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data: stand up gaming-telemetry with the RE4 path-tracing seed session

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re4 config: 95,893 rows / 90.1 min of RTX 5080 telemetry under
max-settings Resident Evil 4 Remake (path tracing). Canonicalized from
the 48 raw batches in SEMM-Latent-Telemetry (timestamp-sorted,
session_label added, values verified identical). Card documents schema,
provenance, throttle statistics, and honest caveats.

Co-Authored-By: Claude Fable 5 (max) <noreply@anthropic.com>

Files changed (2) hide show
  1. README.md +191 -0
  2. re4/train-00000.parquet +3 -0
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+ ---
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+ pretty_name: Gaming Telemetry
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+ license:
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+ - mit
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+ - apache-2.0
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+ task_categories:
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+ - time-series-forecasting
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+ - reinforcement-learning
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+ language:
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+ - en
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+ size_categories:
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+ - 10K<n<100K
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+ configs:
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+ - config_name: re4
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+ data_files:
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+ - split: train
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+ path:
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+ - re4/train-*.parquet
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+ dataset_info:
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+ - config_name: re4
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+ features:
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+ - name: timestamp_ms
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+ dtype: int64
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+ - name: power_usage_mw
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+ dtype: uint32
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+ - name: temperature_c
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+ dtype: uint32
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+ - name: graphics_clock_mhz
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+ dtype: uint32
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+ - name: memory_clock_mhz
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+ dtype: uint32
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+ - name: pcie_rx_kbps
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+ dtype: uint32
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+ - name: pcie_tx_kbps
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+ dtype: uint32
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+ - name: pstate
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+ dtype: uint32
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+ - name: throttle_reasons_bitmask
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+ dtype: uint64
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+ - name: fan_speed_perc
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+ dtype: uint32
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+ - name: memory_used_mb
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+ dtype: uint64
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+ - name: memory_total_mb
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+ dtype: uint64
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+ - name: encoder_util_perc
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+ dtype: uint32
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+ - name: decoder_util_perc
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+ dtype: uint32
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+ - name: cpu_tctl_c
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+ dtype: float32
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+ - name: cpu_ccd1_c
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+ dtype: float32
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+ - name: cpu_ccd2_c
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+ dtype: float32
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+ - name: cpu_package_power_w
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+ dtype: float32
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+ - name: session_label
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+ dtype: string
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+ splits:
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+ - name: train
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+ num_bytes: 9109835
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+ num_examples: 95893
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+ download_size: 2607671
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+ dataset_size: 9109835
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+ tags:
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+ - telemetry
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+ - gpu-telemetry
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+ - nvml
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+ - gaming
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+ - path-tracing
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+ - dlss
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+ - neuromorphic
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+ - spiking-neural-networks
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+ - snn
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+ - hardware-aware-ai
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+ - time-series
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+ - rust
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+ - rtx-5080
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+ - spikenaut
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+ ---
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+
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+ # ๐ŸŽฎ Gaming Telemetry
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+
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+ High-frequency bare-metal GPU/CPU telemetry captured **while playing games at
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+ maximum settings** โ€” DLSS 4.0, path tracing, the works โ€” on an NVIDIA RTX 5080
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+ workstation. Collected for neuromorphic / spiking-neural-network research: a
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+ game session turns out to be a far richer stress instrument than crypto mining
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+ or sync-node workloads, with genuine idle โ†’ ramp โ†’ sustained-load โ†’ recovery
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+ dynamics, real wall-clock timestamps, and the NVML throttle bitmask.
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+
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+ This is the **canonical multi-title hardware corpus** for the Spikenaut /
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+ Limen-Neural ecosystem. One config per capture session; every config shares the
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+ same collector schema, Parquet only.
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+
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+ ```python
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+ from datasets import load_dataset
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+
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+ re4 = load_dataset("rmems/gaming-telemetry", "re4", split="train")
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+ ```
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+
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+ ## ๐Ÿ“Š Sessions
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+
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+ | Config | Title | Rows | Span | Cadence (mean) | Notes |
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+ |--------|-------|-----:|------|------|-------|
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+ | `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 |
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+
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+ Future sessions (Cyberpunk 2077, KCD2, โ€ฆ) land as new configs โ€” the
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+ [collector](https://github.com/rmems/gaming-telemetry) is game-agnostic; a new
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+ title only needs a `SESSION_LABEL` and a play session.
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+
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+ ## ๐Ÿ” Schema (`system_telemetry_v1` + `session_label`)
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+
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+ | Column | Type | Unit / meaning |
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+ |--------|------|----------------|
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+ | `timestamp_ms` | int64 | wall clock, ms since Unix epoch |
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+ | `power_usage_mw` | uint32 | GPU board power, milliwatts |
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+ | `temperature_c` | uint32 | GPU core temperature |
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+ | `graphics_clock_mhz`, `memory_clock_mhz` | uint32 | clocks |
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+ | `pcie_rx_kbps`, `pcie_tx_kbps` | uint32 | PCIe throughput |
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+ | `pstate` | uint32 | NVML performance state (P0=0 โ€ฆ) |
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+ | `throttle_reasons_bitmask` | uint64 | `nvmlClocksThrottleReasons` bits (`0x4` = SW power cap, `0x20`/`0x40` = SW/HW thermal, `0x80` = HW power brake) |
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+ | `fan_speed_perc` | uint32 | fan duty |
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+ | `memory_used_mb`, `memory_total_mb` | uint64 | VRAM |
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+ | `encoder_util_perc`, `decoder_util_perc` | uint32 | NVENC/NVDEC utilization |
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+ | `cpu_tctl_c`, `cpu_ccd1_c`, `cpu_ccd2_c` | float32 | CPU temperatures (hwmon) |
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+ | `cpu_package_power_w` | float32 | CPU package power (RAPL energy delta) |
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+ | `session_label` | string | capture session id, constant per config |
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+
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+ Missing readings are `null`, never `0`.
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+
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+ ## ๐Ÿ“ˆ Provenance
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+
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+ ```
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+ rmems/gaming-telemetry (GitHub) Rust collector: NVML + hwmon/RAPL โ†’ Parquet batches
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+ โ†“
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+ rmems/gaming-telemetry (this dataset) canonical per-session configs
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+ โ†“
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+ rmems/SEMM-Latent-Telemetry SAAQ / SEMM routing research (RE4 was its hardware drive)
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+ rmems/Spikenaut-SNN-Telemetry supervisor-trajectory dataset (state_telemetry backfill candidate)
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+ ```
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+
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+ **`re4` normalization, for the record.** The seed capture was first published as
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+ 48 raw batch files in
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+ [`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)
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+ (`system_telemetry_v1_batch_1..48.parquet`), which remain the untouched origin
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+ artifact. This dataset's `re4/train-00000.parquet` is those 48 batches
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+ concatenated, **sorted by `timestamp_ms`** (lexicographic batch globbing would
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+ interleave time), with a constant `session_label = "re4"` column appended to
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+ match the collector's v2 convention. Row count (95,893), null counts, and
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+ per-column sums were verified identical to the raw batches before publishing;
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+ no value was altered.
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+
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+ The capture predates the collector's v2 schema, so v2-only fields beyond
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+ `session_label` are absent here; future sessions will carry the current
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+ collector schema and a documented `POLL_INTERVAL_MS`.
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+
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+ ## โš ๏ธ Honest caveats
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+
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+ - **Single machine, single session so far.** One RTX 5080 workstation, one
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+ ~90-minute RE4 run. No cross-GPU generality is claimed.
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+ - The effective cadence (~56 ms mean) is the observed spacing of this capture,
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+ not a declared collector setting for it.
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+ - The GPU never left its comfort zone: max 66 ยฐC, no thermal or HW-slowdown
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+ throttle bits fired โ€” the only non-zero mask is SW power cap. Good "healthy
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+ under load" baseline; not an incident corpus.
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+ - Gameplay content is **not** recorded โ€” no frames, inputs, audio, or overlay
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+ data. Hardware counters only.
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+
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+ ## ๐Ÿ“œ Citation
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+
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+ ```bibtex
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+ @dataset{gaming_telemetry,
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+ author={Montoya Cardenas, Raul},
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+ title={Gaming Telemetry: bare-metal GPU/CPU traces under max-settings gameplay},
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+ year={2026},
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+ publisher={Hugging Face},
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+ url={https://huggingface.co/datasets/rmems/gaming-telemetry}
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+ }
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+ ```
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+
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+ ## โš–๏ธ License
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+
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+ **MIT OR Apache-2.0** โ€” dual-licensed; use whichever fits your project.
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+
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+ ## ๐Ÿ™ Acknowledgments
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+
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+ - **Capcom's RE Engine team** โ€” unknowingly the best GPU stress instrument in this lab
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+ - **Claude Fable 5** (Anthropic) โ€” dataset normalization, validation, and this card, in [Claude Code](https://claude.com/claude-code) under human review
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+
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+ *Built by Raul Montoya Cardenas โ€” WGU AI Engineering*
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