Emulation Emulator NetherSX2 - Switch Port

  • Thread starter Thread starter Nagaa
  • Start date Start date
  • Views Views 11,549
  • Replies Replies 100
  • Likes Likes 38
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


Using my V1 Switch with sys-clk set to CPU: 1785 MHz, GPU: 921 MHz, MEM: 1600 MHz, I tested three games that ran pretty poorly before this update: God Hand, Urban Reign, and Mortal Kombat: Shaolin Monks.

God Hand: This one is running really well now. I was even able to upscale it to 720p, which honestly blew my mind. The performance is a huge improvement compared to previous builds.

Mortal Kombat: Shaolin Monks: This game is better than before, but it's still unfortunately running about 30% slower than the original PS2 version. The good news is that the audio is clean—sound effects don't become choppy or distorted, which is a nice improvement.

Urban Reign: Unfortunately, this game now crashes, even though it didn't on the previous update. From the little I was able to play, it also seems to perform worse than before. The crashes appear to happen during special attacks when the visual effects are triggered.

I also tested all three games with the frame generation DLL. Unfortunately, enabling Lossless Scaling's frame generation caused all three games to freeze. Interestingly, the games themselves kept running in the background—I could still hear them and they were still responding—but the video output would freeze permanently and never recover.
 

Site & Scene News

Popular threads in this forum