DKB Recomp for PC
DKB Recomp translates Donkey Kong Bananza (Nintendo Switch 2, versions 1.0.0 and 3.2.0) ahead of time from ARM64 to native C with an NVN 2 host layer over Vulkan, DLSS, HDR10 and ultrawide support.
- Latest releasev0.3.0November 12, 2026
- Supported dumps1.0.0 & 3.2.0.nup or ExeFS + RomFS
- Graphics stackNVN 2 → VulkanAmpere → Maxwell → SPIR-V
- Total downloads22,754869 GitHub stars
Choose your PC package
Direct GitHub Release assets from Lucas-blip-png/dkb-pc-recomp (v0.3.0, November 12, 2026).
DKB Recomp v0.3.0 (Windows 10/11 x64)
Recommended. DKB-Setup-0.3.0+a5796d9-windows.zip · 129.4 MB (129,408,124 B)



Static recompilation, not runtime emulation
Rather than emulating a Switch 2 CPU at run time, Lucas-blip-png/dkb-pc-recomp lifts all 180,061 main and sdk functions to C
lowers 4,820 Ampere shader stages through Eglantine to SPIR-V
and answers 700 NVN 2 calls natively
across Windows, Linux and Apple Silicon.
180,061 ARMv8.3 functions lifted ahead of time to C
Extends the TotK Recomp lifter with ARMv8.3 pointer authentication and LDAPR atomics, verified by differential tests against Unicorn and compiled into a native executable via Clang.
NVN 2 host frontend over Vulkan with Ampere shader lowering
Answers 700 NVN 2 entry points and lowers Switch 2 Ampere shaders to Maxwell via Eglantine (GPL-3.0) before translating them to Vulkan SPIR-V.
Temporal DLSS, native HDR10 and 21:9 / 32:9 ultrawide
Added in v0.3.0: temporal DLSS with sub-pixel jitter and motion vectors on RTX GPUs, native Bananza HDR10 (DKB_HDR_NATIVE=1 on 3.2.0), 3840x2160 / 5120x1440 dynamic render-target scaling (#152) and ultrawide presets (#168).
Lazy heap commit (TOTK_HEAP_LAZY=1) and worker-thread pass slicing
Added in v0.3.0: lazy guest heap commitment drops first-level RAM commit from ~14.5 GiB to ~9.3 GiB (#126), while DKB_REPLAY_THREADS slices large render passes across CPU worker threads (#195).

Verify your download locally
Drop a ZIP or tar.gz archive to check its SHA-256 in your browser against all 3 dkb-pc-recomp releases (plus DynamicFPS mod archives). Nothing leaves your machine.
Measured numbers
Every figure is taken directly from the upstream repository README, release benchmarks and test suites.
ARM64 functions in main and sdk lifted to C with zero unsupported instructions
Switch 2 NVN 2 graphics entry points answered by the host runtime
Ampere shader stages in the opening 3D scene lowered and translated to SPIR-V
First-level memory commit with TOTK_HEAP_LAZY=1 (down from ~14.5 GiB)
Held for 150 s on update 3.2.0 and at 3840x2160 for 90 s on an RTX 5060 Ti
GitHub Release package downloads across 3 releases since November 1, 2026

Release highlights & setup
Everything needed to verify v0.3.0, check supported game dumps (1.0.0 and 3.2.0), and complete local compilation on Windows, Linux or macOS.
Controllers for DKB Recomp
DKB Recomp recommends a gamepad on Windows, Linux and macOS via its SDL3 Horizon host, with dedicated Controller and Mouse & Keyboard settings tabs plus Bananza action descriptions. These controllers pair cleanly on PC:
| Controller | Best For in DKB Recomp | Hardware Advantage | Link |
|---|---|---|---|
| GameSir Cyclone 2 | Tunnel punching & 3D camera control | TMR sticks, Hall linear/microswitch triggers, 1000 Hz wireless dongle | View on Amazon |
| 8BitDo Ultimate 2 Wireless | Desktop Windows & Linux setup | Zero-drift TMR sticks, charging dock, Switch/XInput mode switch | View on Amazon |
| Sony DualSense | Low-latency USB & SDL3 prompts | Responsive face buttons, crisp D-pad, native SDL3 HID support | View on Amazon |
| Xbox Wireless Controller | Plug-and-play Windows 10/11 | Native Windows XInput & Linux xpadneo pairing with zero setup | View on Amazon |
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Common questions
What is DKB Recomp?
DKB Recomp (Lucas-blip-png/dkb-pc-recomp, GPL-3.0-or-later) is an open-source static recompilation of Donkey Kong Bananza (Nintendo Switch 2, 2025) into a native PC executable with a Vulkan renderer. Built on TotK Recomp and Eglantine’s Ampere shader lowering, it translates the game’s ARM64 code to C ahead of time on your machine.
Are any game files, ROMs, or keys included?
No. No game files are included in any release, and none ever will be. Because the executable is compiled from the game’s own code, it cannot be redistributed: every user builds dkb.exe locally from their own console dump of base 1.0.0 or update 3.2.0.
How playable is DKB Recomp right now?
It is an experimental 0.x build (v0.3.0). On recent NVIDIA cards (such as an RTX 5060 Ti and RTX 3070 Ti Laptop), it boots through the title screen, plays the tutorial cave, its VP9 guide movies, cutscene and the first stage (Ingot Isle Cave-In into Lagoon and Hilltop layers), and held 60 fps at 3840x2160 for 90 seconds on 3.2.0. It can still crash, destructible terrain geometry and some NVN 2 calls remain in progress, and AMD/Intel GPUs are experimental.
Which game versions and formats does the installer accept?
Base version 1.0.0 and update 3.2.0 (title version 458752, the newest). You can pass either a .nup container file (the format loaded by Eglantine and Eden) or extracted ExeFS and RomFS folders. Other update versions are refused by their SHA hashes.
Why does DKB Recomp need 16 GB of RAM and a large page file?
At default settings, the process commits roughly 13.5 to 14.5 GiB of memory (rising ~6 MB per minute). In v0.3.0, setting TOTK_HEAP_LAZY=1 on Windows commits the guest heap on first touch instead of upfront, lowering first-level commit to roughly 9.3 GiB (#126).
Does DKB Recomp run on Linux and macOS?
Both ship as preview source-installer packages on the GitHub release page: DKB-Setup-0.3.0+a5796d9-linux-x86_64.tar.gz (Linux x86-64, kernel 6.7+, verified on AMD and NVIDIA GPUs via setup.sh) and DKB-Setup-0.3.0+a5796d9-macos-arm64.zip (macOS 14.4+ Apple Silicon via setup.command and MoltenVK, reaching mode select while a native Metal backend is wired through GfxBackend).