Mario Kart World in Eglantine: what the recorded Switch 2 test demonstrates
ItsOOGWAY · PC guides & recorded tests
Mario Kart World in Eglantine: what the recorded Switch 2 test demonstrates
Mario Kart World is running on PC through Eglantine, an experimental Nintendo Switch 2 emulator. This update shows my own real-time gameplay, a complete three-lap race ending in first place, the project behind it and the RTX 4070 SUPER configuration used for the test.
The key checkpoint: Read the build, machine and race context alongside the FPS claim. This is a recorded gameplay report, with setup references for readers who want to reproduce it.
Before you start
- Distinguish a rendered race from a claim about every mode.
- Keep the recorded build number and hardware attached to comparisons.
- Use the separate installation walkthrough for detailed setup.
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 running on PC
Mario Kart World is running on my Windows PC, through a Switch 2 emulator. And we're going beyond the title screen. This recording takes us onto the track, through all three laps, and across the finish line in first place. Let me show you the result, the project behind it, and the settings that made this test possible. First, watch the race foRAMoment. The other drivers are moving, the items are working, and Mario is responding to the controller.
This is my own recorded gameplay, playing at its original speed. During this race, the emulator's status bar shows 60 frames per second. That's a much more useful starting point than a screenshot of a menu. The project is called Eglantine.
Walkthrough 02
What is Eglantine?
Its GitHub page describes it as an experimental Switch 2 emulator, built on work from the Eden, Yuzu and Sudachi projects. The interesting part is that we can now connect that description to an actual playable test. For this video, that test is Mario Kart World on the Mario Bros. Circuit. There are two things worth keeping separate: downloading an emulator and getting a game into a playable state. The first part is now straightforward.
The project publishes Windows builds, so you can download a packaged application instead of compiling the source yourself. The second part still depends on your prepared game files, the build you're using, and the configuration of your PC. On the release page, you will see several downloads for different systems.
Walkthrough 03
Public builds and recorded version
For a normal Windows gaming PC, look for the Windows 64-bit ZIP. The release page shown here is build ninety-two. The application used for this recorded race identifies the earlier build seventy-nine commit. Updates arrived while I was recording, so the newer download and this gameplay test are different checkpoints. What makes this result interesting is the full chain we can follow. The emulator opens, the controller is configured, the game launches, and we get from the menus into a complete race.
You aren't being asked to imagine what happens after a loading screen. We can follow it right through to the race results. The graphics device in my recording is the RTX 4070 SUPER.
Walkthrough 04
RTX 4070 SUPER configuration
I used Vulkan, one-times resolution, and kept frame generation switched off. That last detail matters: the settings shown here aren't using generated frames to turn a lower base frame rate into the number you see in the status bar. We're looking at the game running with this recorded configuration. The setup also uses asynchronous shader compilation and pipeline caching. I'll go through those controls in the separate installation guide, with the actual menus on screen.
Here, the useful question is how the racing holds together. Watch the turns, the traffic around Mario, and the items being collected and used. Those moving scenes tell us more than an empty stretch of track. Now look at the progression through the race.
Walkthrough 05
Three-lap race and result
We start among the other drivers, work through the pack, and take the lead. The recording continues into the later laps and reaches the results screen. That's why I wanted to keep a meaningful stretch of gameplay in this update, rather than cut between a few isolated moments that happen to look good. This is a promising playable result from a project that is still developing. It establishes that this race works in my test.
It doesn't establish how every track, mode or other Switch 2 game will behave. The next useful step is more repeatable testing: note the build, note the settings, and compare the same part of the game when something changes. For anyone who wants to try the same route, I've made a separate setup guide.
Walkthrough 06
Setup guide and community
That video covers the Windows download, extracting the application, choosing the controller, matching the graphics settings, and loading the prepared game executable. The project links are in the description. Use your own game files; the emulator download is separate from the game. For this update, the result is right here: Mario Kart World reaches a complete race on PC, with sixty FPS shown during the test, and we finish in first place. I'll leave you with some uninterrupted racing so you can judge the movement for yourself.
If you're testing Eglantine too, join my Discord through the description. Share your build, hardware and settings so we can compare useful results and help each other get started.
If your result differs
| Situation | Next useful check |
|---|---|
| Expecting a universal 60 FPS result | The number belongs to a recorded test and scene, not every PC. |
| Choosing a release | Follow the linked project notes and the matching recorded build information. |
| Need step-by-step installation | Use the related Eglantine setup post rather than inferring every input from gameplay footage. |
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