
Ryujinx emulator for PC Windows 32/64 bit
Description
Ryujinx is an open-source Nintendo Switch emulator for PC created by gdkchan and written in C#, compatible with Windows devices x86 or x64 (32 and 64 bit).
Ryujinx is currently available also for MacOS, Linux, Android, iOS and on GitHub under the MIT license.
The name Ryujinx is based on the name “Ryujin.” In other words, a name for a Mythical (Sea-God) Dragon. More information can be found here.
The name stems from Ryu (as already explained), then RyuJIT; which is the codename for the JIT compiler for Net Core. The NX part of the name is from the Codename of the Switch itself.

Features
Audio output is entirely supported, audio input (microphone) isn’t supported. We use C# wrappers for OpenAL, and SDL2 & libsoundio as fallbacks.
The GPU emulator emulates the Switch’s Maxwell GPU using the OpenGL API (version 4.5 minimum) through a custom build of OpenTK.
There are currently four graphics enhancements available to the end user in Ryujinx: disk shader caching, resolution scaling, aspect ratio adjustment and anisotropic filtering.
These enhancements can be adjusted or toggled as desired in the GUI.
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.
System requirements
To run this emulator, we recommend that your PC have at least 8GB of RAM; less than this amount can result in unpredictable behavior and may cause crashes or unacceptable performance.
OS version | Windows 7 or above |
CPU | 2.0+ GHz quad core (or higher) |
RAM | 6 GB (8 GB recommended) |
Disk space | 60 MB |
Update
•Added the ability to signal a write as “precise” on the tracking, which signals a special handler (if present) which can be used to avoid unnecessary flush actions, or maybe even more. For buffers, precise writes specifically do not flush, and instead punch a hole in the modified range list to indicate that the data on GPU has been replaced
•Fixed Only make render target 2D textures layered if needed
•Added a set of optimizations to the HybridAllocator which increases the throughput of LCQ and usually shaves a couple of seconds from boot time