OP here. Happy to answer any technical questions about the implementation, especially around the static analysis of the call-graph (DAG) or the BSL 1.1 license choice.
(I also have a GIF demo of it blocking a malicious tool in real-time if anyone is interested, but didn't want to clutter the main post).
Impressive work, especially getting the GPU drivers stable enough for Steam. The PS5's custom I/O complex (that hardware decompression unit) must have been a headache to work around — did you end up bypassing it entirely or did you manage to get any of that throughput exposed to Linux?
I'm curious about thermal behavior under sustained load. The PS5's cooling is tuned tightly to the stock firmware's power envelope; running arbitrary Linux workloads probably hits different thermal profiles. Did you see throttling during long gaming sessions, or is the headroom sufficient when you're not pushing the RSX equivalent?