Another single remaining copy game shared

Another single remaining copy game shared

TRIPITAKA (Xuanzang Sanzo’s Dharma-Seeking Journey) is the sequel to Cosmology of Kyoto and second episode in the Cosmology of Asia series. Developed by Soft Edge. Published by PD Inc., 1999.

What makes it interesting is that only a single copy of the game is known to exist. Like eCDP, the owner has decided to release a copy of the game for free.

While I don’t have any ultra-rare games, I did manage to get a copy of the rare Clue: The Storybook, scan it, and provided the internet a copy.

Free-to-play arcade shuts its doors

Free-to-play arcade shuts its doors

Mike Saxton, the owner of the Portland-based FreePlay Gaming Arcade, has decided to shutter the arcade after just six months of business. Turns out, the business model simply doesn’t work. The arcade needs to make £500 per day each weekend to reach the break-even point, yet it’s making less than half that. Some weekdays he makes zero.

Sadly, I think the retro arcade craze has definitely peaked and is waning. People have full access to games on handhelds, home consoles, and even their phones. Nostalgia runs in waves, and it seems the revival of 80’s and 90’s arcade games has peaked and is now subsiding.

Use Steam overlay instead of Windows Taskmanager for GPUs

Use Steam overlay instead of Windows Taskmanager for GPUs

The Steam client overlay got a recent patch [Tomshardware] that introduced frame-level granularity like distinguishing between native frames and those generated by DLSS/FSR, alongside real-time readings of CPU load, RAM usage, clock speeds, and frame timing graphs. Those features have already transformed Steam’s HUD into one of the most comprehensive in-game instruments—effectively matching tools like MangoHud and MSI’s RivaTuner.

A beta was released, but quickly rolled back, that claimed to be better than Task Manager. The claim was that Task Manager can be inaccurate because it measures GPU usage on a per-process basis and relies on the GPU driver to report statistics according to the WDDM specification. Games that split work across multiple processes can therefore have portions of their GPU activity missed, and certain workloads can appear less intensive than they actually are. By aggregating usage across all related processes, Steam’s overlay purported to give a fuller and more precise picture of a game’s GPU demands.

Lossless scaling

Lossless scaling

THS is currently offering an interesting little app on Steam called Lossless Scaling. It proports to triple your frame rate, and actually does so, but with some interesting caveats.

Frame generation isn’t new, there’s a lot of vendor solutions out there like DLSS and FSR already. What lossless scaling does is work on games that do not have those features. It is a purely post-processing effect that works on any game by taking 2 rendered frames and generating up to 2 new in-between frames using an AI trained model.

As you might guess, this has some interesting limitations and artifacts. Firstly, input latency goes up slightly because it relies on 2 fully rendered frames to generate the in-between frames. Also, since lossless scaling is a purely post-process effect, it cannot utilize motion vectors to help calculate in-between frames like FSR/DLSS. This leads to some interesting motion artifacts.

Digital Foundry’s Alex Battaglia did a video on Lossless Scaling and covers all the pros and cons with some great video clips. His takeaway? He really liked it. You should use the much better FSR/DLSS if you have it, but lossless scaling is great for older games that do not have those technologies. It’s also great for increasing frame rates on games that were traditionally locked to lower frame rates (though you want to carefully tune it to a multiple of your monitor refresh rate). It also seems to work ok with some games that have aggressive anti-cheat systems that usually detect frame-rate changing apps.

e-ink gaming consoles?

e-ink gaming consoles?

Singular 9 hopes to launch a crowdfunding campaign for an e-ink console.

Ink Console takes inspiration from choose-your-own-adventure books and retro text-based video games. It lets you play as you read, turning reading into a dynamic and interactive adventure. And the aim is to encourage people to develop their own gamebooks too.

Security expert hacks the USPS text scammers

Security expert hacks the USPS text scammers

Grant Smith got one of the USPS delivery scam text messages. He decided to track the scammers and uncovered a Chinese-language group behind the campaign. He hacked their systems, discovered their mechanisms, and gathered victim data. He handed it to USPS, bank, and FBI investigators – as well published information about their operations online and at Defcon.

He discovered the group sold their scamming kits to set up their own operations for a $200/mo subscription. Similar scams showed up in half dozen other countries.

What’s interesting is he reported how many people fell for it. The triad sent 50,000-100,000 text messages a day. In total, US victims for just this one (albeit very large) operation entered 438,669 credit card numbers. Many people entered multiple cards.

Read more about it here.

What ever happened to Choose your Own Adventure?

What ever happened to Choose your Own Adventure?

Think Choose Your Own Adventure books were the first? Think again

Consider the Consequences! was an interactive romantic novel published in 1930 – and was made available on the internet archive. There’s even an online game version on itch.io.

Before Netflix’s Bandersnatch, the world’s first interactive movie was a Czech film called Kinoautomat.

If you want some fun, there are a few folks that read/review the books online:

Scientists map where symbols turn to letters

Scientists map where symbols turn to letters

Scientists have used a innovative method to map out the transition of symbols into words. Using an interesting strategy, scientists tracked the how our visual system picks up on the shapes and converts them into symbols, then into concepts.

Over two weeks, the scientists taught made-up words written in two unfamiliar, archaic scripts to 24 native English–speaking adults. The words were assigned the meanings of common nouns, such as lemon or truck. Then the researchers used functional MRI scans to track which tiny chunks of brain in that region became active when participants were shown the words learned in training.

The way letters look — curves or staunch lines — takes hold in the back of the ventral occipitotemporal cortex, the team found. But when sounds and meanings come into play, an area further forward in that brain region that better handles abstract concepts seemed to kick into gear.

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