File size: 6,507 Bytes
08607de
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
---
pretty_name: Gaming Telemetry
license:
- mit
- apache-2.0
task_categories:
- time-series-forecasting
- reinforcement-learning
language:
- en
size_categories:
- 10K<n<100K
configs:
- config_name: re4
  data_files:
  - split: train
    path:
    - re4/train-*.parquet
dataset_info:
- config_name: re4
  features:
  - name: timestamp_ms
    dtype: int64
  - name: power_usage_mw
    dtype: uint32
  - name: temperature_c
    dtype: uint32
  - name: graphics_clock_mhz
    dtype: uint32
  - name: memory_clock_mhz
    dtype: uint32
  - name: pcie_rx_kbps
    dtype: uint32
  - name: pcie_tx_kbps
    dtype: uint32
  - name: pstate
    dtype: uint32
  - name: throttle_reasons_bitmask
    dtype: uint64
  - name: fan_speed_perc
    dtype: uint32
  - name: memory_used_mb
    dtype: uint64
  - name: memory_total_mb
    dtype: uint64
  - name: encoder_util_perc
    dtype: uint32
  - name: decoder_util_perc
    dtype: uint32
  - name: cpu_tctl_c
    dtype: float32
  - name: cpu_ccd1_c
    dtype: float32
  - name: cpu_ccd2_c
    dtype: float32
  - name: cpu_package_power_w
    dtype: float32
  - name: session_label
    dtype: string
  splits:
  - name: train
    num_bytes: 9109835
    num_examples: 95893
  download_size: 2607671
  dataset_size: 9109835
tags:
- telemetry
- gpu-telemetry
- nvml
- gaming
- path-tracing
- dlss
- neuromorphic
- spiking-neural-networks
- snn
- hardware-aware-ai
- time-series
- rust
- rtx-5080
- spikenaut
---

# ๐ŸŽฎ Gaming Telemetry

High-frequency bare-metal GPU/CPU telemetry captured **while playing games at
maximum settings** โ€” DLSS 4.0, path tracing, the works โ€” on an NVIDIA RTX 5080
workstation. Collected for neuromorphic / spiking-neural-network research: a
game session turns out to be a far richer stress instrument than crypto mining
or sync-node workloads, with genuine idle โ†’ ramp โ†’ sustained-load โ†’ recovery
dynamics, real wall-clock timestamps, and the NVML throttle bitmask.

This is the **canonical multi-title hardware corpus** for the Spikenaut /
Limen-Neural ecosystem. One config per capture session; every config shares the
same collector schema, Parquet only.

```python
from datasets import load_dataset

re4 = load_dataset("rmems/gaming-telemetry", "re4", split="train")
```

## ๐Ÿ“Š Sessions

| Config | Title | Rows | Span | Cadence (mean) | Notes |
|--------|-------|-----:|------|------|-------|
| `re4` | Resident Evil 4 Remake (path tracing) | 95,893 | 90.1 min | 56.4 ms | 9.3% of samples at SW power cap (`0x4`), peak 364.9 W, max 66 ยฐC, VRAM to 15.9 GB |

Future sessions (Cyberpunk 2077, KCD2, โ€ฆ) land as new configs โ€” the
[collector](https://github.com/rmems/gaming-telemetry) is game-agnostic; a new
title only needs a `SESSION_LABEL` and a play session.

## ๐Ÿ” Schema (`system_telemetry_v1` + `session_label`)

| Column | Type | Unit / meaning |
|--------|------|----------------|
| `timestamp_ms` | int64 | wall clock, ms since Unix epoch |
| `power_usage_mw` | uint32 | GPU board power, milliwatts |
| `temperature_c` | uint32 | GPU core temperature |
| `graphics_clock_mhz`, `memory_clock_mhz` | uint32 | clocks |
| `pcie_rx_kbps`, `pcie_tx_kbps` | uint32 | PCIe throughput |
| `pstate` | uint32 | NVML performance state (P0=0 โ€ฆ) |
| `throttle_reasons_bitmask` | uint64 | `nvmlClocksThrottleReasons` bits (`0x4` = SW power cap, `0x20`/`0x40` = SW/HW thermal, `0x80` = HW power brake) |
| `fan_speed_perc` | uint32 | fan duty |
| `memory_used_mb`, `memory_total_mb` | uint64 | VRAM |
| `encoder_util_perc`, `decoder_util_perc` | uint32 | NVENC/NVDEC utilization |
| `cpu_tctl_c`, `cpu_ccd1_c`, `cpu_ccd2_c` | float32 | CPU temperatures (hwmon) |
| `cpu_package_power_w` | float32 | CPU package power (RAPL energy delta) |
| `session_label` | string | capture session id, constant per config |

Missing readings are `null`, never `0`.

## ๐Ÿ“ˆ Provenance

```
rmems/gaming-telemetry (GitHub)   Rust collector: NVML + hwmon/RAPL โ†’ Parquet batches
        โ†“
rmems/gaming-telemetry (this dataset)   canonical per-session configs
        โ†“
rmems/SEMM-Latent-Telemetry       SAAQ / SEMM routing research (RE4 was its hardware drive)
rmems/Spikenaut-SNN-Telemetry     supervisor-trajectory dataset (state_telemetry backfill candidate)
```

**`re4` normalization, for the record.** The seed capture was first published as
48 raw batch files in
[`SEMM-Latent-Telemetry/origin_hardware_baselines/resident_evil_4/`](https://huggingface.co/datasets/rmems/SEMM-Latent-Telemetry/tree/main/origin_hardware_baselines/resident_evil_4)
(`system_telemetry_v1_batch_1..48.parquet`), which remain the untouched origin
artifact. This dataset's `re4/train-00000.parquet` is those 48 batches
concatenated, **sorted by `timestamp_ms`** (lexicographic batch globbing would
interleave time), with a constant `session_label = "re4"` column appended to
match the collector's v2 convention. Row count (95,893), null counts, and
per-column sums were verified identical to the raw batches before publishing;
no value was altered.

The capture predates the collector's v2 schema, so v2-only fields beyond
`session_label` are absent here; future sessions will carry the current
collector schema and a documented `POLL_INTERVAL_MS`.

## โš ๏ธ Honest caveats

- **Single machine, single session so far.** One RTX 5080 workstation, one
  ~90-minute RE4 run. No cross-GPU generality is claimed.
- The effective cadence (~56 ms mean) is the observed spacing of this capture,
  not a declared collector setting for it.
- The GPU never left its comfort zone: max 66 ยฐC, no thermal or HW-slowdown
  throttle bits fired โ€” the only non-zero mask is SW power cap. Good "healthy
  under load" baseline; not an incident corpus.
- Gameplay content is **not** recorded โ€” no frames, inputs, audio, or overlay
  data. Hardware counters only.

## ๐Ÿ“œ Citation

```bibtex
@dataset{gaming_telemetry,
  author={Montoya Cardenas, Raul},
  title={Gaming Telemetry: bare-metal GPU/CPU traces under max-settings gameplay},
  year={2026},
  publisher={Hugging Face},
  url={https://huggingface.co/datasets/rmems/gaming-telemetry}
}
```

## โš–๏ธ License

**MIT OR Apache-2.0** โ€” dual-licensed; use whichever fits your project.

## ๐Ÿ™ Acknowledgments

- **Capcom's RE Engine team** โ€” unknowingly the best GPU stress instrument in this lab
- **Claude Fable 5** (Anthropic) โ€” dataset normalization, validation, and this card, in [Claude Code](https://claude.com/claude-code) under human review

*Built by Raul Montoya Cardenas โ€” WGU AI Engineering*