Ryu (2026/09/01) is released. A self-contained DLSS 5 graphics stack on top of vanilla Ryubing: upscaling + DLAA in one NGX evaluate, in-game Neural Rendering, and DLSS-G frame generation up to 2x/3x/4x. Upstream master merges in automatically every Monday; every push builds.
KytyPS5 Changelog:
r2 - 2026-09-01
Startup & reliability
ReadyToRun publish: cold start roughly halved (5.4s → 2.5s to the main window on the reference machine); the executable grows to ~181 MB.
A config file written by a newer build (upstream, or another fork sharing the portable dir) is no longer wiped back to defaults: all recognized settings are kept, the newer file is preserved as a .bak, and the config is rewritten at this build's version.
Auto-update
The updater now follows this fork's own CI feed: it reads latest.json from the download wall and fetches the update zip from dl.dotslash.pro (the source repo is private; nothing points at it anymore).
CI stamps real version numbers (YYYY.MDD.RUN), which also unlocks the in-app updater (locally compiled builds show 1.0.0-dirty and keep it disabled).
Fixed the download step: upstream's updater rewrites the artifact URL from .zip to .7z, which our feed does not host (404). The install step now also matches this fork's flat zip layout and preserves an existing ReShade.ini across updates.
Fixed the install step: the extracted archive handle was never disposed, so deleting the downloaded file failed and aborted the update (and the single-threaded fallback could crash the app; it now fails soft).
Stability
Streamline is now fully shut down when the graphics device is destroyed. Before this, launching a second game within one emulator session crashed natively inside the DLSS-G swapchain (the interposer still held plugin state for the dead device) — and the hard crash could poison the game's shader/PPTC caches, making that game crash on every following launch until its caches were cleared.
The config file is written atomically (temp file + rename), so a second emulator instance can no longer read a half-written config and reset it to defaults.
UI
Status bar: new NR indicator mirroring the live Neural Rendering state, and a floating "NR ON/OFF" notification on every toggle. Ground truth comes from tailing ReShade.log (the RenoDX addon logs every toggle), so changes made from the ReShade overlay are caught too, not just F6.
ReShade OSD notifications (screenshot saved, preset transition) are disabled in the bundled ReShade.ini.
The bundled ReShade64.dll is now built from the official v6.8.0 source (BSD-3) with one change: the startup banner is removed (it is hard-coded upstream with no configuration switch). The build recipe: clone crosire/reshade at v6.8.0, set every _show_splash assignment/default to false, build Release|64-bit.
Packaging
The bundle README ships inside the zip again.
Fixed after investigation
Per-game configuration overrides now really control the DLSS pipeline: the native machinery (NR stage, Streamline, the swapchain proxy) is armed through environment variables, which were previously set once at startup from the global config. They are now re-applied on every game launch from the resolved (global + per-game) config, so a per-game "DLSS off" disarms everything, not just the render path.
Not-a-DLSS-bug, documented for posterity: Xenoblade Chronicles DE crashes at boot (null read in its font-tag loading) when the system language is set to the legacy Chinese value — a leftover from very old configs. SimplifiedChinese / TraditionalChinese work fine. The emulator does not translate the legacy value; pick one of the modern ones in system settings if your config predates them.
Download:KytyPS5 (2026/09/01)
Source:Here
2026-09-02
Tags:
Console,
NintendoSwitch,
Official_Build,
Ryu

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