Captures the post-v1.1.7 dev state that is validated stable in-game, as a
local return point before starting the DLAA + supersampling chantier.
- DlssIntegration.ApplyModeResolutionScale: snap internal resolution scale to
an integer (MathF.Round) -> mip-aligned render targets -> fixes the random
ErrorDeviceLost in upscaling modes (VUID-04533/04534 out-of-bounds write).
Also: drop VK_EXT_buffer_device_address (conflict), add
VK_KHR_format_feature_flags2 (VK_NV_optical_flow dependency).
- DlssRestart.cs: background watchdog safety net for clean shutdown.
- DlssUpscaler.cs: minor.
- LICENSE.txt / README.md: release-prep (copyright + contact), pending.
Not pushed. master stays at the released v1.1.7 (ebf22fe48).
13 KiB
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The Beast Roofer Edition |
Ryujinx is an open-source Nintendo Switch emulator, originally created by gdkchan, written in C#.
This emulator aims at providing excellent accuracy and performance, a user-friendly interface and consistent builds.
It was written from scratch and development on the project began in September 2017.
Ryujinx is available on a self-managed modified Forgejo instance under the MIT license.
On October 1st 2024, Ryujinx was discontinued as the creator was forced to abandon the project.
This fork is intended to be a QoL uplift for existing Ryujinx users.
This is not a Ryujinx revival project. This is not a Phoenix project.
Guides and documentation can be found on the Wiki tab.
About this fork
The Beast Roofer Edition is a personal fork of the Ryujinx / Ryubing project, maintained by The Roofer Dev. It adds quality-of-life features on top of upstream — HDR output, an optional per-game VRR FPS cap, and fixes for very large (4K) texture packs — while staying fully MIT-licensed and crediting the original Ryujinx Team and contributors.
Disclaimer
The Beast Roofer Edition is an open-source emulator based on the Ryujinx / Ryubing project (MIT License). It is not affiliated with, endorsed by, or associated with Nintendo Co., Ltd. "Nintendo", "Nintendo Switch", and all game titles are trademarks of their respective owners.
This software contains no Nintendo code, keys, firmware, or games. To use it, you must provide your own keys, firmware, and game files, legally obtained and dumped from hardware that you own. This project does not condone or facilitate piracy.
Usage
To run this emulator, your PC must be equipped with at least:
- 8GiB of RAM
- 6 cores
- A GPU released within the last 10 years.
- OpenGL 4.6 | Vulkan 1.4
- Windows 10 version 20H1 | macOS Big Sur (Apple Silicon)
Failing to meet these requirements may result in a poor gameplay experience or unexpected crashes.
Latest build
Stable builds are made every so often, based on the master branch, that then gets put into the releases you know and love.
These stable builds exist so that the end user can get a more enjoyable and stable experience.
They are released every month or so, to ensure consistent updates, while not being an annoying amount of individual updates to download over the course of that month.
You can find the stable releases here.
Canary builds are compiled automatically for each commit on the master branch.
While we strive to ensure optimal stability and performance prior to pushing an update, these builds may be unstable or completely broken.
These canary builds are only recommended for experienced users.
You can find the canary releases here.
Documentation
If you are planning to contribute or just want to learn more about this project please read through our documentation.
Features
-
Audio
Audio output is entirely supported, audio input (microphone) isn't supported. We use C# wrappers for OpenAL, and SDL3 & libsoundio as fallbacks.
-
CPU
The CPU emulator, ARMeilleure, emulates an ARMv8 CPU and currently has support for most 64-bit ARMv8 and some of the ARMv7 (and older) instructions, including partial 32-bit support. It translates the ARM code to a custom IR, performs a few optimizations, and turns that into x86 code. There are three memory manager options available depending on the user's preference, leveraging both software-based (slower) and host-mapped modes (much faster). The fastest option (host, unchecked) is set by default. Ryujinx also features an optional Profiled Persistent Translation Cache, which essentially caches translated functions so that they do not need to be translated every time the game loads. The net result is a significant reduction in load times (the amount of time between launching a game and arriving at the title screen) for nearly every game. NOTE: This feature is enabled by default in the Options menu > System tab. You must launch the game at least twice to the title screen or beyond before performance improvements are unlocked on the third launch! These improvements are permanent and do not require any extra launches going forward.
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GPU
The GPU emulator emulates the Switch's Maxwell GPU using either the OpenGL (version 4.5 minimum), Vulkan, or Metal (via MoltenVK) APIs through a custom build of OpenTK or Silk.NET respectively. There are currently six graphics enhancements available to the end user in Ryujinx: Disk Shader Caching, Resolution Scaling, Anti-Aliasing, Scaling Filters (including FSR), Anisotropic Filtering and Aspect Ratio Adjustment. These enhancements can be adjusted or toggled as desired in the GUI.
-
Input
We currently have support for keyboard, mouse, touch input, Joy-Con input support, and nearly all controllers. Motion controls are natively supported in most cases; for dual-JoyCon motion support, DS4Windows or BetterJoy are currently required. In all scenarios, you can set up everything inside the input configuration menu.
-
DLC & Modifications
Ryujinx is able to manage add-on content/downloadable content through the GUI. Mods (romfs, exefs, and runtime mods such as cheats) are also supported; the GUI contains a shortcut to open the respective mods folder for a particular game.
-
Configuration
The emulator has settings for enabling or disabling some logging, remapping controllers, and more. You can configure all of them through the graphical interface or manually through the config file,
Config.json, found in the Ryujinx data folder which can be accessed by clickingOpen Ryujinx Folderunder the File menu in the GUI.
Beast Roofer Edition — graphics extras / extras graphiques
🇬🇧 Native TAA (Temporal Anti-Aliasing)
Available in Settings > Graphics > Anti-Aliasing > TAA. Soft, cinematic, low-flicker image; works on all GPUs with no extra files. It looks best at higher internal resolution scales; at low resolution it may flicker a little more.
🇫🇷 TAA natif (anti-crénelage temporel)
Disponible dans Paramètres > Graphismes > Anti-crénelage > TAA. Rendu doux, cinématographique, peu de scintillement ; fonctionne sur toutes les cartes graphiques, aucun fichier à ajouter. Meilleur en haute résolution interne ; peut scintiller un peu plus en basse résolution.
🇬🇧 NVIDIA DLSS / DLAA (experimental, RTX only, opt-in)
DLSS/DLAA is off by default and experimental. No NVIDIA files are bundled (legal reasons). To enable it:
- Create a folder named
dlssnext toRyujinx.exe. - Get the NVIDIA Streamline files (MIT-licensed): download the public Streamline SDK, open the
bin/x64/development/subfolder, and copy these three files into yourdlssfolder:sl.interposer.dll,sl.common.dll,sl.dlss.dll.- ⚠️ Important: use the files from
bin/x64/development/, not the ones inbin/x64/(the production build). NVIDIA's production DLSS only runs for signed/approved applications and reportsErrorFeatureNotSupportedin an emulator — only the development build works here (it writes a verbosesl.log, which is normal for a debug build).
- ⚠️ Important: use the files from
- The DLSS runtime (
nvngx_dlss.dll) is located automatically from your own installed games/driver. If it isn't found, drop your own copy into the samedlssfolder. - In Settings > Graphics, set the Scaling Filter to DLSS. It engages only when upscaling (internal render smaller than the output); at native or high resolution it stays inactive, which is normal. Applies on the next launch (the app restarts).
⚠️ Experimental: may be unstable depending on the game/GPU. With no dlss folder or no DLSS file present, DLSS simply stays unavailable (no crash). Requires a recent NVIDIA RTX GPU.
🇫🇷 NVIDIA DLSS / DLAA (expérimental, RTX uniquement, optionnel)
DLSS/DLAA est désactivé par défaut et expérimental. Aucun fichier NVIDIA n'est inclus (raisons légales). Pour l'activer :
- Crée un dossier nommé
dlssà côté deRyujinx.exe. - Récupère les fichiers NVIDIA Streamline (sous licence MIT) : télécharge le SDK Streamline public, ouvre le sous-dossier
bin/x64/development/, et copie ces trois fichiers dans ton dossierdlss:sl.interposer.dll,sl.common.dll,sl.dlss.dll.- ⚠️ Important : prends bien les fichiers de
bin/x64/development/, pas ceux debin/x64/(le build production). Le DLSS production de NVIDIA ne s'active que pour les applications signées/approuvées et renvoieErrorFeatureNotSupporteddans un émulateur — seul le build development fonctionne ici (il écrit unsl.logverbeux, ce qui est normal pour un build de débogage).
- ⚠️ Important : prends bien les fichiers de
- Le runtime DLSS (
nvngx_dlss.dll) est localisé automatiquement depuis tes propres jeux/pilote installés. S'il n'est pas trouvé, dépose ta propre copie dans le même dossierdlss. - Dans Paramètres > Graphismes, mets le Filtre de mise à l'échelle sur DLSS. Il ne s'active qu'en upscaling (rendu interne plus petit que la sortie) ; en résolution native ou haute, il reste inactif, c'est normal. S'applique au prochain lancement (l'app redémarre).
⚠️ Expérimental : peut être instable selon le jeu/la carte. Sans dossier dlss ou sans fichier DLSS, DLSS reste simplement indisponible (pas de plantage). Nécessite une carte NVIDIA RTX récente.
License
This software is licensed under the terms of the MIT license. This project makes use of code authored by the libvpx project, licensed under BSD and the ffmpeg project, licensed under LGPLv3. See LICENSE.txt and THIRDPARTY.md for more details.
Credits
- LibHac is used for our file-system.
- AmiiboAPI is used in our Amiibo emulation.
- ldn_mitm is used for one of our available multiplayer modes.
- ShellLink is used for Windows shortcut generation.
Beast Roofer Edition
- Original code in this fork by The Roofer Dev (© 2026), MIT-licensed: native TAA, clean-room NVIDIA DLSS/DLAA/NIS integration, native scRGB HDR, per-game VRR cap. Code/integration only — DLSS, DLAA and NIS technologies belong to NVIDIA.
- 🇫🇷 Code original de ce fork par The Roofer Dev (© 2026), sous licence MIT : intégration du TAA natif, intégration clean-room de NVIDIA DLSS/DLAA/NIS, HDR scRGB natif, cap VRR par jeu. Code/intégration uniquement — les technologies DLSS, DLAA et NIS appartiennent à NVIDIA.
- This fork bundles no proprietary NVIDIA files. NVIDIA Streamline and NVIDIA Image Scaling (NIS) are MIT-licensed (© NVIDIA). The DLSS runtime (
nvngx) is proprietary and never bundled — it is located on the user's own machine. - NVIDIA, DLSS, DLAA and NIS are trademarks of NVIDIA Corporation. This is an independent project, not affiliated with or endorsed by NVIDIA.
Contact
Questions or feedback? You can reach me at therooferdev@gmail.com.
🇫🇷 Contact — Des questions ou un commentaire ? Vous pouvez me joindre à therooferdev@gmail.com.

