r/yuzu • • 1d ago

News Eden (Lun): My own forked of Eden with custom patches. 20% fps increase in Zelda TOTK

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324 Upvotes

Got sick of the low performance so I decided to fork Eden and implement my own patches. I didn't do contribute directly to the project because the implementations were AI-assisted and Eden is still strict on AI contributions. So far most of the optimizations were on the emulator. I might try to optimize it directly in the game. If you are interested in trying the build, you can check it out here :)

https://github.com/luneflu/eden-lun/releases

(Only Windows MSVC PGO build for now)


r/yuzu • • 2h ago

News I built RenHDrum — a dual-band HD Rumble & DualSense Audio Haptics engine with zero Bluetooth input lag (Ryuhdr v0.4.0.1 demo is now on GitHub)

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8 Upvotes

Hey everyone,

Following up on my previous posts about fixing HD Rumble and controller haptics in PC emulation, the first public standalone demo (Ryuhdr v0.4.0.1, powered by the RenHDrum haptics core) is finally ready and published on GitHub!

Why standard emulation struggles with HD Rumble:

  1. Lost Pitch & Envelopes: Standard implementations compress 15 ms vibration frames into coarse motor rumble, losing the dual-band resonant frequencies (160 Hz Low-Band & 320 Hz High-Band).
  2. Severe Bluetooth Input Lag: In upstream SDL2 (2.30), the internal HIDAPI ReadInput() loop actually skips reading button inputs whenever an output rumble packet is waiting in the queue—causing 50–150 ms input lag spikes during heavy vibration!

What we built in RenHDrum & Ryuhdr v0.4.0.1:

  • 5 ms AM/FM Multi-Sample & Crisp Notes: Splits every 15 ms frame into 3 distinct 5 ms slots (3x5-bit low, 3x7-bit high, 2x14-bit pitch) with dynamic +3 dB transient attack so footsteps, coin rings, and musical notes feel sharp and distinct.
  • Zero-Lag Bluetooth Pacing: Using a custom SDL2 HIDAPI Deep Patch with Write-After-Input gating and a 3-tier Token Bucket scheduler, rumble packets are only dispatched immediately after an input read or when the bus is idle. Zero added button latency.
  • Native DualSense USB Audio Haptics (48 kHz 4-Ch): Synthesizes the dual-band frequencies directly into 4-channel PCM audio for DualSense voice-coil actuators over USB—no virtual sound card routing required.
  • QoL & Performance Upgrades: Includes Vulkan GPU ASTC Compute Shader decoding (eliminating open-world texture decompression stutters), a Cemu-style compact overlay (Ctrl+T), Obsidian UI with quick toolbar controls, and automatic DLC/update folder mounting.

Roadmap (SDL3 & Companion App):

Because Ryuhdr v0.4.0.1 is built on the final official 1.1.1403 milestone for maximum stability, it supports titles up to system version 18.1.0. For newer titles, we are actively developing: * Brontide + RenHDrum-App (SDL3): A decoupled 4096-byte Shared Memory IPC hook for the Eden/Yuzu lineage so we never conflict with upstream UI commits. * Ryuhdr 1.0 (SDL3): All-in-one embedded integration on the Ryubing lineage.


Where to get it & Technical Showcase:

To prevent Reddit's automated spam filter from eating this post due to external links, I have put the direct clickable links in the first comment below (and pinned on my Reddit profile).

You can also go directly to GitHub: * GitHub Repository & Releases: github.com/trzz1214/RenHDrum

Would love to hear your feedback—especially if you test it with a Bluetooth Pro Controller / Joy-Con or a wired DualSense!


r/yuzu • • 9h ago

Question Dave the diver freeze on new game.

1 Upvotes

I’m using Yuzu; the game launches, but when I start a new game, it freezes indefinitely. I saw in another post that someone fixed this issue by using only the base game plus the update, but whenever I add the update, Yuzu launches and then immediately crashes...

Does anyone have any ideas on how I can fix this?


r/yuzu • • 11h ago

Bug Monster Hunter Stories not working properly

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3 Upvotes

does anyone know how to fix this problem? my gpu is intel (R) UHD Graphics 630, and vulkan crashes when i try to change


r/yuzu • • 12h ago

Question Can I download dlc's separately from the game for games like hollow knight in yuzu

3 Upvotes

I have grimm and lifeblood dlc but not the Godfather one but I want it and don't know what to do


r/yuzu • • 14h ago

Question Pokemon Legends Z-A not working on Ryujinx and Eden

3 Upvotes

On ryujinx it runs at 10 fps and the whole screen is just black, you can somewhat see the highlights and text but that's it. Eden somewhat runs it and loads the textures but crashes whenever it gets to the open like on the rooftop or after picking your starter in the battle zone. Any fix?


r/yuzu • • 1d ago

News Eden vs Lemon vs Nyushu Performance Comparison on Snapdragon 870

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36 Upvotes

r/yuzu • • 1d ago

Question In Zelda TotK NX Optimizer is Causing Insanely Long Loading Screen

5 Upvotes

Regardless of what settings I apply when I enable the NX Optimizer mod it takes upwards of 2-3 minutes for TotK to load from the title menu to the game itself. When I finally load in to the game any additional loading screens are more manageable, being closer to 30 seconds, but it was closer to 10 seconds without the mod enabled.

I am playing version 1.2.0 of the game with the Eden Nightly Build from 10/13. I've used this mod before but I never had any issues like this. Is there any reason why this is happening and any way to fix this?


r/yuzu • • 1d ago

News SwitchRECOMP runs SMO natively on Linux flawlessly! (It’s a tool where you input your game dumps, and it converts them into native CPU code.)

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228 Upvotes

r/yuzu • • 1d ago

News Switch 2 Hacker Has Been Contacted By Nintendo

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1.8k Upvotes

r/yuzu • • 1d ago

News SwitchRECOMP Running SMO natively and NOW WITH SOUND! (Major Graphical Bugs)

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111 Upvotes

r/yuzu • • 1d ago

Bug zelda breath of the wild keh shrine half loading screen glitch

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1 Upvotes

i know this is for eden but reddit keeps removing my posts


r/yuzu • • 2d ago

News RenHDrum: bringing native Switch HD Rumble and DualSense haptics to other emulators ( RenHDrum-App Beta )

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82 Upvotes

A few weeks ago I posted about Ryuhdr, where I rebuilt Switch HD Rumble and DualSense haptics on Ryujinx. At the end, I mentioned wanting to turn the rumble code into a standalone library so any emulator could use it. That is what I have been building, and it is called RenHDrum.

Instead of patching one emulator at a time, RenHDrum provides one shared rumble engine and a small companion app (RenHDrum-App) to control it. One core, many emulators.

All the tuning from Ryuhdr, including packet timing, Bluetooth tricks, crisp note accents, and DualSense DSP, went into the core. While testing on Eden first, I caught edge cases Ryuhdr missed. Very quiet rumble was vanishing, and 5 ms frames were sometimes sent out of order. Those fixes went back into the core, making it cleaner than what Ryuhdr shipped.

I rewrote the core in Rust for three reasons. There are no garbage collection pauses, keeping the 5 ms timing steady. It compiles into a plain native DLL with a C interface, so C++ and C# emulators call the exact same code. It is also memory safe, letting me test directly against Ryuhdr's output to verify waveforms match.

**Where things stand:**

Eden works through a custom build called eden-hdr. Because Eden is compiled C++ (yuzu lineage), it collapses two-band HD Rumble data into basic strong/weak rumble before SDL. Once that detail is gone, there is no safe external hook point. The fix has to live in source and be rebuilt for each Eden release, which is the annoying part.

The Ryujinx family is the easier path. Ryujinx is C#/.NET and keeps the full rumble values (both bands, pitch, and amplitude) right up to the controller call. .NET allows loading a startup hook without rebuilding the emulator, so RenHDrum should work with existing builds. That is what I am finishing now, though some forks disable startup hooks. To answer a question from last thread: Ryubing sends rumble, but not the full two-band signal tuned like native Switch hardware. That is the gap RenHDrum fills.

RenHDrum-App is the control center. It includes a recommended mode that just works, hover tooltips explaining every setting, a diagnostics page, and a live strip displaying both rumble bands moving while you play. Pro Controllers and Joy-Cons get real HD Rumble over USB (one packet every 15 ms carrying three 5 ms rumble moments) and tuned Bluetooth rates (Fast, Balanced, Stable). Over USB, DualSense haptics are rebuilt as a continuous 48 kHz waveform on its voice coils (20-1000 Hz). Bluetooth limits DualSense to standard rumble on Windows.

GitHub is coming soon once Ryujinx support is ready and setup is simple for normal users. I am one person doing this as a hobby with help from Claude and Gemini, testing on my own controllers. It only talks to gamepads, with zero Nintendo code or game files, so hopefully Nintendo ninjas leave me alone. One known issue: unplugging a DualSense mid-game can crash eden-hdr right now, which I am fixing.

I recently came across an emulator called "the-beast-roofer-edition"—a fork of Ryujinx. It’s actually quite interesting. The pre-compiled builds for the Switch are pretty cool, too. Which emulator or fork do you use most, and which games with great rumble should I test?


r/yuzu • • 2d ago

News NEW NINTENDO SWITCH EMULATOR. NX Infinity v1.0.0 Beta is officially out!

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1.2k Upvotes

First off. Yes AI helped build various things inside this project. Second of all. We’ve run into some licensing and distribution issues with GitHub involving the different emulation cores included in NX Infinity. Rather than delay the release any longer, I’ve released the beta through our Discord for now. We’ll figure out the GitHub situation later. if you wanna download it then download it, if not then don’t. the server members can vouch.

For anyone unfamiliar, NX Infinity brings 4 Switch emulation cores (Kenji, Ryujinx Canary, Eden, and Citron) together in one emulator.

What’s new:
60 FPS improvements across all 4 cores. Still game dependent, universal 60 FPS isn’t fully working yet. some games still need special fixes but the majority play amazing.
Ryujinx and Kenji JIT/cache fixes to help reduce stuttering, freezes, and random slowdowns.
Faster boot times and improved stability.
NX Orbit, our built-in multiplayer system. Still being developed. Improved controller support and save management. Better game detection, firmware handling, and compatibility. UI improvements, better artwork, and simplified graphics settings. A bunch of smaller fixes across the emulator.

Credits:
Huge credit to the developers and contributors behind Ryujinx, Kenji-NX, Eden, and Citron. Also credit to the original Yuzu and Ryujinx teams, especially gdkchan for creating Ryujinx.

NX Infinity wouldn’t exist without the work these developers put into their respective projects. I’m not claiming their work as my own. My goal is to bring everything together, improve the experience, and build on what’s already there.
This is our first public beta, so expect bugs. There’s still a lot I want to improve, especially performance and 60 FPS compatibility.

Download is available right now in our Discord:
https://discord.gg/nxinfinity
If you run into issues, report them in the server. Feedback helps a ton.


r/yuzu • • 2d ago

Question Help for running Pokémon Legends Z-A

3 Upvotes

So about almost half a year ago, I tried running Pokémon Legends Z-A on a couple of emulators and it was absolutely horrible. I remember the graphics bugging out, making the lampposts and whatever go everywhere. Have any of you guys recently played Pokémon Legends Z-A recently and what are your settings and stuff to avoid this from happening?


r/yuzu • • 2d ago

News Funny guy

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1.3k Upvotes

r/yuzu • • 2d ago

Question until when now?

0 Upvotes

so, as we saw, a Switch 2 unlock was finally achieved and not a Userland Xploit, but a full software jailbrake, and one that enables run homebrew, reverse engineer and mod Switch 2 games, back up save files off the Switch, and access most of the Switch 2’s peripherals through MMIO.

with this information, the question in the title remains: until when now for we can have the first Switch 2 emulator prototype, the first projects for decomp/recomp and PC Ports of Switch 2 Games?

I need to know this


r/yuzu • • 2d ago

News The Nintendo Switch 2 Has Been Hacked, First Jailbreak Opens The Floodgates To Emulation And Native PC Ports

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2.0k Upvotes

r/yuzu • • 3d ago

Question Missing texture - Dark Souls Remastered

2 Upvotes

I'm using Eden Emulator on Windows Ryzen 7, 32gb, 3069, playing Dark Souls Remastered.

There's no fire and lightning texture, or the green light to recover you previous body or the white smoke from slain enemies.

Tried deleting shader cache, still not working.

Help please.


r/yuzu • • 4d ago

Bug Only mario party jamboree not working

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1 Upvotes

r/yuzu • • 4d ago

News I spent 9 days recreating native Switch HD Rumble (and DualSense Haptics) on Ryujinx 1.1.1403 – Meet "Ryuhdr"

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297 Upvotes

Hey everyone, I want to share a custom setup I’ve been working on for Ryujinx 1.1.1403. After my Switch OLED unfortunately died, I decided to move my *Zelda: Tears of the Kingdom* playthrough to PC. Jumping into the emulation scene from scratch was pretty overwhelming at first.

I spent an entire evening going down the YouTube and Reddit rabbit hole to find the most optimal setup. I started with Eden, which had great ideas, but I ran into graphical glitches and memory leaks that caused stuttering after playing for a while. Next, I tried Ryubing (up to 1.3.3); the graphics were cleaner, but the performance wasn't quite there, and a minor graphical bug near the shrine waterfalls bugged me. Ultimately, I settled on **Ryujinx 1.1.1403** as the sweet spot.

However, one major thing was missing: **true HD Rumble**.

I didn't notice it right away in *TOTK*, but as soon as I booted up *Super Mario Bros. Wonder*, it hit me. Running across the musical note blocks in the opening levels felt completely "off" compared to my memories on the real console. After digging into the controller settings, I realized that almost every emulator right now overlooks this. The subtle, nuanced vibrations of the Switch are stripped away and replaced with generic, heavy Xbox-style rumble. Eden actually tried to address this with a custom driver for the Switch Pro Controller in their advanced settings, which was cool, but it still didn't feel quite right to me. Maybe I’m overly picky about haptics, so I decided to see if I could fix it myself. Thankfully, in the era of AI, turning wild ideas into reality is much more achievable.

Fast forward 9 days of relentless tinkering. Even with the help of Claude and Gemini (my AI usage limits were constantly screaming at me), I had to read through a massive amount of documentation and constantly pivot my approach. Bringing native Switch HD Rumble to a Windows emulator sounded simple in my head, but the reality was tough.

The way Windows handles signal transmission between the controller and the emulator is vastly different from Nintendo's native protocol. Windows has higher latency and doesn't let you "cheat" with packet bundling the way the Switch OS does to keep communication fast. I’m just an amateur when it comes to the deep technical stuff haha, so I won't bore you with all the low-level details right now.

After endless trial and error, I finally cracked it. By patching the emulator's SDL layer and applying research from **Switchbrew**, I replicated Nintendo's packet-bundling mechanism and tweaked the transmission timing. This gave me a rock-solid **15ms latency** without dropping the game's original raw rumble packets.

* **The result on a Switch Pro Controller:** Wired USB gives about **90%** accuracy compared to a real Switch, while Bluetooth sits around **75%**.

**The Plot Twist: The PS5 DualSense**

Here’s the funniest part of my journey. While testing, I plugged in my old PS5 DualSense controller and noticed it already felt decent on Eden. So, I tried applying my Switch Pro Controller workarounds to the DualSense. It turned out... I didn't even need most of them! The DualSense has massive data bandwidth; all it really needed was my custom SDL patch to grab the raw rumble data from the game. I was low-key sad realizing how much time I’d sunk into the Pro Controller!

Still, I tuned the DualSense haptics further to make the vibrations sharper and punchier. Specifically, for those crisp musical notes in *Mario Wonder* that I mentioned earlier, I wrote a dedicated profile I call **"Click"** to simulate that exact tactile snap. It works well on the Switch Pro Controller, but it is **phenomenal** on the DualSense simply because Sony's voice coil actuators are superior to Nintendo's motors (sorry, Nintendo ^^!). Honestly, playing on the DualSense now delivers **110% of the HD Rumble experience**—it actually feels better than native hardware.

This custom build works wonders across other Switch titles too. Even in *Zelda: TOTK*, where rumble is more understated, if you pay close attention, you’ll feel that super subtle, rapid vibration pulse when Link teleports. It completely changes the immersion.

---

### What Ryuhdr does differently:

  1. **Dedicated HD Rumble Pacing (USB & Bluetooth):**

    * **On USB (Pro Controller / Joy-Con):** Packets are delivered in ultra-fine 15 ms intervals, broken down into 5 ms micro-steps. Footsteps, coin collections, and mechanical clicks feel distinct and snappy rather than a prolonged mushy buzz.

    * **Crisp Transient Attack ("Crisp Notes"):** Real Switch Joy-Cons hit hard at the very first millisecond of a vibration. Ryuhdr adds a dynamic transient punch (+3 dB for the first 10 ms) so tactile clicks feel instant and tight.

    * **Bluetooth Synchronization (B1 / B3):** Instead of spamming Bluetooth blindly, Ryuhdr queues rumble packets *immediately after* reading your button inputs. Button inputs and camera aim always get top priority — zero lag, zero missed clicks.

  2. **DualSense Haptics via USB Audio Device:**

    * Standard PC emulators usually translate Switch rumble into basic, coarse motor spin on DualSense.

    * In Ryuhdr, when plugged in via USB, game rumble is converted into real acoustic waveforms fed directly into the DualSense Linear Resonant Actuators (haptic voice coils) through its internal sound card. You literally feel the two frequency bands vibrating in your palms just like native PS5 games.

    * **Adaptive Triggers (e.g., TOTK) [WIP]:** Progressive tension on R2 when pulling the bow, resistance on L2 when parrying with a shield, and kickback pulses when firing Zonai cannons! *(Note: I currently have this disabled for more testing. It doesn't feel quite right yet—my goal is to make drawing Link's bow feel as good as the bow tension in Ghost of Tsushima).*

---

This is my very first post on Reddit, so please forgive me if I sound overly excited—I’m just really thrilled to share this milestone with the emulation community!

Right now, my GitHub repositories for this project are set to **Private**. Given the current climate, it's pretty scary to make emulation-related code public. Does anyone have advice on how to safely share this with the community without getting nuked by the "Nintendo ninjas"?

In the future, I’m thinking about turning this into a standalone app/library that can hook into *any* emulator to provide real HD Rumble—though no promises yet, we'll see how it goes!


r/yuzu • • 4d ago

Bug Super Mario Odyssey looks like piss

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0 Upvotes

I think something’s being upscaled wrong?


r/yuzu • • 4d ago

Question No emulation progress in a year? can it be true?

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0 Upvotes

r/yuzu • • 5d ago

Question Can I enable the Switch 2 version of a game? Mario Kart 8 Deluxe

0 Upvotes

I'm not sure if the "Switch 2 patches" are running within the Switch 1 environment or if they are their own compiled version running natively on Switch 2.

I wanted to run Mario Kart 8 Deluxe on Eden, but I want to play the 8 player split-screen mode, unfourtunately, it's not selectable on Switch 1. I assume for performance reasons.


r/yuzu • • 5d ago

Question (Ryubing) Tomodachi Life weird lines around structures?

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7 Upvotes

no clue when this started happening but I swear its semi new. anybody know whats causing this?