Game compatibility
See game compatibility for console test results, community reports and known limitations.
Heads up: the D3D12 renderer was fully refactored in this release. The work went into
getting the renderer where we want it, not into game compatibility, so some games that
worked in 0.3.9.0 may regress. Please report them.
4K output
- New: output at the TV's resolution, up to 4K. Image upscaling in
Settings → Graphics (or per game) enlarges the picture with sharp, balanced or soft
FSR 1, or plain bilinear. The output size can change while the game runs. - The library and menus are drawn at 4K too, and menus and Pulse panels scale correctly above
1080p.
Frame generation (experimental)
- Jadyx can add in-between frames, so a game running at 20 FPS looks like 30. It runs at 1080p
and turns FSR off. Turn it on in Settings → Graphics, or per game. - It is still experimental and can show artifacts in some games: if it does, turn it off and
report it.
New graphics settings
- Settings → Graphics, with an override for each game and a Graphics page in the
in-game menu:- New shaders: whether the game skips, waits or balances while a shader is being built.
- GPU Fence: Immediate is the fastest; Safe, Balanced, Wait and Accurate are more exact
but can lower the FPS. - GPU command thread: sends GPU commands on a separate thread. On by default.
- Advanced options per game: anisotropic filtering, texture quality (memory saver or
full), texture memory limit, GPU accuracy, shader build threads and console mode (docked or
handheld). They apply the next time the game starts and can be reset with one button. - Game clock at 90%, per game. It slows the game's clock slightly, which can help games
that drop to a lower frame rate when they fall behind. - If Jadyx runs as an App instead of a Game, it now says so at start and explains how
to change it in Dev Home.
Graphics
- Tessellation is now emulated. The Series GPU drew nothing for tessellated geometry, so
terrain, water and models that use it were missing. Jadyx now runs it in compute shaders. - Many rendering fixes found by a new console test suite:
- fixed-function state the Series GPU lacks is now emulated: custom index restart values,
inline index draws, point sizes, alpha test, sample masks, clamp-to-border mirroring and
lines and rectangles; - exact clears for integer targets;
- resolves, blits and copies for integer, depth and multisampled images, including copies
between multisampled images and their single-sample versions; - BGRA vertex colors with red and blue swapped, BC2 alpha, slices of 3D images and objects
that vanished after rasterization was turned back on; - new or fixed shader instructions: IMAD, IMUL, SUATOM, F2I and BAR, and undefined registers
now read as zero.
- fixed-function state the Series GPU lacks is now emulated: custom index restart values,
- Games that read back a texture they just rendered to with a different format no longer show
stale colors. - Fixed cases where the game read GPU results before the GPU had written them.
Performance
- Smoother frame pacing. The GPU thread and the game's vsync no longer wait for the TV, a
game asking for 20 FPS keeps the pace of 30 when it can, and threads are pinned to the
console's cores. - Fewer stutters on new shaders. Shaders build on more threads, and while a shader is
still building the draw can be skipped instead of freezing the game. Loading screens build
the shader cache on every CPU core. - Less CPU time per draw. Draws that use the same textures reuse their descriptors,
unchanged state is no longer prepared again, and the GPU no longer copies a sampled color
target before every draw. - Faster texture loading. BC textures are decoded and large textures unswizzled on the
GPU, uploads are staged with less copying, and textures and staging memory are no longer
zeroed when they are created. - Less memory for ASTC textures. Alpha masks are stored in a smaller format, and the top
level of very large ASTC textures can be left out. - The final image is presented on its own queue.
Memory
- New: Permafrost. When the console runs short of memory, Jadyx writes the game memory
that has gone cold to disk and reads it back when the game touches it, instead of closing.
Heavy games that used to run out of memory after a few minutes keep running. It writes in
batches, pauses the game safely while it reads pages back, and its thresholds are tuned so
it only steps in when memory is really short. Expect short stutters while it swaps. - Memory coordinator. Permafrost, the texture cache and the JIT now share the free memory
under one coordinator, so they no longer fight each other when it runs low. - The texture cache grows into memory the app is not using and gives memory back first from
half-empty heaps. Render targets replaced by a new resolution are released, and their
contents carry over to the new size. - JIT code memory is mapped in larger chunks and given back under pressure. Pipelines that
are not in use drop their compiled code and reload it from disk when needed.
Games and content
- The Jadyx Portal now imports XCI and NRO games, not only NSP.
- Fixed updates that were rejected because part of their data needs the base game to be read.
- A file that is empty or was cut short while copying is now reported as "The file is empty
or incomplete. Copy or download it again." instead of a generic invalid package error.
Fixes
- Loading screens keep moving, and resuming a Pulse session shows the JIT progress.
- Fixed the library closing when a title could not be laid out as text.
Known issues
- Pop-in in some engines. In games built on one family of engines, objects and parts of
the scenery pop in and out as the camera moves. - Memory limit. Some games reach the 5 GB (5120 MiB) that Dev Mode gives an app in Game
mode. Permafrost keeps more of them running, but heavy games can still stutter while it
swaps. - Frame generation artifacts. Fast-moving edges and some HUD elements can show ghosting
with frame generation on.
Full changelog: v0.3.9.0...v0.3.10.0
Install
You need an Xbox Series X|S in Dev Mode. No keys, firmware or games are included: use your
own dumps.
- Download
Jadyx_0.3.10.0_x64.appxandMicrosoft.VCLibs.x64.14.00.appxfrom the assets
below. Since Jadyx 0.3.9.0, you no longer need to upload a separate.cerfile. - On a PC on the same network, open Device Portal at
https://<xbox-ip>:11443(Dev Home
shows the address) and accept the browser's certificate warning. - Choose Add, pick the Jadyx appx, add the VCLibs appx as a dependency if a compatible
version is not already installed, and install. - In Dev Home, select Jadyx → View details and set App type to Game. In App mode
it runs out of memory. - Start Jadyx and send your keys, firmware and games from a PC or phone with the
Jadyx Portal: Settings → File manager → Network connection → Start server, open
the address it shows in a browser on the same network and enter the connection code. - Other ways: import keys and firmware from a folder or ZIP on a USB drive in
Settings → File manager, and add games from an external folder or USB drive, or copy
them to the app'sLocalState\gamesfolder with the Device Portal file explorer.
A newer version installs over the previous one and keeps your games, saves and settings. Do
not uninstall to update: uninstalling deletes them.
Reporting bugs
Open an issue at https://github.com/JulianDr14/jadyx/issues/new/choose with the Bug
Report form. A good report has:
- The Jadyx version (
0.3.10.0) and whether it is a Series X or S, in Game mode. - What you did, what you expected and what happened instead, with the steps to make it
happen again. - The logs from the app's
LocalState\jadyx\logfolder (Device Portal → File
explorer):jadyx_log.txt,jadyx_diag.txtand, for graphics problems,
jadyx_graphics_bugs.log. Grab them right after the problem, before launching another
game.
Search the existing issues first. Reports about pirated keys, firmware or games are closed.
If the bug also happens in the desktop builds of Eden, report it to Eden instead.
Questions, install help and compatibility reports: join the
Discord.