Setting Up LDN in Ryujinx for Local Wireless Emulation
The basic mechanic is straightforward. Ryujinx emulates a Nintendo Switch local wireless session by creating a virtual LDN router on your machine, then bridges your console traffic through that. The trick is getting every instance pointing at the same fake network. Here is how it actually goes down. First, you need the LDN plugin enabled. In Ryujinx, go to File > Configure > Plugins and make sure the LDN patch plugin is loaded. It should be there by default in recent builds, but some fork builds strip it out. Check your version. If it is missing, grab a recent mainline build from the official site rather than some random mirror. Then you need the actual network bridge. Ryujinx alone cannot spoof LDN traffic over the internet. It creates the virtual switch locally, but to connect two separate machines, you need something like Moonlight-LDN running as the server on one host, or you use the built-in relay if your build supports it. Moonlight-LDN is the more common route. Download it, run it on the host machine, and note the IP address it assigns — usually 10.0.0.1 or something in that private range.
Inside each Ryujinx instance, go to Controls > Set LDN Router Settings. Enter the same virtual network details on every machine. The IP, subnet, and gateway need to match exactly. Mismatched subnets are the number one reason people give up on this. You will think the game is broken when really it is just three different networks that cannot see each other. Launch the game on both machines. Go into the multiplayer menu and select local wireless. The game should detect the other console within a few seconds. If it does not, check your firewall. Windows Defender and a lot of third-party antivirus software will silently drop the LDN packets without any warning dialog. You need to allow Moonlight-LDN or whatever bridge you are using through the firewall on both machines. This took me about forty minutes to figure out on a fresh Windows install last year. Input latency is generally acceptable but not invisible. You are routing packets through a bridge emulator before they hit the game, which adds maybe 10 to 30 milliseconds depending on your setup. For party games this is fine. For something competitive like Splatoon it might feel slightly off. I have not noticed it in Mario Kart or Mario Party, but Yoisai multiplayer had a noticeable lag spike on my machine when a fourth player joined. Closing background apps cleaned it up.
There are some games where LDN emulation simply will not work. The main blocker is anti-cheat or services that expect a real Nintendo Network ID handshake. Games like Splatoon 2 sometimes fail to populate lobbies if the title is not properly updated to the latest patch inside Ryujinx. Always make sure your game files include the latest DLA and updates. An outdated title will connect fine but then crash or freeze when the lobby tries to sync. Another thing people miss: you do not need a fast internet connection for this, but you do need a stable one. A 50 Mbps connection with low jitter works better than a 500 Mbps connection with 20ms packet variation. Wi-Fi is fine but wired is more consistent. When I ran this over 5GHz Wi-Fi, the occasional dropout would cause the game to soft-lock on one machine while the other player saw a normal connection. Plugging into Ethernet resolved it completely. The biggest frustration I have encountered is controller mapping conflicts between instances. Each Ryujinx instance needs its own controller configuration. If both instances are trying to use the same USB controller or the same Steam Input profile, the second player will either not be detected or will mirror the first player's inputs. I solved this by using different Steam Input configurations per window and assigning them explicitly in each instance's controls menu.
Get the Full Details

If you are running multiple instances, make sure they are all on the same build version. Mixing a stable release with a nightly build often causes incompatibility in the LDN handshake. Both sides need to speak the same protocol version or the lobby will appear empty even though the connection is technically established. No special mods or homebrew are required on the emulation side. The LDN patch is built into Ryujinx itself. Some people recommend additional ROM hacks or texture packs for specific titles, but those are optional enhancements, not prerequisites. The core feature works out of the box once the network bridge is properly configured. One more thing that catches people off guard: save data does not carry over between LDN sessions the way it does on a real Switch. If a game stores lobby progress or temporary session data locally, expect to restart from scratch each time. This is a limitation of the emulation layer, not a bug you can fix.