Donkey Kong Bananza blue-screen rendering fix: the Eglantine settings check
ItsOOGWAY · PC guides & recorded tests
Donkey Kong Bananza blue-screen rendering fix: the Eglantine settings check
Fix the blue or purple game screen in Donkey Kong Bananza on PC. Follow the Eglantine settings and nx2_switches.txt change used in this recorded test.
The key checkpoint: Reproduce the specific recorded rendering change, then compare the same scene. Keep a game-image problem separate from a Windows blue-screen crash.
Before you start
- Use the recorded Eglantine build context.
- Change the demonstrated option rather than unrelated settings.
- Keep the original configuration so you can compare or revert.
With Eglantine closed, open %APPDATA%\eden and edit nx2_switches.txt. Preserve existing entries and add EDEN_NX2_TENSOR=1 on its own line. Save with a single .txt extension, then fully restart Eglantine. The recorded baseline also uses Vulkan, Accurate CPU accuracy and Accurate GPU mode. These settings worked together in build 204; the recording does not isolate the effect of each change.
Resources from this video
Links, downloads & documentation
Every original URL from the video description is collected here, including recorded releases, setup discussions and related videos. Use the version-specific notes when following a recorded build.
Watch the complete video
Open this video on YouTube ↗. Screenshots below link to their exact recorded moments.
Walkthrough 01
Blue screen symptom
If Donkey Kong Bananza loads but the world turns into this flat blue or purple screen, follow these settings and the text file change. This is the sequence that got the scene rendering in my recording. Close the game.
Walkthrough 02
System and CPU
In Eglantine, open Emulation, then Configure. Under System, use eight gigabytes for Memory Layout, Normal CPU clocks and Boost GPU clocks. Keep the speed limit at one hundred percent. In CPU, set Accuracy to Accurate. In Graphics, select Vulkan and your graphics card.
Walkthrough 03
Vulkan and Accurate GPU
Start at one times resolution. Open Advanced and change GPU Mode from Fast to Accurate. Then go to Extras and enable asynchronous presentation and asynchronous shader compilation. Click OK and close Eglantine completely. In File Explorer, open the address shown on screen: percent app data percent, backslash eden.
Walkthrough 04
Find nx2_switches.txt
Open nx two underscore switches dot t x t. If it doesn't exist, create a text file with that exact name. Keep any other settings already in the file. Copy the line from the description and paste it into the switches file, exactly as shown.
Walkthrough 05
Add the tensor line
Save it. Check the filename shown here and make sure Windows hasn't added dot t x t twice. Reopen Eglantine.
Walkthrough 06
Restart Eglantine
Choose File, then Load File, and select the same main file from your prepared game's exefs folder. Let the game finish loading. The restart makes the application read the setting you just saved. After these changes, the opening scene renders and the game reaches the mining tunnel.
Walkthrough 07
Confirm the fix
Check the scenery and try moving and punching before adjusting more options. This was tested on build two hundred and four. If your screen still differs, compare the build, Accurate GPU mode, file location and exact tensor line. For the full setup, use the guide linked in the resources section.
Walkthrough 08
Community help
If you're testing this build or need help, join my Discord and share your build, graphics card and a screenshot of the stage you've reached.
If your result differs
| Situation | Next useful check |
|---|---|
| The symptom differs | A Windows stop code is a different problem from the blue game image in this recording. |
| The workaround does not help | Record your game, build, GPU driver and exact scene. |
| A newer release changed the menu | Consult its notes; the old setting location may not apply. |
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