Dusklight Switch Port - 720P 30FPS at stock clocks, 2x performance compared to old port!

Souldbminer

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Dusklight-NX

(This is with a very mild OC, RAM1600, 460GPU is used in a few games like BOTW/TOTK, but since it is generally CPU bottlenecked especially when in-game it hits 30-40fps easily)

This is a dusklight port for Switch. It uses Vulkan via NXVK and an optimized pipeline with custom SDL3 port to get good performance.

Download: https://github.com/souldbminerr/dusklight-nx/releases/
 
Last edited by Souldbminer,
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Post automatically merged:

Its done. Enjoy.
 
Last edited by Souldbminer,
I'm trying to remap the triggers and bumpers, but when I try to map R to Z it wont accept any input from L and R specifically. it accepts any other button, or the triggers, and other actions let me use the bumpers.
 
I'm trying to remap the triggers and bumpers, but when I try to map R to Z it wont accept any input from L and R specifically. it accepts any other button, or the triggers, and other actions let me use the bumpers.
Able to reproduce. Will fix this as part of the next version
 
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Runs great so far, apart from the initial shader loading in new scenes. But during gameplay I seem to get a stable 60FPS with a light overclock. Finally a state where I actually see myself playing and finishing the game.
Thanks!

Edit: Compared it to Android just now and the major difference I see is Android creates all shaders at launch and has a language selector.
 
Last edited by Nblhrn,
Runs great so far, apart from the initial shader loading in new scenes. But during gameplay I seem to get a stable 60FPS with a light overclock. Finally a state where I actually see myself playing and finishing the game.
Thanks!

Edit: Compared it to Android just now and the major difference I see is Android creates all shaders at launch and has a language selector.
It's the same with the PC version, it builds the pipeline for the entire game right from the start, if you copy the dawn_cache.db and pipeline_cache.db files from that version to the cache folder it'll massively improve the speed when loading assets. It still looks weird seeing characters and objects appear out of thin air, but at least it's much faster and less distracting this way. For example with the original cache files, in the beginning cutscene, when Rusl walks past Colin, at first you can only see Colin's eyelids, and by the time his model and textures are fully loaded the cutscene is almost over. With the full pipeline and dawn cache files it takes less than a second to load all the characters in the cutscene.
 

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