Ryujinx (Switch Emulator) Update

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  • Ryujinx

    Experimental Nintendo Switch Emulator written in C#

  • https://github.com/Ryujinx/Ryujinx/wiki/Ryujinx-Setup-&-Conf...

    > Your Switch keys and either your dumped firmware or recent game cartridge untrimmed XCI

    > Your dumped Nintendo Switch games or homebrew

    You don't need a hacked switch if you can find the homebrew apps / games / firmware on the internet and if you can find a donor set of keys. But that enters questionable territory

  • yuzu

    Discontinued Nintendo Switch emulator

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

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  • rpcs3

    PS3 emulator/debugger

  • This is fairly common in many console emulators, see:

    - PS3 (Nvidia RSX): https://github.com/RPCS3/rpcs3/blob/master/rpcs3/Emu/RSX/rsx...

  • orbital-qemu

    Discontinued QEMU fork with support for PlayStation 4 targets

  • https://github.com/AlexAltea/orbital-qemu/blob/master/hw/ps4...

    The hardware is known ahead of time, so console platforms take advantage of that: GPU drivers allocate a context and hand it over to userspace which can do anything it wants with it (abstraction layers are quite thin), and graphics APIs are essentially a 1:1 mapping of the hardware.

    Because of that there's little difference between emulating the GPU or emulating the API.

    The only major difference I'd say is emulating the entire GPU (including VM, IOMMU, display controller, multi-contexts, etc.) or just emulating a single context of the GPU (which feels quite similar to implementing a graphics API).

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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