a script to auto-start the title once plugged in

15 July 2026 at 12:16

A PC gamer has created and demonstrated a handy Steam Game Cartridge system. Over on PCMR, Jibril-sama introduced the system, which blends the old-school console convenience of cartridges with Steam’s awesome and agreeably flexible games library. Ingeniously, it upcycles a bundle of old SATA SSDs into Steam-ready game cartridges using a disk mount detect and execute script on the software side and a SATA dock on the hardware side. Icing on this already tasty cake is provided by Jibril-sama’s colorfully encased and custom-labeled Steam Game Cartridges. Nice.

Steam Game Cartridges from r/pcmasterrace

“Got a couple of used 2.5" SSDs for cheap so I decided to make a Game Cartridge system,” the Redditor casually informs the PCMR masses in the post embedded above. “Games are actually on those SSDs with a script to auto-navigate Steam to the game's page. Auto-starting the game right away is also possible.”

Further comments by the OP explain that all the drives bought for this project were 128GB in capacity, and €7 a piece ($8). That’s not bad in the current RAM and NAND crunch, and keeps these files off your built-in primary storage. As many readers will know, PC game libraries can easily grow to hog a lot of storage.

We reached out to Jibril-sama for some more background info about how the Steam Game Cartridge system is designed to work with as little user friction as possible. They informed us that the system in the video runs Linux and Valve’s Steam URL Protocol is leveraged to navigate to the game's page or launch the game.

“All it needs is a systemd template to check for a script on the SSD and launch it. And a udev rule to trigger the system,” Jibril-sama told Tom’s Hardware. “So basically: Plug in SSD -> udev rule sees the event -> triggers the systemd daemon -> systemd daemon looks into the SSD and finds the script -> execute the script.”

Steam Cartridge Games system
PrincessMidori
Steam Cartridge Games system
cakehonolulu
Steam Cartridge Games system
cakehonolulu
Steam Cartridge Games system
cakehonolulu

Commenters on PCMR have overwhelmingly welcomed the Steam Game Cartridge future teased by this system. Some want to see the system extended to include GOG game libraries. Others query how the system handles the inevitable hefty multi-gigabyte updates that are pushed (even to older games) from time to time. Jibril-sama told Tom’s Hardware that they didn’t plan to deal with updates often, as they didn’t use cartridges for ‘live service’ titles, and they are mostly used for the “games that I want to replay once in a while.” If and when updates have been flagged, “I just let Steam handle the updates and wait a bit before I can play,” they added.

I’ve had repeated firsthand experience with Steam Games libraries being fussy when moving across different PCs, so stretching the library system this way could reveal cracks and wrinkles as more games are tested. We shall see.

Hopefully, fuller implementation guides, scripts, and resources to help others purchase or 3D print their own Steam Game Cartridge shells will be shared in due course.

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