Datasets:
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
๐ฎ 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.
from datasets import load_dataset
re4 = load_dataset("rmems/gaming-telemetry", "re4", split="train")
๐ 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, โฆ) land as new configs โ the
collector is game-agnostic; a new
title only needs a SESSION_LABEL and a play session.
๐ 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 โฆ) |
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.
๐ 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/
(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.
โ ๏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.
๐ Citation
@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}
}
โ๏ธ License
MIT OR Apache-2.0 โ dual-licensed; use whichever fits your project.
๐ 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 under human review
Built by Raul Montoya Cardenas โ WGU AI Engineering