Sony just rolled out its annual patch for the 2006 console, to both support and break games preservation
Sony just rolled out its annual patch for the 2006 console, to both support and break games preservation

Last month, Meta announced Horizon Worlds was going “almost exclusively mobile”, which included removing Worlds suggestions and generally deemphasizing the immersive social platform on Quest. Now, the company says it’s pulling the plug on Quest support entirely in June.
Released in 2021, Horizon Worlds was meant to be Meta’s flagship metaverse app, essentially serving as the impetus for its rebranding away from Facebook and Oculus. The platform struggled early on with low retention though, which translated to limited appeal among VR users, prompting Meta to open it up to mobile users in 2023.
Now, Meta announced via its official Discord (invite) that come March 31st, Horizon Worlds and Events will no longer appear in the Store on Quest. This is said to include the removal of Horizon Central, Events Arena, Kaiju, and Bobber Bay worlds from Quest access.

What’s more, come June 15th, Meta is removing the Horizon Worlds app entirely from Quest, which means that worlds will no longer be available in VR in any capacity after that date.
Additionally, Meta is removing its spatial ‘Hyperscape’ captures from Horizon Worlds come March 24th. “Your existing captures will remain viewable within the Hyperscape Capture (Beta) app, which is available in your Quest app library,” Meta says. “You can continue capturing new Hyperscapes, but sharing, inviting, and co-experiencing Hyperscapes with others will no longer be supported.”
Notably, Meta shuttered its work-focused Horizon Workrooms platform last month, which allowed Quest and non-Quest users to interact in an immersive environment.
This comes amid a wider shift in Reality Labs, which recently saw layoffs affecting 10 percent of the XR division in addition to the closure of three first-party XR studios which resulted in multiple game cancellations.
Meta has said it’s still funding third-party titles in addition to its current plans to release two new VR headsets, which include a possible successor to Quest 3 as well as a thin and light headset that tethers to a compute puck.
The post Meta is Permanently Shuttering the VR Version of ‘Horizon Worlds’ in June appeared first on Road to VR.
MindsEye developer Build a Rocket Boy (BARB) has gone through serious drama recently including layoffs and accusations of sabotage. Now, the company is parting ways with its MindsEye co-publisher IOI Partners (the company behind Hitman publisher IO Interactive) and assuming sole publishing responsibilities going forward. It also means that a planned MindsEye and Hitman collaboration will be cancelled, the companies announced in a press release.
“IOI Partners’ involvement with MindsEye comes to an end, except for any essential transitional functions required to transfer publisher-of-record status to Build A Rocket Boy,” the companies stated. “In light of this separation, the Hitman mission announced in June 2025, planned as a crossover event within MindsEye, will no longer be released.” They acknowledged that the announcement is likely to spur disappointment among funs and thanked the community for its support.
The publishing deal was a first for IOI partners and looked promising, considering the pedigree of BARB’s co-CEO Leslie Benzies as a former Rockstar North president and GTA producer. However, MindsEye was widely criticized upon release due to bugs, a lackluster story and mediocre gameplay.
At the same time, employees penned an open letter accusing Benzies of mismanaging the game and bungling layoffs. In response, Benzies and co-CEO Mark Gerhard said that negative pre-release feedback came about to due internal and external sabotage, a claim that employees reportedly doubted. In any case, BARB is now on its own and has a tall order to save MindsEye, particularly after recent layoffs.
This article originally appeared on Engadget at https://www.engadget.com/gaming/io-interactive-splits-with-mindseye-developer-and-ends-hitman-collab-110028292.html?src=rss
sciencehabit shares a report from Science.org: In The Martian, fictional astronaut Mark Watney survives the wasteland of Mars by growing potatoes in lunar soil — with a bit of help from human poop. The idea may not be so far-fetched. In a preprint posted this month on bioRxiv, researchers show potatoes can indeed grow in the equivalent of Moon dust, though they need a lot of help from compost found on Earth. To make the discovery, scientists first had to re-create lunar regolith — the loose, powdery layer that blankets the Moon’s surface. To replicate that in the lab, David Handy, a space biologist at Oregon State University (OSU), and his colleagues used a mix of crushed minerals and volcanic ash that matched the chemistry of the Moon.
But lunar regolith is entirely devoid of the organic matter that plants need to grow. “Turning an inorganic, inhospitable bucket of glorified sand into something that can support plant growth is complex,” says Anna-Lisa Paul, a plant molecular biologist at the University of Florida not involved with the work. So Handy and his colleagues added vermicompost — organic waste from worms — into the regolith. They found that a mix with 5% compost allowed the potatoes to grow while still emulating the stressful conditions of the lunar environment. After almost 2 months of growth, the team harvested the tubers, freeze-dried them, and ground them up for further testing.
Analysis of the potatoes’ DNA showed stress-related genes had been activated. The potatoes also had higher concentrations of copper and zinc than Earth-grown ones, which may make them dangerous for human consumption. The plants’ nutritional value, though, was similar to traditional potatoes — a surprise to the scientists, who expected lower levels of nutrition “because the plants might have been working overtime to overcome certain stressors,” Handy says.
Read more of this story at Slashdot.
Google engineers have been spending the past number of months developing Sashiko as an agentic AI code review system for the Linux kernel. It’s now open-source and publicly available and will continue to do upstream Linux kernel code review thanks to funding from Google…
A newly disclosed set of vulnerabilities has sent shockwaves through the Linux security community. Dubbed “CrackArmor,” these flaws affect AppArmor, one of the most widely used security modules in Linux, potentially exposing millions of systems to serious compromise.
The widely-used GRUB bootloader is now being developed on FreeDesktop.org with a modern GitLab-based workflow…
A new platform feature being worked on by Arm engineers for the Linux kernel is Live Firmware Activation to allow for updated firmware components to be deployed without requiring a system reboot…
MALAGA, Spain—Late last year, we got our first chance to drive the new BMW iX3. An all-electric version of one of BMW’s best-sellers, the electric SUV is arguably the new head of the class in the competitive premium SUV EV segment, with good driving dynamics and an extremely efficient electric powertrain. The next new BMW EVs to use the company’s Neue Klasse platform is the one we find more interesting here at Ars, even if it won’t sell as well. It’s the 2027 i3, or BMW’s first 3 series EV, and it goes into production in Munich this August.
It has been a few years since we first saw the Neue Klasse sedan concept, and it has mostly remained faithful to that design as it made the transition from concept to production model. Light has replaced chrome for BMW’s traditional kidney grille, which here contains kidneys within kidneys. Like the iX3, there’s a valley down the hood, but here the kidneys are long and wide, unlike the bucktooth look of BMW’s new SUVs.
The biggest change is at the rear. Sadly, the i3 has little of the elegance or charm of the concept aft of the rear axle, but the demands of real-life practicality meant BMW needed to raise the rear deck a few inches in order to give the car proper cargo-carrying capacity. And yes, the rear window does have the traditional “Hofmeister kink.” At launch, the i3 will be just a sedan, but BMW showed us a silhouette of a wagon variant—Touring in BMW-speak—that we very much hope crosses the Atlantic at some point.
For those that happen to have the Logitech MX Master 4 wireless mouse or are considering this high-end ~$120 USD Bluetooth mouse, better support for it was merged yesterday to Linux 7.0…
The Department of Defense said giving Anthropic continued access to its warfighting infrastructure would “introduce unacceptable risk” to its supply chains in a court filing submitted in response to the AI company’s lawsuit. If you’ll recall, Anthropic sued the government to challenge the supply chain risk designation it received for refusing to allow its model to be used for mass surveillance and the development of autonomous weapons.
In its filing, the department explained that its secretary, Pete Hegseth, had a provision incorporated into AI service contracts, allowing the agency to use their technologies for any lawful purpose. Anthropic refused its terms and apparently, the company’s behavior caused the Pentagon to question whether it truly was a “trusted partner” that it could work with when it comes to “highly sensitive” initiatives. “After all, AI systems are acutely vulnerable to manipulation, and Anthropic could attempt to disable its technology or preemptively alter the behavior of its model either before or during ongoing warfighting operations, if Anthropic — in its discretion — feels that its corporate “red lines” are being crossed,” the Pentagon wrote in its filing. “DoW deemed that an unacceptable risk to national security,” it added, referring to the agency as the Department of War, which is the Trump administration’s preferred name for it.
It was due to those concerns that President Trump ordered federal agencies to stop using its technology, the filing reads. The company is asking the court to issue a preliminary injunction and put a pause on a ban while it’s challenging its supply chain risk designation in court. While Anthropic’s clients could continue working with the company on non-defense-related projects, it says the label could cause it to lose billions of dollars in revenue. It’s not quite clear if Anthropic is still trying to reach a new deal with the government, as was reported before it filed its lawsuit. As The New York Times notes, Microsoft, Google and OpenAI had filed friend-of-the-court briefs in support of Anthropic since then.
This article originally appeared on Engadget at https://www.engadget.com/ai/defense-department-says-anthropic-poses-unacceptable-risk-to-national-security-094328717.html?src=rss
Factor has partnered with Bugatti to create the Bugatti Factor One, a highly exclusive version of its aero bike, which promises “a radical fusion of hypercar engineering and elite cycling performance”.
Factor says it partnered with the luxury car manufacturer to create a bike around the two companies’ shared philosophy of an “obsessive attention to detail and performance without limits”.
The lack of limits is taken quite literally, with this aero bike not complying with UCI regulations, and instead focusing on a “no-holds-barred-approach”.

When the Factor One first appeared at the 2025 Critérium du Dauphiné, it caught the cycling world’s attention thanks to its radical front fork.
The fork has a similar bayonet design as the Cervélo S5 and Colnago Y1Rs, where the fork legs continue into a narrow head tube. But the One takes things a step further with a wide arch that’s said to help air pass through the fork more efficiently.
This design makes use of the UCI’s updated regulations, which specify forks can be no wider than 115mm. But Bugatti and Factor’s collaboration goes further with a special-edition fork that is wider than the UCI’s limit.

The fork also differs from the one you’ll find on the typical Factor One near the thru-axle. There are effective ‘wings’ and channels at the bottom of the fork, presumably to further smooth airflow and reduce aerodynamic drag.
“This design not only enhances high-speed efficiency but also improves front-end stability, ensuring precise handling under race conditions,” Factor says.
The bike isn’t a complete rule breaker. At 62mm deep, the Bugatti Factor One’s wheels are 3mm shy of the UCI’s maximum rim depth. Yet Factor says these Black Inc Hyper 62 wheels are far from ordinary.

According to the brand, they are “conceived as the cycling equivalent of a hypercar wheelset, where aerodynamic science, structural integrity, and aesthetic precision converge”.
The wheelset is said to weigh 1,298g and the rim profile has been optimised for high speeds.
“The advanced carbon layup has been tuned to maximise torsional stiffness and power transfer under load, while maintaining controlled compliance for refined ride quality,” Factor adds.
Elsewhere, the aero bike has a suite of bespoke components. There are Bugatti carbon chainrings, carbon and titanium rotors, a bespoke Selle Italia saddle and Continental GP5000 TT TR tyres that have been customised exclusively for the bike.
Finally, the bike is complete with a split paintwork, which is a design signature of Bugatti’s cars, with ‘Bugatti’ written boldly across the down tube.

A collaboration between Factor and Bugatti might leave you scratching your head, and even more so when you know there will only be 250 bikes available, for the princely sum of $23,599 / €25,799. So the questions might be, why have they done this? And who exactly is it for?
Factor’s founder, Rob Gitelis, says: “The Bugatti Factor One is not simply a bicycle. It is a statement. This project challenged us to rethink every assumption and push engineering boundaries the same way Bugatti has done in the automotive world for over a century.”
Bugatti’s Wiebke Ståhl adds: “It translates the meticulous engineering and attention to detail of Bugatti hypercars into a completely new category. It demonstrates that our pursuit of excellence and craftsmanship extends beyond hypercars.”

So, in short, the project enables the companies to push the boundaries of what they’re doing. But whether this project is one that leads to performance gains on Factor’s UCI-legal bikes is yet to be seen.
And in terms of who the bike is for, Factor says it’s aimed at “collectors, enthusiasts and athletes”. Note the order of those words.
But all this framing probably misses something more fundamental. After all, Factor isn’t the first cycling brand to team up with a sports car manufacturer. Cervélo has collaborated with Lamborghini, Colnago has a long history of working with Ferrari, and BMC has drawn upon Red Bull Advanced Technologies’ Formula One experience.
Maybe for these cycling companies there is something irresistible about tapping into the luxury and speed of supercars, while turning a few heads in the process.
Big Tech donates $12.5 million to get things rollingHalf a dozen Big Tech players have together delivered $12.5 million in grants towards a project that aims to help maintainers of open source projects to cope with AI slop bug reports.…
Nvidia unveiled its Vera Rubin Space-1 system for powering AI workloads in orbital data centers. “Space computing, the final frontier, has arrived,” said CEO Jensen Huang. “As we deploy satellite constellations and explore deeper into space, intelligence must live wherever data is generated.” CNBC reports: In a press release, the company said that its Vera Rubin Space-1 Module, which includes the IGX Thor and Jetson Orin, will be used on space missions led by multiple companies. The chips are specifically “engineered for size-, weight- and power-constrained environments.” Partners include Axiom Space, Starcloud and Planet.
Huang said Nvidia is working with partners on a new computer for orbital data centers, but there are still engineering hurdles to overcome. “In space, there’s no convection, there’s just radiation,” Huang said during his GTC keynote, “and so we have to figure out how to cool these systems out in space, but we’ve got lots of great engineers working on it.”
Read more of this story at Slashdot.
That’s one way to respond to the DLSS 5 backlash
Wildlight Entertainment appears to be no more
System76 has introduced an updated version of its Thelio Mira desktop, featuring AMD Ryzen 9000 series processors, revised thermal design, and improved serviceability. The system targets workstation, development, and compute-heavy workloads, including data processing and machine learning. The refreshed Thelio Mira is offered as a configurable system alongside preconfigured Premium and Elite variants. System76 states […]
An anonymous reader quotes a report from 404 Media, written by Jason Koebler: Over the last few months, various academics and AI companies have attempted to predict how artificial intelligence is going to impact the labor market. These studies, including a high-profile paper published by Anthropic earlier this month, largely try to take the things AI is good at, or could be good at, and match them to existing job categories and job tasks. But the papers ignore some of the most impactful and most common uses of AI today: AI porn and AI slop.
Anthropic’s paper, called “Labor market impacts of AI: A new measure and early evidence,” essentially attempts to find 1:1 correlations between tasks that people do today at their jobs and things people are using Claude for. The researchers also try to predict if a job’s tasks “are theoretically possible with AI,” which resulted in this chart, which has gone somewhat viral and was included in a newsletter by MSNOW’s Phillip Bump and threaded about by tech journalist Christopher Mims. (Because everything is terrible, the research is now also feeding into a gambling website where you can see the apparent odds of having your job replaced by AI.) In his thread, Mims makes the case that the “theoretical capability” of AI to do different jobs in different sectors is totally made up, and that this chart basically means nothing. Mims makes a good and fair observation: The nature of the many, many studies that attempt to predict which people are going to lose their jobs to AI are all flawed because the inputs must be guessed, to some degree.
But I believe most of these studies are flawed in a deeper way: They do not take into account how people are actually actually using AI, though Anthropic claims that that is exactly what it is doing. “We introduce a new measure of AI displacement risk, observed exposure, that combines theoretical LLM capability and real-world usage data, weighting automated (rather than augmentative) and work-related uses more heavily,” the researchers write. This is based in part on the “Anthropic Economic Index,” which was introduced in an extremely long paper published in January that tries to catalog all the high-minded uses of AI in specific work-related contexts. These uses include “Complete humanities and social science academic assignments across multiple disciplines,” “Draft and revise professional workplace correspondence and business communications,” and “Build, debug, and customize web applications and websites.” Not included in any of Anthropic’s research are extremely popular uses of AI such as “create AI porn” and “create AI slop and spam.” These uses are destroying discoverability on the internet, cause cascading societal and economic harms. “Anthropic’s research continues a time-honored tradition by AI companies who want to highlight the ‘good’ uses of AI that show up in their marketing materials while ignoring the world-destroying applications that people actually use it for,” argues Koebler. “Meanwhile, as we have repeatedly shown, huge parts of social media websites and Google search results have been overtaken by AI slop. Chatbots themselves have killed traffic to lots of websites that were once able to rely on ad revenue to employ people, so on and so forth…”
“This is all to say that these studies about the economic impacts of AI are ignoring a hugely important piece of context: AI is eating and breaking the internet and social media,” writes Koebler, in closing. “We are moving from a many-to-many publishing environment that created untold millions of jobs and businesses towards a system where AI tools can easily overwhelm human-created websites, businesses, art, writing, videos, and human activity on the internet. What’s happening may be too chaotic, messy, and unpleasant for AI companies to want to reckon with, but to ignore it entirely is malpractice.”
Read more of this story at Slashdot.
Version 4.3 of the CMake software development tool / build system was released today. Notable with CMake 4.3 is support for importing and exporting packages described using the Common Package Specification (CPS) for greater interoperability in the ecosystem…
Meta Horizon Worlds is dropping VR support in June, meaning it will only be available as a flatscreen experience for the web and smartphones.
By March 31, Meta says the Horizon Worlds app will be delisted from Quest’s store, and key first-party worlds such as Horizon Central, Events Arena, Kaiju, and Bobber Bay will no longer be accessible in VR.
Then, from June 15, the Horizon Worlds app will be removed from Quest headsets, and all worlds will no longer be accessible in VR.
Horizon Worlds will remain accessible as a flatscreen experience from the web and the Meta Horizon smartphone app, and Meta says it plans to continue to develop, expand, and invest in Horizon Worlds as a mobile experience.
The end of VR support for Horizon Worlds will also mean you can no longer invite friends to join your Horizon Hyperscape scans as Meta Avatars, since this was done through Horizon Worlds.
UploadVRJamie Feltham
Launched as Facebook Horizon in 2020 until it was rebranded to Horizon Worlds a year later, the platform was supposed to be an early instantiation of the VR metaverse of science fiction.
Originally, its focus and unique feature was on in-VR creation, with all worlds created by users inside Quest or Rift headsets by using Touch controllers to place and manipulate primitive shapes and adding dynamic functionality via a spatial visual scripting system.
But while this goal of democratizing creation was somewhat admirable, it led to overly crude graphics that faced widespread ridicule on social media, especially combined with the common misconception that Meta’s entire AR/VR budget was being spent on Horizon Worlds.
In 2023, Meta started rolling out flatscreen desktop PC software to create worlds using a traditional game creation workflow, with the ability to import textured 3D meshes and use TypeScript to add functionality. By 2025 this was available to all creators.
It’s arguable, however, that this toolset arrived far too late, and that the reputational damage to Horizon Worlds had already been done. The infamous Mark Zuckerberg selfie is still being shared on social media to this day as the singular depiction of Horizon Worlds, despite being a bad example of the platform even when it was first posted in 2022, and not at all representative of its current state.
As political strategist Lee Atwater said four decades ago, perception is reality, and Horizon Worlds as a VR platform, no matter how much it had changed since that Zuckerberg selfie, was never able to shake its public perception.
UploadVRDavid Heaney
Back in January, Meta CTO Andrew Bosworth claimed that Meta has seen “really, really positive pickup” in Horizon Worlds on smartphones, and said that the company planned to double down on this.
“You’ve got a team that actually has product market fit in a huge market on mobile phones, and they’re having to build everything twice. They’re building it once for mobile phones, and building again for VR. There’s a pretty easy way to increase their velocity: just let them build for mobile. So Horizon is very focused now on mobile — not exclusively, but almost exclusively,” Bosworth was quoted as saying.
In February, Meta officially announced that it was “explicitly separating” Horizon Worlds from Quest, removing worlds from the operating system interface and store while making Horizon Worlds “almost exclusively mobile”.
UploadVRDavid Heaney
Those “exclusively” quotes are very notable, as they suggest that just one month ago Meta was still planning to keep Horizon Worlds in VR, or that leadership hadn’t finalized the decision to remove VR support.
What are your thoughts on the end of Horizon Worlds in VR? Are you glad to see it go, or sad to see it not given time to reach its potential? Let us know in the discussion below.