Brazilian Modders Upgrade NVidia Geforce GTX 970 To 8 GB Of VRAM

Although NVidia’s current disastrous RTX 50-series is getting all the attention right now, this wasn’t the first misstep by NVidia. Back in 2014 when NVidia released the GTX 970 users were quickly dismayed to find that their ‘4 GB VRAM’ GPU had actually just 3.5 GB, with the remaining 512 MB being used in a much slower way at just 1/7th of the normal speed. Back then NVidia was subject to a $30/card settlement with disgruntled customers, but there’s a way to at least partially fix these GPUs, as demonstrated by a group of Brazilian modders (original video with horrid English auto-dub).

The mod itself is quite straightforward, with the original 512 MB, 7 Gbps GDDR5 memory modules replaced with 1 GB, 8 Gbps chips and adding a resistor on the PCB to make the GPU recognize the higher density VRAM ICs. Although this doesn’t fix the fundamental split VRAM issue of the ASIC, it does give it access to 7 GB of faster, higher-density VRAM. In benchmarks performance was massively increased, with Unigine Superposition showing nearly a doubling in the score.

In addition to giving this GTX 970 a new lease on life, it also shows just how important having more VRAM on a GPU is, which is ironic in this era where somehow GPU manufacturers deem 8 GB of VRAM to be acceptable in 2025.

Continue reading “Brazilian Modders Upgrade NVidia Geforce GTX 970 To 8 GB Of VRAM”

ReactOS 0.4.15 Released With Major Improvements

Recently the ReactOS project released the much anticipated 0.4.15 update, making it the first major release since 2020. Despite what might seem like a minor version bump from the previous 0.4.14 release, the update introduces sweeping changes to everything from the kernel to the user interface and aspects like the audio system and driver support. Those who have used the nightly builds over the past years will likely have noticed a lot of these changes already.

Japanese input with MZ-IME and CJK font (Credit: ReactOS project)
Japanese input with MZ-IME and CJK font (Credit: ReactOS project)

A notable change is to plug-and-play support which enables more third party drivers and booting from USB storage devices. The Microsoft FAT filesystem driver from the Windows Driver Kit can now be used courtesy of better compatibility, there is now registry healing, and caching and kernel access checks are implemented. The latter improvement means that many ReactOS modules can now work in Windows too.

On the UI side there is a much improved IME (input method editor) feature, along with native ZIP archive support and various graphical tweaks.

Meanwhile since 0.4.15 branched off the master branch six months ago, the latter has seen even more features added, including SMP improvements, UEFI support, a new NTFS driver and improvements to power management and application support. All of this accompanied by many bug fixes, which makes it totally worth it to regularly check out the nightly builds.

Next time on Star Trek: EmptyEpsilon... (Credit: EmptyEpsilon project)

Build A Starship Bridge Simulator With EmptyEpsilon

Who hasn’t dreamed of serving on the bridge of a Star Trek starship? Although the EmptyEpsilon project isn’t adorned with the Universe-famous LCARS user interface, it does provide a comprehensive simulation scenario, in a multiplayer setting. Designed as a LAN or WAN multiplayer game hosted by the server that also serves as the main screen, four to six additional devices are required to handle the non-captain tasks. These include helm, weapons, engineering, science and relay, which includes comms.

Scenarios are created by the game master, not unlike a D&D game, with the site providing a reference and various examples of how to go about this.

The free and open source game’s binaries can be obtained directly from the site, but it’s also available on Steam. The game isn’t limited to just Trek either, but scenarios can be crafted to fit whatever franchise or creative impulse feels right for that LAN party.

Obviously building the whole thing into a realistic starship bridge is optional, but it certainly looks like more fun that way.

Photos from ODYSSEUS, an amazing-looking LARP using EE.

The Mysterious Mindscape Music Board

Sound cards on PC-compatible computer systems have a rather involved and convoluted history, with not only a wide diversity of proprietary standards, but also a collection of sound cards that were never advertised as such. Case in point the 1985 Mindscape Music Board, which was an add-on ISA card that came bundled with [Glen Clancy]’s Bank Street Music Writer software for IBM PC. This contrasted with the Commodore 64 version which used the Commodore SID sound chip. Recently both [Tales of Weird Stuff] and [The Oldskool PC] on YouTube both decided to cover this very rare soundcard.

Based around two General Instruments AY-3-8913 programmable sound generators, it enabled the output of six voices, mapped to six instruments in the Bank Street Music Writer software. Outside of this use this card saw no use, however, and it would fade into obscurity along with the software that it was originally bundled with. Only four cards are said to still exist, with [Tales of Weird Stuff] getting their grubby mitts on one.

As a rare slice of history, it is good to see this particular card getting some more love and attention, as it was, and still is, quite capable. [The Oldskool PC] notes that because the GI chip used is well-known and used everywhere, adding support for it in software and emulators is trivial, and efforts to reproduce the board are already underway.

Top image: Mindscape Music Board (Credit: Ian Romanick)

Continue reading “The Mysterious Mindscape Music Board”

Musings On A Good Parallel Computer

Until the late 1990s, the concept of a 3D accelerator card was something generally associated with high-end workstations. Video games and kin would run happily on the CPU in one’s desktop system, with later extensions like MMX, 3DNow!, and SSE providing a significant performance boost for games that supported them. As 3D accelerator cards (colloquially called graphics processing units, or GPUs) became prevalent, they took over almost all SIMD vector tasks, but one thing that they’re not good at is being a general-purpose parallel computer. This really ticked [Raph Levien] off and it inspired him to cover his grievances.

Although the interaction between CPUs and GPUs has become tighter over the decades, with PCIe in particular being a big improvement over AGP and PCI, GPUs are still terrible at running arbitrary computing tasks, and even PCIe links are still glacial compared to communication within the GPU and CPU dies. With the introduction of asynchronous graphic APIs this divide became even more intense. [Raph]’s proposal is to invert this relationship.

There’s precedent for this already, with Intel’s Larrabee and IBM’s Cell processor merging CPU and GPU characteristics on a single die, though both struggled with developing for such a new kind of architecture. Sony’s PlayStation 3 was forced to add a GPU due to these issues. There is also the DirectStorage API in DirectX, which bypasses the CPU when loading assets from storage, effectively adding CPU features to GPUs.

As [Raph] notes, so-called AI accelerators also have these characteristics, with often multiple SIMD-capable, CPU-like cores. Maybe the future is Cell after all.

The Fastest MS-DOS Gaming PC Ever

After [Andy]’s discovery of an old ISA soundcard at his parents’ place that once was inside the family PC, the onset of a wave of nostalgia for those old-school sounds drove him off the deep end. This is how we get [Andy] building the fastest MS-DOS gaming system ever, with ISA slot and full hardware compatibility. After some digging around, the fastest CPU for an Intel platform that still retained ISA compatibility turned out to be Intel’s 4th generation Core series i7-4790K CPU, along with an H81 chipset-based MiniITX mainboard.

Of note is that ISA slots on these newer boards are basically unheard of outside of niche industrial applications, ergo [Andy] had to tap into the LPC (low pin count) debug port & hunt down the LDRQ signal on the mainboard. LPC is a very compact version of the ISA bus that works great with ISA adapter boards, specially an LPC to ISA adapter like [Andy]’s dISAppointment board as used here.

A PCIe graphics card (NVidia 7600 GT, 256 MB VRAM), ISA soundcard, dodgy PSU and a SATA SSD were added into a period-correct case. After this Windows 98 was installed from a USB stick within a minute using [Eric Voirin]’s Windows 98 Quick Install. This gave access to MS-DOS and enabled the first tests, followed by benchmarking.

Benchmarking MS-DOS on a system this fast turned out to be somewhat messy with puzzling results. The reason for this was that the BIOS default settings under MS-DOS limited the CPU to non-turbo speeds. After this the system turned out to be actually really quite fast at MS-DOS (and Windows 98) games, to nobody’s surprise.

If you’d like to run MS-DOS on relatively modern hardware with a little less effort, you could always pick up a second-hand ThinkPad and rip through some Descent.

Continue reading “The Fastest MS-DOS Gaming PC Ever”

Biosynthesis Of Polyester Amides In Engineered Escherichia Coli

Polymers are one of the most important elements of modern-day society, particularly in the form of plastics. Unfortunately most common polymers are derived from fossil resources, which not only makes them a finite resource, but is also problematic from a pollution perspective. A potential alternative being researched is that of biopolymers, in particular those produced by microorganisms such as everyone’s favorite bacterium Escherichia coli (E. coli).

These bacteria were the subject of a recent biopolymer study by [Tong Un Chae] et al., as published in Nature Chemical Biology (paywalled, break-down on Arstechnica).

By genetically engineering E. coli bacteria to use one of their survival energy storage pathways instead for synthesizing long chains of polyester amides (PEAs), the researchers were able to make the bacteria create long chains of mostly pure PEA. A complication here is that this modified pathway is not exactly picky about what amino acid monomers to stick onto the chain next, including metabolism products.

Although using genetically engineered bacteria for the synthesis of products on an industrial scale isn’t uncommon (see e.g. the synthesis of insulin), it would seem that biosynthesis of plastics using our prokaryotic friends isn’t quite ready yet to graduate from laboratory experiments.