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)

SHA-256 f4f21e2f87adfa672a25013e09668fe5f3819987c18be55531d7fbb8e3caba92
Stepped limestone tiers of the Temple of the Inscriptions surrounded by dense jungle canopy at PalenqueDesktop gaming PC workstation with dual monitors and tempered glass chassisMacro view of a handheld mainboard PCB and multi-core GPU silicon package
Subterranean stone tiers, desktop Vulkan workstations, and GPU silicon architecture powering DKB Recomp.

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).

Desktop gaming PC workstation with dual monitors and tempered glass chassis
Windows x64 desktop workstation for Vulkan 1.3 and DLSS

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.

Waiting for a file or SHA-256 digest.

Measured numbers

Every figure is taken directly from the upstream repository README, release benchmarks and test suites.

180,061

ARM64 functions in main and sdk lifted to C with zero unsupported instructions

700

Switch 2 NVN 2 graphics entry points answered by the host runtime

4,820

Ampere shader stages in the opening 3D scene lowered and translated to SPIR-V

9.3 GiB

First-level memory commit with TOTK_HEAP_LAZY=1 (down from ~14.5 GiB)

60 fps

Held for 150 s on update 3.2.0 and at 3840x2160 for 90 s on an RTX 5060 Ti

22,754

GitHub Release package downloads across 3 releases since November 1, 2026

Open Apple laptop in three-quarter side profile on a studio background
macOS ARM64 preview target (MoltenVK and GfxBackend)

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.

What Changed in v0.3.0 (Latest Release)
Temporal DLSS (RTX)Sub-pixel jitter, depth and camera motion vectors reach NGX at native 3D resolution
Native HDR10 outputhdr, hdr_peak_nits, hdr_game_nits + DKB_HDR_NATIVE=1 on 3.2.0 (#150)
4K & ultrawide scalingDynamic render-target pool for 3840x2160 & 5120x1440 (#152) + 3840x1600 / 5120x2160 presets (#168)
Frame generation & FPSFRAME_GEN=2x interpolated frames, TOTK_FPS_LIMIT=unlimited (#113) & 3.2.0 radial blur fix (#159)
Lazy heap & multi-threadingTOTK_HEAP_LAZY=1 (14.5 GiB → 9.3 GiB, #126), TOTK_DYN_UBO (+16% fps, #161) & DKB_REPLAY_THREADS (#195)
Display/Graphics & Controls UISplit Display & Graphics tabs (#170), separate Controller and Mouse & Keyboard pages (#171, #192)
System Requirements Summary
Operating systemWindows 10/11 x64 (supported), Linux x86-64 kernel 6.7+ (preview), macOS 14.4+ ARM64 (preview)
Graphics cardNVIDIA GPU with recent driver recommended (tested on RTX 5060 Ti & RTX 3070 Ti Laptop); AMD/Intel experimental
System memory16 GB RAM + large page file minimum (~14 GB commit, or ~9.3 GiB with TOTK_HEAP_LAZY=1); 32 GB comfortable
CPU scalingHolds 60 fps on 16 or 8 logical processors and 55.6 fps on 2 logical processors in lowend_bench.py
Game dump requiredYour own decrypted Donkey Kong Bananza base 1.0.0 or update 3.2.0 (v458752) as .nup or ExeFS/RomFS
Quick Setup Steps
1. Download & verify SHA-256DKB-Setup-0.3.0+a5796d9-windows.zip (129.4 MB), Linux tar.gz (3.0 MB) or macOS ZIP (3.3 MB)
2. Unpack to a clean pathExtract into a folder without shell-special characters (#189) and run DKB-Setup.exe (or ./setup.sh)
3. Select 1.0.0 or 3.2.0 dumpPick your .nup container or your verified ExeFS and RomFS directories
4. Build native executableThe installer lifts ARM64 code to C, compiles dkb.exe with Clang, and packs RomFS + SPIR-V shaders
5. Configure Display & ControlsAdjust output resolution, HDR/DLSS, controller or mouse camera bindings, and launch

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:

ControllerBest For in DKB RecompHardware AdvantageLink
GameSir Cyclone 2Tunnel punching & 3D camera controlTMR sticks, Hall linear/microswitch triggers, 1000 Hz wireless dongleView on Amazon
8BitDo Ultimate 2 WirelessDesktop Windows & Linux setupZero-drift TMR sticks, charging dock, Switch/XInput mode switchView on Amazon
Sony DualSenseLow-latency USB & SDL3 promptsResponsive face buttons, crisp D-pad, native SDL3 HID supportView on Amazon
Xbox Wireless ControllerPlug-and-play Windows 10/11Native Windows XInput & Linux xpadneo pairing with zero setupView 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).