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US gov't allows Chinese telecom giant ZTE to purchase Nvidia H200 AI chips β€” firm joins Alibaba, Tencent, and ByteDance in access to Hopper tech

The Sino-American chip wars have resulted in many back-and-forth salvos and negotiations as the countries try and strike a balance between technology access and trade. Currently, both sides have set respective import and export controls, letting specific companies on a case-by-case basis. Today, Reuters reports that Chinese telecoms giant ZTE and server firm Maginfra have received U.S. approval to buy Nvidia's last-gen H200 "Hopper" chips.

ZTE joins a club that counts Alibaba, Tencent, ByteDance, and JD.com among the roughly 10-strong group of Chinese companies with U.S. clearance for those purchases. Additionally, an apparent subsidiary of Kingsoft Cloud got approval to buy AMD accelerators equivalent to Nvidia's H200, presumably Instinct MI300X-class chips.

Over on the Chinese side of the table, Reuters remarks that there's no word on whether the respective authorities will give ZTE the go-ahead for import, as the country has taken on a protectionist stance as it tries to grow its own chip industry. The country has discouraged firms from purchasing foreign tech and has instead pushed companies to acquire homegrown accelerators. Huawei in particular has made great strides both technologically and financially.

But even with those domestic production initiatives, the Chinese hunger for AI silicon is so deep that six months ago, Reuters said the nation's tech firms had more than two million H200 chips on order, far more than what Nvidia had on hand at the time. We'd venture that hunger has barely subsided.

ZTE might not be a familiar name Stateside, but the corporation is one of China's largest telecommunication conglomerates, and among many other ventures, it sells all sorts of carrier network gear that's installed worldwide, along with corresponding client-facing equipment, including phones and IoT equipment. Like most any sizable technological venture, ZTE has joined in on the cloud computing and AI push, so it needs accelerators to make those ambitions reality.

The current status of the AI chip trade situation is roughly that the U.S. allows Chinese firms to buy AI chips up to and including the Hopper family (meaning no Blackwell chips), with a 25% export tariff, though final decisions are made on a case-by-case basis. Over on Chinese shores, Beijing's authorities play their cards close to their chest and dole out approvals as they see fit, with no clear rules seemingly set. But China is, of course, a global power with trade connections to most everyone, so interested firms were able to get their hands on Blackwell chips through various creative (and potentially illicit) means.

Whether this change will actually clear the way for any great volumes of H200 accelerators to make their way into ZTE's data centers remains to be seen. CNBC cites a U.S. trade official who today stated that "very few shipments against licenses for H200s and equivalents have taken place. It’s a very small quantity of chips" during a congressional hearing. If H200 shipments become material to Nvidia's bottom line, we'll almost certainly hear about it in future comments or earnings reports.

Modder successfully runs Counter-Strike clone at 60 FPS on the original Sony PSP β€” created his own Rust-based 3D engine to power 480 x 272 gameplay, also works on PS Vita

Barely a day goes by without some retro system developer accomplishing a technical feat that beggars belief. OpenStrike is the latest mad project, creating a proof-of-concept reimplementation of the seminal Counter-Strike for the Sony PlayStation Portable (PSP), a 22-year-old system that arguably has no business running the game.

The port was made by Yifeng Wang (aka doodlestrike), who apparently created his own Rust-based 3D engine called Pocket3D for the affair, along with the PocketJS JavaScript engine for the game rules and UI. Despite the proof-of-concept status, Wang says that elimination matches with bots are already playable, though the game's famous buying stages aren't yet functional. The full set of eight original Counter-Strike maps have already been tested, and interested modders should easily be able to roll their own.

Yes, that's Counter Strike on a PSP!Yes, that's DevTools inspecting game UI!Yes, it's PocketJS! Clean room implemented FPS engine, fully open JavaScript mod API, ~12MB RAM footprint, 60fps, fully open source. ⚑️ pic.twitter.com/OprLN3E71JJuly 10, 2026

The engine manages to run the game with bots at a steady 60 FPS at the PSP's native 480x272 resolution, thanks to pre-processing graphical assets to directly bake lightmaps into vertex colors (as opposed to real-time or on-startup calculations). Interestingly, Wang kept the old-school BSP (Binary Space Partitioning) rendering method to cull non-visible areas rather than use a fancier modern algorithm, lending credence to the "don't fix what isn't broken" motto.

The game also runs on the PS Vita, a system with 4x the effective resolution of the original at 960x544, with native graphics, without upscaling of either 3D rendering or 2D assets. You should also be able to run the project as a standard desktop game, and naturally, it's playable on the popular PPSSPP emulator. To get the project going, you'll have to provide your own copy of the Counter-Strike asset data, similar to using Doom's original WADs in one of the many ports.

The project's entire technical architecture is impressive, as Wang went way beyond the scope of "make a 3D engine that load maps." Both the Pocket3D and PocketJS 2D engines are generic, and OpenStrike is merely the first "product" that uses them. The code runs on a server/client/event architecture, and the event handling (ex: shooting) is decoupled from the rendering core, preventing nasty FPS dips. The game is testable offline, and most everything is trivially moddable. You should check out the OpenStrike repo if you're interested.

Colibrì proof-of-concept gains frontier-level 1.5-TB AI model — novel approach runs on only 25GB of RAM and shows promise for local AI setups

Running LLMs and agents in home lab setups is steadily gaining popularity due to the rising cost of AI bot subscriptions and concerns about data privacy. Unfortunately, an Nvidia NVL72 rack is ever so slightly out of the financial reach of most people, so enthusiasts have to make do with models that can run in limited amounts of memory. Italian engineer Vincenzo (aka JustVugg) seemingly wanted to have his cake and eat it, so he created ColibrÌ to run the 744-billion-parameter 1.5-TB GLM-5.2 model on a modest CPU, a mere 25 GB of RAM, and a 1 GB/s virtual NVMe drive.

Let's get the elephant out of the way: Colibrì's speed on Vincenzo's setup is only about 0.05 to 0.1 tokens per second on average, a measure that's unusable for practical conversation — imagine just one question taking hours to answer. Higher-end setups provide far better figures, but for now, they still don't meet the 20-30 tokens per second required for real-time use.

Having said that, GLM-5.2 is a Mixture-of-Experts (MoE) model with frontier-level capability, at least somewhere in viewing distance of the finest offerings from Anthropic, OpenAI, et al. This means that the quality of the answers ought to be excellent, and Vincenzo himself says his limited testing produced some impressive results. The way Colibrì works is simple enough to describe, and yet hard to do right: loading the model in slices to RAM. We're going to oversimplify for clarity's sake.

An MoE model like GLM-5.2 includes hundreds of expert sub-models to answer different topics, and these are chosen per token, not per query β€” meaning that when you ask a question, your words get split into tokens (chunks). For each token, the bot activates the best experts for it. The experts might always be the same for the entire question, but more often than not, a query might reel in tens of experts, possibly going into triple digits.

Whereas normally large chunks of the model, or the entire model, are loaded onto interconnected datacenter GPUs, Colibrì takes advantage of the MOE architecture and repeatedly loads/unloads the experts required per token, allowing even a cheap machine to use a large model at a steep performance penalty. For speed and simplicity's sake, Colibrì's expert-selection code is a single C file with very few dependencies. Additionally, the GLM-5.2 model is quantized down (simplified with lossy encoding) to take up less space to begin with.

If you're thinking that loading and unloading data for every piece of a question's words is going to be a hard hit on storage I/O and memory bandwidth, you're exactly on the right track. In this type of setup, NVMe storage speed is the first major bottleneck, but the proverbial funnel varies across configurations. Give it enough storage bandwidth, then you're up against RAM limitations. Fix that, then you need more CPU cores, and so on.

Colibrì is currently a proof-of-concept and doesn't yet run on GPUs, though it's worth noting that even then, shuffling data to/from the card will almost certainly be the biggest constraint. Even still, the project has barely been released, and it's already proving quite popular. Vincenzo is collecting benchmark data and running fixes as we speak, so be sure to visit the repository to contribute if you can. Maybe at some point it'll be feasible to run a really clever model on high-end consumer hardware at a decent enough clip.

Chat Control 1.0 sneaks through the EU Parliament, letting companies scan user data without warrants β€” legal tactic used to force a majority-required re-vote on eve of Parliament break

The Chat Control 1.0 law that enables warrantless mass scanning of digital communications has been voted against multiple times by the EU Parliament. And yet, just like a movie zombie, it keeps getting resurrected by various legal sleight-of-hand moves. Yesterday, one of those tricks worked, as Chat Control 1.0 passed (or rather, was not rejected) in a forced re-vote that required an absolute majority (50% + 1) for active refusal. This brings back the law until 2028, and sets a different stage for September's upcoming discussion on Chat Control 2.0.

After the impending publication in the EU Official Journal, online direct-communication platforms will be allowed to mass-scan their users' data without the need for a warrant, under the guise of looking for child sexual abuse material (CSAM).

The scanning is not mandatory, but big tech firms will have a legal mechanism to rifle through user data. EU firms have historically refrained from doing so, presenting privacy and data sovereignty as selling points, but the legal door is nevertheless now officially open.

The obvious platforms where monitoring can now take place will be e-mail and chat services. Immediate examples include Gmail, iCloud, Hotmail, Discord, Instagram, Slack, Teams, Snapchat, Xbox, and Google Chat.

Although the law's scope is for "interpersonal communications services," the legal mechanism might hypothetically extend to some gray areas like Google Drive, where sending someone a link to a cloud file could be within the scope of the law.

It's worth noting that "direct communication" isn't restricted to one-to-one chats, as it includes group chats; just not public or undirected communications. Additionally, EU law enforcement is still beholden to the same warrant requirement as before β€” Chat Control 1.0 does not grant a blank pass to authorities to mass-scan user data, or request companies to do so without a targeted warrant.

Thanks to two amendments in yesterday's vote, end-to-end-encrypted (E2EE) communications means (ex: WhatsApp) stay exempt. That means that for now, Chat Control 1.0 isn't a commandment to break encryption, something that has been regularly suggested by lawmakers around the world.

It's as good a time as any to remind people that Instagram messages are no longer E2EE as of May, and that although WhatsApp's messages are encrypted, the service leaks out every single bit of metadata about them β€” sender, recipient, time, size, etc. As always, Signal is recommended as a privacy-focused communications app.

This latest development in the EU parliament is eliciting widespread public outcry due to the nature of the law itself, but also due to the manner in which it happened. Critics and opponents of the rule are suggesting this move is unprecedented.

Chat Control 1.0 has already been shot down repeatedly, most recently in March. However, European Parliament President Roberta Metsola forced a second reading of the law, and invoked Rule 163's "urgent procedure" mechanism. This had many effects, including bringing up a law that was voted against for discussion yet again; turning the decision into a denial vote (vote-to-deny, not vote-to-pass); exploiting the second-reading requirement that demands an absolute majority vote (50% + 1); and letting the President herself set the schedule. Metsola scheduled the second reading to the very last day before the European Parliament summer recess.

The result was that out of 720 representatives, only 607 actually cast a vote. Of those, 315 (over half) voted against Chat Control 1.0. That figure did not meet the supermajority threshold of 361, which was calculated against a full chamber.

Opponents to Chat Control have posted resources at the Fight Chat Control website, including a breakdown of member-state and individual representative voting positions and contact information.

Minecraft shown running on Game Boy Color and Game Boy in 3D with textures β€” developer coaxed 3D look out of barely-there hardware

Tobias Friedly, also known as Game of Tobi on YouTube, is quite the wizard when it comes to making the seemingly impossible happen on early Nintendo hardware. His latest venture is getting a limited version of Minecraft running on the Game Boy Color (GBC)... but in 3D. As an added bonus, he even got the game working on the original Game Boy in limited fashion, thanks to both machines' interoperability.

Friedly demonstrated his work in a short YouTube video, where it's plainly visible that he managed to coax the GBC's 8x8 sprites into something visually resembling Minecraft in a three-dimensional projection. Although there are no enemies, inventory, or game logic, the feat is exceedingly impressive given that the hardware was never meant to have 3D games.

This is a significant departure from existing Minecraft demakes for old Nintendo gear, seemingly all of which tried implementing the original game's mechanics in a flat two-dimensional space. Friedly's project appears to be an offshoot of his existing Minecraft 3D for the Gameboy Advance.

Even with the limited GBC hardware, he even went as far as adding a map generator that can create flat or bumpy maps. Blocks of various types (including portals) can be placed and removed, and he even added the Nether area of the game. Game saving and loading is included, and there's an option to enable block textures. Predictably the results are a bit iffy given the limited resolution of the display and the inherent difficulty in faking texture mapping with 8x8 tiles.

Despite running at different speeds and color levels, the Game Boy Color and original Game Boy are for the most part compatible, and Friendly even showed that his clone does run on the original black-and-green Game Boy. It's hard to distinguish blocks on that screen β€” but it works. If you're interested in trying it out yourself, download the cart files that Friedly published.

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