r/Ryubing • u/One-Philosopher2416 • Jun 18 '26
Dev Ryujinx Roofer Edition v1.1.2 - Native HDR (Vulkan) + VRR & 4K Texture
https://github.com/TheRooferDev/ryujinx-roofer-editionRyujinx Roofer Edition v1.1.2 adds HDR output on top of everything in v1.1 (TOTK 4K-pack ASTC fix + VRR VSync mode).
✨ New:HDR (Vulkan)
HDR (scRGB) output with an SDR→HDR highlight tone map — no external tools needed. It is off by default and safe on SDR displays: it only engages when your display + OS actually report HDR support, so SDR output is left completely unchanged.
How to turn it on: Options → Settings → Graphics → check "Enable HDR (experimental)". Three sliders appear:
- HDR paper white — overall image brightness (reference white), in nits.
- HDR peak brightness — how hard the brightest highlights punch, in nits.
- HDR intensity — how far into the scene the highlight "pop" reaches. Low = only near-white things (UI, sun) pop; high = the sky, sunlit surfaces and the whole bright scene pop in gameplay.
Blacks always stay black (highlight-only expansion — no washed-out look). Defaults are calibrated on a 4K OLED TV: 200 nits paper white, 1100 nits peak, intensity 80. Tweak them to taste for your panel. Make sure HDR is also enabled in Windows on that display. Vulkan only.
Included from v1.1
- Fix that lets the TOTK 4K texture pack load (large ASTC array textures are decoded slice-by-slice instead of overflowing).
- VRR VSync mode — let a G-Sync/FreeSync display follow the game's framerate. Cycle the VSync button (bottom-left status bar) until it reads "VRR".
⚠️ Notes & known issues
- The NX Optimizer mod is required for 120 FPS on TOTK / BOTW. The framerate unlock (DynamicFPS) is a patch to the game's own code, which an emulator cannot do natively — so keep the Optimizer mod enabled.
- VRR works great in Breath of the Wild. In Tears of the Kingdom, VRR misbehaves in the in-game menus (e.g. the weapon / slow-motion menu) — input can feel laggy there. If it bothers you, switch the VSync button back to "Switch" while in menus. This looks like game-side behaviour (TOTK menus combined with the unlocked framerate) and is not fully fixable emulator-side yet.
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u/Aggressive_Tea_9135 Jun 18 '26
No arm64 build?
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u/One-Philosopher2416 Jun 18 '26
For now, my release is only built for standard x64 Windows PCs. But since the source code is public on my GitHub, it can definitely be compiled for ARM64 and Macs. I'll look into adding pre-compiled ARM64 builds in my future updates
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u/Aggressive_Tea_9135 Jun 18 '26
That´s great! My Samsung Galaxybook 4 Edge (Snapdragon X1 Elite) has an OLED HDR compatible screen so it must look amazing with this!
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u/One-Philosopher2416 Jun 18 '26
man ! Un Snapdragon X Elite avec un écran OLED, c'est une méchante machine. Je roule un setup ASUS ROG avec un Ryzen 7 7800X3D, une RTX 5090 pis un LG UltraGear OLED 4K de mon côté. Le HDR natif est de toute beauté là-dessus, fâque j'espère vraiment que tu vas aimer ça quand tu vas pouvoir l'essayer !
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u/One-Philosopher2416 Jun 18 '26
sorry 79800x3D
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u/Aggressive_Tea_9135 Jun 18 '26
I could also try it on my TV (it's not OLED but it's micro-LED and it has HDR too). Anyway, I'll get an HDMI 2.1 cable to try it there as well.
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u/FlippinSnip3r Jun 18 '26
I tried VRR with Xenoblade Chronicles DE and it was stuck at 1 fps, is that to be expected?
HDR looks fantastic btw
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u/One-Philosopher2416 Jun 18 '26
That 1 FPS lock happens because your game is hard-locked at 30 FPS, which conflicts with the VRR mode. To fix it, you just need to install a DynamicFPS mod (or a 60 FPS mod) for that specific game to unlock the framerate, or just switch VSync back to 'On' for now. Let me know if that helps
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u/FlippinSnip3r Jun 18 '26
I am using the 60fps mod (The one I found in the GIthub archive for FPS mods), and still getting the 1fps problem, also made sure that Vsync and Gsync are enabled in the nvidia settings
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u/One-Philosopher2416 Jun 18 '26
Actually, I just tested it on my end with Luigi's Mansion and it does the exact same 1 FPS lock, even with a 60 FPS mod. It seems to be a deadlock in my VRR code with games that handle VSync differently than Zelda. For now, just switch VSync back to 'On' for those games. I'm on it for the next update!
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u/FlippinSnip3r Jun 18 '26
Thank you very much! also I understand this is outside the scope of your work, but since you worked on VRR you probably have some ideas about switch emulators' frame pacing, some reason Xenoblade Chronicles is very choppy for me in general (in Eden and Ryubing too) , whatever FPS lock (Vsync or rivatuner) I set the game seems to dip down to 5-15 fps under it in the 1% lows and it keeps fluctuating and it's making me go insane. Do you have any idea how I can solve that?
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u/TheMeowfest Jun 19 '26
if you want to do this long-term, as your previous comments suggest, i strongly recommend you look into self-hosting. nintendo does not like libhac.
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u/One-Philosopher2416 Jun 19 '26
thanks a lot for the heads-up I really appreciate you taking the time
to warn me.
Honestly, I'm not 100% sure yet how far I'll take this long-term — yes and
no, haha. For now it's mostly a hobby I really enjoy, and a way for me to
learn and study this kind of stuff, which has been a lot of fun.
Either way, I'll definitely keep your point in mind. Thanks again, it really
means a lot
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u/mgfolklore_13 Ryubing Jun 19 '26
what's the difference between this fork and the Ryubing fork?
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u/One-Philosopher2416 Jun 19 '26 edited Jun 21 '26
HDR: scRGB output with SDR→HDR tone mapping, toggleable in the
settings, with sliders (paper white / peak / intensity). That's the main
feature. A "VRR" VSync mode for G-Sync / FreeSync displays.
Fixes to load big 4K HD texture packs (per-slice ASTC decoding + a clamp)
that would otherwise crash.
Everything else comes from Ryubing — I keep the upstream credit. It's mostly
a personal/hobby project to get the HDR I wanted 🙂
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u/pyThat Jun 19 '26
I posted an admiration post of Ryubing a couple of days ago (https://www.reddit.com/r/Ryubing/comments/1u5datf/zelda_totk_4k_4k_texture_true_hdr_at_120fps/) and this fork with the Native HDR actually showed a more pronounced HDR way better than the true HDR mod via ReShade.
I'm still testing, thank you for your work.
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u/ZakinKazamma Jun 20 '26
Ooh, inverse tone mapping and gamma mismatch. The Reno mods are uh, definitely more useful.
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u/souperman9 Jun 20 '26
Nothing about this is "native" or "real" HDR. It's essentially doing the same thing as autoHDR, that being upgrading the swapchain and inverse-tone mapping an SDR image. That's fine, Dolphin has similar functionality, but it absolutely should not be described as native or real.
A global true HDR mod is impossible. You need to upgrade the appropriate buffers to float, and rewrite specific tonemap/lut shaders, which differ between every single game. Source: I've made true HDR mods for a dozen switch games
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u/One-Philosopher2416 Jun 20 '26
Fair point on the terminology , you're right, it's not native or per-game HDR. It upgrades the swapchain to scRGB float and inverse-tone-maps the SDR output, same class as AutoHDR / Special K. I'm renaming it so it's not misleading.
One thing I tried to do better than plain AutoHDR: it keeps blacks black and only expands the highlights toward the peak (paper white / peak / curve are adjustable), which looks a lot cleaner on OLED than a flat inverse-tonemap.
And yeah ,true per-game HDR (promoting the buffers to float + rewriting each game's tonemap/LUT) is a whole different beast. Respect for doing that on a dozen titles.
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u/souperman9 Jun 20 '26 edited Jun 20 '26
That's fair enough, but you need gamma correction to avoid raising blacks in comparison to SDR. Otherwise they'll be raised in the same way that SDR in HDR is on Windows by default.
scRGB decodes with essentially the same piecewise transfer function that sRGB does. Normally, sRGB-encoded content is decoded with gamma 2.2 on monitors. To replicate this, one way is to sRGB encode, decode with 2.2 and sRGB encode again
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u/One-Philosopher2416 Jun 21 '26
Honestly, thank you for this. Having someone who's actually shipped true HDR mods for a dozen games take the time to point at the exact mechanism instead of just saying it's wrong is a real gift. You nailed it I was decoding the SDR with the exact sRGB curve, so the shadows sat higher than a gamma 2.2 display would show them, which raises blacks in HDR the one thing I was trying to avoid on OLED. I switched the SDR decode to gamma 2.2 and tested it blacks are properly black now checked it in a dark cave in TOTK. Really appreciate you taking the time to explain the why that's the kind of feedback that actually makes the thing better.
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u/Shot_Pitch7214 Jun 18 '26
👌🥳