Before you update: Pulse sessions are reset
This version moves Pulse to a new session format (1.2). Pulse sessions saved with 0.3.12.1 or earlier cannot be resumed: Jadyx deletes them from the library and the game starts from its normal boot. Save your game in-game before updating, or the progress since your last in-game save is lost.
Older sessions could hold a GPU counter that went backwards, and a game resumed from one stayed frozen. The new format drops them for good.
Game compatibility
See game compatibility for console test results, community reports and known limitations.
New: Online rooms
Play a game's local wireless mode with other people over the network. The library has a new Online tab.
- Join: pick a room from the public rooms list, or type a room's address (and port and password, if it has them). Choose a nickname of 4 to 20 characters. Then start the game and use its local wireless mode with everyone in the room. Public rooms of other versions are hidden.
- Host: your console becomes a private room. Set a room name, the number of players (2 to 16, you included), the port and an optional password, and choose Create room. The tab shows how friends join:
- On your network: they open Online → Join and type the address shown.
- Over the internet: forward UDP port 24872 (or the one you picked) on your router to the console, then share your public IP and the port.
- When you close the room or leave it, the session ends for everyone.
- Chat: the room's messages, with history, are in the Online tab and in the in-game menu (hold View + Menu). Write a message or send a quick phrase (GG, Ready, Another one?, Wait…). New messages show a small notice in game.
- The game keeps running under the menu while you are in a room, and the room shows in the menu header. The performance overlay shows the room connection.
New: Gyro from a stick
Games that use motion controls can be played with a stick. In the in-game menu (View + Menu → Controller), per game:
- Motion (gyro): turn it on and the gyro stick (right or left) tilts the controller instead of reaching the game.
- Shake button: hold it (by default, press the gyro stick) to shake the controller. The game does not see the button.
- Controller on screen: a 3D controller in the corner shows the motion and the rumble, Always or While moving.
New: Rumble on your controller
The game's rumble now reaches the real pad.
- Rumble on/off and Rumble strength (25% to 200%) in Settings → Controllers and keyboard for every game, and in the in-game controller page for the running game only.
- Rumble that kept going after the game stopped it now stops, and rumble also works in a game resumed from Pulse.
New graphics settings
Three advanced settings in Settings → Graphics (every game) and in each game's own Graphics options. They are read when the game starts.
| Setting | Default | What it does | When to change it |
|---|---|---|---|
| Fast GPU thread paths | On | Saves work on the GPU thread: queued CPU writes that touch are applied as one, uniform binds skip a lock, deleted buffers are reused. Same result, less CPU time. | Turn it off for a game that shows graphics glitches with it. |
| Queue every CPU write | On | Only acts with CPU write queue on: no write of the game waits for the GPU thread. | Turn it off for a game that shows graphics glitches with it. |
| Fixed core map | Off | Puts every emulator thread on a fixed core, as before 0.4.0.0. Now only the GPU thread is pinned and the rest float, which gave far fewer stalls on the console. Also in the in-game menu, without restarting. | Turn it on only if a game runs slower than in 0.3.12.1. |
Fixes
- Flickering vegetation and objects on Xbox Series. The console's driver read some shader shuffles from the wrong lane. Jadyx now reads them through a lane that is the same for the whole wave.
- Geometry that flickered or lost updates. Buffer downloads from the GPU could overwrite bytes the game had just written from the CPU. Only the bytes the GPU changed are written back now.
- Stretched, giant triangles. Triangles whose indices point past the mesh are no longer drawn, instead of stretching across the screen.
- Games frozen after resuming from Pulse. A late GPU semaphore write could undo a newer one. Writes now land in order (see the Pulse note at the top).
- Shutdown crashes: with cheats active, and in a channel event at kernel shutdown.
- Crashes in online rooms when the network thread and the game used the same socket.
- Wrapping memory ranges are rejected instead of corrupting memory.
- The shader build indicator now shows the shaders still waiting to compile.
Performance
- Floating threads: only the GPU thread is pinned to a core; the others go where the console has room. Far fewer stalls on the console at the same FPS.
- Shader builds the game waits for get a higher priority and more CPU cores.
- GPU thread: many small savings per draw: a direct table for game macros, single macro arguments and register runs written in one go, no query invalidation when no query is cached, GPU-written checks answered from a page bitmap, index scans reused across writes elsewhere in the buffer, deleted host buffers recycled.
- Audio: an idle audio renderer is paced by the clock instead of spinning, which freed CPU time in a heavy game.
- Controller input: the polling thread runs at time-critical priority.
Known issues
- Online: hosting over the internet needs a UDP port forwarded on your router. Some networks (carrier-grade NAT) cannot host at all; join someone else's room instead.
- Memory Edit can break a game or a save. Writing the wrong address can crash the game or corrupt a save. Back up the save with the Jadyx Portal before editing.
- Exact GPU reads off by default. With the setting off, a game that reads a preflushable range right after a fence can see the old contents. If a game fails or behaves oddly, turn it on for that game. It can lower the FPS.
- Black objects or screen while shaders build. With New shaders set to Skip or Balanced, a draw whose pipeline is still building is skipped. When later passes depend on it, whole objects or the screen can go black for a moment. Wait avoids this at the cost of more stutter.
- Cold pipeline stutter. Compiling a pipeline can still stutter the first time a new area or effect is seen.
- 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.
- Network label. The Ethernet/Wi-Fi label in Device Portal can be wrong on Xbox Series. This is a platform limitation.
Full changelog: v0.3.12.1...v0.4.0.0
Install
You need an Xbox Series X|S in Dev Mode. No keys, firmware or games are included: use your own dumps.
- Download
Jadyx_0.4.0.0_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 → Jadyx Portal → Start portal, 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's
LocalState\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. Pulse sessions are the exception in this version (see the top).
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 (
0.4.0.0) 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.