_Neo_ 8fe1a9c672 UI: Options Menu (Part 1 of 2) → General Improvements (#133)
Ayyyy, welcome to the UI: Options Menu → General Improvements PR!

We cruisin'!

This is the first PR of a small series aimed at improving the `Options` menu and related submenus.

This initial PR focuses on smaller visual and navigational improvements to the main `Options` menu. As this is part of a progressive series (two PRs _for now_), further bug fixes and refinements may be present in Part 2. Additionally, as the `View` menu is related to some of the changes presents in this PR, it has also received minor adjustments (see details below).

### LOCALISATION
* **Fractured:**
    * `MenuBar_Options.json` - `Options` menu locales
    * `MenuBar_View.json` - `View` menu locales
    * `Settings_Interface.json` - Interface `Settings` tab locales (UI-only)
* **Added:** Missing "e" in Italian translation of `User Profiles` (thank you BOBBIJDJ for pointing it out!)

**NOTE:** `MenuBar_View.json` and `Settings_Interface.json` were not populated in this PR.

### OPTIONS MENU
* **Moved:** `Toggle Fullscreen` to the `View` menu.
    * This option affects the current window/view state, so it belongs under `View` rather than `Options`.
* **Moved:** `Show Console` checkbox to the `View` menu.
    * Even though it was previously under `Options`, this is a real-time visibility toggle. It affects Ryujinx "immediately" (shows/hides the console window, and as immediately as you can get with our current implementation), so it fits better alongside other current view controls like `Toggle Fullscreen` and the `Window Size` presets.
* **Moved:** `Start Games in Fullscreen` and `Start Games Without UI` (renamed to "Hide UI on Game Start" for better flow) from the `Options` menu to the `Interface` tab in `Settings`.
    * These are persistent launch preferences rather than actions that can affect just the current session. Settings is the semantically correct location for them. They now sit alongside other launch-related options such as `Confirm Game Shutdown`.
    * Their respective locales were transferred to the newly created `Settings_Interface.json`.
* **Renamed:** `Change Language` → `Language`
    * Made consistent with the shorter style used by other items in this menu in previous cleanups.
* **Modified:** Menu item order (see images below).

### VIEW MENU
The `View` menu received only light adjustments in this PR (mainly padding/margins to better fit the newly added `Show Console` checkbox ). A dedicated _View Menu_ follow-up PR is planned to reorganise it further and add new options. Furthermore, _Options Menu (Part 2 of 2)_ will follow shortly as well.

_If there are any features or changes that you wish to be implemented, please comment down below and I'll be happy to accommodate!_

Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/133
2026-06-14 19:21:25 +00:00
2026-05-14 04:05:58 +00:00
2022-12-02 15:22:21 +01:00
2019-10-12 23:48:31 -03:00
2026-04-11 23:16:35 +00:00
2026-06-04 09:04:55 +00:00
2026-04-22 21:39:57 +00:00
2024-10-25 08:36:41 -05:00

Ryujinx

Ryujinx

Latest release Latest canary release
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Ryujinx is an open-source Nintendo Switch emulator, originally created by gdkchan, written in C#. This emulator aims at providing excellent accuracy and performance, a user-friendly interface and consistent builds. It was written from scratch and development on the project began in September 2017. Ryujinx is available on a self-managed modified Forgejo instance under the MIT license.

On October 1st 2024, Ryujinx was discontinued as the creator was forced to abandon the project.
This fork is intended to be a QoL uplift for existing Ryujinx users.
This is not a Ryujinx revival project. This is not a Phoenix project.
Guides and documentation can be found on the Wiki tab.

Ryujinx example

Usage

To run this emulator, your PC must be equipped with at least:

  • 8GiB of RAM
  • 6 cores
  • A GPU released within the last 10 years.
  • OpenGL 4.6 | Vulkan 1.4
  • Windows 10 version 20H1 | macOS Big Sur (Apple Silicon)

Failing to meet these requirements may result in a poor gameplay experience or unexpected crashes.

Latest build

Stable builds are made every so often, based on the master branch, that then gets put into the releases you know and love. These stable builds exist so that the end user can get a more enjoyable and stable experience. They are released every month or so, to ensure consistent updates, while not being an annoying amount of individual updates to download over the course of that month.

You can find the stable releases here.

Canary builds are compiled automatically for each commit on the master branch. While we strive to ensure optimal stability and performance prior to pushing an update, these builds may be unstable or completely broken. These canary builds are only recommended for experienced users.

You can find the canary releases here.

Documentation

If you are planning to contribute or just want to learn more about this project please read through our documentation.

Features

  • Audio

    Audio output is entirely supported, audio input (microphone) isn't supported. We use C# wrappers for OpenAL, and SDL3 & libsoundio as fallbacks.

  • CPU

    The CPU emulator, ARMeilleure, emulates an ARMv8 CPU and currently has support for most 64-bit ARMv8 and some of the ARMv7 (and older) instructions, including partial 32-bit support. It translates the ARM code to a custom IR, performs a few optimizations, and turns that into x86 code. There are three memory manager options available depending on the user's preference, leveraging both software-based (slower) and host-mapped modes (much faster). The fastest option (host, unchecked) is set by default. Ryujinx also features an optional Profiled Persistent Translation Cache, which essentially caches translated functions so that they do not need to be translated every time the game loads. The net result is a significant reduction in load times (the amount of time between launching a game and arriving at the title screen) for nearly every game. NOTE: This feature is enabled by default in the Options menu > System tab. You must launch the game at least twice to the title screen or beyond before performance improvements are unlocked on the third launch! These improvements are permanent and do not require any extra launches going forward.

  • GPU

    The GPU emulator emulates the Switch's Maxwell GPU using either the OpenGL (version 4.5 minimum), Vulkan, or Metal (via MoltenVK) APIs through a custom build of OpenTK or Silk.NET respectively. There are currently six graphics enhancements available to the end user in Ryujinx: Disk Shader Caching, Resolution Scaling, Anti-Aliasing, Scaling Filters (including FSR), Anisotropic Filtering and Aspect Ratio Adjustment. These enhancements can be adjusted or toggled as desired in the GUI.

  • Input

    We currently have support for keyboard, mouse, touch input, Joy-Con input support, and nearly all controllers. Motion controls are natively supported in most cases; for dual-JoyCon motion support, DS4Windows or BetterJoy are currently required. In all scenarios, you can set up everything inside the input configuration menu.

  • DLC & Modifications

    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.

  • Configuration

    The emulator has settings for enabling or disabling some logging, remapping controllers, and more. You can configure all of them through the graphical interface or manually through the config file, Config.json, found in the Ryujinx data folder which can be accessed by clicking Open Ryujinx Folder under the File menu in the GUI.

License

This software is licensed under the terms of the MIT license. This project makes use of code authored by the libvpx project, licensed under BSD and the ffmpeg project, licensed under LGPLv3. See LICENSE.txt and THIRDPARTY.md for more details.

Credits

  • LibHac is used for our file-system.
  • AmiiboAPI is used in our Amiibo emulation.
  • ldn_mitm is used for one of our available multiplayer modes.
  • ShellLink is used for Windows shortcut generation.
Description
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Readme 192 MiB
Languages
C# 95.3%
GLSL 3.3%
C 1%
HLSL 0.2%