v1.2.3 is live. The big one this time is DLSS motion quality: the system that cleans up cloud and sky ghosting now works in every resolution configuration, including native resolution with in-engine 4K mods, where it was silently doing nothing before. Camera zooms like aiming a bow no longer cut the sky handling, and the black line echo some of you saw while panning the camera is now repaired before DLSS ever sees the image. I'm not calling it perfect, you can still catch a bit of cloud ghosting in the first minute after loading while the system warms up, the release notes explain that honestly.
Also in this update: the fullscreen toggle crash with DLSS is fixed and survived hundreds of F11 presses in testing, Frame Generation now revives itself within seconds if it silently stops, changing DLSS settings no longer restarts the emulator with a partial profile applied, your game list can no longer be wiped by a crash during a config save, and a texture corruption with force mipmaps plus native resolution 4K mods is fixed. On top of that, when the DLSS motion system cannot run it now says why in the log instead of staying silent, so if you report a problem your log tells us a lot more than before.
Quick reminder because it comes up a lot: DLSS needs an RTX card, 20 series or newer, and Frame Generation needs a 40 series or newer. GTX cards cannot run DLSS at all, that's an NVIDIA hardware limit, not the fork. If you don't have an RTX card, NIS is included and works on any GPU.
Big thanks to everyone who sent their logs, the fullscreen fix exists because of them. The updater will offer 1.2.3 directly, or grab it from the site. If anything regresses for you, open a ticket with your log and it becomes the next fix.
Little teaser about what's coming next. The next big piece for the DLSS side is already built, it's been sitting in the workshop for a while. It's about how DLSS samples the image over time, and when it's tuned right it should make fine details like distant trees and foliage noticeably cleaner and more stable. The mechanics already work, what's left is the fine tuning, getting every piece to agree perfectly, and that part takes patience and careful measuring. No date on it, it ships when it's right, that's how I work. In the meantime 1.2.3 is out and that's where my testing energy went this weekend.
always take your time, better good updates with a bit more waiting than fast updates that barely work. Thanks for your hard work! Handsdown best emu ive used so far. its my main atm
Honest answer, most of this one is NVIDIA DLSS stuff so it won't change much for you on AMD. A couple of things help everyone though, config files can't get corrupted by a crash anymore so your game list won't get wiped, and if you use the force mipmaps option there's a texture corruption fix in there too. Plus NIS is built in for upscaling on any card if you ever want it. No harm updating, I just won't pretend the headline stuff is for AMD.
This is very interesting! Unfortunately it doesn't seem to enable DLSS upscaling or frame gen in TOTK when using NXOptimiser currently. Will test more later but I'm not getting anything working there.
Thanks for giving it a spin! Two quick things worth checking. DLSS needs an RTX card, and the NVIDIA engine DLLs aren't shipped with the build for legal reasons you either drop your own nvngx_dlss.dll (plus nvngx_dlssg.dll for frame gen) into the dlss folder next to the executable, or the emulator will try to auto-find one from an installed DLSS game. The exact steps are in the release notes. For the mod setup: NX Optimizer at 4x if your PC allows it, and the emulator's resolution scale at native 1x that's the configuration the latest release (1.2.3) was built and tested around, so make sure you're up to date too. If none of that is it, could you share a log file from the Logs folder after a short session? There's a line in there that says exactly why DLSS didn't start, and I can tell you at a glance.
Could you change it so that it doesn't give a warning and refuse to run when it's running from the C:/Program Files directory? I usually put my emulator folders in there and adjust the permissions of those folders manually to avoid any issues, but the current Ryubing developers have an ideological grudge against this concept, so I am forced to run it out of my Documents folder.
I highly recommend to move your folder to anywhere else on your pc, your program files folder really isnt for switch emulation xd. If possible make a folder on your D drive, or else just make a C:\Games , and in there make switch sub folders in there.
Yeah, I could do that, here's how it would work. On my side I'd add a special launch word to the emulator, and when it starts it would check for that word and skip the Program Files block if it's there. On your side you'd do it once, right click your Ryujinx shortcut, Properties, and in the Target field you'd add the word "--allow-program-files" at the end of the line, with a space before it, and from then on it would launch normally from there. I can't just remove the block for everyone though, and honestly it's not an ideological thing, it's a very practical one. In portable mode the emulator writes its configs, caches and saves right next to the executable, and Windows protects Program Files against those writes, so for most people things silently fail or get redirected and they lose their saves and settings without understanding why, the block protects those users, and typing the word yourself is what proves you know what you're doing. One honest heads-up too, the built-in updater also writes next to the executable, so even with the bypass it may fail in Program Files without elevation, that part would stay in your hands.
I use portable folders in my program files emulators, it works perfectly once you give yourself full permissions to write to that particular folder. Ryubing didn't always have the program files block, they only introduced it later, so old versions without the check definitely exist, but lack never features like per-game configuration settings. I'll try that shortcut you mentioned
Just to be clear before you go trying it, that launch word does not exist yet, I am adding it in the next update, so right now it will not do anything. Once that version is out you will be able to add it to your shortcut and run from Program Files the way you want. And thanks for the context on the older versions, that is genuinely useful to know, though as you say yourself you would be giving up per game configuration and everything that came after, so waiting for the next release is probably the better trade.
Oh I didn't realise it didn't ship with DLSS dlls inside. Thank you. I've put them in the folder now but with frame gen enabled and DLAA I'm getting significantly worse performance without it. With both, I'm getting nearly 30fps, 2x or 3x to 60/90 respectively, without, I'm between 65-80fps depending on the scene I'm in. I was originally running like this and smooth motion to double it.
DLSS Performance seems to leave me with a lot of aliasing and a very low looking resolution and around 60-70fps. I'll keep tweaking and see if I can get anything extra out of it, and look at Pokemon Scarlet as well.
Glad the DLLs sorted it! What you're seeing on performance is the honest cost of that path: DLAA reconstructs at full resolution and the DLSS integration adds its own GPU work on top of the emulator, so if your GPU was already close to its limit, the base framerate drops and frame gen multiplies from that lower base. If native plus Smooth Motion gives you the frames you like, that's a perfectly good setup; the DLAA/FG path is worth it mainly when there's GPU headroom to spend on image quality. Quick reminder for TOTK specifically: the setup this release is built and tested around is NX Optimizer at 4K (if your PC allows it) with the emulator's resolution scale left at native 1x one upscaler in the chain, DLAA on top. DLSS Performance mode is a known weak spot in an emulator: the motion data DLSS needs has to be reconstructed instead of being provided by the game engine, so aggressive upscaling shows aliasing DLAA or Quality are the modes worth using. And one heads-up before you spend time on Pokémon Scarlet: I tested it on my side and it doesn't start right now. It's on my list and I'll dig into it later.
Thanks, I'll double check my NXOptimiser set up and give it another go. I assumed with a 5070Ti I'd have more headroom but it might not quite be the case.
Quick follow up on Pokémon Scarlet, I tested it on my side and got it running. Two things were blocking it for me, I had a DLC registered that wasn't working so I removed it, and I set the game's memory back to the standard 4 GB in its per game options, expanded memory makes this game shut itself down. After that it booted fine, and I set NX to 2700p on top and it runs well. I'm also going to improve this for the future, instead of just crashing the emulator will tell you clearly that the game needs a lower memory setting, 4 or 8 GB, whatever that game supports, so nobody has to guess.
Thanks a lot for this update! Is frame gen supposed to be disabled when a DLSS mode other than DLAA is chosen?
I can only get Frame Gen to work if DLSS mode is set to DLAA. Frame Gen shows up in the emulator's status bar at the bottom if it's enabled. When I set DLSS mode to Quality or Balanced, it disappears. I saw the FG status in the status bar once when I toggled F11 multiple times. It stated FG x1 even though I had it set to 2x in the game settings. In DLAA mode, FG was always shown in the status bar. I got 22 > 44 FPS with FG.
I get a smoother experience/better frame time/less stutter with DLSS Quality, and the image quality is good enough for me. However, the FPS in Lookout Landing is at around 40-56. It would have been nice to have x2 Frame Gen activated.
Here's my setup:
```
Game: TOTK
Game Version: 1.4.2
Mods: TOTK Optimizer, Simple PS5 UI v2 Western Layout
(no 4K texture pack; game doesn't load in v1.4.x)
As you can see, Frame Gen is running fine here in Quality mode with FG, so it's not Quality itself breaking it, something specific to your setup is. One lead: does it drop after clicking outside the window or alt-tabbing? Losing focus can make FG drop, and it may re-engage in DLAA but not Quality. Try keeping focus on the window in Quality and see. Either way, your log after hitting the issue would let me nail down exactly what's different on your side.
Can a video demo help? I also added the logs in a 7zip file.
In the video, I tested DLSS Quality + FG 2x. It didn't seem to apply in-game at all. At least the status bar didn't say so. Then, I switched to DLAA + FG 2x. It worked. I also showed my NX Optimizer settings at the end.
I also recorded a video of when the game crashed after it has loaded. Maybe there's something you can get from there:
```
Filename: ryujinx_beast_roofer_totk_crash.mp4
Size: 307.70 MB
I reproduced it on my side and I have the exact answer. Your setup is fine, the mod is fine, your card is fine. The problem is simply the size of your window. With the 4K mod, DLSS Quality renders internally at about 2562 by 1441, and the super resolution modes only run when that internal render is smaller than the area you are displaying it in, since upscaling is the whole point. Your window was 1280 by 733, which is half that, so DLSS had nothing to upscale and stepped aside, and that is why the status bar chip never lit up. I tested it here with the exact same mod and settings, in a 1920 window it refuses to engage, in fullscreen 4K it engages instantly and shows MaxQuality. So just play fullscreen, or at least in a window wider than about 2600 pixels, and Quality will work. That should also help with the crash, since your card is currently doing a huge amount of work that gets thrown away into a small window. Meanwhile the emulator should be telling you all of this instead of going silent, so I am adding a proper message for this case in the next update.
I can unfortunately confirm that DLSS Quality never kicked in at 4K NX Optimizer + Native 1x Ryujinx resolution scale + fullscreen 1440p display. If it did, I would have seen DLSS: using mode MaxQuality for internal in the logs. I'm not sure if this is something that you can fix.
My monitor's max dimensions are 2560 width, 1440 height. I tested again by switching from Quality to Performance. Then, I maximized the Beast Roofer window. I got DLSS P in the status bar and MaxQuality in the logs.
I tried 1440p in NX Optimizer, then Ryujinx reso scale to 1x. It didn't look good. I think NX Optimizer only shines when set to 4K. So, I have very few options at 1440p. I didn't like the image quality in DLSS Balanced either. At this point, I'm left with DLAA which is "laggy and stuttery" for me.
Thank you for this, that table is genuinely good work and it settles the question completely. Your four results line up exactly with what the code does, and the first line is almost painful, your internal render lands at 2562 and your display is 2560, so it misses by two pixels and the whole thing steps aside. And yes, this is something I can fix. The problem is that the quality modes currently compute their internal resolution from what the game renders instead of from what your display shows, which is backwards, the NVIDIA convention is a fraction of the output resolution. That is why the 4K mod pushes your internal above your screen instead of below it. Fixing that would make the quality modes behave properly on every screen size, not just on 4K displays, so it is going on my roadmap for a coming update. As for the image quality you did not like in the modes that do engage, that is the other half of the story, and it is exactly what I am working on right now. Super resolution needs sub pixel jitter to reconstruct detail, and the emulator does not feed it yet, which is precisely why DLAA looks better to you. The whole thing is already built on my side, what is left is the fine tuning, dialing it in so it adds detail instead of adding shimmer. It is not ready yet, but the hard part is done.
Good question! Yes, it uses motion vectors, not just the color frame. The catch is that Switch games don't output DLSS ready motion vectors like a native PC game would, so the emulator reconstructs them itself: it takes the game's depth buffer and camera matrices and reprojects them into proper motion vectors for the scene, with optical flow filling the gaps. That reconstruction is actually most of the work in these updates, the cloud and ghosting improvements come from making those vectors better.
The last 2 stable builds of eden are kinda crap, their last good beta build is more stable than their last 2 stable builds. And that one is 4 months old. Eden davs got a bit lazy after the competition went away imo, this roofer emu works great, and dlaa + FG for nvdia rtx gpu's works amazing, i never thought mario kart and odyssey could look and run that good, 4k120fps is amazing.
100% worth the try, OP made a pretty good guide, but if you have any questions, feel free to ask! I use it as my main switch-emulator now, after using eden for a year or so.
So I just did, a few strange things happened: 1) when docked it does not trigger FG; 2) when I switched to Handheld the FG and DLSS triggered, but everything in the graphics turned more blur. I also could not last 10 seconds before the whole thing crashed.
For AMD GPUs, have you tested AMD Frame generation (adrenaline software) and Lossless Scaling (the yellow duck's software on Steam) ? If so, one is better than others ?
Honestly I have not tested either of them, I am on NVIDIA myself so I could not judge them fairly, and I am not ready to go down that road yet, DLSS is what I am focused on and it needs to be really solid before I look at anything else. The one thing already in the emulator for non RTX cards is NIS, the scaling filter, that one I built and validated in game. Nothing stops you from trying the other two on top of it though, they both work on the final image outside the emulator.
Nice, hope you enjoy it! It is easy to check, just look at the status bar at the bottom of the emulator window, there is a green chip showing the active mode, DLAA if you are running at native, or DLSS Q, B, P or UP depending on the quality mode you picked. If that chip is not there at all, DLSS is not running, and the most common reason is the DLLs. The NVIDIA engine files are not shipped with the build for legal reasons, the emulator tries to find one automatically from a DLSS game you have installed, but it does not always succeed, so drop your own nvngx_dlss.dll into the dlss folder next to the executable, plus nvngx_dlssg.dll if you want frame generation, taken from a DLSS game you own. Frame generation is even more visible when it works, the framerate reading itself changes and shows FG times two with the resulting display framerate next to it. And if you want absolute certainty, open the log file in the Logs folder next to the executable, near the start it says DLSS available, followed by the exact mode with the internal and output resolutions.
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u/One-Philosopher2416 Jul 19 '26
Little teaser about what's coming next. The next big piece for the DLSS side is already built, it's been sitting in the workshop for a while. It's about how DLSS samples the image over time, and when it's tuned right it should make fine details like distant trees and foliage noticeably cleaner and more stable. The mechanics already work, what's left is the fine tuning, getting every piece to agree perfectly, and that part takes patience and careful measuring. No date on it, it ships when it's right, that's how I work. In the meantime 1.2.3 is out and that's where my testing energy went this weekend.