Mario Kart World with Eglantine: the original setup and settings walkthrough
ItsOOGWAY · PC guides & recorded tests
Mario Kart World with Eglantine: the original setup and settings walkthrough
How to play Mario Kart World on PC using Eglantine. Follow the Windows download, extraction, controller setup, Vulkan graphics settings, shader options and the exact exefs/main file used to launch my prepared game files. The RTX 4070 SUPER test reaches a complete race, with 60 FPS shown during gameplay.
The key checkpoint: Follow the recorded Eglantine profile, select the prepared game entry and evaluate an actual race rather than relying on a menu.
Before you start
- Keep the application download separate from your own game files.
- Check the recorded build and existing profile context in the video notes.
- Verify controller input before the race.
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 PC setup
If you want to get Mario Kart World running on your PC, this is the result we're working towards: a complete race, a working controller, and 60 frames per second shown during my test on the RTX 4070 SUPER. I'll take you through the Windows application, the settings I used, and the exact file that launches the game. We'll keep the important choices visible, and shorten the loading time. There is one detail to get right before starting.
Walkthrough 02
Prepared game files
This recording uses an already prepared copy of my game, with an exefs folder and a romfs folder beside each other. The file we eventually open is called main, inside exefs. This guide begins from those prepared files. The emulator ZIP does not contain the game, and downloading the application is a separate step from preparing your own game dump. Open the Eglantine GitHub project linked in the resources section, then go to Releases.
Walkthrough 03
Download the Windows build
Look at the download names rather than clicking the first asset in the list. There are Linux packages here as well as Windows packages. For a normal 64-bit Windows gaming PC, choose the Windows 64-bit ZIP, rather than a Linux download or the source-code archive. The release page in this recording shows build ninety-two. The application I actually run identifies the earlier build seventy-nine commit. The project updated while I was recording, so I'm showing the route through the download page alongside the configuration I tested.
Keep the build you download noted down. If a later version changes a label, use its release notes alongside the steps here. After the ZIP finishes downloading, extract the entire archive into its own folder.
Walkthrough 04
Extract and open Eglantine
Don't run the executable from inside the compressed ZIP, and don't move only the executable out of the extracted folder. Keep its libraries and supporting files together. Open the extracted application folder and launch Eglantine. You should arrive at the main window before moving on to the game. My recording opens an emulator profile that was already present on this PC. If yours stops at a first-run requirement, complete the requirements documented for your build before matching the later menus.
The project handbook is linked in the resources section. The useful checkpoint here is simple: the application is open, and we can access Emulation, then Configure. We aren't changing Windows security settings as a performance tweak. Start with Controls.
Walkthrough 05
Controller and L/R bindings
On Player One, enable the controller connection and choose Pro Controller as the emulated controller type. Under Input Device, select the physical controller you want to use. Your device's name can be different from mine. If you use a keyboard instead, choose the keyboard input option and assign the controls you need. Before leaving this screen, test the sticks and buttons. Check that left and right move in the expected directions, and that the shoulder buttons respond.
You can click a binding and press the button you want to assign. Mario Kart's title screen asks for L and R together, so make sure both of those are mapped. A controller that appears connected still needs the correct input bindings. Next, open Graphics.
Walkthrough 06
Vulkan and graphics settings
Set the graphics API to Vulkan, then check the Device row. On this machine, the selected card is my RTX 4070 SUPER. Select the graphics card you intend to use on your own PC. That is a more useful check than assuming the application has automatically selected the right device. For the first launch, match the one-times resolution setting shown here. Keep the aspect ratio at the default sixteen by nine. In this recorded configuration, V Sync is FIFO Relaxed, the window adapting filter is Nearest Neighbor, and anti-aliasing is set to None.
These are the settings used for this test, so they give us a clear starting point before trying a heavier image-quality configuration. Leave frame generation off for this baseline. The recorded Graphics page also has asynchronous GPU emulation enabled. We want to reach a working race first, with a configuration we can reproduce. After that, any change should have a clear purpose. Changing several options at once makes it harder to understand why a result improved or why something stopped working.
Move to Advanced.
Walkthrough 07
Advanced graphics and caches
My test uses Fast GPU mode. The accuracy and fence behavior rows are both left at Default. VRAM Usage Mode is Conservative. Video decoding is set to CPU Video Decoding, and the ASTC decoding method is GPU. Take a moment to compare those rows with your screen before moving down the page. Frame Pacing Mode is Auto, and the ASTC recompression setting is BC3. Persistent pipeline cache and Vulkan pipeline cache are enabled. Reactive Flushing is off in this recording, while Barrier Feedback Loops is enabled.
Keep the remaining options aligned with the screen rather than switching on every checkbox that sounds faster. This is a tested starting configuration, not a promise that every graphics card wants identical settings. In the Extras tab, asynchronous shader compilation is enabled.
Walkthrough 08
Asynchronous shader compilation
The other experimental checkboxes shown above it are left off. The texture and stream controls remain at the values visible here, and the bottom GPU checkbox is off. Once the settings match, confirm with OK. We can now move from configuration to the game files. Choose File, then Load File.
Walkthrough 09
Load exefs/main
Browse to your prepared Mario Kart World folder. In this recording, the base folder contains exefs and romfs together. Open exefs and select the file named main. You are choosing the executable file here, not the romfs folder and not the ZIP that contained the emulator. Keep the prepared folder structure intact. The emulator now begins launching the game. The recording spends roughly a minute between starting the launch and reaching the title screen, including the map splash.
I'm shortening that wait in the edit. On your PC, give the first launch time to progress before assuming that a loading screen means the setup has failed. At the title screen, use the L and R inputs you mapped earlier.
Walkthrough 10
First launch and game menus
Once the menu responds, we have confirmed that the controller configuration is reaching the game. Choose the mode you want to test, then a character and vehicle. For this recording, I go into Grand Prix and choose the Mushroom Cup, beginning with Mario Bros. Circuit. There is another loading section before the race. We'll shorten that in the video too, then return to the original recording speed before the starting lights. That way, the gameplay you see is the actual result of this setup.
The loading time is being edited for convenience; the racing is not being sped up to make it appear smoother. Now we can check the result properly.
Walkthrough 11
Normal-speed race test
During this race, the emulator shows sixty FPS, and we can follow Mario through traffic, item pickups, turns and all three laps. Keep an eye on the movement as well as the status bar. For a useful comparison, test the same race after changing a setting, rather than comparing unrelated scenes. If the controller doesn't respond at the title screen, return to the Player One input device and L and R bindings.
Walkthrough 12
Quick setup checks
If Load File doesn't show what you expect, check that you are inside exefs and looking for main. If your picture or performance differs, start by comparing the build, Vulkan device and one-times resolution with this setup. Those checks are easier to follow than changing the whole configuration again. That is the complete route shown here: download and extract the Windows application, configure the controller and graphics, open the prepared main file, and verify the result in a race.
This test reaches the finish in first place. Keep your working configuration noted down before experimenting further, so you have a reliable point to return to. If you're testing this build, or want help comparing a result, join my Discord using the link in the resources section.
Walkthrough 13
Community and gameplay
Tell us which Eglantine build you're using, your hardware, and the stage you've reached. We're building a community around useful testing and practical setup help.
If your result differs
| Situation | Next useful check |
|---|---|
| First-run behavior differs | Use the linked handbook for requirements that an existing recorded profile may already satisfy. |
| Controls fail in-game | Inspect the selected controller and bindings before changing rendering settings. |
| Comparing performance | Use the same track and settings; edited loading waits are not gameplay speed. |
Comments
Post a Comment