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Documentation Index

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Eden exposes a wide range of settings across several categories. Most of these options have sensible defaults and you will rarely need to change them. Before adjusting anything, verify that your game boots with stock settings — Eden’s defaults are designed to work with the broadest possible set of titles.
Always test a game with stock (default) settings before changing options. If a game does not boot or behaves unexpectedly with default settings, then it is appropriate to experiment with the options below.
  • Force X11 as Graphics Backend — Wayland on Linux has persistent issues that are outside Eden’s control. This option forces X11 as the windowing backend regardless of the desktop environment’s default. Use it if you experience rendering or input problems on a Wayland session.
  • Enable Gamemode — When Feral Interactive’s Gamemode library is installed, enabling this option tells the OS to prioritize Eden for performance. This only applies to Linux/Unix systems.
  • Hotkeys — To remove a hotkey binding, right-click the entry; a context menu will appear with a remove option.
  • UI Language — Changes the language of the Eden interface only. It does not change the language of the emulated game.
Debug options
  • Enable Auto Stub — Makes unimplemented functions and services return a success status instead of crashing. This can help certain games progress past startup failures, but it may mask real issues.
  • Show log in console — Displays the log output in a console window. On Windows, Eden may need to be restarted for this change to take effect.
  • Flush log output — By default, log writes are buffered in RAM and flushed to disk periodically. If Eden crashes hard, the OS discards unflushed buffers and the last few log lines may be lost. Enabling this option writes every log entry to disk immediately, which is useful when debugging crashes. It has a small performance cost.
  • Disable Macro HLE — Eden uses High-Level Emulation (HLE) for Maxwell GPU macro programs, skipping some details for speed. Disabling this runs all macro programs without shortcuts. Useful for debugging GPU correctness issues.
  • RNG Seed — Controls Address Space Layout Randomization (ASLR). Setting the value to 0 and unchecking the option disables ASLR system-wide, which can break mods such as CTGP. Leave this at the default to replicate console behavior.
  • Enable Airplane Mode — Enable this if a game crashes at startup and the log shows errors related to web or internet services. Disabling network access prevents those calls from failing.
The CPU category contains several options that trade accuracy for performance. These have varying impact depending on the game, and some may introduce subtle bugs in certain titles.
  • Virtual table bouncing — Some games crash on load due to bad indirect jumps (Pokémon Z-A is a notable example). This option makes the emulator silently ignore those jumps. It is safe for most players, but developers building Switch applications must disable this. This is a temporary workaround expected to be removed in a future release.
  • Enable Host MMU (Fastmem) — Enables fast memory access by using the host CPU’s memory management unit to back the emulated address space. This significantly reduces memory access overhead. See the Dynarmic design documentation for a detailed explanation.
  • Unsafe FMA — Enables deliberately inaccurate fused multiply-add behavior. This can introduce tiny floating-point errors that compound in sensitive code paths (such as audio or video decoding). Only enable this if a specific game benefits and you can tolerate the inaccuracy.
  • Faster FRSQRTE and FRECPE — Reduces accuracy of reciprocal square root and reciprocal estimate instructions in exchange for fewer checks. Mostly safe, but may cause issues in edge cases.
  • Faster ASIMD Instructions — Skips rounding mode checks for ARM Advanced SIMD (ASIMD) instructions. Code that depends on specific rounding behavior may produce incorrect results.
  • Disable address space checks — Normally Eden validates every memory address before access. Disabling these checks removes that overhead but allows the guest program to write to arbitrary host addresses, which is a security risk in untrusted scenarios.
  • Ignore global monitor — Exploits an x86 behavior to avoid emulating the ARM global monitor, which can improve performance in mutex-heavy scenarios (such as frame synchronization). It can also cause deadlocks and hard-to-diagnose bugs.
Precision-reducing CPU options only benefit games that actually use the affected instructions. Performance gains will vary per game and may be zero for many titles.
The graphics category contains options related to shader caching, Vulkan pipeline management, and rendering extensions. For a full breakdown of visual filters, anti-aliasing, and driver-specific hacks, see the Graphics configuration page.
  • Extended Dynamic State / Vertex Input Dynamic State — These Vulkan extensions allow the same pipeline to be reused with different state values, avoiding costly flushes and reloads. Some GPU drivers (notably PowerVR and Mali) have known bugs with Extended Dynamic State 3 (EDS3). EDS3 includes EDS2, which includes EDS1 — enabling higher levels gives the driver more state to track but reduces pipeline recreation overhead.
  • Use persistent cache — Saves compiled shaders to disk independently of the driver’s own shader cache. Keeping this enabled significantly reduces shader compilation stutters after the first play session. Disable only when debugging the GPU backend.
  • Use Vulkan pipeline cache — Distinct from the persistent shader cache. This instructs the Vulkan backend to create pipeline cache objects, which can improve performance and reduce pipeline creation overhead at startup and during gameplay.

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