Building and optimizing technology with your own hands is a satisfaction that never gets old. This week, we're looking at a wild intersection where retro hardware meets modern space exploration, and where the DIY community is finding clever ways to bypass the limitations of aging software. Whether it's landing a simulated rocket with a 40-year-old British computer or building the "ultimate" hybrid console from spare parts, the hardware landscape is proving that old silicon still has plenty of fight left in it. We also have to face the hard reality of the current market—AI-driven hardware demands are finally trickling down to the hobbyist level, and it's hitting our wallets where it hurts most. Scott Manley lands on the moon with a ZX Spectrum There is a specific kind of magic in seeing a machine designed for bedroom coding in 1982 take control of a modern space simulator. Space enthusiast and YouTuber Scott Manley recently demonstrated this by using a ZX Spectrum 48K to successfully land a lunar module in Kerbal Space Program. While it sounds like a novelty act, it actually highlights a fascinating technical truth: the Spectrum's Z80 CPU, running at 3.5 MHz, is objectively more powerful than the original Apollo Guidance Computer (AGC) used in 1969. To make this work, Manley had to bridge the gap between 1980s serial ports and modern Windows PCs. Since the Spectrum lacks USB, he utilized the Interface 1 add-on, which provides an RS232 serial port. By using a specialized mod for Kerbal Space Program that allows remote control via Python, he was able to feed real-time telemetry from the game into the Spectrum. The 8-bit machine then calculated the necessary attitude and acceleration adjustments, sending commands back to the simulator to execute a soft landing. It’s a testament to efficient programming; when you only have 48K of RAM, every byte of code has to earn its keep—a philosophy modern software developers seem to have largely abandoned. N64 Recomp Launcher streamlines Nintendo PC ports The world of game preservation has taken a massive leap forward with the rise of static recompilation. Unlike traditional emulation, which tries to mimic hardware in real-time, recompilation transforms original game binaries into native code for modern systems. This has resulted in flawless PC ports of classics like Mario 64. However, keeping track of these independent projects on GitHub has been a chore. Enter the N64 Recomp Launcher, a new tool by Noah Capetsky and Sir Diablo designed specifically to manage these native ports. This launcher is a godsend for Steam Deck users. It provides a clean UI to download and organize recompilations for titles like Banjo-Kazooie, Duke Nukem: Zero Hour, and even the recent Animal Crossing GameCube project. The technical advantage here is massive: because these are native ports, they support high frame rates, ultra-wide resolutions, and modern modding tools that emulation simply can't touch. You still need to provide your own legally dumped ROM files—as Nintendo remains famously litigious—but the barrier to entry for high-fidelity retro gaming has never been lower. DLSS 5 versus the technical wizardry of V-Rally 3 There is a growing divide in the graphics world between AI-generated fidelity and raw software engineering. Nvidia is pushing DLSS 5, which uses AI to upscale images and even generate entire frames. While it looks sharp on paper, it often lacks consistency, creating "hallucinated" details that the original artists never intended. Contrast this with V-Rally 3 on the Game Boy Advance. In 2002, developers at Eden Games performed what can only be described as black magic, squeezing a fully textured 3D engine out of a 16 MHz processor that was never designed for polygons. The GBA was built for 2D sprites, yet V-Rally 3 delivered a 3D experience that rivaled early PlayStation titles. This is a reminder that art direction and engineering efficiency often trump raw pixel counts. While DLSS 5 might make Cyberpunk 2077 look like a high-end film, it doesn't necessarily make the game feel better. The ingenuity required to make a dinky handheld render 3D rally cars is the kind of hardware-level optimization we should be celebrating, rather than relying on AI filters to clean up unoptimized modern codebases. AI demand triggers massive Raspberry Pi price hikes It’s not all good news in the DIY world. The global obsession with AI is wreaking havoc on the supply chain for hobbyist components. Eben Upton, founder of the Raspberry Pi Foundation, recently revealed that LPDDR4 RAM prices have increased sevenfold over the last year. This is largely due to AI companies vacuuming up the world's memory supply for data centers. As a result, the Raspberry Pi 4 and Raspberry Pi 5 are seeing significant price increases across the board. To mitigate this, the foundation has introduced a weirdly specific 3 GB model of the Raspberry Pi 4 for roughly $84, attempting to keep a mid-tier option available for those who don't need the full 4 GB or 8 GB versions. For those in the UK, seeing a Raspberry Pi retail for over £150 is a massive shock to the system. If you're working on low-power projects like a Pi-hole or basic retro gaming, it might be time to look at the Raspberry Pi Pico 2. At under £10, it remains the last bastion of affordable DIY computing in an era where high-end RAM has become a luxury commodity. Building the ultimate hybrid PlayStation 1 The modding community is currently peaking with projects that take original silicon and give it modern amenities. A modder known as Secret Hobbyist has developed a custom PCB that combines the best parts of various PS1 revisions. It uses the more efficient CPU and GPU from later models but pairs them with the highly coveted Asahi Kasei DAC (Digital-to-Analog Converter) found only in the earliest "audiophile" units. This isn't just about Frankenstein-ing old parts; it’s a total modernization. The board includes native HDMI output via an onboard FPGA and is designed to work seamlessly with the XStation optical drive emulator. Because the board is significantly smaller than the original motherboard, it opens the door for high-quality handheld builds that use original Sony chips rather than software emulation. It represents the pinnacle of the "No Compromise" philosophy—original hardware accuracy with the convenience of 2026 connectivity. Linux reaches a historic 5% Steam market share For the first time in history, Linux has crossed the 5% market share threshold on the Steam hardware survey. This is a massive milestone that places Linux firmly ahead of macOS for gaming. While 5% might sound small, it represents millions of users who are actively choosing open-source platforms over Windows 11. Much of this growth is driven by the Steam Deck, but there’s also a growing movement of desktop users fleeing Microsoft's increasingly bloated operating system. Recent benchmarks on mini-PCs like the Geekom A5 Pro show that Linux distributions like Bazzite can offer up to a 40% performance increase in GPU-bound tasks compared to Windows 11. With AMD hardware becoming the standard for Linux gamers (accounting for 70% of the user base), the drivers have matured to the point where the "Linux tax" on performance is officially dead. We are entering an era where the best way to play Windows games might actually be on a Linux machine. It’s a strange, wonderful time to be a hardware enthusiast—as long as you can afford the RAM. Whether you’re voting for a fan-made LEGO PSP on LEGO Ideas or scavenging old Atari gear from eBay, the message this week is clear: don't let the corporate roadmaps dictate your tech experience. Take the hardware you have, optimize it, mod it, and keep it alive. I’m heading off for a skiing break in the Alps, but I expect you all to have something new built by the time I get back.
Steam Deck
Products
Linus Tech Tips (6 mentions) positions the device as the industry standard forcing Microsoft to adapt in "Microsoft Leaks the Future of Handheld Windows Gaming," while Rees (2 mentions) champions its Linux-based SteamOS 3 as a proven platform for enthusiasts.
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Nvidia thinks a $4 day pass is the future of gaming Nvidia just introduced a day pass for GeForce Now, and the pricing is nothing short of insulting. To get priority access for a single 24-hour window, you’ll cough up $4. If you want the ultimate tier—which grants you RTX 4080 performance—it’s $8. To put that into perspective, a full month of priority costs $10, and a full month of ultimate costs $20. Nvidia is essentially charging you 40% of a monthly subscription for a single day of service. From a market analysis perspective, this is a baffling move. Usually, a "day pass" is a low-barrier entry point designed to hook users into a long-term subscription. But at this price point, the barrier isn't low; it's a paywall designed to penalize the casual user. It’s hard to imagine who this is for. If you’re a traveler who just wants to game for one night in a hotel, maybe you’ll swallow the $8 pill. But for anyone else, the math simply doesn't work. Nvidia’s justification likely centers on the high cost of server maintenance and bandwidth—this isn't just streaming a video; it's a high-performance compute instance. However, if the goal is user acquisition, they’ve missed the mark. A smarter move would have been a $1 or $2 pass that credits toward your first month. Instead, they’ve opted for a pricing model that feels like corporate penny-pinching in a boardroom. On the technical side, GeForce Now is actually making some impressive strides. They've added variable refresh rate (VRR) support, which is a massive win for cloud gaming. VRR allows the display to sync its refresh rate with the incoming frame rate from the cloud, reducing stutter and latency. Interestingly, this feature is currently locked to users with modern Nvidia GPUs on Windows, yet it works on Macs with Apple or AMD silicon. This suggests Nvidia might be arbitrarily gating features for their own hardware owners—a frustrating but classic move from the green team. Nintendo kills Yuzu in a $2.4 million legal blitz The emulation community was rocked this week when Tropic Haze, the developers behind the Nintendo Switch emulator Yuzu, settled with Nintendo for $2.4 million. This wasn't just a slap on the wrist; it was a total capitulation. The developers agreed to cease all operations, shut down their website, and hand over their domain and hardware to Nintendo. The speed of this settlement—occurring just a week after the lawsuit was filed—suggests that Nintendo had significant leverage. Observers speculate the Yuzu team settled to avoid the discovery phase of a trial, which likely would have unearthed internal communications showing the team sharing copyrighted game files or optimizing for games before their official release. This is the danger zone for emulation. While the software itself is often protected under legal precedent, the moment developers touch pirated game data or profit from its distribution, they paint a massive bullseye on their backs. The fallout has been immediate. Citra, a popular 3DS emulator from the same team, was also shuttered. Competitors like Ryujinx have gone into a defensive crouch, temporarily closing discord invites. Even the developer of the DS emulator DraStic has made the software free and announced plans to open-source it to avoid becoming the next target. Nintendo’s strategy here isn't just about winning a case; it’s about weaponizing fear. They want to send a clear message: if you facilitate the play of our current-gen games on non-Nintendo hardware, we will come for you with everything we have. Warner Bros destroys Rooster Teeth and Adult Swim games In a move that highlights the precarious nature of digital media under corporate consolidation, Warner Bros. Discovery is shutting down Rooster Teeth. This marks the end of a 21-year run for a digital pioneer that defined early internet video culture with "Red vs. Blue." While the brand had seen its share of controversies and declining viewership, the cold, hard shutdown—impacting 150 employees—is a grim reminder that legacy media companies often view these assets as nothing more than tax write-offs or IP silos to be pillaged. Simultaneously, Warner Bros. is delisting games published under the Adult Swim Games banner on Steam. Developers have reported that Warner Bros. rejected requests to simply transfer the ownership of these games back to the creators, despite the developers owning the IP. One developer was told he could relist his game only if he scrubbed all mentions of Adult Swim from the credits. This is a catastrophic failure of digital stewardship. When a corporate giant delists a game, they don't just stop selling it; they kill the community. Historical reviews, wishlists, and years of player data vanish. This trend reinforces the necessity of physical media and independent distribution. If a multi-billion dollar corporation can't be bothered to click three times to transfer a game to its creator, they shouldn't be in the business of publishing art in the first place. This is corporate lethargy at its most destructive, prioritizing legal clean-up over the preservation of digital history. LMG spends thousands on an industrial CT scanner Linus Media Group has acquired a Lumafield Neptune industrial CT scanner, and it’s one of the most exciting additions to our laboratory to date. This isn't just a toy for YouTube; it's a professional tool that allows us to see through hardware without the destructive process of a teardown. We’ve already used it to scan everything from Noctua edition screwdrivers to dbrand promotional Rubik’s cubes. The Neptune works by blasting an object with X-rays from multiple angles as it rotates, then reconstructing a high-fidelity 3D model of the internals. We can see the density of the plastic, the layout of the internal gearing, and even the traces on a PCB. For a tech reviewer, this is like having a superpower. It allows us to verify manufacturing claims and inspect internal build quality with a level of precision that was previously impossible. However, owning such a device in Canada brings us back to the most misunderstood topic in our comment section: tax write-offs. There is a persistent myth that if a business buys an expensive piece of equipment, it’s "free" because it’s a write-off. Let’s be very clear: a write-off simply means we don't pay income tax on the money we spent on that item. If we spend $50,000 on a scanner, we still spent $50,000. We just saved the ~25% tax we would have paid on that $50,000 if we had kept it as profit. We don't get the scanner for free, and we certainly can't write off personal items like home pools just because we filmed a video near them. The CRA is remarkably efficient at spotting that kind of fraud, and being a high-profile target makes us the first people they would audit. Samsung makes a mess of OLED branding Samsung Electronics is currently engaged in some of the most anti-consumer branding obfuscation we've seen in the TV market. They are mixing QD-OLED panels (produced by Samsung Display) with W-OLED panels (produced by LG Display) within the same model lines, specifically the S90D series. For the uninitiated, QD-OLED and W-OLED are fundamentally different technologies. QD-OLED uses quantum dots for superior color brightness and purity, whereas W-OLED uses a white subpixel that can wash out colors at high brightness levels. By refusing to label which panel is in which TV, Samsung is effectively gambling with consumer money. You could buy an S90D and get a cutting-edge QD-OLED, or you could get a W-OLED panel that Samsung’s own marketing previously claimed was inferior. This move appears to be a result of a business deal between Samsung and LG. LG needs to move panels to keep their factories running, and Samsung needs cheaper OLED options to compete on price. As part of the deal, LG reportedly asked Samsung not to market W-OLED as an inferior technology. The result is a total lack of transparency. When brands prioritize backroom corporate deals over clear product specifications, the consumer is always the loser. If you’re shopping for a Samsung OLED this year, you’ll need to be an amateur detective to figure out what you’re actually buying. Linux hits 4% while Windows kills Android apps In a surprising statistical shift, Linux has officially reached a 4.03% market share on desktop operating systems. While 4% sounds small, it represents millions of users and a significant upward trend from just 3% a year ago. Much of this growth is coming from international markets like India, where Linux holds a staggering 15% share. The Steam Deck is likely a major contributor here, even if it’s being undercounted by web traffic metrics. It’s proving that when you give people a polished, functional version of Linux, they’re more than happy to use it. Meanwhile, Microsoft is waving the white flag on one of Windows 11’s marquee features: Android app support. They’ve announced they are ending the Windows Subsystem for Android (WSA) next year. This feature was dead on arrival for most users because it lacked the Google Play Store. Relying on the Amazon Appstore meant a severely limited selection of apps that often didn't work well on a desktop. Microsoft’s retreat from Android apps is a symptom of their failure in the tablet space. Without a compelling consumer tablet to compete with the iPad, there was no real incentive for developers or users to care about Android apps on Windows. It’s a classic Microsoft move: launch a feature with half-hearted execution, see low adoption, and kill it off. While the Linux community builds momentum through open-source utility and hardware like the Steam Deck, Microsoft continues to bloat Windows with features that they eventually abandon anyway.
Mar 9, 2024The illusion of digital privacy and the Incognito settlement For years, the toggle for Incognito Mode in Google Chrome served as a psychological security blanket for millions of users. The dark-themed interface and the fedora-and-glasses icon suggested a level of anonymity that, as it turns out, was largely performative. Google has recently agreed to settle a massive 2020 class-action lawsuit alleging the company continued to track, collect, and identify user browsing data in real-time even when this private browsing mode was active. While the specific financial terms remain under wraps, initial reports suggest the settlement could represent a multi-billion-dollar reckoning for the search giant. At the heart of the dispute was a fundamental disconnect between consumer expectations and Google's technical implementation. When a user opens an incognito window, Google displays a splash screen stating that Chrome won't save your browsing history, cookies, or form data. However, the fine print—often ignored—noted that activity might still be visible to websites you visit, your employer, or your ISP. The legal failure for Google occurred because the company allegedly failed to explicitly state that *Google itself* was one of those entities continuing to harvest data. This is a classic case of a lie by omission; by branding the feature as "Incognito," the company leveraged the common definition of the word to imply a privacy standard it had no intention of meeting. This settlement highlights a broader trend in big tech where marketing jargon frequently outpaces actual engineering. For Google, data is the lifeblood of its advertising machine. Stopping that collection simply because a user clicked a specific button in the browser would have created a massive blind spot in their data tapestry. Instead, they maintained the collection pipeline while offering a cosmetic sense of privacy to the end-user. This legal loss serves as a stark warning: privacy-focused branding must be backed by a genuine cessation of data harvesting, or companies risk massive litigation. The Firefox dilemma and the Chromium monoculture The Incognito Mode scandal has reignited the perennial debate over browser choice. For years, tech enthusiasts have championed Firefox as the last true alternative to the Chromium monoculture. Because Google maintains the Chromium open-source project, even "privacy-first" browsers like Brave or Opera GX are fundamentally built on Google's architectural foundations. Firefox, powered by the Gecko engine, remains the only major non-Chromium player left standing. Despite the clear privacy advantages of Firefox, adoption remains stubbornly low. On Linus Media Group's own forums and platforms, analytics show that even among the most tech-savvy audiences, Firefox usage hovers around 15%. This is a far cry from the 70% support often signaled in community polls. The reality is that the modern web is increasingly built *for* Chrome. Developers often prioritize Chromium compatibility, leading to broken experiences on Firefox for everything from niche scuba diving certification sites to major corporate intranets. When a user finds that a critical work application or a favorite hobby site doesn't load properly in Firefox, they inevitably retreat to the convenience of Chrome. This creates a vicious cycle: low market share leads to poor developer support, which in turn keeps market share low. Breaking this cycle requires more than just a moral objection to Google's tracking habits; it requires a willingness to endure minor technical friction for the sake of the broader ecosystem's health. Until more users are willing to make that trade-off, Google's dominance over how we access the internet remains effectively unchallenged. China targets the psychology of game monetization While the West grapples with data privacy, China is taking a sledgehammer to the predatory psychological loops found in modern video games. New proposed regulations from Chinese officials target the very foundations of the "free-to-play" economy. The rules aim to ban daily login rewards, first-time purchase bonuses, and consecutive spending incentives. Essentially, any mechanism designed to build a habitual, compulsive relationship between a player's wallet and a game's servers is now in the crosshairs. This move sent shockwaves through the global gaming market, causing Tencent to lose 16% of its market value and its competitor NetEase to plummet by 25%. These companies have built empires on "gacha" mechanics and the exploitation of the "lizard brain"—the part of human psychology that responds to shiny rewards and the fear of missing out. By mandating caps on digital wallet spending and banning luck-based draws for minors, China is attempting to treat gaming addiction as a public health crisis rather than a business opportunity. There is a certain irony in seeing such heavy-handed regulation from an authoritarian government, yet the specific targets are undeniably the most exploitative elements of the industry. Western gamers have long complained about the "dark patterns" used in titles like Genshin Impact or Diablo Immortal, yet Western regulators have been slow to act. China's aggressive stance proves that these monetization models are not inevitable; they are a choice made by publishers. If these regulations stick, they could force a global shift in how games are designed, as publishers like Tencent (which owns massive stakes in Western companies like Epic Games and Riot Games) seek to maintain a unified code base across different regions. GM and the disaster of proprietary infotainment In the automotive world, General Motors is currently learning a painful lesson about the dangers of abandoning established software ecosystems. In a bid to control the user experience (and more importantly, the user data), GM decided to drop support for Apple CarPlay and Android Auto in its new electric vehicle lineup, starting with the Chevy Blazer EV. The replacement is a proprietary system based on Android Automotive OS. The results have been catastrophic. GM was forced to issue a delivery pause on the Blazer EV after a litany of software failures. Reviewers and early adopters reported infotainment screens going black while driving, charging failures, and even vehicles refusing to shift into park. One driver reported that the car's heating system could not be turned off while the infotainment system bricked entirely. This failure highlights a fundamental arrogance in the automotive industry. Car manufacturers are historically excellent at mechanical engineering and terrible at software development. Apple CarPlay and Android Auto succeeded because they leveraged the powerful, always-connected device already in the user's pocket. By attempting to force users into a walled garden, GM didn't just create a buggy experience; they created a safety hazard. When a car's primary interface for climate control and navigation fails, the vehicle becomes effectively unusable. GM's claim that this was done for "user safety" rings hollow when compared to the reality of drivers stranded on the side of the road by a crashed operating system. The LTT Labs project and the future of hardware testing As the consumer tech landscape becomes more complex, the need for objective, data-driven analysis has never been greater. The LTT Labs project represents an ambitious attempt to fill the void left by the decline of traditional enthusiast tech journalism. The goal is to move away from subjective "vibe-based" reviews and toward a standardized, automated testing methodology that can cover hundreds of products with scientific precision. Building this infrastructure is a monumental task. It involves an internal audit of every video LMG has ever produced that featured Labs data to ensure total transparency and accuracy. It also requires the development of custom hardware, such as the Chroma load units for power supply testing, and a sophisticated web platform capable of presenting massive data sets to the public. The alpha launch of the Labs website showcases features like customizable graph colors for accessibility and side-by-side "compare carts" that allow users to evaluate products with more depth than any retail site provides. However, the project faces a significant challenge: economic viability. Traditional review videos for components like motherboards or power supplies often struggle to reach 50,000 views, making high-production-value content nearly impossible to justify. The Labs approach is to create a high-volume, low-budget video factory—essentially a "Mad Libs" style of video production where standardized testing data is plugged into a template. This allows for the creation of a comprehensive database of "Diamonds in the Rough"—affordable components that perform significantly better than their price suggests. In an era where AI is increasingly used to scrape and regurgitate content, owning and verifying the raw data is the only way for a tech media company to remain relevant. Tech consolidation and the streaming death spiral The potential merger between Warner Bros. Discovery and Paramount Global is a desperate signal that the streaming era is reaching a breaking point. Both companies are saddled with tens of billions of dollars in debt, and despite their massive IP portfolios, their streaming services are bleeding cash. Warner Bros. is currently valued at roughly $29 billion with $40 billion in debt, while Paramount sits at $10 billion in value with $15 billion in debt. This consolidation is an attempt to achieve the scale necessary to compete with Netflix, which remains the only consistently profitable player in the space. The "streaming wars" were built on the assumption that endless cheap capital would allow every studio to own its own distribution channel. As interest rates have risen and the reality of content costs has set in, that model is collapsing. The fallout is already visible: content is being deleted from platforms for tax write-offs, and subscription prices are rising while quality and quantity dip. The consumer response to this fragmentation is a return to piracy. When a user has to subscribe to five different services just to keep up with cultural conversations, the friction becomes too high. The entertainment industry is on a collision course with a reality where their business model is no longer feasible. Unless these mega-corps find a way to offer a legitimate "buy and own" digital model or a truly unified streaming experience, they risk alienating an entire generation of viewers who are already turning back to the high seas.
Dec 30, 2023