gaming-telemetry / README.md
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---
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*