PC requirements & benchmarks
GPU, memory and CPU requirements for DKB Recomp, plus measured RTX 5060 Ti, RTX 3070 Ti Laptop and RX 9070 XT benchmarks.
- GPU: NVIDIA RTX rec.
- RAM: 16 GB min / 32 GB rec.
- Lazy heap: ~9.3 GiB commit
- DLSS & HDR10: Supported

Minimum & recommended PC specifications
Every hardware requirement below comes directly from the Lucas-blip-png/dkb-pc-recomp README and release notes for v0.3.0:
- Operating system
- Windows 10 / 11 x64 (supported); Linux x86-64 with kernel 6.7+ (preview); macOS 14.4+ on Apple Silicon (preview).
- Graphics card (GPU)
- NVIDIA GPU with a recent driver strongly recommended (tested on GeForce RTX 5060 Ti and RTX 3070 Ti Laptop). AMD and Intel GPUs are experimental due to device-lost faults (#3, #84, #99, #122, #124, #142, #193, #204).
- System memory (RAM)
- 16 GB RAM plus a large page file minimum (commit limit ≥ 24 GiB); 32 GB RAM is comfortable. Default first-level commit is ~13.5–14.5 GiB, or ~9.3 GiB with
TOTK_HEAP_LAZY=1on Windows. - Processor (CPU)
- Modern x86-64 or Apple Silicon CPU. In
tools/lowend_bench.py, the first level held 60 fps on 16 and 8 logical processors, 58.9 fps on 4, and 55.6 fps on 2 logical processors. - Controller
- SDL3-compatible gamepad recommended (Xbox, DualSense, Switch Pro, 8BitDo, GameSir), or keyboard and mouse with direct mouse camera enabled.
- Game dump
- Your own decrypted copy of Donkey Kong Bananza base 1.0.0 or update 3.2.0 (
v458752) as a.nupfile orExeFS+RomFSfolders.
Measured GPU & scene benchmarks
Upstream release notes and contributor profiling PRs (#161, #195, #207, #211) report the following real-world frame rates:
| GPU & System | Game Dump | Resolution / Scene | Measured Frame Rate |
|---|---|---|---|
| GeForce RTX 5060 Ti (Desktop) | 1.0.0 & 3.2.0 | 1080p – 3840x2160 (4K) | 60 fps held for 150 s at start & 90 s at 4K; heavy scene 51.8 fps avg (20.6 fps 1% low) |
| GeForce RTX 3070 Ti Laptop | 1.0.0 | 1080p | 31–35 fps in open areas (CPU/Vulkan replay bound) |
| Radeon RX 9070 XT (16 logical CPUs, Windows) | 3.2.0 | Hills region (28k draws) | 40.9 fps (8 threads) → 44.9 fps (6 threads) → 46.0 fps with TOTK_DYN_UBO=1 (#211) |
| Radeon RX 6700 10 GB + i5-11400F (16 GB RAM) | 1.0.0 / 3.2.0 | Default (30 fps cap) | 30–60 fps cleanly through sublayer 200; drops to 16–17 fps at sublayer 200 (#207) |
CPU core scaling (tools/lowend_bench.py)
In v0.3.0, upstream added tools/lowend_bench.py (documented in docs/dkb-lowend.md) to pin the game to the first N logical processors on the opening level:
| Logical Processors | First-Level FPS | Replay Threading Behavior |
|---|---|---|
| 16 logical processors | 60.0 fps | 3 helper threads started automatically (#185) |
| 8 logical processors | 60.0 fps | 3 helper threads started automatically (#185) |
| 4 logical processors | 58.9 fps | 2 helper threads started automatically (#185) |
| 2 logical processors | 55.6 fps | Single-thread / baseline replay path |
Memory commitment & TOTK_HEAP_LAZY=1
Without lazy commitment, DKB Recomp commits roughly 13.5 GiB at startup and 13.75 GiB after 40 minutes (growing ~6 MB/min), peaking near 14.5 GiB on the first level. On 16 GB RAM systems, Windows must have a page file large enough to keep total commit limit above 24 GiB. In v0.3.0, setting the environment variable TOTK_HEAP_LAZY=1 on Windows commits guest heap pages on first touch (backed by spin-lock patches in 1.0.0 and 3.2.0, #126), dropping first-level commit from 14.5 GiB to ~9.3 GiB. You can inspect memory allocation with TOTK_MEM_REPORT=N.
DLSS, HDR10, 4K & Frame Generation in v0.3.0
- Temporal DLSS (experimental, NVIDIA RTX only): Feeds sub-pixel jitter, depth and camera-only motion vectors to NVIDIA NGX. DLSS output matches the game’s 3D resolution directly, and the HUD displays the upscaler’s true input/output dimensions. (Note: if combining DLSS with multi-threaded pass slicing, track PR #209.)
- Native HDR10 (experimental, off by default): Configured via
hdr,hdr_peak_nitsandhdr_game_nits. On update 3.2.0 withhdr = 1, settingDKB_HDR_NATIVE=1lets Bananza render its own HDR10 pipeline and scales highlights past the stock 1.36x paper-white tonemap up to your display’s peak nits (#150). - 4K & Ultrawide:
3840x2160and5120x1440dynamically grow the render-target pool (#152), joined by3840x1600and5120x2160presets (#168). - Frame generation (
FRAME_GEN=2x): Displays an interpolated frame half an interval before each real frame in mailbox or immediate present mode, automatically skipping generated frames on hitches or crop transitions (docs/dkb-framegen.md).
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 |
As an Amazon Associate, this site earns from qualifying purchases.



Common questions
Why are AMD and Intel GPUs listed as experimental?
All initial development and shader validation took place on an NVIDIA RTX 5060 Ti and RTX 3070 Ti Laptop. Several AMD RDNA2/RDNA3/RDNA4 cards report VK_ERROR_DEVICE_LOST (-4) or ring gfx timeouts (#3, #84, #99, #122, #198, #204), though v0.2.0 and v0.3.0 fixed the AMD map cyan wedges (#125), bloom NaN bands (#132), and added TOTK_FIX_VS_FAULT=all and TOTK_CRUMB_BIND=1 diagnostics.
How many worker threads should I set for DKB_REPLAY_THREADS?
In contributor testing on an 8-core / 16-thread CPU (#211), 6 threads outperformed 8 threads (44.9 fps vs 41.9 fps, and 46.0 fps with TOTK_DYN_UBO=1) because leaving two cores free reduces thread contention during driver command recording.
Does running above 60 fps affect game physics?
In v0.3.0, TOTK_FPS_LIMIT=unlimited was added (#113) and the smash radial blur that stayed stuck above 60 fps on 3.2.0 was fixed (#158, #159). However, Issue #201 notes that climbing walls or grates can fail when the framerate actually exceeds 60 fps—cap at 60 fps when climbing sections require it.