It looks like more handhelds will soon be able to run SteamOS if this MSI Claw gameplay test is anything to go by
SteamOS, once the purview of the Steam Deck alone, eventually opened itself to other handhelds. Officially that extends only to the the Legion Go S, but beta versions of the operating system have since supported the Asus ROG Xbox Ally and "Other AMD powered handhelds."
The key term there being 'AMD', because until very recently, SteamOS had only supported handhelds running an AMD processor. Now, though, a new SteamOS beta seems to have added support for Intel and one YouTuber has got it up and running on an MSI Claw (via VideoCardz).
The 3.8.7 beta lists "Improved compatibility with recent Intel and AMD platforms" and, more conspicuously, controller support for MSI Claw devices and "SD card readability improvements" for the same. Excluding a recent deviation, the MSI Claw is of course an Intel-based handheld.
This, on its own, doesn't imply that Intel-based handhelds will actually run SteamOS well and have games playable on the platform. But thankfully ETA Prime on YouTube has actually tested it out using a Claw 8 AI+ with a Lunar Lake CPU, the Intel Core Ultra 7 258V.
They struggle to bring up the menu with the left-side button, meaning they have to go into desktop/mouse mode to do so, and they also note an inability to adjust TDP, meaning a third-party plugin is required to do so.
Apart from this, everything seems to work just fine, although games will need some optimisation, as ETA PRIME says Cyberpunk, for instance, does run better on Windows on the handheld.
We should remember this is only a beta, but it's a promising look at what's to come. I doubt Valve would be working on it if it didn't plan on getting the release out there officially for Intel handhelds.
It's certainly a good time for Valve to be working on adding Intel support to SteamOS, not least because of MSI's upcoming Panther Lake-powered Claw 8 EX AI+. That handheld certainly impressed our Dave when he tried it, and in the beta notes Valve does mention new "initial firmware for upcoming Intel handhelds", so it's exciting news on that front, too.
Well, assuming anyone will be able to afford the new Claw in the first place, that is—pricing isn't looking pretty.
Uni researchers plan to build a low-carbon data center hivemind from 2,000 Pixel smartphones—with Google's help, no less
E-waste is a massive environmental problem. So are current data center plans, if recent reports are to be believed. However, a team of researchers from the University of California, San Diego, have come up with an intriguing idea: They plan to use 2,000 Google Pixel smartphones to build a cloud computing data center with already-existing tech.
According to a Google Research blog post, on average, people replace their smartphones every four years (via Hothardware). However, many modern (yet outdated, in terms of our constant desire for shiny new things) examples have processors, memory, and storage chips that are relatively powerful, particularly when you chain them together.
That's wasted hardware, and an ecological concern when you think of the extra carbon emissions created by manufacturing their replacements. By putting the existing chips to good use, it prevents them from going to landfill—and might even negate the need for new hardware in certain applications.
The post's authors say that the single-threaded performance of a modern smartphone's processor cores is on par with (or better than) many multicore server chips. However, modern servers are made up of dozens of multithreaded processor cores with access to a huge amount of memory, whereas a typical older smartphone only has a handful of cores and around 8-12 GB to play with.
Not only that, but recycled smartphones have a lot of extra components that would be inefficient (or hazardous) to deploy en masse, like the batteries and displays.

So, the first step is to remove everything but the motherboard and the attached chips (which represent the most embodied carbon of all the components), before chaining them together to create a server cluster for university usage, targeting relatively lightweight applications.
The phones are orchestrated together by Kubernetes, an open-source system for managing containerized applications. Each has a Linux distro installed, bypassing Android systems that wouldn't be suitable for mass-server deployment, like memory-saving features.
While the current iteration seems to be pretty small-scale, the eventual 2,000-phone data center is planned to be used for grading and research applications within the universities' existing software infrastructure.
"Early experiments show that even a moderately-sized cluster of 20 phones is capable of supporting peak submission rates for a 75+ student class, with grading latencies below the default AWS backend," say the researchers. "A 2,000 phone deployment will be capable of supporting a hundred such classes at once."
The post's authors say that Google will be supporting the project, and that the aim is to provide "hundreds of researchers and students with low-cost, low-carbon cloud computing, reducing the need for newly manufactured hardware and their associated emissions."

Which is such a neat idea, I'd like to see more officially supported projects like it in future. In my own home, I can think of at least five smartphones sitting in drawers doing absolutely nothing, all of which contain chips that could be used for something useful.
And while plugging them back in would of course lead to unused chips drawing power from the grid once more, I suppose it beats them being trampled by bulldozers at my local dump at some point in the future. Although it must be said, I doubt this work will do much to offset the ecological concerns around Google's own huge data center plans in the near future.
Belgium v Egypt: World Cup 2026 – live
⚽️ Kick-off time: 5pm local/8pm BST/3pm EDT/5am AEST
⚽️ Player guide | Bracketology | Wallchart
Last week Orange, one of Egypt’s leading mobile network operators, released a series of humorous adverts starring Egypt’s Ahmed Fatouh, Rami Rabia and Hossam Abdelmaguid, where the trio’s optimism is met with scepticism as partners and family members struggle to take them seriously. Their crime? Daring to suggest Egypt might finally progress beyond the group stage of a World Cup.
If there is one thing Egyptians do particularly well, it is self-deprecation. Perhaps that comes from history. Despite winning the Africa Cup of Nations seven times, Egypt are still waiting for their first World Cup victory. The Pharaohs will kick off their fourth appearance at the tournament against Belgium on Monday knowing they failed to win any of their seven matches so far.
Continue reading...1666: Amsterdam – Entwickler geben Einblicke in die Entstehung der Spielwelt
Panache Digital Games hat die erste Episode der neuen Entwicklerreihe „Behind the Shadows“ veröffentlicht. Das Video mit dem Titel The Vision: The Real City That Became a Myth beschäftigt sich mit der Entstehung von „1666: Amsterdam“ und zeigt, wie die Entwickler die niederländische Metropole als Vorlage für die Spielwelt nutzen.
Neben Creative Director Patrice Désilets kommen unter anderem Executive Producer Jean-François Boivin, Researcherin Éléa Gadéa und Senior Level Designer Maxime Fortin zu Wort. Die Reihe soll in den kommenden Monaten weitere Einblicke in die Entwicklung des Spiels liefern.
Entwicklerteam erkundete Amsterdam vor Ort
Patrice Désilets verrät im Video, dass die Idee für „1666: Amsterdam“ während eines Aufenthalts in Amsterdam entstand. Bei einem Spaziergang über den Rembrandtplein fiel ihm die Aufschrift „ANNO 1666“ an einem Gebäude auf. In diesem Moment entstand die Vorstellung eines Spiels, das im Amsterdam des 17. Jahrhunderts angesiedelt ist und den Namen „1666: Amsterdam“ trägt.
Für die weitere Entwicklung reiste das gesamte Studio im Jahr 2024 in die niederländische Hauptstadt. Rund 50 Mitarbeiter besuchten verschiedene Stadtviertel, erkundeten Grachten, Straßen und historische Gebäude und sammelten Eindrücke vor Ort. Nach Angaben der Entwickler sollte die Reise dafür sorgen, dass das gesamte Team dieselben Referenzen und Vorstellungen von der Stadt erhält
Die Reise nach Amsterdam hinterließ vor allem wegen der besonderen Bauweise der Stadt Eindruck. Schmale Grachten, dicht stehende Häuser und leicht schiefe Fassaden dienen als Vorbild für die Spielwelt. Für die spielerische Umsetzung wurden einzelne Bereiche jedoch angepasst.
Begehbare Häuser und neue Erkundungsmöglichkeiten
Für die Umsetzung der Gebäude entwickelte das Studio ein eigenes Werkzeug namens „Housebuilder“. Dadurch sollen deutlich mehr Häuser zugänglich sein als nur die für die Handlung relevanten Orte.
Panache Digital Games gehen zudem auf weitere Erkundungsmechaniken ein. Neben der Katze, die neue Wege durch Gebäude öffnet, könnt ihr in „1666: Amsterdam“ andere Personen übernehmen, um Türen zu öffnen oder bislang verschlossene Bereiche zu erreichen.
Historische Recherchen zu Hexen und Amsterdam
Für die Entwicklung des Spiels nutzte das Team Archive, Bibliotheken und Museen in Amsterdam. Die Recherchen beschäftigten sich unter anderem mit Hexenverfolgungen und historischen Überlieferungen aus dem 17. Jahrhundert. Die Entwickler orientieren sich zwar an historischen Vorbildern und bekannten Orten Amsterdams, nehmen sich bei der Gestaltung der Spielwelt aber auch kreative Freiheiten.
Im Mittelpunkt der Geschichte von „1666: Amsterdam“ steht Noa Brooklyn, die als „Collector“ dazu bestimmt ist, den sogenannten „Originals“ gegenüberzutreten. Die geheimnisvollen Wesen leben seit Generationen unter den Bewohnern der Stadt und verfügen über Kräfte, die ihnen einst verliehen wurden. Noa soll diese Macht zurückfordern, unabhängig davon, ob sie diese Aufgabe annehmen möchte oder nicht.
„1666: Amsterdam“ soll noch 2026 als Early-Access-Version für den PC erscheinen. Panache Digital Games plant zudem noch eine Konsolenversion des Spiels. Diese soll „später“ erscheinen, wie die Entwickler mitteilten.
Quelle: Pressemitteilung
