Graphics, specs & benchmarks

CPU and Vulkan 1.3 requirements, Steam Deck LCD vs Xenia Edge frame-time benchmarks, and a full breakdown of RECOMP SETTINGS and ng2.toml.

  • CPU: SSE4.2 / AVX2
  • GPU: Vulkan 1.3
  • Scale: 1x–8x + 8x MSAA
  • Deck draw: 10 W @ 60.0 FPS
Desktop gaming PC workstation with dual monitors and tempered glass chassis
Windows 10/11 x64 desktop workstation for Vulkan 1.3, 8x render scale, 8x MSAA and 21:9/32:9 ultrawide

Hardware requirements from the gamboozino/ng2recomp documentation for Windows 10/11, Linux x86_64, and Steam Deck:

Operating system
Windows 10 or 11 (64-bit) or 64-bit Linux with glibc 2.35+ (SteamOS, Ubuntu 22.04+, Debian 12+, Fedora 36+) and Python 3.
Processor (CPU)
Any 64-bit x86_64 processor with SSE4.2 (~2009 onward); AVX2 (2013+ Intel Haswell / AMD Zen+, Steam Deck) is automatically selected for higher performance.
Graphics card (GPU)
GPU with Vulkan 1.3 drivers (NVIDIA GeForce, AMD Radeon, Intel Arc, Steam Deck RDNA2 APU). Supports optional VK_KHR_present_wait for low-latency frame pacing.
Storage & game files
Around 8 GB free space for the installed World release (544307D5), Title Update 3 (0.0.3.4), optional DLC, and pipeline cache.

Steam Deck LCD benchmark vs Xenia Edge (November 2026)

The Steam Deck is the baseline for all rendering optimizations in gamboozino/ng2recomp. Measured on a Steam Deck LCD in Game Mode on battery with audio enabled during Chapter 1’s first fight (29-second capture from the SteamOS performance overlay frame log at 1x render scale):

Metric (Chapter 1 First Fight, 29s)Ninja Gaiden II Recompiled (1x)Xenia Edge (Default)
Average FPS60.0 FPS55.4 FPS
1% low FPS57.4 FPS20.3 FPS
0.1% low FPS55.5 FPS17.9 FPS
Slowest single frame18 ms56 ms
Frames over 20 ms0 frames380 frames
CPU load26%50%
GPU load52%84%
Whole Deck power draw10 W22 W

Because static recompilation runs native x86-64 code and draws directly via Vulkan 1.3 rather than emulating the Xbox 360 CPU and GPU, it holds a locked 60.0 FPS with zero frames over 20 ms while cutting total Steam Deck power consumption from 22 W down to 10 W.

In-game RECOMP SETTINGS reference (Title & Pause Menus)

All PC options live directly inside the game’s own menus: select RECOMP SETTINGS on the title screen, or open the in-game pause menu (Back / Tab, under Save Method). Changes apply immediately and save to ng2.toml:

Menu PageAvailable Options & Technical Behavior
GraphicsRender Scale (1x to 8x, showing exact pixel dimensions such as 2x 2240x1168), Anti-Aliasing (Off, 2x MSAA console default, 4x, 8x), Texture Filtering (Game default or 4x–16x Anisotropic), Texture LOD Bias (Game, 0, or -1 for less shimmer at high scale), Bloom (On, Reduced, Off), Post-Effects (Off removes blur and white flashes).
DisplayWindow Mode (Windowed, Borderless, Fullscreen), Window Size, Aspect Ratio (16:9, 16:10, 21:9, 32:9, 4:3), V-Sync (Off, FIFO, Mailbox, Adaptive), and Frame Pacing (Timer 60 Hz default for VRR/G-Sync/FreeSync/SteamOS, or Auto synced to display refreshes).
InterfaceHUD (Shown, Fading out when not fighting, Hidden), Hi-Res Font (2x glyph resolution above 720p, takes effect on next start), Smooth HUD and Menus (bilinear filtered 2D), Show FPS, Button Prompts (Auto, Xbox, PlayStation, Nintendo, Keyboard), Mouse Sensitivity.
ExtrasSkip Intro, Skip Cutscenes (any cutscene, watched or not), Skip Death Screen (straight to Game Over menu), Auto Chapter Screen (chapter cards and mission briefings advance automatically).
GameplayInput Latency (Low via VK_KHR_present_wait so no finished frame waits for the screen, or Standard), and All Difficulties (enables Path of the Mentor and Path of the Master Ninja in New Game and Mission Mode immediately).

Advanced ng2.toml configuration keys & shader pipeline cache

All 663 Xbox 360 shaders are translated to Vulkan SPIR-V ahead of time and packed into the executable. On startup, the engine builds 333 pre-recorded render pipelines in the background and saves any newly discovered pipelines to ng2-pipelines.bin. Four extra diagnostics and rendering keys can be set in ng2.toml:

ng2.toml KeyEffect
async_pipelines = falseCompiles unrecorded Vulkan pipelines synchronously when needed instead of in the background (may briefly stutter on a brand-new effect, but never omits the effect for a frame).
log_hitches = trueLogs every frame exceeding 25 ms to ng2.log along with a breakdown of where the renderer spent that time.
half_pixel_offset = falseDisables the original Xbox 360 half-pixel coordinate shift.
frame_pacing_phase = 5Sets where inside a refresh cycle Frame Pacing: Auto starts a frame (percentage of refresh period).

Ninja Gaiden II Recompiled supports Xbox, PlayStation and Nintendo controllers with native Xelu button prompts (plus low-latency VK_KHR_present_wait input mode):

ControllerBest For in Ninja Gaiden II RecompHardware AdvantageLink
Xbox Wireless ControllerOriginal Xbox 360 layout & promptsNative XInput mapping matching the 2008 Xbox 360 combat layoutView on Amazon
GameSir Cyclone 21000 Hz Master Ninja precisionTMR sticks, micro-switch face buttons and 1000 Hz wireless dongleView on Amazon
Sony DualSensePlayStation button promptsAutomatic PlayStation button prompt switching and crisp D-padView on Amazon
8BitDo Ultimate 2 WirelessWindows & SteamOS dock playZero-drift TMR sticks, charging dock and rear macro paddlesView on Amazon

As an Amazon Associate, this site earns from qualifying purchases.

Sixteenth-century Japanese steel tachi blade with carved dragon horimono engraving and black lacquer scabbard
Sixteenth-century Japanese tachi blade with dragon engraving from The Metropolitan Museum of Art
Macro photograph of the Microsoft Xbox 360 ATI Xenos GPU and eDRAM multi-chip package on a green PCB
Xbox 360 ATI Xenos GPU silicon package (663 shaders pre-translated to Vulkan SPIR-V by XenosRecomp)
Macro view of a handheld mainboard PCB and multi-core AMD Zen 2 RDNA2 APU silicon die
Steam Deck Zen 2 / RDNA2 APU running Ninja Gaiden II Recompiled at a locked 60.0 FPS and 10 W power draw

Common questions

Should I use Frame Pacing: Timer or Auto?

Use Timer (the default) if you play on a variable-refresh display (G-Sync / FreeSync) or in Steam Deck Game Mode (gamescope). Use Auto on a fixed-refresh 60 Hz monitor (such as 59.94 Hz) when you want frames paced directly to the display’s physical refreshes via VK_KHR_present_wait so no frame is doubled on clock drift.

How does 21:9 and 32:9 ultrawide rendering work?

When you select 16:10, 21:9, or 32:9 under RECOMP SETTINGS > Display > Aspect Ratio, 3D gameplay expands to fill the entire screen, the HUD anchors cleanly to the outer corners, and 2D menus and pre-rendered FMV movies preserve their original aspect frame.

Why does Texture LOD Bias -1 help at 2x–8x render scale?

Setting Texture LOD Bias to 0 or -1 in combination with 8x–16x Anisotropic Filtering selects sharper mipmap levels at oblique angles while preventing texture shimmer at high render resolutions.