Mario Kart World in Eglantine 219: installation, ReShade and separate Live Flow checks
ItsOOGWAY · PC guides & recorded tests
Mario Kart World in Eglantine 219: installation, ReShade and separate Live Flow checks
Mario Kart World on PC: complete Eglantine setup, extraction-path correction, working graphics settings, community DLSS 5 add-on setup and Live Flow frame generation.
The key checkpoint: Fix the multipart extraction path, load exefs/main, verify a base race, then test the two optional graphics routes separately.
Before you start
- Keep a backup of saves and a known working base installation. Use your own legally obtained game files.
- This page follows the matching recorded video, not a new benchmark or a guarantee for other PCs.
- DLSS 5 Manager is an independent community project; this is not official NVIDIA integration in the game.
- The recording uses Eglantine build 219 on Windows. Keep exefs and romfs together and select exefs/main in the file picker.
- The shown Live Flow profile is DLSS MFG, 2x, Auto game type and Quality preset B. Higher output does not establish faster simulation.
Documentation check, 6 November 2026: the Manager repository identifies itself as an independent community project and links its third-party notices. This article preserves the recorded controls and versions; compare current release notes before updating.
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
Mario Kart World on PC
Mario Kart World is running on this PC, and this guide takes you from the emulator download to a working race, then through the optional DLSS 5 and frame-generation setups. I'll show the extraction correction where it happens and keep the settings in order, so you can follow the whole route without guessing what comes next. Start with the Eglantine release page linked in the resources section.
Walkthrough 02
Download and extract Eglantine
This recording uses build 219, on Windows. Open the Windows section and download the standard 64-bit archive used here. Extract the entire emulator archive into its own folder. Keep the included files together, and open eglantine.exe. You don't need to build the source code. Prepare your own compatible Mario Kart World dump.
Walkthrough 03
Fix the extraction path
FoRAMultipart archive, keep all parts together and start with part one. My extraction had a path and filename mismatch. If WinRAR asks for the next volume, click Browse and select the matching part from its actual location, then confirm. Here it asks for part three. Keep the archive parts until extraction finishes, and don't unpack each one as a separate game. After correcting the path, let extraction complete.
Walkthrough 04
Finish extraction and locate the game
I'm shortening this wait so we can move straight to the usable files. You want the actual extracted game folder, rather than another archive inside a folder. In this recording, that folder contains exefs and romfs. Keep both together; the game executable is inside exefs. With the game closed, open Emulation, Configure, then Graphics.
Walkthrough 05
Check the base graphics settings
Select Vulkan and your dedicated graphics card. Start at 1x resolution. In this run, V Sync is FIFO Relaxed, the aspect ratio is sixteen by nine, and asynchronous GPU emulation is enabled. Leave the emulator's frame-generation checkbox off for the base setup. In Advanced, use Fast GPU mode, Conservative VRAM use, and BC3 ASTC recompression.
Walkthrough 06
Advanced settings and shader cache
Keep the pipeline caches enabled. In Extras, asynchronous shader compilation is enabled. These are the settings used for this recorded run. Keep the other values at the shown starting settings, apply them, and then we'll load the game. Open the emulator, choose File, then Load File.
Walkthrough 07
Load exefs/main and apply the preset
Browse to your extracted Mario Kart World folder, open exefs, and select the file named main. Don't choose the archive or the romfs folder in this picker. When the Mario Kart World recommended-settings prompt appears, choose Yes to apply the game's starting profile for this session. The recommended profile is a useful starting point: Vulkan, 1x resolution, Fast GPU mode, asynchronous shaders, BC3 texture recompression and conservative video memory use.
Walkthrough 08
Use the Mario Kart World profile
The prompt says these settings apply until the emulator closes, without replacing your saved settings. If it appears again after a restart, accept it again. Get this first launch working before adding anything else. The first launch needs time for loading and shader work.
Walkthrough 09
First launch and controller check
A moving progress bar means you should give it time. I'm accelerating that section and returning to normal speed once the menu is ready. At the title screen, press the indicated buttons on your controller, select Single Player, and choose a race. Check your controller mapping if those inputs do not respond. Here's the base game running before the external graphics tools are added.
Walkthrough 10
Verify the base game
Test steering, drifting, items and the camera in a race. Let the first shader work settle, then judge how it feels during actual driving. This gives you a working baseline to return to if you decide to change the graphics later.
Walkthrough 11
Base gameplay and save backup
This is the setup you need if your goal is simply to play. Keep a backup of your emulator data and saves before replacing a working build. Once this route works, any optional add-on can be tested separately, without starting the installation over. For the community DLSS 5 setup, first make sure Mario Kart World runs normally in Eglantine.
Walkthrough 12
Add the emulator to DLSS 5 Manager
Close the emulator, download DLSS 5 Manager from the official link below, and open it. Add the emulator folder, then open the new card. Check that its executable is eglantine.exe. That is the Windows program we are adding the graphics tools to. Select Vulkan and 64-bit to match the emulator.
Walkthrough 13
Install the Vulkan add-on
Turn on Deep Fried Chicken for the neural-rendering add-on, then run the installation. If the ReShade installer opens, follow its update or installation prompt for this same executable. Finish the Manager's Complete Installation step before launching the emulator. The Manager displayed a ReShade setup exit-code message in this attempt.
Walkthrough 14
Check ReShade after the setup message
The useful check is whether ReShade actually opens in the emulator. Launch Eglantine, load your game again, and press Home. In this recording the ReShade overlay does appear. If yours does not, recheck the selected executable and Vulkan installation before adding more effects. Complete the short ReShade introduction if it appears.
Walkthrough 15
Enable the add-on inside ReShade
Then open the Deep Fried Chicken tab and enable processing there as well. The Manager switch installs the add-on; this in-game control is the second step. Start with its normal single-pass setting, close the overlay, and test the same view before changing any other graphics controls. Now check a real race.
Walkthrough 16
Check the add-on result
Look at the kart, the track edges and the picture during turns. Toggle the add-on in the same scene when you compare it. This is the community Manager and ReShade route, separate from the emulator's own graphics options. Keep the setting you prefer at a performance level that still feels good to drive. For frame generation, you need a working Mario Kart World launch and DLSS 5 Manager.
Walkthrough 17
Open Live Flow
Download the Manager from the link below, open it, and select Live Flow. Keep Eglantine running in its normal window. You can use this external route without repeating the emulator installation or turning on the neural-rendering effect above it. In Multi Frame Generation, choose DLSS MFG as the generator, set the mode to 2x, keep Game Type on Auto, and use Quality Preset B as shown here.
Walkthrough 18
Enable the recorded MFG 2x profile
Switch MFG on, then return to the game window and give it time to start. The DLSS 5 switch in the section above is separate; it is off in this Live Flow setup. Here's the race with Live Flow enabled.
Walkthrough 19
Check frame generation in gameplay
Check the movement during corners and the response to steering, rather than only looking at a number. Frame generation adds presented frames; it doesn't make the game's simulation run faster. For a useful comparison on your display, switch it off and on in the same scene while keeping the base settings unchanged. If Live Flow does not start on your system, return to a normal game window and verify that the base game is still running correctly.
Walkthrough 20
Keep the two frame-generation routes separate
Start again with the 2x profile before increasing anything else. Keep the emulator's own frame-generation option off while testing this external route, so you know which setting is changing the output. That's the complete route for this setup.
Walkthrough 21
Finish and community
For PC setup help, build testing and comparing results with other players, join my Discord from the description. Share your emulator version, graphics card and the step you're on. Keep your working settings and saves backed up, and enjoy the race.
If your result differs
| Situation | Next useful check |
|---|---|
| ReShade installer reports an exit code | The recording subsequently checks Home inside Eglantine and the overlay appears. Check that executable and Vulkan installation rather than assuming the message proves a working or failed result. |
| WinRAR asks for another volume | Keep all matching parts together, start from part one and Browse to the requested matching part. Do not extract each part as an independent game. |
| A different result or interface appears | Check the exact build, last successful checkpoint and original resource documentation. Keep a working configuration before experimenting. |
| Motion looks worse or controls feel delayed | Disable the extra processing and compare the same scene at the same resolution. Test one route at a time. |
| Only a high output counter looks convincing | The delivered video is 60 fps and the clips are not a controlled comparative benchmark. Check actual responsiveness and image stability on your display. |
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