{"id":137834,"date":"2026-10-11T12:00:35","date_gmt":"2026-10-11T10:00:35","guid":{"rendered":"https:\/\/www.emu-france.com\/?p=137834"},"modified":"2026-10-11T12:00:35","modified_gmt":"2026-10-11T10:00:35","slug":"consoles-de-salon-ryu-r6-2026-10-08","status":"publish","type":"post","link":"https:\/\/www.emu-france.com\/?p=137834","title":{"rendered":"[Consoles de salon] Ryu R6 (2026\/10\/08)"},"content":{"rendered":"<p><strong>RYU<\/strong> (ou Ryubing-Dlss) est un fork de <a href=\"https:\/\/ryujinx.app\/\" target=\"_blank\" rel=\"noopener\">Ryubing<\/a> qui ajoute une pile graphique DLSS 5 directement int\u00e9gr\u00e9e \u00e0 l&rsquo;\u00e9mulateur. Le projet conserve les fonctionnalit\u00e9s de Ryubing et ajoute notamment le DLSS Super Resolution, le DLAA, le Neural Rendering et la g\u00e9n\u00e9ration d&rsquo;images DLSS-G.<br \/>\n&nbsp;<\/p>\n<p><a href=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ryu-dlss1.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter  wp-image-136468\" src=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ryu-dlss1.png\" alt=\"\" width=\"450\" height=\"513\" srcset=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ryu-dlss1.png 1924w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ryu-dlss1-263x300.png 263w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ryu-dlss1-898x1024.png 898w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ryu-dlss1-768x876.png 768w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ryu-dlss1-1347x1536.png 1347w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ryu-dlss1-1796x2048.png 1796w\" sizes=\"auto, (max-width: 450px) 100vw, 450px\" \/><\/a><br \/>\n&nbsp;<br \/>\nFonctionnalit\u00e9s :<br \/>\n&#8211; DLSS Super Resolution avec modes Auto, DLAA, Quality, Balanced, Performance et Ultra Performance<br \/>\n&#8211; DLAA int\u00e9gr\u00e9 via le pipeline DLSS<br \/>\n&#8211; DLSS 5 Neural Rendering via RenoDX \/ ReShade<br \/>\n&#8211; DLSS Frame Generation x2 \/ x3 \/ x4<br \/>\n&#8211; Smooth Motion<br \/>\n&#8211; Activation\/d\u00e9sactivation de DLSS, Neural Rendering et Frame Generation directement depuis la barre d&rsquo;\u00e9tat, sans red\u00e9marrage<br \/>\n&#8211; Affichage du framerate effectif dans la barre d&rsquo;\u00e9tat<br \/>\n&#8211; Support des GPU NVIDIA RTX 40 et RTX 50<br \/>\n&#8211; Builds Windows x64 autonomes avec les runtimes DLSS inclus<br \/>\n&#8211; Synchronisation automatique avec le master de Ryubing chaque lundi<br \/>\n&#8211; Auto-update du build<br \/>\n&#8211; Compatibilit\u00e9 avec les fonctionnalit\u00e9s de Ryubing: CPU, GPU Vulkan\/OpenGL, contr\u00f4les, DLC, mods et shader cache<br \/>\n&nbsp;<br \/>\nFrame Generation :<br \/>\n&#8211; DLSS-G permet les modes x2, x3 et x4<br \/>\n&#8211; Le Frame Generation n\u00e9cessite une RTX 40-series minimum<br \/>\n&#8211; Les modes x3\/x4 n\u00e9cessitent une RTX 50-series<br \/>\n&#8211; Les jeux first-party verrouill\u00e9s \u00e0 30 FPS peuvent atteindre 60 FPS avec le mode x2<br \/>\n&#8211; Le mode x4 peut permettre de d\u00e9passer 100 FPS sur une carte RTX 50-series<br \/>\n&#8211; Le framerate effectif est affich\u00e9 dans la barre d&rsquo;\u00e9tat, par exemple 30 FPS FG x2 \u2192 60 FPS<br \/>\n&#8211; L&rsquo;impl\u00e9mentation actuelle utilise encore des vecteurs de mouvement et une profondeur simplifi\u00e9s, car l&rsquo;\u00e9mulateur ne peut pas acc\u00e9der aux motion vectors internes du moteur du jeu<br \/>\n&#8211; Cela peut provoquer du warping dans certaines situations, notamment sur les HUD et lors de mouvements de cam\u00e9ra rapides<br \/>\n&#8211; Le Hardware Optical Flow est pr\u00e9vu comme prochaine \u00e9tape pour am\u00e9liorer cette limitation<br \/>\n&nbsp;<br \/>\nNeural Rendering :<br \/>\nLe Neural Rendering est int\u00e9gr\u00e9 via un addon RenoDX\/ReShade et peut \u00eatre activ\u00e9 dans le jeu avec F6. Son utilisation n\u00e9cessite une installation initiale de la couche Vulkan ReShade.<br \/>\n&nbsp;<br \/>\n<a href=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ryu-dlss2.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter  wp-image-136469\" src=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ryu-dlss2.png\" alt=\"\" width=\"450\" height=\"513\" srcset=\"https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ryu-dlss2.png 1924w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ryu-dlss2-263x300.png 263w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ryu-dlss2-898x1024.png 898w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ryu-dlss2-768x876.png 768w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ryu-dlss2-1347x1536.png 1347w, https:\/\/www.emu-france.com\/wp-content\/uploads\/2026\/09\/ryu-dlss2-1796x2048.png 1796w\" sizes=\"auto, (max-width: 450px) 100vw, 450px\" \/><\/a><br \/>\n&nbsp;<br \/>\nArchitecture DLSS :<br \/>\nnvngx_dlss.dll \u2014 DLSS<br \/>\nnvngx_dlssg.dll \u2014 Frame Generation<br \/>\nnr-stage.dll \u2014 pont Vulkan \u2194 D3D12<br \/>\nsl.dlss_g.dll \/ Streamline<br \/>\nrenodx-dlss5.addon64 \u2014 Neural Rendering<br \/>\nReShade et ses composants<br \/>\n&nbsp;<br \/>\nConfiguration minimale indiqu\u00e9e :<br \/>\n&#8211; Windows 10 20H1 ou sup\u00e9rieur<br \/>\n&#8211; 6 c\u0153urs CPU<br \/>\n&#8211; 8 Go de RAM<br \/>\n&#8211; Vulkan 1.4 ou OpenGL 4.6<br \/>\n&#8211; RTX NVIDIA pour les fonctions DLSS<br \/>\n&nbsp;<br \/>\n\u00c0 noter :<br \/>\nLe d\u00e9p\u00f4t du fork est priv\u00e9 car il contient des binaires propri\u00e9taires NVIDIA\/RenoDX. Le projet indique que tout ce qui concerne l&rsquo;\u00e9mulation elle-m\u00eame reste celui de Ryubing: RYU ajoute essentiellement sa propre pile DLSS au-dessus.<br \/>\n&nbsp;<br \/>\nLe fork de Ryubing est automatiquement synchronis\u00e9 avec le master chaque lundi, tandis que le build se met lui-m\u00eame \u00e0 jour afin de r\u00e9cup\u00e9rer les derni\u00e8res \u00e9volutions.<br \/>\n&nbsp;<br \/>\nLes changements:<br \/>\n&nbsp;<br \/>\n<em>&#8211; Prebuild Shader Cache from ROM: Allows pre-building shader caches directly from ROM files (with updates, without mods) by scanning NVN shader containers (BNSH, .bfsha, .ptcl, SARC, NSO, agl SHARCB) across various compression formats. Includes automated backups, safety checks, integrity validation, and 20 localized languages.<br \/>\n&#8211; GPU Compilation (Windows \/ Vulkan): A background helper process automatically compiles shaders into the GPU-specific host cache with features like DLSS and Frame Generation disabled, skipping manual shader compilation on first boot.<br \/>\n&#8211; Command Line Support: Supports headless prebuilding via &#8211;prebuild-shaders <rom> along with options for output, forcing, reports, and dry runs, using standard exit codes (0, 1, 3).<br \/>\n&#8211; Unsupported Container Reporting: Explicitly lists and identifies unsupported file formats when encountered (e.g., Unity bundles, Trinity onepack, Monolith xbc1, UE4 .pak, CRI CPK, Level-5 VFS3).<br \/>\n&#8211; Masked Vertex-Attribute Matching: Enabled by default to match shaders only on active vertex inputs rather than all 32 slots, dramatically improving cache hit rates. Can be reverted using RYUJINX_SHADER_INPUT_MASK=0.<br \/>\n&#8211; Translator Query Update: Added QueryTextureQuerySamplerType to IGpuAccessor to handle sampler types during texture-size queries without changing generated code or CodeGenVersion.<br \/>\n&#8211; Performance Gains (Zelda: Tears of the Kingdom): Extracted 44,376 programs from 1,381 BNSH containers in ~2 minutes. Reduced subsequent game boot times to ~1 minute and provided 77.5% runtime graphics shader coverage.<br \/>\n&#8211; SHARCB Archives &#038; Deduplication: Added agl SHARCB archive support to boost graphics coverage to ~96.8% on TOTK. Implemented canonical state deduplication and protected against corrupt or truncated cache files.<br \/>\n&#8211; Developer Tools &#038; Documentation: Added a regression test harness (tests\/ShaderPrebuild) and documentation (docs\/rom-shader-prebuild.md). Retired the standalone TotkTextureSeed tool.<\/em><br \/>\n&nbsp;<\/p>\n<p class=\"p_telecharger_icone_zip\"><a class=\"telecharger_icone_zip\" href=\"https:\/\/www.emu-france.com\/?wpfb_dl=8397\" title=\"Download Ryu\">T\u00e9l\u00e9charger Ryu R6 (2026\/10\/08) (234 Mo)<\/a><\/p>\n<p class=\"p_site_officiel\"><a class=\"site_officiel\" href=\"https:\/\/ryu.dotslash.pro\/\" target=\"_blank\" rel=\"noopener\">Site Officiel<\/a><\/p>\n<p class=\"p_en_savoir_plus\"><a class=\"en_savoir_plus\" href=\"https:\/\/www.emu-france.com\/emulateurs\/5-consoles-de-salon\/467-nintendo-switch-console\/\">En savoir plus&#8230;<\/a><\/p>\n<div class=\"fcbkbttn_buttons_block\" id=\"fcbkbttn_left\"><div class=\"fb-share-button  \" data-href=\"https:\/\/www.emu-france.com\/?p=137834\" data-type=\"button_count\" data-size=\"small\"><\/div><\/div>","protected":false},"excerpt":{"rendered":"<p>RYU (ou Ryubing-Dlss) est un fork de Ryubing qui ajoute une pile graphique DLSS 5 directement int\u00e9gr\u00e9e \u00e0 l&rsquo;\u00e9mulateur. Le projet conserve les fonctionnalit\u00e9s de Ryubing et ajoute notamment le DLSS Super Resolution, le DLAA, le Neural Rendering et la &#8230;<\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2},"jetpack_post_was_ever_published":false},"categories":[1],"tags":[],"class_list":["post-137834","post","type-post","status-publish","format-standard","hentry","category-par-defaut","uentry","postonpage-1","odd","post-author-Jets"],"jetpack_publicize_connections":[],"jetpack_shortlink":"https:\/\/wp.me\/pKi2R-zR8","jetpack_likes_enabled":false,"jetpack_sharing_enabled":true,"jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts\/137834","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=137834"}],"version-history":[{"count":1,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts\/137834\/revisions"}],"predecessor-version":[{"id":137835,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=\/wp\/v2\/posts\/137834\/revisions\/137835"}],"wp:attachment":[{"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=137834"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=137834"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.emu-france.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=137834"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}