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High-severity vulnerability in Linux caused by a single faulty character

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When a verdict map is deleted from memory, catchall elements are deactivated and a chain’s reference counter is decremented. When errors occur the deletion can be reversed and the counter incremented. CVE-2026-53111 allows for that process to be altered. As a result, the exploit can decrement the variable an arbitrary number of times and then delete and free the chain when some objects still point to it.

“In this blog post, we have seen how one incorrect exclamation mark introduced a use-after-free vulnerability which can be exploited by an unprivileged user on Debian and Ubuntu to escalate privileges to root,” researchers from security firm Exodus Intelligence wrote Monday. “Although the exploit triggers the use-after-free vulnerability multiple times to leak the kernel base address, leak heap addresses, and hijack the control flow, the stability tests resulted in a stability of >99% on an idle system.”

The vulnerability was fixed in the kernel in February and subsequently back ported to major Linux distributions. Security firm FuzzingLabs demonstrated a proof of concept exploit in April. Exodus Intelligence, which discovered the bug, included its own PoC exploit in Monday’s post. It worked on Debian and Ubuntu.

CVE-2026-53111 is one of at least three potent elevation-of-privilege vulnerabilities to hit Linux in recent weeks. The vulnerabilities are serious, because, when chained to a separate exploit, they can be used to evade security defenses baked into the OS.

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23 WIRED-Approved Gifts for Frequent Travelers (2026)

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For the frequent flier who treats the Delta Sky Club like their second home.

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Behold The Most Beautifully Ambitious Starship Simulator Yet

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[Kevin Kelm] created something wondrous: Halcyon Dawn, an utterly unique and desperately challenging game that is equal parts intricate starship simulator, imposing hardware console, video game, and love letter to John Scalzi’s Old Man’s War book series. Grab a beverage for this one, because it’s chock-full of detail.

First, how is it played? The simulator represents the ship Halcyon Dawn, a stolen and renamed vessel, and the player representing its sole crew member. The ship’s new mission is to establish a home for its payload of genetically-engineered unfortunates, escaping a cruel sort of indentured military servitude. The former masters of course have a very different view of the whole situation, throwing around terms like “treason” and “theft” and in general preferring the version of the desperate protagonist they had the most control over.

Aluminum extrusion, laser-cut panels, and custom PCBs for interfacing physical controls and displays make up the bulk of the build.

As the player is meant to be operating the ship on their own, the cockpit is imposing. All 152 controls and six screens are meaningful and will be needed to pilot the Halcyon Dawn, survive hostile actions, repel boarding attempts, mine and refine vast amounts of raw materials, and in general keep the ship running and intact until an autofactory can be deployed in orbit of a suitable planet to create a new home.

All easier said than done. It’s one thing to pilot and tweak a temperamental ship, but doing so while also performing damage control and thwarting a boarding attempt by manipulating life support is quite another. Want more details? Gameplay is documented here and the physical controls have their own library.

The product of a year of focused work, [Kevin] – now retired – pointed his decades of hardware and software experience at Halcyon Dawn after realizing one night that everything he needed to create it already existed. How this whole project came to be is also a tribute to the amazing tools and equipment that hobbyists and hackers of all kinds now have to turn an idea into something that actually exists in the world. Even so, it was a load of work he is not keen to repeat. Don’t miss the technical deep-dive and photo gallery of the build.

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While the game itself — being a fan-made derivative of Scalzi’s work (and useless without the custom-made hardware console) — isn’t being released, [Kevin] has shared the underlying hardware framework it is built on. Enigma is an ESP32-based set of input and output PCBs made for integrating switches, knobs, displays, relays, and more with a Python library to make them easy to work with.

Starship simulators are a wonderful subset of projects, and every one is different from the last. Something about physical builds really works for them, and while we’ve seen a camper trailer converted to starship simulator [Kevin]’s project focuses the whole experience beautifully into the single-person console you see here. Watch a video of Halcyon Dawn running in an arcade-like “attract” mode embedded just below.

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4GB GPUs might return with AMD’s Radeon RX 9050

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Facepalm: After users spent years waiting for mid-range and budget graphics cards to ship with more than 8GB of VRAM, the RAM crisis might not only extend this era of disappointing GPU memory pools but also drag GPUs backward. As AMD unveils a new entry-level member of the Radeon RX 9000 lineup, a leaked URL suggests that a 4GB variant exists.

The Radeon RX 9050 appeared on AMD’s website on Tuesday, with ASRock as the first partner to confirm its availability. Although the card is equipped with 8GB of GDDR6 VRAM on bothd AMD’s and ASRock’s listings, X user Ruby Rapids shared a now-dead link with placeholder text for a 4GB model.

Many experts already advise against playing high-end games on 8GB GPUs at resolutions above 1080p, especially with high-resolution textures and ray tracing. Even 12GB is often considered the bare minimum for gaming in 2026.

Graphics cards with only 4GB of VRAM have not been seen since AMD launched the Radeon RX 6400 and 6500 XT in 2022. While pricing information for the RX 9050 remains unavailable, it is hard to imagine the entry-level card pushing far beyond the 6500 XT’s $199 MSRP.

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Digital Foundry reports that the RX 9050 utilizes the same Navi 44 GPU as the RX 9060. AMD’s website confirms that the lower-tier card has been cut down from 28 compute units to 16, with standard and boost clocks of 1,920 and 2,600 MHz. Ray accelerators and AI accelerators have also been reduced to 16 and 32, respectively. The GPU features 64 ROPs, 1,204 Stream processors, 64 texture units, and 29.7 billion transistors.

While the 8GB variant features a 128-bit memory interface with 288 GB/s of bandwidth, Digital Foundry fears that the 4GB variant, if it exists, might make matters worse by cutting its interface to 64 bits. AMD recommends a 450W PSU for the GPU, which draws 92W on its own. The company also estimates that it can achieve 60 fps in 007: First Light, 96 fps in Cyberpunk 2077, and 131 fps in Forza Horizon 6 at 1080p with medium settings, but it remains unclear whether the benchmarks apply to both models or only the 8GB variant.

ASRock aims to sell the AMD Radeon RX 9050 in Latin America and Asia.

If 4GB GPUs do return, DRAM shortages due to AI data center construction will be the primary cause. The crisis has driven numerous manufacturers to hike prices, including Apple, Microsoft, Sony, and GPU makers. Prior reports suggest that the shortages also delayed Nvidia’s rumored RTX 50 Super lineup, which is expected to introduce 3GB GDDR7 modules, allowing for 18GB and 24GB memory configurations.

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No one is sure how long the DRAM shortages will last. Some manufacturers expect memory prices to stabilize in 2028, but ADATA warns that prices might remain elevated for another decade.

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What’s The Difference Between Green And Yellow Stihl Chainsaw Chains?

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There are a number of telltale signs that your chainsaw’s chain needs to be replaced, such as seeing visible wear and tear on the saw’s chain or having to add too much of your own force in order for there to be any kind of effective cutting. When it comes time to get that a chain, there are several factors you need to consider when selecting that chain. Obviously, you need to know the pitch and the gauge for it to be able to snugly fit onto your blade. Beyond that though, there are other decisions that need to be made that can dramatically alter your sawing experience. The Stihl chainsaw brand makes that easier by splitting its available chains into two different categories: green and yellow.

One might think that these color distinctions indicate something like amateur and professional, but that isn’t the case. The green and yellow color markers are there to distinguish between low and high kickback chain models. One labeled as green is a low kickback model, while yellow indicates high kickback. On the various listings for the multitude of Stihl chains available, the company almost always recommends using green chains — along with green-labeled blades — with any of its chainsaw power heads, even on listings for yellow chains. Chainsaw kickback can be incredibly dangerous, and if you don’t have an extensive history with chainsaws, it can lead to serious injury if you can’t physically handle the kickback. For those with a lot of experience, they should be able to handle yellow chains. For most though, safety is of the utmost importance, and sticking with a low kickback green chain is the way to go.

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How to tell the difference between green and yellow chains

While SlashGear considers Stihl to be the best chainsaw brand on the market, that doesn’t mean the company does everything perfectly. Yes, it smartly delineates its low kickback chains from its high kickback ones, but it makes actually figuring out which chain is which a lot trickier than it needs to be.

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Purchasing in the store is a bit easier. Stihl chains each come in a box with a small colored square on the left side of the front of the packaging. There will also be additional rectangle on the left side of the box too. These shapes will either be colored green or yellow, depending on the which chain it is. The squares on the front of the box are quite small, so they can be a little easy to miss if you’re quickly scanning over your options in the hardware store. However, that’s a lot easier than the online process.

Annoyingly, the Stihl website doesn’t separate green chains from yellow ones. Every chain is grouped together, leaving you to go through them individually. Making things more complicated, it doesn’t label them as green or yellow in the product name. There are two ways to figure out. The first is by the picture. You’ll see a tiny green or yellow marker between chisels to indicate the difference, though not every picture has these colors featured. Your next hope is to read the full product description for kickback information, but unfortunately that’s not a guarantee either. If you aren’t sure what you’re getting, buying a chain in a hardware store is certainly the safer and easier option.

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A Blackout Protest Over Sony Ditching Disks Is Brewing

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from the revolt dept

Sony’s decision to stop producing PlayStation discs starting in 2028 was met with a ton of initial backlash, especially in the wake of Sony reminding its customers yet again that a digital purchase of content isn’t actually a purchase of content at all and what you’ve bought can be ripped away from you with the barest of notice. But for some, including this writer, there was an assumption that the initial backlash is where this would all end. After all, the anti-consumer nonsense around digital products has been happening for over a decade now and little if anything has been done about it. Some others assumed that feckless gamers would end up just accepting the fate that Sony has planned for them.

And maybe they still will, but it seems that some folks are at least attempting to put up a fight first. Some activists have organized what they are calling the PSBlackout, attempting to get PlayStation owners to not make a purchase or even log into their consoles for a full calendar week in August, all in protest of Sony going disc-less.

As spotted by Push Square (via Eurogamer), the “PSBlackout” protest was announced by the game preservation and consumer rights group DoesItPlay last night on July 26, and it’s already starting to pick up some steam on social media. 

DoesItPlay has scheduled the protest to run from August 23 to August 30, and asks that those who take part refrain from logging into, playing, or purchasing any content on PlayStation-related platforms during the week-long blackout. 

“Whether it’s closing beloved studios like Bluepoint, pursuing a misguided live-service strategy, cancelling fan events, leaving PS VRS2 to die, or being completely out of touch with the franchises players want to see return, PlayStation has never felt more disconnected from its community,” reads DoesItPlay’s statement on X. “Ending physical discs in 2028 feels like the last straw.”

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Now, Sony’s strategy for dealing with online and customer backlash in the past has been to simply wait it out. The company has also very clearly decided to employ that strategy in this case as well. Given enough time, Sony believes the anger will wane and be replaced by complacency, ultimately allowing the company to have its way.

A week long non-participation protest by PlayStation gamers, even if gets wide participation, is not going to cripple Sony. It’s not going to cripple any of its first-party or secondary studio partners. But it will make a statement at the very least, which might just be enough to make Sony’s ostrich routine no longer tenable.

And it’s not as though PSBlackout is the only form of backlash brewing over all of this.

Plus, provided news of the planned protest reaches enough ears, there’s certainly a sizable enough contingent of pissed-off fans out there ready to mobilize. The “Don’t Kill The Disc” Petition has continued to gain momentum over the last few weeks, having shot up from roughly 120,000 signatures on July 6 to just over 345,000 signatures on July 27.

Physical media shouldn’t go away. Not entirely, at least. The current consumer rules around digital purchases aren’t good enough to protect customers. There’s too much risk in non-preservation of gaming culture if everything is digital, thanks largely to copyright laws. And there’s still a sizable percentage of customers that want their shiny discs.

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Now we’ll see if this protest gains momentum, or if the feckless gamer cliche is true.

Filed Under: ownership, physical media, playstation, protest, psblackout, video games

Companies: sony

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Low-power AI could define the next era of global innovation

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Artificial intelligence (AI) is constantly reshaping everything we do. Across industries, it is changing the way we do work, but that rapid expansion can’t continue without bumping up against real tangible limitations.

Most notably, planning for hyper scaled data centers across the world and increasingly complex cloud computing infrastructures and AI systems are leading to difficult conversations around energy pricing, generation and availability.

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Netflix edges past the BBC as UK viewers’ first choice

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For the first time, a streaming service has overtaken the BBC as the place UK viewers say they turn to first. In Ofcom’s annual Media Nations report, published this week, Netflix was named first choice by 26% of viewers, just ahead of the BBC on 25% and ITV on 15%.

The measure is about instinct, not hours. Ofcom asked viewers which service they reach for first, and for decades the answer in Britain was overwhelmingly the BBC.

A single percentage point is not a rout, but it is a milestone. The corporation has anchored British viewing for generations, and being pipped by a Californian subscription service, however narrowly, marks a shift the BBC has long seen coming and long dreaded.

The wider numbers tell the same story more slowly. Around 70% of Britons watched traditional broadcasters for at least 15 minutes a week in 2025, down from 73% the year before and 78% in 2022, a gentle but unmistakable decline.

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The broadcasters are not standing still. Their own streaming apps, including iPlayer, ITVX, Channel 4 Streaming, and 5, grew 9% year on year, as viewers who left the schedule followed the same programmes onto on-demand.

Subscription streaming, meanwhile, looks close to saturated. Services such as Netflix, Disney+, and Amazon Prime Video now reach roughly 70% of British homes, a figure that has largely stopped climbing.

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The plateau matters for what comes next. With most households that will pay for streaming already paying, growth now has to come from taking time off rivals rather than signing up newcomers.

The more striking mover is YouTube. Viewing of the Google-owned platform on actual television sets has doubled, to 19 minutes a day per person, up from nine minutes in 2022.

That growth is no longer confined to the young. Among Britons aged 75 and over, YouTube’s weekly reach rose to 33% in 2025 from 28% in 2022, a sign the platform has crept well beyond its digital-native base.

The generational pattern is the report’s throughline. Younger viewers have rebuilt their watching around on-demand and video platforms, and each year a little more of the older audience follows them there.

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ITV, on 15%, sits some way behind both. The contest at the top is really between one public broadcaster and one global streamer, rather than a broad field of rivals.

Being first choice is not the same as being most watched, either. Traditional broadcasters still fill more total viewing hours than any single streamer, even as the habit of reaching for them first quietly erodes.

For the BBC, the report arrives at an awkward moment. The corporation is defending the licence fee and preparing for charter renewal, and a headline saying Netflix has passed it will make neither conversation easier.

The funding question sits beneath the viewing one. The licence fee is levied on the assumption that the BBC is a near-universal habit, and a ranking that now places it second hands its critics a fresh line of attack.

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The competitive pressure is not only about attention. Netflix faces its own frictions in Europe, including a consumer lawsuit in the Netherlands over subscription price rises, a reminder that scale brings scrutiny.

Britain’s public broadcasters have weathered the streaming era better than many feared. Public-service programming still draws large crowds for live events and news, and the collapse once predicted for traditional UK television has looked more like slow erosion than a cliff.

Still, the direction is not in doubt. Each edition of Media Nations records the same drift, younger viewers leading and older ones following, from the schedule to the app and from broadcast to the feed.

What the report cannot say is where the line settles. Netflix’s one-point lead could widen or reverse next year, but the more durable finding is that “first choice” is now a contest the BBC has to win rather than a title it holds by default.

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Universal Gravitational Constant Gets a 10-Year Recheck

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Physicists have been trying to measure the fundamental gravitational constant for well over two centuries. The current accepted value of big G, as it’s known, is 6.67430 × 10-11 cubic meters per kilogram per square second. It also has an uncertainty of ±0.00015 × 10-11 m3/(kg s2). As far as constants of the universe go, that’s very uncertain.

Stephan Schlamminger

Schlamminger is a physicist at the U.S. National Institute of Standards and Technology.

Stephan Schlamminger recently completed a 10-year effort at the U.S. National Institute of Standards and Technology to replicate an earlier measurement of big G from the International Bureau of Weights and Measures, or BIPM (located near Paris) that’s notably higher than most measurements. He spoke with IEEE Spectrum about why it took so long to get a number—6.67387 x 10-11 m3/(kg s2)—and why it’s notably lower than the BIPM result, to the tune of 0.0235 percent.

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Why is it so difficult to measure big G?

Stephan Schlamminger: Gravity is very weak. When you were a kid, you probably played with fridge magnets, and it was a force you could feel. But if you have two coffee cups, you can try all you want—you can’t feel the force between them. It is there, but it’s so, so weak.

How did you attempt to measure big G?

Animated schematic of a rotating lab instrument with laser scanning cylindrical samples NIST used a torsion balance with a fourfold geometry. This animation shows an exaggerated version of how the outer green masses gravitationally attract the inner blue masses.S. Kelley/NIST

Schlamminger: We used what’s called a torsion balance. The key idea in the torsion balance is that it decouples vertical gravity that you have from Earth from horizontal gravity, and that makes it sensitive to masses that are around the torsion balance but not the Earth below.

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Ours had a fourfold geometry. It has a very thin torsion strip, then four cylinders in a “plus sign” arrangement. All of this is inside a vacuum. Outside, we have four larger cylinders that gravitationally attract the four smaller masses to them. If I move the outer masses just a tiny little bit, the plus sign will rotate, and we measure that angle that it moves. That angle is proportional to the gravitational torque.

Why try to replicate the BIPM value?

Schlamminger: We could move the field forward. The measurements have been plagued with inconsistencies, so by redoing an experiment, we hoped to shed light on the inconsistencies.

We did not find a smoking gun, so there’s no single reason why it’s different—our value versus their value. It’s still a big question mark.

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What was it like spending 10 years on this?

Schlamminger: It’s a bit like herding cats. I’ve measured other fundamental constants, like Planck’s constant, and for most experiments, they have some sort of self-calibration built in. But with the gravitational constant, you have to keep track of every single mass that moves—where they are, how big they are, and weigh them.

How does your result compare to the rest?

Schlamminger: Our result is a little bit below the standard accepted literature value. I was disappointed because it doesn’t agree with the BIPM value, nor with the literature value. If there’s something wrong with the BIPM experiment, then the literature value—which includes that result—probably ought to come down a bit. But that is not for me to say. I think somebody else, independent, should figure out what the new mean value ought to be.

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The robot NASA hired to lift a orbital telescope tumbled out of control

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A Katalyst Space robot that was launched to grab on to a space telescope and raise it to a higher orbit tumbled out of control after a series of failures, NASA and the company said today.

The company is trying to stabilize the spacecraft using back-up systems, before NASA will decide if the mission can continue.

This is the first time the space agency has hired a private company to lift one of its space telescopes to a higher orbit, allowing the observatory to continue operations beyond its expected lifespan.

The Neil Gehrels Swift Observatory was launched in 2004, with the ability to swiftly point at ephemeral space events like gamma ray bursts. The spacecraft has been pulled back toward Earth and needs to be pushed back up to a higher orbit to continue doing its job.

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The LINK spacecraft was launched into space on July 3 on board a Northrop Grumman Pegasus rocket. Over the past several weeks, flight controllers have worked to commission the spacecraft, activating its various systems before it heads off to rendezvous with Swift.

However, the spacecraft suffered issues controlling itself and began spinning over the weekend. According to NASA, the spinning has resulted in “sporadic communications” with the satellite, likely because its antenna flips away from the planet. Two of the three reaction wheels that control the spacecraft’s alignment have failed, and there are problems with one of the spacecraft’s thruster systems.

Flight controllers are working to recover the spacecraft using another set of thrusters on the spacecraft to slow the spin, and they said in a statement that “we have already begun this series of burns and are seeing the intended effect.” Katalyst told TechCrunch that “this remains an active mission, and we continue to move forward with plans to rendezvous with Swift.”

Katalyst’s Kieran Wilson, the principal investigator for the mission, told reporters ahead of the mission that the spacecraft had been built incredibly quickly because of the urgent need to raise Swift in the next few months.

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“All this is challenging and risky,” he said at the time. “There’re a lot of spacecraft that have had far longer development cycles with far more funding behind them that have failed for mundane reasons.”

Katalyst raised a $12 million round in June to help support this mission, backed by investors Fortitude Ventures and Geodesic Capital. The company has also won funding from the U.S. military, which is interested in a dynamic vehicle that can service satellites or surveil rival spacecraft.

This story has been updated to include comment from Katalyst.

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AI digs through 3,700 accounts of dreams and waking life, finds method in the madness

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OFFBEAT

Researchers uncover patterns in how sleeping minds recombine memories, people, and places

Your brain apparently spends the night remixing reality rather than simply replaying it, according to researchers armed with AI and more than 3,700 accounts of dreams and waking life.

Researchers at Italy’s IMT School for Advanced Studies Lucca used natural language processing (NLP) to analyze more than 3,700 reports of dreams and waking experiences from 287 adults and found dreams are neither random mental noise nor faithful replays of the day’s events. Instead, the sleeping brain appears to recycle memories, emotions, familiar places, and imagined possibilities into entirely new scenarios.

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Published in Communications Psychology, the study combined two weeks of dream and daily experience diaries with data on participants’ personalities, sleep quality, cognitive abilities, and psychological traits. Researchers used NLP to compare the semantic structure of the waking and dream reports.

Everyday settings such as workplaces, hospitals, and classrooms were combined with unrelated places, shifting viewpoints, or unfamiliar surroundings, while different parts of a person’s life could merge into a single scene. The findings suggest dreams do not replay reality so much as rebuild it from familiar parts.

Dream reports also varied with participants’ traits and attitudes. Those prone to mind-wandering tended to report dreams that jumped quickly from one scene to another, while those who said dreams were personally meaningful generally described more vivid and immersive experiences.

The researchers also looked at dream reports collected during the COVID-19 lockdown by a separate team at Sapienza University of Rome. Compared with more recent reports, those dreams contained more references to confinement, barriers, restrictions, and heightened emotions, reflecting the reality people were living through at the time.

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“Our findings show that dreams are not just a reflection of past experiences, but a dynamic process shaped by who we are and what we live through,” said lead author Valentina Elce. “By combining large-scale data with computational methods, we were able to uncover patterns in dream content that were previously difficult to detect.”

The work also hints at a new role for AI. Rather than asking researchers to read and categorize thousands of dream reports themselves, the team used NLP to spot patterns across the entire dataset. The software’s assessments closely matched those of independent human reviewers, suggesting it could make large-scale dream studies far less laborious.

Before you ask ChatGPT why your dentist turned into your boss, the research has some obvious limitations. It relies on people remembering and accurately describing their dreams, and it doesn’t explain why we dream in the first place. However, it does suggest dreams have more structure than random neural noise – even if your brain still insists on making you sit an exam you forgot to revise for. ®

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