Emulation Emulator NetherSX2 - Switch Port

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I can't believe it. This is actually playable. EE at 100% with cycle skip set to maximum. Render resolution at .75%. Classic core. The Switch Lite has it's CPU overclocked to 1500mhz, the GPU is at 600Mhz, and the ram is maxed out. It does stutter from time to time but it's completely playable and the audio sounds good too.
how did you manage to go for a sub 1x resolution? i dont have that option but id love to
 
Lossless Scaling Frame Generation will be available in the next release :


Just saw your new release on git - for others:

I tested KOF 98 UM (quite slow)... but KOF 02 UM (translated iso) works perfectly. I couldn't get Shadow Hearts or Xenosaga games to run well on both the 4k range or the classic emulator, videos segment was slow... but KOF 02 UM wasn't ported to Switch, so that's something I've been really busy with these days (almost perfect with 75% EE / mild skipping)! KOF 94Rebout stutters when 2d projectiles are fired else pretty good. KOF XI is works very well as well.

We ought to have a compatibility list somewhere. I am on typical v1 Switch hardware overclock settings (R + App launch - overridden by NetherSX2).

So far, the only game I could really play and have fun was KOF 2002 UM... pretty happy with just this to be honest. Anything else is bonus.
 
Last edited by IlluminatusDeus,
1.2.0 is now available
Major CPU Performance Improvements & Lossless Scaling Frame Generation

- Added LSFG-VK Support
- Replaced the old SMC checks with optimized page-based SMC protection.
- Added efficient reverse fastmem alias tracking to avoid expensive full-range scans.
- Added startup validation for required Horizon memory operations.
- Removed the obsolete SMC launcher option and legacy configuration keys.
- Enabled Fastmem by default.
- Enabled threaded presentation.
- Enabled LTO across the emulator, launcher, and forwarder.
- Improved LSFG frame pacing by automatically skipping duplicate source frames when Frame Generation is prepared.
- Reduced the startup CPU Boost duration.
- Added Skip Duplicate Frames to the launcher
- Added Disable Threaded Presentation to the launcher
- In-Game Overlay Improvement

https://github.com/NaGaa95/NetherSX2_nx/releases/tag/1.2.0
 
1.2.0 is now available
Major CPU Performance Improvements & Lossless Scaling Frame Generation

- Added LSFG-VK Support
- Replaced the old SMC checks with optimized page-based SMC protection.
- Added efficient reverse fastmem alias tracking to avoid expensive full-range scans.
- Added startup validation for required Horizon memory operations.
- Removed the obsolete SMC launcher option and legacy configuration keys.
- Enabled Fastmem by default.
- Enabled threaded presentation.
- Enabled LTO across the emulator, launcher, and forwarder.
- Improved LSFG frame pacing by automatically skipping duplicate source frames when Frame Generation is prepared.
- Reduced the startup CPU Boost duration.
- Added Skip Duplicate Frames to the launcher
- Added Disable Threaded Presentation to the launcher
- In-Game Overlay Improvement

https://github.com/NaGaa95/NetherSX2_nx/releases/t

This is a fantastic update!
FPS has increased across all games, and they maintain a steady 60 FPS.

However, in the case of *Super Robot Wars Z*, there is an issue where some custom textures are not applied, while others are.

All custom textures worked perfectly in NetherSX2_NX 1.1.1.
 
Last edited by halibali,
This is a fantastic update!
FPS has increased across all games, and they maintain a steady 60 FPS.

However, with *Super Robot Wars Z*, I encountered an issue where some custom textures were applied while others were not.

All custom textures worked perfectly in NetherSX2_NX 1.1.1.
Can you try to disable LSFG in the launcher or set Disable Threaded Presentation: On
 
Can you try to disable LSFG in the launcher or set Disable Threaded Presentation: On
LSFG was off; I changed the setting to "Disable Threaded Presentation: On" and restarted NetherSX2.
However, parts of the custom textures are still not being applied.
 
LSFG was off; I changed the setting to "Disable Threaded Presentation: On" and restarted NetherSX2.
However, parts of the custom textures are still not being applied.
weird, i don't see any other change made that could cause issue in custom textures
 
weird, i don't see any other change made that could cause issue in custom textures
I just resolved the issue.
I switched to the "classic 3668" core and confirmed that all custom textures are now applying correctly.
Since the latest update, the game runs stably at 60 FPS. Thanks!
 
Tested Tekken 5 my FPS are like 35-38 OC max settings
  • CPU max: 1785 MHz
  • GPU max: 921 MHz
  • RAM: 1600 MHz
Sometimes freeze to 8fps still unplayable for me.
LSFG ON 30FPS and even worst performances
 
Thank you for this. A little earlier I wouldn’t imagine switch could run ps2. Now it is a reality just because of you. A question: can you switch discs in two disc games on the emulator?
Also Shadow Hearts run with stutters. Do you think it will run better on future updates? Any setup advices on this build?
 
I just tried using LSFG. The FPS doubled, but the audio sounded like it was in slow motion. When I turned LSFG off, the audio returned to normal.
 
I just tried using LSFG. The FPS doubled, but the audio sounded like it was in slow motion. When I turned LSFG off, the audio returned to normal.
Make sure your GPU has enough headroom for frame generation, using it with higher resolution upscaling can be demanding and may require a higher overclock.
Set the Frame Rate Control option to 30 Hz and enable EE Cycle hacks if the game doesn't run at full speed.
 
Make sure your GPU has enough headroom for frame generation, using it with higher resolution upscaling can be demanding and may require a higher overclock.
Set the Frame Rate Control option to 30 Hz and enable EE Cycle hacks if the game doesn't run at full speed.
No-interlace patch seems to override the framerate control option
Post automatically merged:

Is there a way to reduce the draw distance? “Ratchet & Clank” runs at about 15 to 20 fps when the cycle hacks are enabled and the CPU is overclocked to 1800 MHz. I think reducing the draw distance could significantly improve the game, making it playable. I found a Reddit post stating that the game’s disc image itself can be modified to reduce the draw distance and significantly improve performance, but I’m wondering if this might also be possible on the emulator side.

thx for your work
 
Last edited by albarapa,
Hey could I have a little request for your emulators? For the file structure could you put the main launcher in the nethersx2 folder and then put the ones it unpacks into a subfolder in that folder? Because how it currently is I end up with two icons for each of your emulators in the HBL. Changing the file directories to what I said would fix that so that each emulator would only show up once.
 

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