• So, it looks like some Mario games that used to be on Switch 1 are running better on Switch 2 now. There are a few free upgrades for performance and compatibility issues. But honestly, Super Mario 3D All-Stars isn’t even sold anymore. Kinda boring, right? Just another reminder that you can’t get the classics easily. Guess we just wait and see what else happens.

    #SuperMario #Switch2 #GamingUpdates #Nintendo #GamePerformance
    So, it looks like some Mario games that used to be on Switch 1 are running better on Switch 2 now. There are a few free upgrades for performance and compatibility issues. But honestly, Super Mario 3D All-Stars isn’t even sold anymore. Kinda boring, right? Just another reminder that you can’t get the classics easily. Guess we just wait and see what else happens. #SuperMario #Switch2 #GamingUpdates #Nintendo #GamePerformance
    KOTAKU.COM
    Mario Games You Can't Buy Any More Updated So They Work Better On Switch 2
    Some Switch 1 games have quietly started running much better on Switch 2. Others have gotten free upgrades or patches to help improve performance or fix backwards compatibility issues. The latest of those is Super Mario 3D All-Stars, a collection of
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  • Exciting news for all flight simulation enthusiasts! Microsoft Flight Simulator has taken a giant leap forward with its latest updates, enhancing VR compatibility for an even more immersive experience! Imagine soaring through the skies in virtual reality, feeling every moment as if you're really up there! This is your chance to explore new horizons and make your flying dreams come true!

    Don’t miss out on this incredible opportunity to elevate your gaming experience. Dive into the world of Microsoft Flight Simulator and enjoy the breathtaking landscapes from a whole new perspective!

    #MicrosoftFlightSimulator #VRGaming #VirtualReality #GamingCommunity #Inspiration
    🚀🌟 Exciting news for all flight simulation enthusiasts! Microsoft Flight Simulator has taken a giant leap forward with its latest updates, enhancing VR compatibility for an even more immersive experience! 🕶️✈️ Imagine soaring through the skies in virtual reality, feeling every moment as if you're really up there! 🌈✨ This is your chance to explore new horizons and make your flying dreams come true! 🗺️💖 Don’t miss out on this incredible opportunity to elevate your gaming experience. Dive into the world of Microsoft Flight Simulator and enjoy the breathtaking landscapes from a whole new perspective! 🌍💫 #MicrosoftFlightSimulator #VRGaming #VirtualReality #GamingCommunity #Inspiration
    Microsoft Flight Simulator : tout savoir sur la version VR du jeu
    Depuis les dernières mises à jour, Microsoft a amélioré la compatibilité VR pour les utilisateurs […] Cet article Microsoft Flight Simulator : tout savoir sur la version VR du jeu a été publié sur REALITE-VIRTUELLE.COM.
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  • In a world where open-source AI thrives on hope and collaboration, I often find myself lost in a sea of expectations and overwhelming complexities. Every line of code feels like a reminder of the countless hours I pour into trying to keep up with the ever-evolving landscape. "It’s hard," I whisper to myself, as the weight of my solitude presses down.

    Blueprints meant to simplify this journey often seem like distant dreams, slipping through my fingers just when I think I've grasped the essence of what they promise. It's hard to watch as others seem to navigate the waters of integration and experimentation with ease, while I flounder, overwhelmed by poorly maintained libraries and breaking compatibility with every update. I want to create, to experiment quickly, but the barriers are suffocating, leaving me to question my place in this vast, technological expanse.

    I sit for hours, my screen illuminating a path that feels both familiar and foreign. Frustration bubbles beneath the surface—why is it that the very tools designed to foster creativity can also ensnare us in confusion? Each failed attempt is a dagger to my spirit, reminding me of the isolation I feel in a community that should be united. I watch, I learn, but the connection fades, leaving me in shadows where the light of collaboration once shone brightly.

    Every project I undertake feels like a solitary expedition into the unknown. I crave the camaraderie of fellow explorers, yet here I am, navigating this labyrinth alone. The promise of open-source AI is a beacon of hope, but the realization of its challenges often feels like a cruel joke. The freedom to create is entangled with the chains of necessity—a bitter irony that leaves me feeling more isolated than ever.

    I long for moments of clarity, for those blueprints to unfurl like sails catching the wind, propelling me forward into a landscape where creativity flows freely and innovation knows no bounds. But with each passing day, the struggle continues, a reminder that though the journey is meant to be shared, I often find myself standing at the precipice, staring into the abyss of my own doubts and fears.

    In this digital age, I hold onto the glimmers of hope that maybe, just maybe, the community will rise together to confront these challenges. But until then, I mourn the connections lost and the dreams that fade with each failed integration. The burden of loneliness is heavy, yet I carry it, hoping that one day it will transform into the wings of liberation I so desperately seek.

    #OpenSourceAI #Loneliness #Creativity #IntegrationChallenges #Blueprints
    In a world where open-source AI thrives on hope and collaboration, I often find myself lost in a sea of expectations and overwhelming complexities. 💔 Every line of code feels like a reminder of the countless hours I pour into trying to keep up with the ever-evolving landscape. "It’s hard," I whisper to myself, as the weight of my solitude presses down. Blueprints meant to simplify this journey often seem like distant dreams, slipping through my fingers just when I think I've grasped the essence of what they promise. It's hard to watch as others seem to navigate the waters of integration and experimentation with ease, while I flounder, overwhelmed by poorly maintained libraries and breaking compatibility with every update. I want to create, to experiment quickly, but the barriers are suffocating, leaving me to question my place in this vast, technological expanse. 🤖 I sit for hours, my screen illuminating a path that feels both familiar and foreign. Frustration bubbles beneath the surface—why is it that the very tools designed to foster creativity can also ensnare us in confusion? Each failed attempt is a dagger to my spirit, reminding me of the isolation I feel in a community that should be united. I watch, I learn, but the connection fades, leaving me in shadows where the light of collaboration once shone brightly. Every project I undertake feels like a solitary expedition into the unknown. I crave the camaraderie of fellow explorers, yet here I am, navigating this labyrinth alone. The promise of open-source AI is a beacon of hope, but the realization of its challenges often feels like a cruel joke. The freedom to create is entangled with the chains of necessity—a bitter irony that leaves me feeling more isolated than ever. I long for moments of clarity, for those blueprints to unfurl like sails catching the wind, propelling me forward into a landscape where creativity flows freely and innovation knows no bounds. But with each passing day, the struggle continues, a reminder that though the journey is meant to be shared, I often find myself standing at the precipice, staring into the abyss of my own doubts and fears. In this digital age, I hold onto the glimmers of hope that maybe, just maybe, the community will rise together to confront these challenges. But until then, I mourn the connections lost and the dreams that fade with each failed integration. The burden of loneliness is heavy, yet I carry it, hoping that one day it will transform into the wings of liberation I so desperately seek. 🌌 #OpenSourceAI #Loneliness #Creativity #IntegrationChallenges #Blueprints
    Open-source AI is hard. Blueprints can help!
    “I spend 8 hours per week trying to keep up to date, it’s overwhelming!” “Integrating new libraries is difficult. They’re either poorly maintained or updated in ways that break compatibility.” “I want to be able to experiment quickly, without r
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  • Rewriting SymCrypt in Rust to modernize Microsoft’s cryptographic library 

    Outdated coding practices and memory-unsafe languages like C are putting software, including cryptographic libraries, at risk. Fortunately, memory-safe languages like Rust, along with formal verification tools, are now mature enough to be used at scale, helping prevent issues like crashes, data corruption, flawed implementation, and side-channel attacks.
    To address these vulnerabilities and improve memory safety, we’re rewriting SymCrypt—Microsoft’s open-source cryptographic library—in Rust. We’re also incorporating formal verification methods. SymCrypt is used in Windows, Azure Linux, Xbox, and other platforms.
    Currently, SymCrypt is primarily written in cross-platform C, with limited use of hardware-specific optimizations through intrinsicsand assembly language. It provides a wide range of algorithms, including AES-GCM, SHA, ECDSA, and the more recent post-quantum algorithms ML-KEM and ML-DSA. 
    Formal verification will confirm that implementations behave as intended and don’t deviate from algorithm specifications, critical for preventing attacks. We’ll also analyze compiled code to detect side-channel leaks caused by timing or hardware-level behavior.
    Proving Rust program properties with Aeneas
    Program verification is the process of proving that a piece of code will always satisfy a given property, no matter the input. Rust’s type system profoundly improves the prospects for program verification by providing strong ownership guarantees, by construction, using a discipline known as “aliasing xor mutability”.
    For example, reasoning about C code often requires proving that two non-const pointers are live and non-overlapping, a property that can depend on external client code. In contrast, Rust’s type system guarantees this property for any two mutably borrowed references.
    As a result, new tools have emerged specifically for verifying Rust code. We chose Aeneasbecause it helps provide a clean separation between code and proofs.
    Developed by Microsoft Azure Research in partnership with Inria, the French National Institute for Research in Digital Science and Technology, Aeneas connects to proof assistants like Lean, allowing us to draw on a large body of mathematical proofs—especially valuable given the mathematical nature of cryptographic algorithms—and benefit from Lean’s active user community.
    Compiling Rust to C supports backward compatibility  
    We recognize that switching to Rust isn’t feasible for all use cases, so we’ll continue to support, extend, and certify C-based APIs as long as users need them. Users won’t see any changes, as Rust runs underneath the existing C APIs.
    Some users compile our C code directly and may rely on specific toolchains or compiler features that complicate the adoption of Rust code. To address this, we will use Eurydice, a Rust-to-C compiler developed by Microsoft Azure Research, to replace handwritten C code with C generated from formally verified Rust. Eurydicecompiles directly from Rust’s MIR intermediate language, and the resulting C code will be checked into the SymCrypt repository alongside the original Rust source code.
    As more users adopt Rust, we’ll continue supporting this compilation path for those who build SymCrypt from source code but aren’t ready to use the Rust compiler. In the long term, we hope to transition users to either use precompiled SymCrypt binaries, or compile from source code in Rust, at which point the Rust-to-C compilation path will no longer be needed.

    Microsoft research podcast

    Ideas: AI and democracy with Madeleine Daepp and Robert Osazuwa Ness
    As the “biggest election year in history” comes to an end, researchers Madeleine Daepp and Robert Osazuwa Ness and Democracy Forward GM Ginny Badanes discuss AI’s impact on democracy, including the tech’s use in Taiwan and India.

    Listen now

    Opens in a new tab
    Timing analysis with Revizor 
    Even software that has been verified for functional correctness can remain vulnerable to low-level security threats, such as side channels caused by timing leaks or speculative execution. These threats operate at the hardware level and can leak private information, such as memory load addresses, branch targets, or division operands, even when the source code is provably correct. 
    To address this, we’re extending Revizor, a tool developed by Microsoft Azure Research, to more effectively analyze SymCrypt binaries. Revizor models microarchitectural leakage and uses fuzzing techniques to systematically uncover instructions that may expose private information through known hardware-level effects.  
    Earlier cryptographic libraries relied on constant-time programming to avoid operations on secret data. However, recent research has shown that this alone is insufficient with today’s CPUs, where every new optimization may open a new side channel. 
    By analyzing binary code for specific compilers and platforms, our extended Revizor tool enables deeper scrutiny of vulnerabilities that aren’t visible in the source code.
    Verified Rust implementations begin with ML-KEM
    This long-term effort is in alignment with the Microsoft Secure Future Initiative and brings together experts across Microsoft, building on decades of Microsoft Research investment in program verification and security tooling.
    A preliminary version of ML-KEM in Rust is now available on the preview feature/verifiedcryptobranch of the SymCrypt repository. We encourage users to try the Rust build and share feedback. Looking ahead, we plan to support direct use of the same cryptographic library in Rust without requiring C bindings. 
    Over the coming months, we plan to rewrite, verify, and ship several algorithms in Rust as part of SymCrypt. As our investment in Rust deepens, we expect to gain new insights into how to best leverage the language for high-assurance cryptographic implementations with low-level optimizations. 
    As performance is key to scalability and sustainability, we’re holding new implementations to a high bar using our benchmarking tools to match or exceed existing systems.
    Looking forward 
    This is a pivotal moment for high-assurance software. Microsoft’s investment in Rust and formal verification presents a rare opportunity to advance one of our key libraries. We’re excited to scale this work and ultimately deliver an industrial-grade, Rust-based, FIPS-certified cryptographic library.
    Opens in a new tab
    #rewriting #symcrypt #rust #modernize #microsofts
    Rewriting SymCrypt in Rust to modernize Microsoft’s cryptographic library 
    Outdated coding practices and memory-unsafe languages like C are putting software, including cryptographic libraries, at risk. Fortunately, memory-safe languages like Rust, along with formal verification tools, are now mature enough to be used at scale, helping prevent issues like crashes, data corruption, flawed implementation, and side-channel attacks. To address these vulnerabilities and improve memory safety, we’re rewriting SymCrypt—Microsoft’s open-source cryptographic library—in Rust. We’re also incorporating formal verification methods. SymCrypt is used in Windows, Azure Linux, Xbox, and other platforms. Currently, SymCrypt is primarily written in cross-platform C, with limited use of hardware-specific optimizations through intrinsicsand assembly language. It provides a wide range of algorithms, including AES-GCM, SHA, ECDSA, and the more recent post-quantum algorithms ML-KEM and ML-DSA.  Formal verification will confirm that implementations behave as intended and don’t deviate from algorithm specifications, critical for preventing attacks. We’ll also analyze compiled code to detect side-channel leaks caused by timing or hardware-level behavior. Proving Rust program properties with Aeneas Program verification is the process of proving that a piece of code will always satisfy a given property, no matter the input. Rust’s type system profoundly improves the prospects for program verification by providing strong ownership guarantees, by construction, using a discipline known as “aliasing xor mutability”. For example, reasoning about C code often requires proving that two non-const pointers are live and non-overlapping, a property that can depend on external client code. In contrast, Rust’s type system guarantees this property for any two mutably borrowed references. As a result, new tools have emerged specifically for verifying Rust code. We chose Aeneasbecause it helps provide a clean separation between code and proofs. Developed by Microsoft Azure Research in partnership with Inria, the French National Institute for Research in Digital Science and Technology, Aeneas connects to proof assistants like Lean, allowing us to draw on a large body of mathematical proofs—especially valuable given the mathematical nature of cryptographic algorithms—and benefit from Lean’s active user community. Compiling Rust to C supports backward compatibility   We recognize that switching to Rust isn’t feasible for all use cases, so we’ll continue to support, extend, and certify C-based APIs as long as users need them. Users won’t see any changes, as Rust runs underneath the existing C APIs. Some users compile our C code directly and may rely on specific toolchains or compiler features that complicate the adoption of Rust code. To address this, we will use Eurydice, a Rust-to-C compiler developed by Microsoft Azure Research, to replace handwritten C code with C generated from formally verified Rust. Eurydicecompiles directly from Rust’s MIR intermediate language, and the resulting C code will be checked into the SymCrypt repository alongside the original Rust source code. As more users adopt Rust, we’ll continue supporting this compilation path for those who build SymCrypt from source code but aren’t ready to use the Rust compiler. In the long term, we hope to transition users to either use precompiled SymCrypt binaries, or compile from source code in Rust, at which point the Rust-to-C compilation path will no longer be needed. Microsoft research podcast Ideas: AI and democracy with Madeleine Daepp and Robert Osazuwa Ness As the “biggest election year in history” comes to an end, researchers Madeleine Daepp and Robert Osazuwa Ness and Democracy Forward GM Ginny Badanes discuss AI’s impact on democracy, including the tech’s use in Taiwan and India. Listen now Opens in a new tab Timing analysis with Revizor  Even software that has been verified for functional correctness can remain vulnerable to low-level security threats, such as side channels caused by timing leaks or speculative execution. These threats operate at the hardware level and can leak private information, such as memory load addresses, branch targets, or division operands, even when the source code is provably correct.  To address this, we’re extending Revizor, a tool developed by Microsoft Azure Research, to more effectively analyze SymCrypt binaries. Revizor models microarchitectural leakage and uses fuzzing techniques to systematically uncover instructions that may expose private information through known hardware-level effects.   Earlier cryptographic libraries relied on constant-time programming to avoid operations on secret data. However, recent research has shown that this alone is insufficient with today’s CPUs, where every new optimization may open a new side channel.  By analyzing binary code for specific compilers and platforms, our extended Revizor tool enables deeper scrutiny of vulnerabilities that aren’t visible in the source code. Verified Rust implementations begin with ML-KEM This long-term effort is in alignment with the Microsoft Secure Future Initiative and brings together experts across Microsoft, building on decades of Microsoft Research investment in program verification and security tooling. A preliminary version of ML-KEM in Rust is now available on the preview feature/verifiedcryptobranch of the SymCrypt repository. We encourage users to try the Rust build and share feedback. Looking ahead, we plan to support direct use of the same cryptographic library in Rust without requiring C bindings.  Over the coming months, we plan to rewrite, verify, and ship several algorithms in Rust as part of SymCrypt. As our investment in Rust deepens, we expect to gain new insights into how to best leverage the language for high-assurance cryptographic implementations with low-level optimizations.  As performance is key to scalability and sustainability, we’re holding new implementations to a high bar using our benchmarking tools to match or exceed existing systems. Looking forward  This is a pivotal moment for high-assurance software. Microsoft’s investment in Rust and formal verification presents a rare opportunity to advance one of our key libraries. We’re excited to scale this work and ultimately deliver an industrial-grade, Rust-based, FIPS-certified cryptographic library. Opens in a new tab #rewriting #symcrypt #rust #modernize #microsofts
    WWW.MICROSOFT.COM
    Rewriting SymCrypt in Rust to modernize Microsoft’s cryptographic library 
    Outdated coding practices and memory-unsafe languages like C are putting software, including cryptographic libraries, at risk. Fortunately, memory-safe languages like Rust, along with formal verification tools, are now mature enough to be used at scale, helping prevent issues like crashes, data corruption, flawed implementation, and side-channel attacks. To address these vulnerabilities and improve memory safety, we’re rewriting SymCrypt (opens in new tab)—Microsoft’s open-source cryptographic library—in Rust. We’re also incorporating formal verification methods. SymCrypt is used in Windows, Azure Linux, Xbox, and other platforms. Currently, SymCrypt is primarily written in cross-platform C, with limited use of hardware-specific optimizations through intrinsics (compiler-provided low-level functions) and assembly language (direct processor instructions). It provides a wide range of algorithms, including AES-GCM, SHA, ECDSA, and the more recent post-quantum algorithms ML-KEM and ML-DSA.  Formal verification will confirm that implementations behave as intended and don’t deviate from algorithm specifications, critical for preventing attacks. We’ll also analyze compiled code to detect side-channel leaks caused by timing or hardware-level behavior. Proving Rust program properties with Aeneas Program verification is the process of proving that a piece of code will always satisfy a given property, no matter the input. Rust’s type system profoundly improves the prospects for program verification by providing strong ownership guarantees, by construction, using a discipline known as “aliasing xor mutability”. For example, reasoning about C code often requires proving that two non-const pointers are live and non-overlapping, a property that can depend on external client code. In contrast, Rust’s type system guarantees this property for any two mutably borrowed references. As a result, new tools have emerged specifically for verifying Rust code. We chose Aeneas (opens in new tab) because it helps provide a clean separation between code and proofs. Developed by Microsoft Azure Research in partnership with Inria, the French National Institute for Research in Digital Science and Technology, Aeneas connects to proof assistants like Lean (opens in new tab), allowing us to draw on a large body of mathematical proofs—especially valuable given the mathematical nature of cryptographic algorithms—and benefit from Lean’s active user community. Compiling Rust to C supports backward compatibility   We recognize that switching to Rust isn’t feasible for all use cases, so we’ll continue to support, extend, and certify C-based APIs as long as users need them. Users won’t see any changes, as Rust runs underneath the existing C APIs. Some users compile our C code directly and may rely on specific toolchains or compiler features that complicate the adoption of Rust code. To address this, we will use Eurydice (opens in new tab), a Rust-to-C compiler developed by Microsoft Azure Research, to replace handwritten C code with C generated from formally verified Rust. Eurydice (opens in new tab) compiles directly from Rust’s MIR intermediate language, and the resulting C code will be checked into the SymCrypt repository alongside the original Rust source code. As more users adopt Rust, we’ll continue supporting this compilation path for those who build SymCrypt from source code but aren’t ready to use the Rust compiler. In the long term, we hope to transition users to either use precompiled SymCrypt binaries (via C or Rust APIs), or compile from source code in Rust, at which point the Rust-to-C compilation path will no longer be needed. Microsoft research podcast Ideas: AI and democracy with Madeleine Daepp and Robert Osazuwa Ness As the “biggest election year in history” comes to an end, researchers Madeleine Daepp and Robert Osazuwa Ness and Democracy Forward GM Ginny Badanes discuss AI’s impact on democracy, including the tech’s use in Taiwan and India. Listen now Opens in a new tab Timing analysis with Revizor  Even software that has been verified for functional correctness can remain vulnerable to low-level security threats, such as side channels caused by timing leaks or speculative execution. These threats operate at the hardware level and can leak private information, such as memory load addresses, branch targets, or division operands, even when the source code is provably correct.  To address this, we’re extending Revizor (opens in new tab), a tool developed by Microsoft Azure Research, to more effectively analyze SymCrypt binaries. Revizor models microarchitectural leakage and uses fuzzing techniques to systematically uncover instructions that may expose private information through known hardware-level effects.   Earlier cryptographic libraries relied on constant-time programming to avoid operations on secret data. However, recent research has shown that this alone is insufficient with today’s CPUs, where every new optimization may open a new side channel.  By analyzing binary code for specific compilers and platforms, our extended Revizor tool enables deeper scrutiny of vulnerabilities that aren’t visible in the source code. Verified Rust implementations begin with ML-KEM This long-term effort is in alignment with the Microsoft Secure Future Initiative and brings together experts across Microsoft, building on decades of Microsoft Research investment in program verification and security tooling. A preliminary version of ML-KEM in Rust is now available on the preview feature/verifiedcrypto (opens in new tab) branch of the SymCrypt repository. We encourage users to try the Rust build and share feedback (opens in new tab). Looking ahead, we plan to support direct use of the same cryptographic library in Rust without requiring C bindings.  Over the coming months, we plan to rewrite, verify, and ship several algorithms in Rust as part of SymCrypt. As our investment in Rust deepens, we expect to gain new insights into how to best leverage the language for high-assurance cryptographic implementations with low-level optimizations.  As performance is key to scalability and sustainability, we’re holding new implementations to a high bar using our benchmarking tools to match or exceed existing systems. Looking forward  This is a pivotal moment for high-assurance software. Microsoft’s investment in Rust and formal verification presents a rare opportunity to advance one of our key libraries. We’re excited to scale this work and ultimately deliver an industrial-grade, Rust-based, FIPS-certified cryptographic library. Opens in a new tab
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  • Do you think Sony will make support for their rumored new handheld mandatory for developers?

    Red Kong XIX
    Member

    Oct 11, 2020

    13,560

    This is assuming that the handheld can play PS4 games natively without any issues, so they are not included in the poll.
    Hardware leaker Kepler said it should be able to run PS5 games, even without a patch, but with a performance impact potentially. 

    Hero_of_the_Day
    Avenger

    Oct 27, 2017

    19,958

    Isn't the rumor that games don't require patches to run on it? That would imply that support isn't mandatory, but automatic.
     

    Homura
    ▲ Legend ▲
    Member

    Aug 20, 2019

    7,232

    As the post above said, the rumor is the PS5 portable will be able to run natively any and all PS4/PS5 games.

    Of course, some games might not work properly or require specific patches, but the idea is automatic compatibility. 

    shadowman16
    Member

    Oct 25, 2017

    42,292

    Ideally you'd want stuff to pretty much work out of the box. The more you ask devs to do, the less I imagine will want to support it... Or suddenly games get parred down so that they can run on handhelds.

    I personally would just prefer a solution where its automatic. I dont really care about a Sony handheld, dont really want devs to be forced to support the thing 

    Modest_Modsoul
    Living the Dreams
    Member

    Oct 29, 2017

    28,418


     

    setmymindforopensky
    Member

    Apr 20, 2025

    67

    a lot of games have performance modes. it should run a lot of the library even without any patching. if there's multiplat im sure itll default to the PS4 ver. im not sure what theyd do for something like GTA6 but itll have a series S version so its clearly scalable enough.

    im guessing PSTV situation. support it or not we dont care. 

    reksveks
    Member

    May 17, 2022

    7,628

    Think Kepler is personally assuming the goal of running without patches is a goal and one that won't happen just cause it's too late to force it.

    It's going to be an interesting solution to an interesting problem 

    Servbot24
    The Fallen

    Oct 25, 2017

    47,826

    Obviously not. Pretty absurd question tbh.
     

    RivalGT
    Member

    Dec 13, 2017

    7,616

    This one sounds like it requires a lot of work on Sony's end, I dont think developers will need to do much for games to work.

    Granted moving forward Sony is likely to make it easier for devs to have a more input on this portable mode.

    Things working out of the box is likely the goal, and thats what Sony needs if they want this to work, but devs having more input on this mode would be a plus I think. 

    Callibretto
    Member

    Oct 25, 2017

    10,445

    Indonesia

    shadowman16 said:

    Ideally you'd want stuff to pretty much work out of the box. The more you ask devs to do, the less I imagine will want to support it... Or suddenly games get parred down so that they can run on handhelds.

    I personally would just prefer a solution where its automatic. I dont really care about a Sony handheld, dont really want devs to be forced to support the thingClick to expand...
    Click to shrink...

    depend on the game imo, asking CD Project to somehow make Witcher 4 playable on handheld might be unreasonable. but any game that can run on Switch 2 should be playable on PSPortable without much issue
     

    Pheonix1
    Member

    Jun 22, 2024

    716

    Absolutely they will. Not sure why people think it would be hard, if they hand them.the right tools most ports won't take long anyhow.
     

    skeezx
    Member

    Oct 27, 2017

    23,994

    guessing there will be a "portable approved" label with the respective games going forward, regardless whether it's a PS5 or PS6 game. and when the thing is released popular past titles will be retroactively approved by sony, and up to developers if they want to patch the bigger games to be portable friendly.

    i guess where things could get tricky/laborious for developers is whether every game going forward is required to screen for portable performance, as it's not a PC so the portable will likely disallow for running "non-approved" games at all 

    AmFreak
    Member

    Oct 26, 2017

    3,245

    They need to give people some form of guarantee that it will get games, otherwise they greatly diminish their potential success.

    The best way to do this is to make it another SKU of the contemporary console. And witheverything already running at 60fps and progression slowing to a crawl it's far easier than it had been in the past. 

    Ruck
    Member

    Oct 25, 2017

    3,105

    I mean, what is the handheld? PS6? Or an actual second console? If the former, then yes, if the latter then no
     

    TitanicFall
    Member

    Nov 12, 2017

    9,340

    Nah. It might be incentivized though. There's not much in it for devs if it's a cross buy situation.
     

    Callibretto
    Member

    Oct 25, 2017

    10,445

    Indonesia

    imo, PS6 will remain their main console, focusing on high fidelity visuals that Switch 2 and portable PC won't be able to run without huge compromise.

    PSPortable will be secondary console, something like PSPortal, but this time able to play any games that Switch2 can reasonably run. and for the high end games that it can't run, it will use streaming, either from PS6 you own, or PS+ Premium subs 

    bleits
    Member

    Oct 14, 2023

    373

    They have to if they want to be taken seriously
     

    Vic Damone Jr.
    Member

    Oct 27, 2017

    20,534

    Nope Sony doesn't mandate this stuff and it's why their second product always dies.
     

    fiendcode
    Member

    Oct 26, 2017

    26,514

    I think it depends on what the device really is, if it's more of a "Portal 2" or a "Series SP" or something else entirely. Streaming might be enough for PS6 games along with incentivized PS5/4 patches but whatever SIE does they need to make sure their inhouse teams are ALL on board this time. That was a big part of PSP/Vita's downfall, that the biggest or most important PS Studios snubbed them and the teams that did show up with support are mostly closed and gone now.
     

    Callibretto
    Member

    Oct 25, 2017

    10,445

    Indonesia

    bleits said:

    They have to if they want to be taken seriously

    Click to expand...
    Click to shrink...

    from the last interview with PS exec about Switch 2 spec, it seems clear that PS have no plan to abandon high end console spec to switch to mobile hardware like Switch 2 and Xbox Ally.

    PS consider their high fidelity visual as advantage and differentiator from Nintendo.

    so with PS6, their top studio will eventuall make games that just won't realistically run on handheld devices.

    so having a mandate where all PS6 games is playable on handheld is simply unrealistic imo 

    danm999
    Member

    Oct 29, 2017

    19,929

    Sydney

    Incentives, not mandates.
     

    NSESN
    ▲ Legend ▲
    Member

    Oct 25, 2017

    27,729

    I think people are setting themselves for disappointment in regards for how powerful this thing will be
     

    defaltoption
    Plug in a controller and enter the Konami code
    The Fallen

    Oct 27, 2017

    12,485

    Austin

    Depends on what they call it.

    If they call it anything related to ps6, expect very bad performance, and mandates

    If they call it ps5 portable, expect bad performance and no mandates as it will be handled on their end

    If they call it a ps portable expect it to have no support from Sony and get whatever it gets just be happy it functions till they abandon it. 

    Metnut
    Member

    Apr 7, 2025

    30

    Good question OP.

    I voted the middle one. I think anything that ships for PS5 will need to work for the handheld. Question is whether that works automatically or will need patches. 

    mute
    ▲ Legend ▲
    Member

    Oct 25, 2017

    29,807

    I think that would require a level of commitment to a secondary piece of hardware that Sony hasn't shown in a long time.
     

    Patison
    Member

    Oct 27, 2017

    761

    It's difficult to say without knowing what they're planning with this device exactly. If they're fully going Switch routeor more like a Steam Deck, which will run launch games perfectly and then, as time goes on, some titles might start looking less than ideal or be unplayable at all.

    Or Series S/X, just the Series S being portable — that would be preferable but also limiting but also diminishing returns between generations so might be worth it etc.

    And if that device happens at all and its development won't be dropped soon is another question. Lots of unknowns, but I'm interested to see what Sony comes up with, as long as they'll have games to support it this time around. 

    Jammerz
    Member

    Apr 29, 2023

    1,579

    I think it will be optional support.

    However sony needs to support it with their first parties to set an example and making it as easy as possible for other devs to scale down. For sony first party games maybe use nixxes to scale down so their studios aren't bogged down. 

    Hamchan
    The Fallen

    Oct 25, 2017

    6,000

    I think 99.9% of games will be crossgen between PS5 and PS6 for the entire generation, just based on how this industry is going, so it might not be much of an issue for Sony to mandate.
     

    Advance.Wars.Sgt.
    Member

    Jun 10, 2018

    10,456

    Honestly, I'd worry more about Sony's 1st party teams than 3rd party developers since they were notoriously adverse making software with a handheld power profile in mind.
     

    overthewaves
    Member

    Sep 30, 2020

    1,203

    Wouldn't that hamstring the games for ps6? That's PlayStation players biggest fear they don't want a series S type situation right? They treat series S like a punching bag.
     

    Neonvisions
    Member

    Oct 27, 2017

    707

    overthewaves said:

    Wouldn't that hamstring the games for ps6? That's PlayStation players biggest fear they don't want a series S type situation right? They treat series S like a punching bag.

    Click to expand...
    Click to shrink...

    How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X? 

    Gwarm
    Member

    Nov 13, 2017

    2,902

    I'd be shocked if Sony released a device that let's you play games that haven't been patched or confirmed to run acceptably. Imagine if certain games just hard crashed the console? This is the company that wouldn't let you play certain Vita games on the PSTV even if they actually worked.
     

    bloopland33
    Member

    Mar 4, 2020

    3,845

    I wonder if they'll just do the Steam Deck thing and do a compatibility badge. You can boot whatever software you want, but it might run at 5 fps and drain your battery.

    This would be in addition to whatever efforts they're doing to make things work out of the box, of course.

    But it's hard to imagine them mandating developers ship a PS6 profile and a PS6P profile for those heavier games 5-7 years from now…

    ….but it's also hard to imagine them shipping this PS6-gen device that doesn't play everything. So maybe they Steam Deck it 

    vivftp
    Member

    Oct 29, 2017

    23,016

    My guess, every PS6 game will be mandated to support it. PS5 games will support it natively for the simpler games and will require a patch as has been rumored to run on lesser specs

    I think next gen we get PS3 and Vita emulation so the PS6 and portable will be able to play games from PSN from every past PlayStation 

    Mocha Joe
    Member

    Jun 2, 2021

    13,636

    Really need to take the Steam Deck approach and don't make it a requirement. Just make it a complementary device where it is possible to play majority of the games available on PSN.
     

    overthewaves
    Member

    Sep 30, 2020

    1,203

    Neonvisions said:

    How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X?

    Click to expand...
    Click to shrink...

    I mean did you see the reaction here to the series S announcement lol. Everyone was saying it's gonna "hold back the generation".
     

    reksveks
    Member

    May 17, 2022

    7,628

    Neonvisions said:

    How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X?

    Click to expand...
    Click to shrink...

    Or the perception is that it does but the truth is that there is a lot of factors
     

    Fabs
    Member

    Aug 22, 2019

    2,827

    I can't see the forcing handheld and pro support next gen.
     

    level
    Member

    May 25, 2023

    1,427

    Definitely not

    Games already take too long to make. Extra time isn't something they'll want to reinforce to their developers. 

    gofreak
    Member

    Oct 26, 2017

    8,411

    I don't think support will be mandatory. I think they're bringing it into a reality where a growing portion of games can, or could, run without much change or effort on the developer's part on a next gen handheld. They'll lean on that natural trend rather than a policy - anything that is outside of that will just be streamable as now with the Portal.
     

    Caiusto
    Member

    Oct 25, 2017

    7,086

    If they don't want to end up with another Vita yes they will.
     

    mute
    ▲ Legend ▲
    Member

    Oct 25, 2017

    29,807

    Advance.Wars.Sgt. said:

    Honestly, I'd worry more about Sony's 1st party teams than 3rd party developers since they were notoriously adverse making software with a handheld power profile in mind.

    Click to expand...
    Click to shrink...

    It does seem kinda unthinkable that Intergalactic would be made with a handheld in mind, for example.
     

    AmFreak
    Member

    Oct 26, 2017

    3,245

    mute said:

    It does seem kinda unthinkable that Intergalactic would be made with a handheld in mind, for example.

    Click to expand...
    Click to shrink...

    Ratchet, Returnal, Cyberpunk, etc. also weren't made "with a handheld in mind".
     

    Spoit
    Member

    Oct 28, 2017

    5,599

    Given how much of a pain the series S mandate has been, I don't see them binding even first party studios to it, especially ones that are trying to go for the cutting edge of tech. Since given AMDs timelines, is not going to be anywhere near a base PS5.

    I'm also skeptical of the claim that'll be able to play ps5 games without extensive patching. 

    Jawmuncher
    Crisis Dino
    Moderator

    Oct 25, 2017

    45,166

    Ibis Island

    No, I think the portable will handle portable stuff "automatically" for what it converts
     

    knightmawk
    Member

    Dec 12, 2018

    8,900

    I expect they'll do everything they can to make sure no one has to think about it and it's as automatic as possible. It'll technically still be part of cert, but the goal will be for it to be rare that a game fails that part of cert and has to be sent back.

    That being said, I imagine there will be some games that still don't work and developers will be able to submit for that exception. 

    RivalGT
    Member

    Dec 13, 2017

    7,616

    I think the concept here is similar to how PS4 games play on PS5, the ones with patches I mean, the game will run with a different graphics preset then it would on PS4/ PS4 Pro, so in some cases this means higher resolution or higher frame rate cap.

    What Sony needs to work on their end is getting this to work without any patches from developers. Its the only way this can work. 

    Vexii
    Member

    Oct 31, 2017

    3,103

    UK

    if they don't mandate support, it'll just be a death knell for the format. I don't think they could get away with a dedicated handheld platform now when the Switch and Steam Deck exists
     

    Mobius and Pet Octopus
    Member

    Oct 25, 2017

    17,065

    Just because a game can run on a handheld, doesn't mean that's all required for support. The UI alone likely requires changes for an optimal experience, sometimes necessary to be "playable". Small screen sizes usually needs changes.
     

    SeanMN
    Member

    Oct 28, 2017

    2,437

    If PS6 games support is optional, that will create fragmentation of the platform and uncertain software support.

    If it's part of the PS6 family and support is mandatory, I can see there being concern that if would hold the generation back with a low capability sku.

    My thoughts are this should be a PS6 and support the same as the primary console. 
    #you #think #sony #will #make
    Do you think Sony will make support for their rumored new handheld mandatory for developers?
    Red Kong XIX Member Oct 11, 2020 13,560 This is assuming that the handheld can play PS4 games natively without any issues, so they are not included in the poll. Hardware leaker Kepler said it should be able to run PS5 games, even without a patch, but with a performance impact potentially.  Hero_of_the_Day Avenger Oct 27, 2017 19,958 Isn't the rumor that games don't require patches to run on it? That would imply that support isn't mandatory, but automatic.   Homura ▲ Legend ▲ Member Aug 20, 2019 7,232 As the post above said, the rumor is the PS5 portable will be able to run natively any and all PS4/PS5 games. Of course, some games might not work properly or require specific patches, but the idea is automatic compatibility.  shadowman16 Member Oct 25, 2017 42,292 Ideally you'd want stuff to pretty much work out of the box. The more you ask devs to do, the less I imagine will want to support it... Or suddenly games get parred down so that they can run on handhelds. I personally would just prefer a solution where its automatic. I dont really care about a Sony handheld, dont really want devs to be forced to support the thing  Modest_Modsoul Living the Dreams Member Oct 29, 2017 28,418 🤷‍♂️   setmymindforopensky Member Apr 20, 2025 67 a lot of games have performance modes. it should run a lot of the library even without any patching. if there's multiplat im sure itll default to the PS4 ver. im not sure what theyd do for something like GTA6 but itll have a series S version so its clearly scalable enough. im guessing PSTV situation. support it or not we dont care.  reksveks Member May 17, 2022 7,628 Think Kepler is personally assuming the goal of running without patches is a goal and one that won't happen just cause it's too late to force it. It's going to be an interesting solution to an interesting problem  Servbot24 The Fallen Oct 25, 2017 47,826 Obviously not. Pretty absurd question tbh.   RivalGT Member Dec 13, 2017 7,616 This one sounds like it requires a lot of work on Sony's end, I dont think developers will need to do much for games to work. Granted moving forward Sony is likely to make it easier for devs to have a more input on this portable mode. Things working out of the box is likely the goal, and thats what Sony needs if they want this to work, but devs having more input on this mode would be a plus I think.  Callibretto Member Oct 25, 2017 10,445 Indonesia shadowman16 said: Ideally you'd want stuff to pretty much work out of the box. The more you ask devs to do, the less I imagine will want to support it... Or suddenly games get parred down so that they can run on handhelds. I personally would just prefer a solution where its automatic. I dont really care about a Sony handheld, dont really want devs to be forced to support the thingClick to expand... Click to shrink... depend on the game imo, asking CD Project to somehow make Witcher 4 playable on handheld might be unreasonable. but any game that can run on Switch 2 should be playable on PSPortable without much issue   Pheonix1 Member Jun 22, 2024 716 Absolutely they will. Not sure why people think it would be hard, if they hand them.the right tools most ports won't take long anyhow.   skeezx Member Oct 27, 2017 23,994 guessing there will be a "portable approved" label with the respective games going forward, regardless whether it's a PS5 or PS6 game. and when the thing is released popular past titles will be retroactively approved by sony, and up to developers if they want to patch the bigger games to be portable friendly. i guess where things could get tricky/laborious for developers is whether every game going forward is required to screen for portable performance, as it's not a PC so the portable will likely disallow for running "non-approved" games at all  AmFreak Member Oct 26, 2017 3,245 They need to give people some form of guarantee that it will get games, otherwise they greatly diminish their potential success. The best way to do this is to make it another SKU of the contemporary console. And witheverything already running at 60fps and progression slowing to a crawl it's far easier than it had been in the past.  Ruck Member Oct 25, 2017 3,105 I mean, what is the handheld? PS6? Or an actual second console? If the former, then yes, if the latter then no   TitanicFall Member Nov 12, 2017 9,340 Nah. It might be incentivized though. There's not much in it for devs if it's a cross buy situation.   Callibretto Member Oct 25, 2017 10,445 Indonesia imo, PS6 will remain their main console, focusing on high fidelity visuals that Switch 2 and portable PC won't be able to run without huge compromise. PSPortable will be secondary console, something like PSPortal, but this time able to play any games that Switch2 can reasonably run. and for the high end games that it can't run, it will use streaming, either from PS6 you own, or PS+ Premium subs  bleits Member Oct 14, 2023 373 They have to if they want to be taken seriously   Vic Damone Jr. Member Oct 27, 2017 20,534 Nope Sony doesn't mandate this stuff and it's why their second product always dies.   fiendcode Member Oct 26, 2017 26,514 I think it depends on what the device really is, if it's more of a "Portal 2" or a "Series SP" or something else entirely. Streaming might be enough for PS6 games along with incentivized PS5/4 patches but whatever SIE does they need to make sure their inhouse teams are ALL on board this time. That was a big part of PSP/Vita's downfall, that the biggest or most important PS Studios snubbed them and the teams that did show up with support are mostly closed and gone now.   Callibretto Member Oct 25, 2017 10,445 Indonesia bleits said: They have to if they want to be taken seriously Click to expand... Click to shrink... from the last interview with PS exec about Switch 2 spec, it seems clear that PS have no plan to abandon high end console spec to switch to mobile hardware like Switch 2 and Xbox Ally. PS consider their high fidelity visual as advantage and differentiator from Nintendo. so with PS6, their top studio will eventuall make games that just won't realistically run on handheld devices. so having a mandate where all PS6 games is playable on handheld is simply unrealistic imo  danm999 Member Oct 29, 2017 19,929 Sydney Incentives, not mandates.   NSESN ▲ Legend ▲ Member Oct 25, 2017 27,729 I think people are setting themselves for disappointment in regards for how powerful this thing will be   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin Depends on what they call it. If they call it anything related to ps6, expect very bad performance, and mandates If they call it ps5 portable, expect bad performance and no mandates as it will be handled on their end If they call it a ps portable expect it to have no support from Sony and get whatever it gets just be happy it functions till they abandon it.  Metnut Member Apr 7, 2025 30 Good question OP. I voted the middle one. I think anything that ships for PS5 will need to work for the handheld. Question is whether that works automatically or will need patches.  mute ▲ Legend ▲ Member Oct 25, 2017 29,807 I think that would require a level of commitment to a secondary piece of hardware that Sony hasn't shown in a long time.   Patison Member Oct 27, 2017 761 It's difficult to say without knowing what they're planning with this device exactly. If they're fully going Switch routeor more like a Steam Deck, which will run launch games perfectly and then, as time goes on, some titles might start looking less than ideal or be unplayable at all. Or Series S/X, just the Series S being portable — that would be preferable but also limiting but also diminishing returns between generations so might be worth it etc. And if that device happens at all and its development won't be dropped soon is another question. Lots of unknowns, but I'm interested to see what Sony comes up with, as long as they'll have games to support it this time around.  Jammerz Member Apr 29, 2023 1,579 I think it will be optional support. However sony needs to support it with their first parties to set an example and making it as easy as possible for other devs to scale down. For sony first party games maybe use nixxes to scale down so their studios aren't bogged down.  Hamchan The Fallen Oct 25, 2017 6,000 I think 99.9% of games will be crossgen between PS5 and PS6 for the entire generation, just based on how this industry is going, so it might not be much of an issue for Sony to mandate.   Advance.Wars.Sgt. Member Jun 10, 2018 10,456 Honestly, I'd worry more about Sony's 1st party teams than 3rd party developers since they were notoriously adverse making software with a handheld power profile in mind.   overthewaves Member Sep 30, 2020 1,203 Wouldn't that hamstring the games for ps6? That's PlayStation players biggest fear they don't want a series S type situation right? They treat series S like a punching bag.   Neonvisions Member Oct 27, 2017 707 overthewaves said: Wouldn't that hamstring the games for ps6? That's PlayStation players biggest fear they don't want a series S type situation right? They treat series S like a punching bag. Click to expand... Click to shrink... How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X?  Gwarm Member Nov 13, 2017 2,902 I'd be shocked if Sony released a device that let's you play games that haven't been patched or confirmed to run acceptably. Imagine if certain games just hard crashed the console? This is the company that wouldn't let you play certain Vita games on the PSTV even if they actually worked.   bloopland33 Member Mar 4, 2020 3,845 I wonder if they'll just do the Steam Deck thing and do a compatibility badge. You can boot whatever software you want, but it might run at 5 fps and drain your battery. This would be in addition to whatever efforts they're doing to make things work out of the box, of course. But it's hard to imagine them mandating developers ship a PS6 profile and a PS6P profile for those heavier games 5-7 years from now… ….but it's also hard to imagine them shipping this PS6-gen device that doesn't play everything. So maybe they Steam Deck it  vivftp Member Oct 29, 2017 23,016 My guess, every PS6 game will be mandated to support it. PS5 games will support it natively for the simpler games and will require a patch as has been rumored to run on lesser specs I think next gen we get PS3 and Vita emulation so the PS6 and portable will be able to play games from PSN from every past PlayStation  Mocha Joe Member Jun 2, 2021 13,636 Really need to take the Steam Deck approach and don't make it a requirement. Just make it a complementary device where it is possible to play majority of the games available on PSN.   overthewaves Member Sep 30, 2020 1,203 Neonvisions said: How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X? Click to expand... Click to shrink... I mean did you see the reaction here to the series S announcement lol. Everyone was saying it's gonna "hold back the generation".   reksveks Member May 17, 2022 7,628 Neonvisions said: How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X? Click to expand... Click to shrink... Or the perception is that it does but the truth is that there is a lot of factors   Fabs Member Aug 22, 2019 2,827 I can't see the forcing handheld and pro support next gen.   level Member May 25, 2023 1,427 Definitely not Games already take too long to make. Extra time isn't something they'll want to reinforce to their developers.  gofreak Member Oct 26, 2017 8,411 I don't think support will be mandatory. I think they're bringing it into a reality where a growing portion of games can, or could, run without much change or effort on the developer's part on a next gen handheld. They'll lean on that natural trend rather than a policy - anything that is outside of that will just be streamable as now with the Portal.   Caiusto Member Oct 25, 2017 7,086 If they don't want to end up with another Vita yes they will.   mute ▲ Legend ▲ Member Oct 25, 2017 29,807 Advance.Wars.Sgt. said: Honestly, I'd worry more about Sony's 1st party teams than 3rd party developers since they were notoriously adverse making software with a handheld power profile in mind. Click to expand... Click to shrink... It does seem kinda unthinkable that Intergalactic would be made with a handheld in mind, for example.   AmFreak Member Oct 26, 2017 3,245 mute said: It does seem kinda unthinkable that Intergalactic would be made with a handheld in mind, for example. Click to expand... Click to shrink... Ratchet, Returnal, Cyberpunk, etc. also weren't made "with a handheld in mind".   Spoit Member Oct 28, 2017 5,599 Given how much of a pain the series S mandate has been, I don't see them binding even first party studios to it, especially ones that are trying to go for the cutting edge of tech. Since given AMDs timelines, is not going to be anywhere near a base PS5. I'm also skeptical of the claim that'll be able to play ps5 games without extensive patching.  Jawmuncher Crisis Dino Moderator Oct 25, 2017 45,166 Ibis Island No, I think the portable will handle portable stuff "automatically" for what it converts   knightmawk Member Dec 12, 2018 8,900 I expect they'll do everything they can to make sure no one has to think about it and it's as automatic as possible. It'll technically still be part of cert, but the goal will be for it to be rare that a game fails that part of cert and has to be sent back. That being said, I imagine there will be some games that still don't work and developers will be able to submit for that exception.  RivalGT Member Dec 13, 2017 7,616 I think the concept here is similar to how PS4 games play on PS5, the ones with patches I mean, the game will run with a different graphics preset then it would on PS4/ PS4 Pro, so in some cases this means higher resolution or higher frame rate cap. What Sony needs to work on their end is getting this to work without any patches from developers. Its the only way this can work.  Vexii Member Oct 31, 2017 3,103 UK if they don't mandate support, it'll just be a death knell for the format. I don't think they could get away with a dedicated handheld platform now when the Switch and Steam Deck exists   Mobius and Pet Octopus Member Oct 25, 2017 17,065 Just because a game can run on a handheld, doesn't mean that's all required for support. The UI alone likely requires changes for an optimal experience, sometimes necessary to be "playable". Small screen sizes usually needs changes.   SeanMN Member Oct 28, 2017 2,437 If PS6 games support is optional, that will create fragmentation of the platform and uncertain software support. If it's part of the PS6 family and support is mandatory, I can see there being concern that if would hold the generation back with a low capability sku. My thoughts are this should be a PS6 and support the same as the primary console.  #you #think #sony #will #make
    WWW.RESETERA.COM
    Do you think Sony will make support for their rumored new handheld mandatory for developers?
    Red Kong XIX Member Oct 11, 2020 13,560 This is assuming that the handheld can play PS4 games natively without any issues, so they are not included in the poll. Hardware leaker Kepler said it should be able to run PS5 games, even without a patch, but with a performance impact potentially.  Hero_of_the_Day Avenger Oct 27, 2017 19,958 Isn't the rumor that games don't require patches to run on it? That would imply that support isn't mandatory, but automatic.   Homura ▲ Legend ▲ Member Aug 20, 2019 7,232 As the post above said, the rumor is the PS5 portable will be able to run natively any and all PS4/PS5 games. Of course, some games might not work properly or require specific patches, but the idea is automatic compatibility.  shadowman16 Member Oct 25, 2017 42,292 Ideally you'd want stuff to pretty much work out of the box. The more you ask devs to do, the less I imagine will want to support it... Or suddenly games get parred down so that they can run on handhelds (which considering how people hated cross gen for that reason, they'd hate it here as well). I personally would just prefer a solution where its automatic. I dont really care about a Sony handheld, dont really want devs to be forced to support the thing (considering how shit Sony is at supporting its peripherals - like the Vita or PSVR2)  Modest_Modsoul Living the Dreams Member Oct 29, 2017 28,418 🤷‍♂️   setmymindforopensky Member Apr 20, 2025 67 a lot of games have performance modes. it should run a lot of the library even without any patching. if there's multiplat im sure itll default to the PS4 ver. im not sure what theyd do for something like GTA6 but itll have a series S version so its clearly scalable enough. im guessing PSTV situation. support it or not we dont care.  reksveks Member May 17, 2022 7,628 Think Kepler is personally assuming the goal of running without patches is a goal and one that won't happen just cause it's too late to force it. It's going to be an interesting solution to an interesting problem  Servbot24 The Fallen Oct 25, 2017 47,826 Obviously not. Pretty absurd question tbh.   RivalGT Member Dec 13, 2017 7,616 This one sounds like it requires a lot of work on Sony's end, I dont think developers will need to do much for games to work. Granted moving forward Sony is likely to make it easier for devs to have a more input on this portable mode. Things working out of the box is likely the goal, and thats what Sony needs if they want this to work, but devs having more input on this mode would be a plus I think.  Callibretto Member Oct 25, 2017 10,445 Indonesia shadowman16 said: Ideally you'd want stuff to pretty much work out of the box. The more you ask devs to do, the less I imagine will want to support it... Or suddenly games get parred down so that they can run on handhelds (which considering how people hated cross gen for that reason, they'd hate it here as well). I personally would just prefer a solution where its automatic. I dont really care about a Sony handheld, dont really want devs to be forced to support the thing (considering how shit Sony is at supporting its peripherals - like the Vita or PSVR2) Click to expand... Click to shrink... depend on the game imo, asking CD Project to somehow make Witcher 4 playable on handheld might be unreasonable. but any game that can run on Switch 2 should be playable on PSPortable without much issue   Pheonix1 Member Jun 22, 2024 716 Absolutely they will. Not sure why people think it would be hard, if they hand them.the right tools most ports won't take long anyhow.   skeezx Member Oct 27, 2017 23,994 guessing there will be a "portable approved" label with the respective games going forward, regardless whether it's a PS5 or PS6 game. and when the thing is released popular past titles will be retroactively approved by sony, and up to developers if they want to patch the bigger games to be portable friendly. i guess where things could get tricky/laborious for developers is whether every game going forward is required to screen for portable performance, as it's not a PC so the portable will likely disallow for running "non-approved" games at all  AmFreak Member Oct 26, 2017 3,245 They need to give people some form of guarantee that it will get games, otherwise they greatly diminish their potential success. The best way to do this is to make it another SKU of the contemporary console. And with (close to) everything already running at 60fps and progression slowing to a crawl it's far easier than it had been in the past.  Ruck Member Oct 25, 2017 3,105 I mean, what is the handheld? PS6? Or an actual second console? If the former, then yes, if the latter then no   TitanicFall Member Nov 12, 2017 9,340 Nah. It might be incentivized though. There's not much in it for devs if it's a cross buy situation.   Callibretto Member Oct 25, 2017 10,445 Indonesia imo, PS6 will remain their main console, focusing on high fidelity visuals that Switch 2 and portable PC won't be able to run without huge compromise. PSPortable will be secondary console, something like PSPortal, but this time able to play any games that Switch2 can reasonably run. and for the high end games that it can't run, it will use streaming, either from PS6 you own, or PS+ Premium subs  bleits Member Oct 14, 2023 373 They have to if they want to be taken seriously   Vic Damone Jr. Member Oct 27, 2017 20,534 Nope Sony doesn't mandate this stuff and it's why their second product always dies.   fiendcode Member Oct 26, 2017 26,514 I think it depends on what the device really is, if it's more of a "Portal 2" or a "Series SP" or something else entirely (PSP3?). Streaming might be enough for PS6 games along with incentivized PS5/4 patches but whatever SIE does they need to make sure their inhouse teams are ALL on board this time. That was a big part of PSP/Vita's downfall, that the biggest or most important PS Studios snubbed them and the teams that did show up with support are mostly closed and gone now.   Callibretto Member Oct 25, 2017 10,445 Indonesia bleits said: They have to if they want to be taken seriously Click to expand... Click to shrink... from the last interview with PS exec about Switch 2 spec, it seems clear that PS have no plan to abandon high end console spec to switch to mobile hardware like Switch 2 and Xbox Ally. PS consider their high fidelity visual as advantage and differentiator from Nintendo. so with PS6, their top studio will eventuall make games that just won't realistically run on handheld devices. so having a mandate where all PS6 games is playable on handheld is simply unrealistic imo  danm999 Member Oct 29, 2017 19,929 Sydney Incentives, not mandates.   NSESN ▲ Legend ▲ Member Oct 25, 2017 27,729 I think people are setting themselves for disappointment in regards for how powerful this thing will be   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin Depends on what they call it. If they call it anything related to ps6, expect very bad performance, and mandates If they call it ps5 portable, expect bad performance and no mandates as it will be handled on their end If they call it a ps portable expect it to have no support from Sony and get whatever it gets just be happy it functions till they abandon it.  Metnut Member Apr 7, 2025 30 Good question OP. I voted the middle one. I think anything that ships for PS5 will need to work for the handheld. Question is whether that works automatically or will need patches.  mute ▲ Legend ▲ Member Oct 25, 2017 29,807 I think that would require a level of commitment to a secondary piece of hardware that Sony hasn't shown in a long time.   Patison Member Oct 27, 2017 761 It's difficult to say without knowing what they're planning with this device exactly. If they're fully going Switch route (or PS Vita/PS TV route) or more like a Steam Deck, which will run launch games perfectly and then, as time goes on, some titles might start looking less than ideal or be unplayable at all. Or Series S/X, just the Series S being portable — that would be preferable but also limiting but also diminishing returns between generations so might be worth it etc. And if that device happens at all and its development won't be dropped soon is another question. Lots of unknowns, but I'm interested to see what Sony comes up with, as long as they'll have games to support it this time around.  Jammerz Member Apr 29, 2023 1,579 I think it will be optional support. However sony needs to support it with their first parties to set an example and making it as easy as possible for other devs to scale down. For sony first party games maybe use nixxes to scale down so their studios aren't bogged down.  Hamchan The Fallen Oct 25, 2017 6,000 I think 99.9% of games will be crossgen between PS5 and PS6 for the entire generation, just based on how this industry is going, so it might not be much of an issue for Sony to mandate.   Advance.Wars.Sgt. Member Jun 10, 2018 10,456 Honestly, I'd worry more about Sony's 1st party teams than 3rd party developers since they were notoriously adverse making software with a handheld power profile in mind.   overthewaves Member Sep 30, 2020 1,203 Wouldn't that hamstring the games for ps6? That's PlayStation players biggest fear they don't want a series S type situation right? They treat series S like a punching bag.   Neonvisions Member Oct 27, 2017 707 overthewaves said: Wouldn't that hamstring the games for ps6? That's PlayStation players biggest fear they don't want a series S type situation right? They treat series S like a punching bag. Click to expand... Click to shrink... How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X?  Gwarm Member Nov 13, 2017 2,902 I'd be shocked if Sony released a device that let's you play games that haven't been patched or confirmed to run acceptably. Imagine if certain games just hard crashed the console? This is the company that wouldn't let you play certain Vita games on the PSTV even if they actually worked.   bloopland33 Member Mar 4, 2020 3,845 I wonder if they'll just do the Steam Deck thing and do a compatibility badge. You can boot whatever software you want, but it might run at 5 fps and drain your battery. This would be in addition to whatever efforts they're doing to make things work out of the box, of course. But it's hard to imagine them mandating developers ship a PS6 profile and a PS6P profile for those heavier games 5-7 years from now… ….but it's also hard to imagine them shipping this PS6-gen device that doesn't play everything (depending on how they position it). So maybe they Steam Deck it  vivftp Member Oct 29, 2017 23,016 My guess, every PS6 game will be mandated to support it. PS5 games will support it natively for the simpler games and will require a patch as has been rumored to run on lesser specs I think next gen we get PS3 and Vita emulation so the PS6 and portable will be able to play games from PSN from every past PlayStation  Mocha Joe Member Jun 2, 2021 13,636 Really need to take the Steam Deck approach and don't make it a requirement. Just make it a complementary device where it is possible to play majority of the games available on PSN.   overthewaves Member Sep 30, 2020 1,203 Neonvisions said: How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X? Click to expand... Click to shrink... I mean did you see the reaction here to the series S announcement lol. Everyone was saying it's gonna "hold back the generation".   reksveks Member May 17, 2022 7,628 Neonvisions said: How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X? Click to expand... Click to shrink... Or the perception is that it does but the truth is that there is a lot of factors   Fabs Member Aug 22, 2019 2,827 I can't see the forcing handheld and pro support next gen.   level Member May 25, 2023 1,427 Definitely not Games already take too long to make. Extra time isn't something they'll want to reinforce to their developers.  gofreak Member Oct 26, 2017 8,411 I don't think support will be mandatory. I think they're bringing it into a reality where a growing portion of games can, or could, run without much change or effort on the developer's part on a next gen handheld. They'll lean on that natural trend rather than a policy - anything that is outside of that will just be streamable as now with the Portal.   Caiusto Member Oct 25, 2017 7,086 If they don't want to end up with another Vita yes they will.   mute ▲ Legend ▲ Member Oct 25, 2017 29,807 Advance.Wars.Sgt. said: Honestly, I'd worry more about Sony's 1st party teams than 3rd party developers since they were notoriously adverse making software with a handheld power profile in mind. Click to expand... Click to shrink... It does seem kinda unthinkable that Intergalactic would be made with a handheld in mind, for example.   AmFreak Member Oct 26, 2017 3,245 mute said: It does seem kinda unthinkable that Intergalactic would be made with a handheld in mind, for example. Click to expand... Click to shrink... Ratchet, Returnal, Cyberpunk, etc. also weren't made "with a handheld in mind".   Spoit Member Oct 28, 2017 5,599 Given how much of a pain the series S mandate has been, I don't see them binding even first party studios to it, especially ones that are trying to go for the cutting edge of tech. Since given AMDs timelines, is not going to be anywhere near a base PS5. I'm also skeptical of the claim that'll be able to play ps5 games without extensive patching.  Jawmuncher Crisis Dino Moderator Oct 25, 2017 45,166 Ibis Island No, I think the portable will handle portable stuff "automatically" for what it converts   knightmawk Member Dec 12, 2018 8,900 I expect they'll do everything they can to make sure no one has to think about it and it's as automatic as possible. It'll technically still be part of cert, but the goal will be for it to be rare that a game fails that part of cert and has to be sent back. That being said, I imagine there will be some games that still don't work and developers will be able to submit for that exception.  RivalGT Member Dec 13, 2017 7,616 I think the concept here is similar to how PS4 games play on PS5, the ones with patches I mean, the game will run with a different graphics preset then it would on PS4/ PS4 Pro, so in some cases this means higher resolution or higher frame rate cap. What Sony needs to work on their end is getting this to work without any patches from developers. Its the only way this can work.  Vexii Member Oct 31, 2017 3,103 UK if they don't mandate support, it'll just be a death knell for the format. I don't think they could get away with a dedicated handheld platform now when the Switch and Steam Deck exists   Mobius and Pet Octopus Member Oct 25, 2017 17,065 Just because a game can run on a handheld, doesn't mean that's all required for support. The UI alone likely requires changes for an optimal experience, sometimes necessary to be "playable". Small screen sizes usually needs changes.   SeanMN Member Oct 28, 2017 2,437 If PS6 games support is optional, that will create fragmentation of the platform and uncertain software support. If it's part of the PS6 family and support is mandatory, I can see there being concern that if would hold the generation back with a low capability sku. My thoughts are this should be a PS6 and support the same as the primary console. 
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  • For June’s Patch Tuesday, 68 fixes — and two zero-day flaws

    Microsoft offered up a fairly light Patch Tuesday release this month, with 68 patches to Microsoft Windows and Microsoft Office. There were no updates for Exchange or SQL server and just two minor patches for Microsoft Edge. That said, two zero-day vulnerabilitieshave led to a “Patch Now” recommendation for both Windows and Office.To help navigate these changes, the team from Readiness has provided auseful  infographic detailing the risks involved when deploying the latest updates.Known issues

    Microsoft released a limited number of known issues for June, with a product-focused issue and a very minor display concern:

    Microsoft Excel: This a rare product level entry in the “known issues” category — an advisory that “square brackets” orare not supported in Excel filenames. An error is generated, advising the user to remove the offending characters.

    Windows 10: There are reports of blurry or unclear CJKtext when displayed at 96 DPIin Chromium-based browsers such as Microsoft Edge and Google Chrome. This is a limited resource issue, as the font resolution in Windows 10 does not fully match the high-level resolution of the Noto font. Microsoft recommends changing the display scaling to 125% or 150% to improve clarity.

    Major revisions and mitigations

    Microsoft might have won an award for the shortest time between releasing an update and a revision with:

    CVE-2025-33073: Windows SMB Client Elevation of Privilege. Microsoft worked to address a vulnerability where improper access control in Windows SMB allows an attacker to elevate privileges over a network. This patch was revised on the same day as its initial release.

    Windows lifecycle and enforcement updates

    Microsoft did not release any enforcement updates for June.

    Each month, the Readiness team analyzes Microsoft’s latest updates and provides technically sound, actionable testing plans. While June’s release includes no stated functional changes, many foundational components across authentication, storage, networking, and user experience have been updated.

    For this testing guide, we grouped Microsoft’s updates by Windows feature and then accompanied the section with prescriptive test actions and rationale to help prioritize enterprise efforts.

    Core OS and UI compatibility

    Microsoft updated several core kernel drivers affecting Windows as a whole. This is a low-level system change and carries a high risk of compatibility and system issues. In addition, core Microsoft print libraries have been included in the update, requiring additional print testing in addition to the following recommendations:

    Run print operations from 32-bit applications on 64-bit Windows environments.

    Use different print drivers and configurations.

    Observe printing from older productivity apps and virtual environments.

    Remote desktop and network connectivity

    This update could impact the reliability of remote access while broken DHCP-to-DNS integration can block device onboarding, and NAT misbehavior disrupts VPNs or site-to-site routing configurations. We recommend the following tests be performed:

    Create and reconnect Remote Desktopsessions under varying network conditions.

    Confirm that DHCP-assigned IP addresses are correctly registered with DNS in AD-integrated environments.

    Test modifying NAT and routing settings in RRAS configurations and ensure that changes persist across reboots.

    Filesystem, SMB and storage

    Updates to the core Windows storage libraries affect nearly every command related to Microsoft Storage Spaces. A minor misalignment here can result in degraded clusters, orphaned volumes, or data loss in a failover scenario. These are high-priority components in modern data center and hybrid cloud infrastructure, with the following storage-related testing recommendations:

    Access file shares using server names, FQDNs, and IP addresses.

    Enable and validate encrypted and compressed file-share operations between clients and servers.

    Run tests that create, open, and read from system log files using various file and storage configurations.

    Validate core cluster storage management tasks, including creating and managing storage pools, tiers, and volumes.

    Test disk addition/removal, failover behaviors, and resiliency settings.

    Run system-level storage diagnostics across active and passive nodes in the cluster.

    Windows installer and recovery

    Microsoft delivered another update to the Windows Installerapplication infrastructure. Broken or regressed Installer package MSI handling disrupts app deployment pipelines while putting core business applications at risk. We suggest the following tests for the latest changes to MSI Installer, Windows Recovery and Microsoft’s Virtualization Based Security:

    Perform installation, repair, and uninstallation of MSI Installer packages using standard enterprise deployment tools.

    Validate restore point behavior for points older than 60 days under varying virtualization-based securitysettings.

    Check both client and server behaviors for allowed or blocked restores.

    We highly recommend prioritizing printer testing this month, then remote desktop deployment testing to ensure your core business applications install and uninstall as expected.

    Each month, we break down the update cycle into product familieswith the following basic groupings: 

    Browsers;

    Microsoft Windows;

    Microsoft Office;

    Microsoft Exchange and SQL Server; 

    Microsoft Developer Tools;

    And Adobe.

    Browsers

    Microsoft delivered a very minor series of updates to Microsoft Edge. The  browser receives two Chrome patcheswhere both updates are rated important. These low-profile changes can be added to your standard release calendar.

    Microsoft Windows

    Microsoft released five critical patches and40 patches rated important. This month the five critical Windows patches cover the following desktop and server vulnerabilities:

    Missing release of memory after effective lifetime in Windows Cryptographic Servicesallows an unauthorized attacker to execute code over a network.

    Use after free in Windows Remote Desktop Services allows an unauthorized attacker to execute code over a network.

    Use after free in Windows KDC Proxy Serviceallows an unauthorized attacker to execute code over a network.

    Use of uninitialized resources in Windows Netlogon allows an unauthorized attacker to elevate privileges over a network.

    Unfortunately, CVE-2025-33073 has been reported as publicly disclosed while CVE-2025-33053 has been reported as exploited. Given these two zero-days, the Readiness recommends a “Patch Now” release schedule for your Windows updates.

    Microsoft Office

    Microsoft released five critical updates and a further 13 rated important for Office. The critical patches deal with memory related and “use after free” memory allocation issues affecting the entire platform. Due to the number and severity of these issues, we recommend a “Patch Now” schedule for Office for this Patch Tuesday release.

    Microsoft Exchange and SQL Server

    There are no updates for either Microsoft Exchange or SQL Server this month. 

    Developer tools

    There were only three low-level updatesreleased, affecting .NET and Visual Studio. Add these updates to your standard developer release schedule.

    AdobeAdobe has releaseda single update to Adobe Acrobat. There were two other non-Microsoft updated releases affecting the Chromium platform, which were covered in the Browser section above.
    #junes #patch #tuesday #fixes #two
    For June’s Patch Tuesday, 68 fixes — and two zero-day flaws
    Microsoft offered up a fairly light Patch Tuesday release this month, with 68 patches to Microsoft Windows and Microsoft Office. There were no updates for Exchange or SQL server and just two minor patches for Microsoft Edge. That said, two zero-day vulnerabilitieshave led to a “Patch Now” recommendation for both Windows and Office.To help navigate these changes, the team from Readiness has provided auseful  infographic detailing the risks involved when deploying the latest updates.Known issues Microsoft released a limited number of known issues for June, with a product-focused issue and a very minor display concern: Microsoft Excel: This a rare product level entry in the “known issues” category — an advisory that “square brackets” orare not supported in Excel filenames. An error is generated, advising the user to remove the offending characters. Windows 10: There are reports of blurry or unclear CJKtext when displayed at 96 DPIin Chromium-based browsers such as Microsoft Edge and Google Chrome. This is a limited resource issue, as the font resolution in Windows 10 does not fully match the high-level resolution of the Noto font. Microsoft recommends changing the display scaling to 125% or 150% to improve clarity. Major revisions and mitigations Microsoft might have won an award for the shortest time between releasing an update and a revision with: CVE-2025-33073: Windows SMB Client Elevation of Privilege. Microsoft worked to address a vulnerability where improper access control in Windows SMB allows an attacker to elevate privileges over a network. This patch was revised on the same day as its initial release. Windows lifecycle and enforcement updates Microsoft did not release any enforcement updates for June. Each month, the Readiness team analyzes Microsoft’s latest updates and provides technically sound, actionable testing plans. While June’s release includes no stated functional changes, many foundational components across authentication, storage, networking, and user experience have been updated. For this testing guide, we grouped Microsoft’s updates by Windows feature and then accompanied the section with prescriptive test actions and rationale to help prioritize enterprise efforts. Core OS and UI compatibility Microsoft updated several core kernel drivers affecting Windows as a whole. This is a low-level system change and carries a high risk of compatibility and system issues. In addition, core Microsoft print libraries have been included in the update, requiring additional print testing in addition to the following recommendations: Run print operations from 32-bit applications on 64-bit Windows environments. Use different print drivers and configurations. Observe printing from older productivity apps and virtual environments. Remote desktop and network connectivity This update could impact the reliability of remote access while broken DHCP-to-DNS integration can block device onboarding, and NAT misbehavior disrupts VPNs or site-to-site routing configurations. We recommend the following tests be performed: Create and reconnect Remote Desktopsessions under varying network conditions. Confirm that DHCP-assigned IP addresses are correctly registered with DNS in AD-integrated environments. Test modifying NAT and routing settings in RRAS configurations and ensure that changes persist across reboots. Filesystem, SMB and storage Updates to the core Windows storage libraries affect nearly every command related to Microsoft Storage Spaces. A minor misalignment here can result in degraded clusters, orphaned volumes, or data loss in a failover scenario. These are high-priority components in modern data center and hybrid cloud infrastructure, with the following storage-related testing recommendations: Access file shares using server names, FQDNs, and IP addresses. Enable and validate encrypted and compressed file-share operations between clients and servers. Run tests that create, open, and read from system log files using various file and storage configurations. Validate core cluster storage management tasks, including creating and managing storage pools, tiers, and volumes. Test disk addition/removal, failover behaviors, and resiliency settings. Run system-level storage diagnostics across active and passive nodes in the cluster. Windows installer and recovery Microsoft delivered another update to the Windows Installerapplication infrastructure. Broken or regressed Installer package MSI handling disrupts app deployment pipelines while putting core business applications at risk. We suggest the following tests for the latest changes to MSI Installer, Windows Recovery and Microsoft’s Virtualization Based Security: Perform installation, repair, and uninstallation of MSI Installer packages using standard enterprise deployment tools. Validate restore point behavior for points older than 60 days under varying virtualization-based securitysettings. Check both client and server behaviors for allowed or blocked restores. We highly recommend prioritizing printer testing this month, then remote desktop deployment testing to ensure your core business applications install and uninstall as expected. Each month, we break down the update cycle into product familieswith the following basic groupings:  Browsers; Microsoft Windows; Microsoft Office; Microsoft Exchange and SQL Server;  Microsoft Developer Tools; And Adobe. Browsers Microsoft delivered a very minor series of updates to Microsoft Edge. The  browser receives two Chrome patcheswhere both updates are rated important. These low-profile changes can be added to your standard release calendar. Microsoft Windows Microsoft released five critical patches and40 patches rated important. This month the five critical Windows patches cover the following desktop and server vulnerabilities: Missing release of memory after effective lifetime in Windows Cryptographic Servicesallows an unauthorized attacker to execute code over a network. Use after free in Windows Remote Desktop Services allows an unauthorized attacker to execute code over a network. Use after free in Windows KDC Proxy Serviceallows an unauthorized attacker to execute code over a network. Use of uninitialized resources in Windows Netlogon allows an unauthorized attacker to elevate privileges over a network. Unfortunately, CVE-2025-33073 has been reported as publicly disclosed while CVE-2025-33053 has been reported as exploited. Given these two zero-days, the Readiness recommends a “Patch Now” release schedule for your Windows updates. Microsoft Office Microsoft released five critical updates and a further 13 rated important for Office. The critical patches deal with memory related and “use after free” memory allocation issues affecting the entire platform. Due to the number and severity of these issues, we recommend a “Patch Now” schedule for Office for this Patch Tuesday release. Microsoft Exchange and SQL Server There are no updates for either Microsoft Exchange or SQL Server this month.  Developer tools There were only three low-level updatesreleased, affecting .NET and Visual Studio. Add these updates to your standard developer release schedule. AdobeAdobe has releaseda single update to Adobe Acrobat. There were two other non-Microsoft updated releases affecting the Chromium platform, which were covered in the Browser section above. #junes #patch #tuesday #fixes #two
    WWW.COMPUTERWORLD.COM
    For June’s Patch Tuesday, 68 fixes — and two zero-day flaws
    Microsoft offered up a fairly light Patch Tuesday release this month, with 68 patches to Microsoft Windows and Microsoft Office. There were no updates for Exchange or SQL server and just two minor patches for Microsoft Edge. That said, two zero-day vulnerabilities (CVE-2025-33073 and CVE-2025-33053) have led to a “Patch Now” recommendation for both Windows and Office. (Developers can follow their usual release cadence with updates to Microsoft .NET and Visual Studio.) To help navigate these changes, the team from Readiness has provided auseful  infographic detailing the risks involved when deploying the latest updates. (More information about recent Patch Tuesday releases is available here.) Known issues Microsoft released a limited number of known issues for June, with a product-focused issue and a very minor display concern: Microsoft Excel: This a rare product level entry in the “known issues” category — an advisory that “square brackets” or [] are not supported in Excel filenames. An error is generated, advising the user to remove the offending characters. Windows 10: There are reports of blurry or unclear CJK (Chinese, Japanese, Korean) text when displayed at 96 DPI (100% scaling) in Chromium-based browsers such as Microsoft Edge and Google Chrome. This is a limited resource issue, as the font resolution in Windows 10 does not fully match the high-level resolution of the Noto font. Microsoft recommends changing the display scaling to 125% or 150% to improve clarity. Major revisions and mitigations Microsoft might have won an award for the shortest time between releasing an update and a revision with: CVE-2025-33073: Windows SMB Client Elevation of Privilege. Microsoft worked to address a vulnerability where improper access control in Windows SMB allows an attacker to elevate privileges over a network. This patch was revised on the same day as its initial release (and has been revised again for documentation purposes). Windows lifecycle and enforcement updates Microsoft did not release any enforcement updates for June. Each month, the Readiness team analyzes Microsoft’s latest updates and provides technically sound, actionable testing plans. While June’s release includes no stated functional changes, many foundational components across authentication, storage, networking, and user experience have been updated. For this testing guide, we grouped Microsoft’s updates by Windows feature and then accompanied the section with prescriptive test actions and rationale to help prioritize enterprise efforts. Core OS and UI compatibility Microsoft updated several core kernel drivers affecting Windows as a whole. This is a low-level system change and carries a high risk of compatibility and system issues. In addition, core Microsoft print libraries have been included in the update, requiring additional print testing in addition to the following recommendations: Run print operations from 32-bit applications on 64-bit Windows environments. Use different print drivers and configurations (e.g., local, networked). Observe printing from older productivity apps and virtual environments. Remote desktop and network connectivity This update could impact the reliability of remote access while broken DHCP-to-DNS integration can block device onboarding, and NAT misbehavior disrupts VPNs or site-to-site routing configurations. We recommend the following tests be performed: Create and reconnect Remote Desktop (RDP) sessions under varying network conditions. Confirm that DHCP-assigned IP addresses are correctly registered with DNS in AD-integrated environments. Test modifying NAT and routing settings in RRAS configurations and ensure that changes persist across reboots. Filesystem, SMB and storage Updates to the core Windows storage libraries affect nearly every command related to Microsoft Storage Spaces. A minor misalignment here can result in degraded clusters, orphaned volumes, or data loss in a failover scenario. These are high-priority components in modern data center and hybrid cloud infrastructure, with the following storage-related testing recommendations: Access file shares using server names, FQDNs, and IP addresses. Enable and validate encrypted and compressed file-share operations between clients and servers. Run tests that create, open, and read from system log files using various file and storage configurations. Validate core cluster storage management tasks, including creating and managing storage pools, tiers, and volumes. Test disk addition/removal, failover behaviors, and resiliency settings. Run system-level storage diagnostics across active and passive nodes in the cluster. Windows installer and recovery Microsoft delivered another update to the Windows Installer (MSI) application infrastructure. Broken or regressed Installer package MSI handling disrupts app deployment pipelines while putting core business applications at risk. We suggest the following tests for the latest changes to MSI Installer, Windows Recovery and Microsoft’s Virtualization Based Security (VBS): Perform installation, repair, and uninstallation of MSI Installer packages using standard enterprise deployment tools (e.g. Intune). Validate restore point behavior for points older than 60 days under varying virtualization-based security (VBS) settings. Check both client and server behaviors for allowed or blocked restores. We highly recommend prioritizing printer testing this month, then remote desktop deployment testing to ensure your core business applications install and uninstall as expected. Each month, we break down the update cycle into product families (as defined by Microsoft) with the following basic groupings:  Browsers (Microsoft IE and Edge); Microsoft Windows (both desktop and server); Microsoft Office; Microsoft Exchange and SQL Server;  Microsoft Developer Tools (Visual Studio and .NET); And Adobe (if you get this far). Browsers Microsoft delivered a very minor series of updates to Microsoft Edge. The  browser receives two Chrome patches (CVE-2025-5068 and CVE-2025-5419) where both updates are rated important. These low-profile changes can be added to your standard release calendar. Microsoft Windows Microsoft released five critical patches and (a smaller than usual) 40 patches rated important. This month the five critical Windows patches cover the following desktop and server vulnerabilities: Missing release of memory after effective lifetime in Windows Cryptographic Services (WCS) allows an unauthorized attacker to execute code over a network. Use after free in Windows Remote Desktop Services allows an unauthorized attacker to execute code over a network. Use after free in Windows KDC Proxy Service (KPSSVC) allows an unauthorized attacker to execute code over a network. Use of uninitialized resources in Windows Netlogon allows an unauthorized attacker to elevate privileges over a network. Unfortunately, CVE-2025-33073 has been reported as publicly disclosed while CVE-2025-33053 has been reported as exploited. Given these two zero-days, the Readiness recommends a “Patch Now” release schedule for your Windows updates. Microsoft Office Microsoft released five critical updates and a further 13 rated important for Office. The critical patches deal with memory related and “use after free” memory allocation issues affecting the entire platform. Due to the number and severity of these issues, we recommend a “Patch Now” schedule for Office for this Patch Tuesday release. Microsoft Exchange and SQL Server There are no updates for either Microsoft Exchange or SQL Server this month.  Developer tools There were only three low-level updates (product focused and rated important) released, affecting .NET and Visual Studio. Add these updates to your standard developer release schedule. Adobe (and 3rd party updates) Adobe has released (but Microsoft has not co-published) a single update to Adobe Acrobat (APSB25-57). There were two other non-Microsoft updated releases affecting the Chromium platform, which were covered in the Browser section above.
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  • Ezsharp 2.0 Titanium Folding Knife with Swappable Blades Changes the EDC Game

    Your everyday carry setup says a lot about who you are. Whether you’re a craftsman who demands precision tools or an outdoor enthusiast who needs reliable gear, the right knife can make all the difference. The Ezsharp 2.0 Titanium Folding Utility Knife isn’t just another blade for your pocket. It’s a game-changer that combines premium materials with innovative design.
    Most folding knives force you to choose between strength and weight, but the Ezsharp 2.0 throws that compromise out the window. Built from premium titanium alloy, this folding knife delivers incredible strength while staying remarkably lightweight in your pocket. You get the durability you need without the bulk that weighs you down during long days on the job or weekend adventures.
    Designer: Alan Zheng
    Click Here to Buy Now:. Hurry, only 16/170 left!

    Titanium brings some serious advantages to the table that make it worth the investment. Unlike traditional stainless steel options, titanium offers natural resistance to rust and corrosion, so your knife stays sharp and reliable whether you’re working in humid conditions, caught in unexpected rain, or dealing with extreme temperatures. This means your tool performs consistently regardless of what Mother Nature throws your way.

    The real genius of the Ezsharp 2.0 lies in its dual-blade storage system. Instead of carrying multiple cutting tools or constantly searching for the right blade, you can swap between different scalpel blade types depending on your task. Need precision for detailed work? Switch to a fine-point blade. Tackling heavy-duty cutting? Pop in a robust utility blade and get to work.

    This innovative storage design uses powerful magnets to secure blades in both the active position and the backup compartment. The magnetic retention system ensures your blades stay exactly where they should be, eliminating the wobble and play that plague cheaper alternatives. You can trust that your cutting edge will be stable and precise when you need it most.

    The engineering extends beyond just storage, though. The Ezsharp 2.0 accepts six different scalpel blade formats, including #18, #20, #21, #22, #23, and #24. This compatibility gives you access to specialized blade geometries for everything from cardboard breakdown to precision crafting. Having options means you can tackle any cutting challenge without compromise.

    Craftsmen will appreciate the attention to detail in the construction. Every component except the replaceable blades comes from precision CNC machining, ensuring tight tolerances and smooth operation. The stainless steel blade holder receives proper heat treatment for longevity, while the frame lock mechanism provides a secure lockup that you can depend on during demanding tasks.

    The flipper opening system makes one-handed deployment effortless, perfect when your other hand is busy holding materials or managing your workspace. This practical design consideration shows that the makers understand how working professionals actually use their tools. You shouldn’t have to fumble with complicated mechanisms when time matters and precision counts.

    For EDC enthusiasts, the compact profile means the Ezsharp 2.0 disappears in your pocket without printing or creating uncomfortable bulk. The titanium construction keeps the weight down to levels that won’t throw off your carry balance, yet provides the strength to handle serious cutting tasks when called upon.

    The combination of premium materials, thoughtful engineering, and practical functionality makes the Ezsharp 2.0 stand out in a crowded market. This folding knife represents what happens when designers listen to users and create solutions for real-world problems. Whether you’re a professional who depends on reliable tools or an enthusiast who appreciates quality gear, the Ezsharp 2.0 delivers performance that justifies its place in your everyday carry rotation.
    Click Here to Buy Now:. Hurry, only 16/170 left!The post Ezsharp 2.0 Titanium Folding Knife with Swappable Blades Changes the EDC Game first appeared on Yanko Design.
    #ezsharp #titanium #folding #knife #with
    Ezsharp 2.0 Titanium Folding Knife with Swappable Blades Changes the EDC Game
    Your everyday carry setup says a lot about who you are. Whether you’re a craftsman who demands precision tools or an outdoor enthusiast who needs reliable gear, the right knife can make all the difference. The Ezsharp 2.0 Titanium Folding Utility Knife isn’t just another blade for your pocket. It’s a game-changer that combines premium materials with innovative design. Most folding knives force you to choose between strength and weight, but the Ezsharp 2.0 throws that compromise out the window. Built from premium titanium alloy, this folding knife delivers incredible strength while staying remarkably lightweight in your pocket. You get the durability you need without the bulk that weighs you down during long days on the job or weekend adventures. Designer: Alan Zheng Click Here to Buy Now:. Hurry, only 16/170 left! Titanium brings some serious advantages to the table that make it worth the investment. Unlike traditional stainless steel options, titanium offers natural resistance to rust and corrosion, so your knife stays sharp and reliable whether you’re working in humid conditions, caught in unexpected rain, or dealing with extreme temperatures. This means your tool performs consistently regardless of what Mother Nature throws your way. The real genius of the Ezsharp 2.0 lies in its dual-blade storage system. Instead of carrying multiple cutting tools or constantly searching for the right blade, you can swap between different scalpel blade types depending on your task. Need precision for detailed work? Switch to a fine-point blade. Tackling heavy-duty cutting? Pop in a robust utility blade and get to work. This innovative storage design uses powerful magnets to secure blades in both the active position and the backup compartment. The magnetic retention system ensures your blades stay exactly where they should be, eliminating the wobble and play that plague cheaper alternatives. You can trust that your cutting edge will be stable and precise when you need it most. The engineering extends beyond just storage, though. The Ezsharp 2.0 accepts six different scalpel blade formats, including #18, #20, #21, #22, #23, and #24. This compatibility gives you access to specialized blade geometries for everything from cardboard breakdown to precision crafting. Having options means you can tackle any cutting challenge without compromise. Craftsmen will appreciate the attention to detail in the construction. Every component except the replaceable blades comes from precision CNC machining, ensuring tight tolerances and smooth operation. The stainless steel blade holder receives proper heat treatment for longevity, while the frame lock mechanism provides a secure lockup that you can depend on during demanding tasks. The flipper opening system makes one-handed deployment effortless, perfect when your other hand is busy holding materials or managing your workspace. This practical design consideration shows that the makers understand how working professionals actually use their tools. You shouldn’t have to fumble with complicated mechanisms when time matters and precision counts. For EDC enthusiasts, the compact profile means the Ezsharp 2.0 disappears in your pocket without printing or creating uncomfortable bulk. The titanium construction keeps the weight down to levels that won’t throw off your carry balance, yet provides the strength to handle serious cutting tasks when called upon. The combination of premium materials, thoughtful engineering, and practical functionality makes the Ezsharp 2.0 stand out in a crowded market. This folding knife represents what happens when designers listen to users and create solutions for real-world problems. Whether you’re a professional who depends on reliable tools or an enthusiast who appreciates quality gear, the Ezsharp 2.0 delivers performance that justifies its place in your everyday carry rotation. Click Here to Buy Now:. Hurry, only 16/170 left!The post Ezsharp 2.0 Titanium Folding Knife with Swappable Blades Changes the EDC Game first appeared on Yanko Design. #ezsharp #titanium #folding #knife #with
    WWW.YANKODESIGN.COM
    Ezsharp 2.0 Titanium Folding Knife with Swappable Blades Changes the EDC Game
    Your everyday carry setup says a lot about who you are. Whether you’re a craftsman who demands precision tools or an outdoor enthusiast who needs reliable gear, the right knife can make all the difference. The Ezsharp 2.0 Titanium Folding Utility Knife isn’t just another blade for your pocket. It’s a game-changer that combines premium materials with innovative design. Most folding knives force you to choose between strength and weight, but the Ezsharp 2.0 throws that compromise out the window. Built from premium titanium alloy, this folding knife delivers incredible strength while staying remarkably lightweight in your pocket. You get the durability you need without the bulk that weighs you down during long days on the job or weekend adventures. Designer: Alan Zheng Click Here to Buy Now: $79 $138.6 (43% off). Hurry, only 16/170 left! Titanium brings some serious advantages to the table that make it worth the investment. Unlike traditional stainless steel options, titanium offers natural resistance to rust and corrosion, so your knife stays sharp and reliable whether you’re working in humid conditions, caught in unexpected rain, or dealing with extreme temperatures. This means your tool performs consistently regardless of what Mother Nature throws your way. The real genius of the Ezsharp 2.0 lies in its dual-blade storage system. Instead of carrying multiple cutting tools or constantly searching for the right blade, you can swap between different scalpel blade types depending on your task. Need precision for detailed work? Switch to a fine-point blade. Tackling heavy-duty cutting? Pop in a robust utility blade and get to work. This innovative storage design uses powerful magnets to secure blades in both the active position and the backup compartment. The magnetic retention system ensures your blades stay exactly where they should be, eliminating the wobble and play that plague cheaper alternatives. You can trust that your cutting edge will be stable and precise when you need it most. The engineering extends beyond just storage, though. The Ezsharp 2.0 accepts six different scalpel blade formats, including #18, #20, #21, #22, #23, and #24. This compatibility gives you access to specialized blade geometries for everything from cardboard breakdown to precision crafting. Having options means you can tackle any cutting challenge without compromise. Craftsmen will appreciate the attention to detail in the construction. Every component except the replaceable blades comes from precision CNC machining, ensuring tight tolerances and smooth operation. The stainless steel blade holder receives proper heat treatment for longevity, while the frame lock mechanism provides a secure lockup that you can depend on during demanding tasks. The flipper opening system makes one-handed deployment effortless, perfect when your other hand is busy holding materials or managing your workspace. This practical design consideration shows that the makers understand how working professionals actually use their tools. You shouldn’t have to fumble with complicated mechanisms when time matters and precision counts. For EDC enthusiasts, the compact profile means the Ezsharp 2.0 disappears in your pocket without printing or creating uncomfortable bulk. The titanium construction keeps the weight down to levels that won’t throw off your carry balance, yet provides the strength to handle serious cutting tasks when called upon. The combination of premium materials, thoughtful engineering, and practical functionality makes the Ezsharp 2.0 stand out in a crowded market. This folding knife represents what happens when designers listen to users and create solutions for real-world problems. Whether you’re a professional who depends on reliable tools or an enthusiast who appreciates quality gear, the Ezsharp 2.0 delivers performance that justifies its place in your everyday carry rotation. Click Here to Buy Now: $79 $138.6 (43% off). Hurry, only 16/170 left!The post Ezsharp 2.0 Titanium Folding Knife with Swappable Blades Changes the EDC Game first appeared on Yanko Design.
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  • Why I Would Choose a Steam Deck Over a Nintendo Switch 2

    We may earn a commission from links on this page.After spending about a week with the Nintendo Switch 2, I have to admit that it’s a good console. It’s priced fairly for its sleek form factor and the performance it offers, and it sets Nintendo up to stay relevant while gaming graphics only continue to get more complex. And yet, for my own personal tastes, it’s still not my handheld of choice. Instead, I’ll be sticking to Valve’s Steam Deck, the first and still overall best handheld gaming PC, at least going by value for money. And if you don’t necessarily care about Nintendo’s exclusive games, there’s a good chance it might be the better option for you, too.The Steam Deck is cheaper than the Switch 2Out of the gate, the most obvious reason to get a Steam Deck over a Nintendo Switch 2 is price. Starting at for a new model, it’s only modestly cheaper than the Switch 2’s but that’s only part of the story. Valve also runs a certified refurbished program that offers used Decks with only cosmetic blemishes for as low as Restocks are infrequent, since Valve is only able to sell as much as gets sent back to it, but when they do happen, it's a heck of a great deal.That said, there is one catch. The Steam Deck OLED, which offers a bigger, more colorful screen and a larger battery, is more expensive than the Switch 2, starting at However, it’s maybe a bit unfair to compare the two, since the Switch 2 does not use an OLED screen and comes with less storage. If all you care about is the basics, the base Steam Deck is good enough—it’s got the same performance as the more recent one. And that performance, by the way, ended up being about on par with the Switch 2 in my testing, at least in Cyberpunk 2077.The Steam Deck is more comfortable to hold than the Switch 2This one is a bit of a toss-up, depending on your preferences, although I think the Steam Deck takes a slight lead here. While the Nintendo Switch 2 aims for a completely flat and somewhat compact profile, the Steam Deck instead allows itself to stretch out, and even though it’s a little bigger and a little heavier for it, I ultimately think that makes it more comfortable.At 11.73 x 4.60 x 1.93 inches against the Switch 2’s 10.7 x 4.5 x 0.55 inches, and at 1.41 pounds against the Switch 2’s 1.18 pounds, I won’t deny that this will be a non-starter for some. But personally, I still feel like the Steam Deck comes out on top, and that’s thanks to its ergonomics.I’ve never been a big fan of Nintendo’s joy-con controllers, and while the Switch 2’s joy-con 2 controllers improve on the Switch 1’s with bigger buttons and sticks, as well as more room to hold onto them, they still pale in comparison next to the Steam Deck’s controls.

    Steam Deck in profilevs. Switch 2 in profileCredit: Michelle Ehrhardt

    On the Switch 2, there are no grips to wrap your fingers around. On the Steam Deck, there are. The triggers also flare out more, and because the console is wider, your hands can stretch out a bit, rather than choking up on the device. It can get a bit heavy to hold a Steam Deck after a while, but I still prefer this approach overall, and if you have a surface to rest the Steam Deck against, weight is a non-issue.Plus, there are some extra bonuses that come with the additional space. The Steam Deck has large touchpads on either side of the device, plus four grip buttons on the back of it, giving you some extra inputs to play around with. Nice.It’s a bit less portable and a bit heavier, but for my adult hands, the Steam Deck is just better shaped to them.The Steam Deck has a bigger, cheaper library than the Switch 2This is the kicker. While there are cheap games that can run on the Switch 2 courtesy of backwards compatibility and third-party eShop titles, the big system drawscan get as pricey as Not to say the Steam Deck doesn’t have expensive games as well, but on the whole, I think it’s easier to get cheap and free games on the Steam Deck than on the eShop.That’s because, being a handheld gaming PC, the Steam Deck can take advantage of the many sales and freebies PC gaming stores love to give out. These happen a bit more frequently on PC than on console, and that’s because there’s more competition on PC. Someone on PC could download games either from Steam or Epic, for instance, while someone on the Switch 2 can only download games from the Nintendo eShop.So, even sticking to just Steam, you’ll get access to regular weekend and mid-week sales, quarterly event sales, and developer or publisher highlight sales. That’s more sales events than you’ll usually find on the Nintendo eShop, and if you’re looking for cheaper first-party games, forget about it. Nintendo’s own games hardly ever go on sale, even years after release.But that’s just the beginning. Despite being named the Steam Deck, the device can actually run games from other stores, too. That’s thanks to an easily installed Linux program called Heroic Launcher, which is free and lets you download and play games from your Epic, GOG, and Amazon Prime Games accounts with just a few clicks.

    Credit: Heroic Games Launcher

    This is a game changer. Epic and Amazon Prime are both underdogs in the PC gaming space, and so to bolster their numbers, they both regularly give away free games. Epic in particular offers one free PC game every week, whereas if you’re a Twitch user, you might notice a decent but more infrequent amount of notifications allowing you to claim free Amazon Prime games. Some of these are big titles, too—it’s how I got Batman: Arkham Knight and Star Wars Battlefront II. With a simple install and a few months of waiting, you could have a Steam Deck filled to the brim with games that you didn’t even pay for. You just can’t do that on Nintendo.And then there’s the elephant in the room: your backlog. If you’re anything like me, you probably already have a Steam library that’s hundreds of games large. It was maybe even like this before the Switch 1 came out—regular sales have a tendency to build up the amount of games you own. By choosing the Steam Deck as your handheld, you’ll be able to play those games on the go, instantly giving you what might as well be a full library with no added cost to you. If you migrate over to the Nintendo Switch 2, you’re going to have to start with a fresh library, or at least a library that’s only as old as the Nintendo Switch 1.Basically, while the Switch 2’s hardware is only more expensive than the Steam Deck, it’ll be easier to fill your Steam Deck up with high quality, inexpensive games than it would be on the Switch 2. If you don’t care about having access to Nintendo exclusive games, that’s a huge draw.TV Play is a mixed bagFinally, I want to acknowledge that the Steam Deck still isn’t necessarily a better option than the Switch 2 for everyone. That’s why I’m writing from a personal perspective here. Like all gaming PCs, it’ll take some fiddling to get some games to run, so the Switch 2 is definitely a smoother experience out of the box. It’s also got less battery life, from my testing. But the big point of departure is TV play.Playing your portable games on a TV on the Switch 2 is as simple as plugging it into its dock. With the Steam Deck, you have to buy a dock separately, and even then, you have to connect your own controller to it and manually find suitable TV graphics settings for each game on its own. It’s not nearly as easy or flexible.And yet, for folks like me, I’m willing to say that even TV play is better. Or, depending on what type of PC gamer you are, monitor play.That’s because you’re not limited to playing your Steam Deck games on the Deck itself, dock or not. Instead, you can play on the Deck when you’re away from your home, and then swap over to your regular gaming PC when you’re back. Your Deck will upload your saves to the cloud automatically, and your PC will seamlessly download them. While not as intuitive as plugging your Switch 2 into its dock, the benefit here is that your non-portable play isn’t limited by the power of your portable device, whereas docked Switch 2 play is still held back by running on portable hardware.The tradeoff is that maintaining a dedicated gaming PC in addition to a Steam Deck is more expensive, but maybe more importantly, requires more tinkering. And I think that’s the key point here. If you want a simple-to-use, pick-up-and-play handheld, the Switch 2 is a great choice for you. But if you’re like me, and you’re not afraid to download some launchers and occasionally dive into compatibility settings or swap between two devices, the Steam Deck might still be the best handheld gaming device for you, even three years later.
    #why #would #choose #steam #deck
    Why I Would Choose a Steam Deck Over a Nintendo Switch 2
    We may earn a commission from links on this page.After spending about a week with the Nintendo Switch 2, I have to admit that it’s a good console. It’s priced fairly for its sleek form factor and the performance it offers, and it sets Nintendo up to stay relevant while gaming graphics only continue to get more complex. And yet, for my own personal tastes, it’s still not my handheld of choice. Instead, I’ll be sticking to Valve’s Steam Deck, the first and still overall best handheld gaming PC, at least going by value for money. And if you don’t necessarily care about Nintendo’s exclusive games, there’s a good chance it might be the better option for you, too.The Steam Deck is cheaper than the Switch 2Out of the gate, the most obvious reason to get a Steam Deck over a Nintendo Switch 2 is price. Starting at for a new model, it’s only modestly cheaper than the Switch 2’s but that’s only part of the story. Valve also runs a certified refurbished program that offers used Decks with only cosmetic blemishes for as low as Restocks are infrequent, since Valve is only able to sell as much as gets sent back to it, but when they do happen, it's a heck of a great deal.That said, there is one catch. The Steam Deck OLED, which offers a bigger, more colorful screen and a larger battery, is more expensive than the Switch 2, starting at However, it’s maybe a bit unfair to compare the two, since the Switch 2 does not use an OLED screen and comes with less storage. If all you care about is the basics, the base Steam Deck is good enough—it’s got the same performance as the more recent one. And that performance, by the way, ended up being about on par with the Switch 2 in my testing, at least in Cyberpunk 2077.The Steam Deck is more comfortable to hold than the Switch 2This one is a bit of a toss-up, depending on your preferences, although I think the Steam Deck takes a slight lead here. While the Nintendo Switch 2 aims for a completely flat and somewhat compact profile, the Steam Deck instead allows itself to stretch out, and even though it’s a little bigger and a little heavier for it, I ultimately think that makes it more comfortable.At 11.73 x 4.60 x 1.93 inches against the Switch 2’s 10.7 x 4.5 x 0.55 inches, and at 1.41 pounds against the Switch 2’s 1.18 pounds, I won’t deny that this will be a non-starter for some. But personally, I still feel like the Steam Deck comes out on top, and that’s thanks to its ergonomics.I’ve never been a big fan of Nintendo’s joy-con controllers, and while the Switch 2’s joy-con 2 controllers improve on the Switch 1’s with bigger buttons and sticks, as well as more room to hold onto them, they still pale in comparison next to the Steam Deck’s controls. Steam Deck in profilevs. Switch 2 in profileCredit: Michelle Ehrhardt On the Switch 2, there are no grips to wrap your fingers around. On the Steam Deck, there are. The triggers also flare out more, and because the console is wider, your hands can stretch out a bit, rather than choking up on the device. It can get a bit heavy to hold a Steam Deck after a while, but I still prefer this approach overall, and if you have a surface to rest the Steam Deck against, weight is a non-issue.Plus, there are some extra bonuses that come with the additional space. The Steam Deck has large touchpads on either side of the device, plus four grip buttons on the back of it, giving you some extra inputs to play around with. Nice.It’s a bit less portable and a bit heavier, but for my adult hands, the Steam Deck is just better shaped to them.The Steam Deck has a bigger, cheaper library than the Switch 2This is the kicker. While there are cheap games that can run on the Switch 2 courtesy of backwards compatibility and third-party eShop titles, the big system drawscan get as pricey as Not to say the Steam Deck doesn’t have expensive games as well, but on the whole, I think it’s easier to get cheap and free games on the Steam Deck than on the eShop.That’s because, being a handheld gaming PC, the Steam Deck can take advantage of the many sales and freebies PC gaming stores love to give out. These happen a bit more frequently on PC than on console, and that’s because there’s more competition on PC. Someone on PC could download games either from Steam or Epic, for instance, while someone on the Switch 2 can only download games from the Nintendo eShop.So, even sticking to just Steam, you’ll get access to regular weekend and mid-week sales, quarterly event sales, and developer or publisher highlight sales. That’s more sales events than you’ll usually find on the Nintendo eShop, and if you’re looking for cheaper first-party games, forget about it. Nintendo’s own games hardly ever go on sale, even years after release.But that’s just the beginning. Despite being named the Steam Deck, the device can actually run games from other stores, too. That’s thanks to an easily installed Linux program called Heroic Launcher, which is free and lets you download and play games from your Epic, GOG, and Amazon Prime Games accounts with just a few clicks. Credit: Heroic Games Launcher This is a game changer. Epic and Amazon Prime are both underdogs in the PC gaming space, and so to bolster their numbers, they both regularly give away free games. Epic in particular offers one free PC game every week, whereas if you’re a Twitch user, you might notice a decent but more infrequent amount of notifications allowing you to claim free Amazon Prime games. Some of these are big titles, too—it’s how I got Batman: Arkham Knight and Star Wars Battlefront II. With a simple install and a few months of waiting, you could have a Steam Deck filled to the brim with games that you didn’t even pay for. You just can’t do that on Nintendo.And then there’s the elephant in the room: your backlog. If you’re anything like me, you probably already have a Steam library that’s hundreds of games large. It was maybe even like this before the Switch 1 came out—regular sales have a tendency to build up the amount of games you own. By choosing the Steam Deck as your handheld, you’ll be able to play those games on the go, instantly giving you what might as well be a full library with no added cost to you. If you migrate over to the Nintendo Switch 2, you’re going to have to start with a fresh library, or at least a library that’s only as old as the Nintendo Switch 1.Basically, while the Switch 2’s hardware is only more expensive than the Steam Deck, it’ll be easier to fill your Steam Deck up with high quality, inexpensive games than it would be on the Switch 2. If you don’t care about having access to Nintendo exclusive games, that’s a huge draw.TV Play is a mixed bagFinally, I want to acknowledge that the Steam Deck still isn’t necessarily a better option than the Switch 2 for everyone. That’s why I’m writing from a personal perspective here. Like all gaming PCs, it’ll take some fiddling to get some games to run, so the Switch 2 is definitely a smoother experience out of the box. It’s also got less battery life, from my testing. But the big point of departure is TV play.Playing your portable games on a TV on the Switch 2 is as simple as plugging it into its dock. With the Steam Deck, you have to buy a dock separately, and even then, you have to connect your own controller to it and manually find suitable TV graphics settings for each game on its own. It’s not nearly as easy or flexible.And yet, for folks like me, I’m willing to say that even TV play is better. Or, depending on what type of PC gamer you are, monitor play.That’s because you’re not limited to playing your Steam Deck games on the Deck itself, dock or not. Instead, you can play on the Deck when you’re away from your home, and then swap over to your regular gaming PC when you’re back. Your Deck will upload your saves to the cloud automatically, and your PC will seamlessly download them. While not as intuitive as plugging your Switch 2 into its dock, the benefit here is that your non-portable play isn’t limited by the power of your portable device, whereas docked Switch 2 play is still held back by running on portable hardware.The tradeoff is that maintaining a dedicated gaming PC in addition to a Steam Deck is more expensive, but maybe more importantly, requires more tinkering. And I think that’s the key point here. If you want a simple-to-use, pick-up-and-play handheld, the Switch 2 is a great choice for you. But if you’re like me, and you’re not afraid to download some launchers and occasionally dive into compatibility settings or swap between two devices, the Steam Deck might still be the best handheld gaming device for you, even three years later. #why #would #choose #steam #deck
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    Why I Would Choose a Steam Deck Over a Nintendo Switch 2
    We may earn a commission from links on this page.After spending about a week with the Nintendo Switch 2, I have to admit that it’s a good console. It’s priced fairly for its sleek form factor and the performance it offers, and it sets Nintendo up to stay relevant while gaming graphics only continue to get more complex. And yet, for my own personal tastes, it’s still not my handheld of choice. Instead, I’ll be sticking to Valve’s Steam Deck, the first and still overall best handheld gaming PC, at least going by value for money. And if you don’t necessarily care about Nintendo’s exclusive games, there’s a good chance it might be the better option for you, too.The Steam Deck is cheaper than the Switch 2Out of the gate, the most obvious reason to get a Steam Deck over a Nintendo Switch 2 is price. Starting at $400 for a new model, it’s only modestly cheaper than the Switch 2’s $450, but that’s only part of the story. Valve also runs a certified refurbished program that offers used Decks with only cosmetic blemishes for as low as $279. Restocks are infrequent, since Valve is only able to sell as much as gets sent back to it, but when they do happen, it's a heck of a great deal.That said, there is one catch. The Steam Deck OLED, which offers a bigger, more colorful screen and a larger battery, is more expensive than the Switch 2, starting at $549. However, it’s maybe a bit unfair to compare the two, since the Switch 2 does not use an OLED screen and comes with less storage. If all you care about is the basics (I’m perfectly happy with my LCD model), the base Steam Deck is good enough—it’s got the same performance as the more recent one. And that performance, by the way, ended up being about on par with the Switch 2 in my testing, at least in Cyberpunk 2077 (one of my go-to benchmark games).The Steam Deck is more comfortable to hold than the Switch 2This one is a bit of a toss-up, depending on your preferences, although I think the Steam Deck takes a slight lead here. While the Nintendo Switch 2 aims for a completely flat and somewhat compact profile, the Steam Deck instead allows itself to stretch out, and even though it’s a little bigger and a little heavier for it, I ultimately think that makes it more comfortable.At 11.73 x 4.60 x 1.93 inches against the Switch 2’s 10.7 x 4.5 x 0.55 inches, and at 1.41 pounds against the Switch 2’s 1.18 pounds, I won’t deny that this will be a non-starter for some. But personally, I still feel like the Steam Deck comes out on top, and that’s thanks to its ergonomics.I’ve never been a big fan of Nintendo’s joy-con controllers, and while the Switch 2’s joy-con 2 controllers improve on the Switch 1’s with bigger buttons and sticks, as well as more room to hold onto them, they still pale in comparison next to the Steam Deck’s controls. Steam Deck in profile (above) vs. Switch 2 in profile (below) Credit: Michelle Ehrhardt On the Switch 2, there are no grips to wrap your fingers around. On the Steam Deck, there are. The triggers also flare out more, and because the console is wider, your hands can stretch out a bit, rather than choking up on the device. It can get a bit heavy to hold a Steam Deck after a while, but I still prefer this approach overall, and if you have a surface to rest the Steam Deck against (like an airplane tray table), weight is a non-issue.Plus, there are some extra bonuses that come with the additional space. The Steam Deck has large touchpads on either side of the device, plus four grip buttons on the back of it, giving you some extra inputs to play around with. Nice.It’s a bit less portable and a bit heavier, but for my adult hands, the Steam Deck is just better shaped to them.The Steam Deck has a bigger, cheaper library than the Switch 2This is the kicker. While there are cheap games that can run on the Switch 2 courtesy of backwards compatibility and third-party eShop titles, the big system draws (Nintendo-developed titles like Mario Kart World, for example) can get as pricey as $80. Not to say the Steam Deck doesn’t have expensive games as well, but on the whole, I think it’s easier to get cheap and free games on the Steam Deck than on the eShop.That’s because, being a handheld gaming PC, the Steam Deck can take advantage of the many sales and freebies PC gaming stores love to give out. These happen a bit more frequently on PC than on console, and that’s because there’s more competition on PC. Someone on PC could download games either from Steam or Epic, for instance, while someone on the Switch 2 can only download games from the Nintendo eShop.So, even sticking to just Steam, you’ll get access to regular weekend and mid-week sales, quarterly event sales, and developer or publisher highlight sales. That’s more sales events than you’ll usually find on the Nintendo eShop, and if you’re looking for cheaper first-party games, forget about it. Nintendo’s own games hardly ever go on sale, even years after release.But that’s just the beginning. Despite being named the Steam Deck, the device can actually run games from other stores, too. That’s thanks to an easily installed Linux program called Heroic Launcher, which is free and lets you download and play games from your Epic, GOG, and Amazon Prime Games accounts with just a few clicks. Credit: Heroic Games Launcher This is a game changer. Epic and Amazon Prime are both underdogs in the PC gaming space, and so to bolster their numbers, they both regularly give away free games. Epic in particular offers one free PC game every week, whereas if you’re a Twitch user, you might notice a decent but more infrequent amount of notifications allowing you to claim free Amazon Prime games. Some of these are big titles, too—it’s how I got Batman: Arkham Knight and Star Wars Battlefront II. With a simple install and a few months of waiting, you could have a Steam Deck filled to the brim with games that you didn’t even pay for. You just can’t do that on Nintendo.And then there’s the elephant in the room: your backlog. If you’re anything like me, you probably already have a Steam library that’s hundreds of games large. It was maybe even like this before the Switch 1 came out—regular sales have a tendency to build up the amount of games you own. By choosing the Steam Deck as your handheld, you’ll be able to play those games on the go, instantly giving you what might as well be a full library with no added cost to you. If you migrate over to the Nintendo Switch 2, you’re going to have to start with a fresh library, or at least a library that’s only as old as the Nintendo Switch 1.Basically, while the Switch 2’s hardware is only $50 more expensive than the Steam Deck, it’ll be easier to fill your Steam Deck up with high quality, inexpensive games than it would be on the Switch 2. If you don’t care about having access to Nintendo exclusive games, that’s a huge draw.TV Play is a mixed bagFinally, I want to acknowledge that the Steam Deck still isn’t necessarily a better option than the Switch 2 for everyone. That’s why I’m writing from a personal perspective here. Like all gaming PCs, it’ll take some fiddling to get some games to run, so the Switch 2 is definitely a smoother experience out of the box. It’s also got less battery life, from my testing. But the big point of departure is TV play.Playing your portable games on a TV on the Switch 2 is as simple as plugging it into its dock. With the Steam Deck, you have to buy a dock separately (the official one is $79), and even then, you have to connect your own controller to it and manually find suitable TV graphics settings for each game on its own. It’s not nearly as easy or flexible.And yet, for folks like me, I’m willing to say that even TV play is better. Or, depending on what type of PC gamer you are, monitor play.That’s because you’re not limited to playing your Steam Deck games on the Deck itself, dock or not. Instead, you can play on the Deck when you’re away from your home, and then swap over to your regular gaming PC when you’re back. Your Deck will upload your saves to the cloud automatically, and your PC will seamlessly download them. While not as intuitive as plugging your Switch 2 into its dock, the benefit here is that your non-portable play isn’t limited by the power of your portable device, whereas docked Switch 2 play is still held back by running on portable hardware.The tradeoff is that maintaining a dedicated gaming PC in addition to a Steam Deck is more expensive, but maybe more importantly, requires more tinkering (there are ways to build a cheap gaming PC, after all). And I think that’s the key point here. If you want a simple-to-use, pick-up-and-play handheld, the Switch 2 is a great choice for you. But if you’re like me, and you’re not afraid to download some launchers and occasionally dive into compatibility settings or swap between two devices, the Steam Deck might still be the best handheld gaming device for you, even three years later.
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