Overview
Performance is critical for emulation. This guide covers profiling tools, optimization techniques, and performance analysis for Ryujinx development.Build for Performance
Release Configuration
Optimization Flags
Fromsrc/ARMeilleure/ARMeilleure.csproj:
JIT Optimizations
Ryujinx uses ARMeilleure (ARM JIT compiler) for CPU emulation:These optimizations are disabled during testing for faster test execution (from
src/Ryujinx.Tests/Cpu/CpuTest.cs:65-66).Profiling Tools
Built-in .NET Profilers
- dotnet-counters
- dotnet-trace
- dotnet-dump
Real-time performance metrics:
Visual Studio Profiler
1
Start profiling session
Debug → Performance Profiler or Alt+F2
2
Select profiling tools
- CPU Usage: Find hot paths
- .NET Object Allocation: Memory allocations
- Instrumentation: Detailed timing
- GPU Usage: Graphics performance
3
Start profiling
Click Start to launch with profiling
4
Analyze results
Review flame graphs, call trees, and hot paths
JetBrains dotTrace
1
Profile application
Run → Profile in Rider
2
Choose profiling mode
- Sampling: Low overhead, statistical
- Tracing: Accurate, higher overhead
- Line-by-line: Most detailed
3
Analyze timeline
View CPU usage over time and identify spikes
4
Inspect call tree
Find methods consuming most CPU time
PerfView (Free, Windows)
Benchmarking
BenchmarkDotNet
The gold standard for .NET micro-benchmarking:1
Install package
2
Create benchmark class
3
Run benchmarks
Benchmark Attributes
[Benchmark] - Mark method to benchmark
[Benchmark] - Mark method to benchmark
[GlobalSetup] - Run once before all benchmarks
[GlobalSetup] - Run once before all benchmarks
[IterationSetup] - Run before each iteration
[IterationSetup] - Run before each iteration
[MemoryDiagnoser] - Track allocations
[MemoryDiagnoser] - Track allocations
[Params] - Test multiple values
[Params] - Test multiple values
Simple Performance Measurement
Optimization Techniques
Memory Allocation Optimization
- Use Span<T>
- Object Pooling
- Reduce Boxing
- Avoid Allocations in Loops
CPU Optimization
- Inline Methods
- SIMD Operations
- Unsafe Code
- Branch Prediction
Data Structure Optimization
GPU Performance
Shader Compilation
Fromsrc/Ryujinx.Graphics.Gpu/Shader/ShaderCache.cs:
Texture Caching
- Reuse texture resources
- Compress textures when possible
- Use appropriate texture formats
- Implement mipmap generation efficiently
Memory Performance
Memory Profiling
1
Take memory snapshot
Visual Studio: Debug → Memory Usage → Take Snapshot
2
Perform operation
Execute the code you want to analyze
3
Take second snapshot
Compare snapshots to see allocations
4
Analyze differences
Identify objects that weren’t garbage collected
Common Memory Issues
Memory Leaks
Memory Leaks
Symptom: Memory usage grows over timeCauses:
- Event handlers not unsubscribed
- Static collections holding references
- IDisposable not called
Excessive Allocations
Excessive Allocations
Symptom: High GC pressure, frequent Gen0 collectionsFix:
- Use object pooling
- Use
Span<T>andstackalloc - Reuse buffers
Large Object Heap Fragmentation
Large Object Heap Fragmentation
Symptom: Memory usage higher than expectedFix:
- Avoid allocating >85KB objects
- Use array pooling
- Use
GC.TryStartNoGCRegion()for critical sections
Concurrency and Threading
Parallel Processing
Lock-Free Programming
Performance Monitoring
Built-in Performance Counters
Custom Metrics
Performance Testing
Load Testing
Optimization Checklist
Before optimizing, verify:- Profiled to identify actual bottlenecks
- Measured baseline performance
- Focused on hot paths (80/20 rule)
- Tested in Release configuration
- Considered algorithmic improvements first
- Avoided premature optimization
- Benchmarked changes before/after
- Tested on target hardware
Common Bottlenecks in Emulation
CPU Emulation
- JIT compilation overhead
- Instruction decoding
- Register state management
- Memory access translation
GPU Emulation
- Shader compilation/translation
- Texture uploads/downloads
- Draw call overhead
- GPU synchronization
Memory Management
- Page table lookups
- Memory mapping/unmapping
- Cache invalidation
- GC pressure from allocations
I/O Operations
- File system access
- Save state serialization
- Shader cache persistence
- Log file writes
Performance Tips
Resources
Next Steps
Testing
Benchmark your optimizations
Debugging
Profile and debug issues
Contributing
Submit performance improvements