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Switch 2 Emulator Diagnostics MCP Server

Switch 2 Emulator Diagnostics MCP Server

by JayceeB1

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

No arguments

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
emulator_get_statusB

Get current emulator runtime status, active title, uptime, CPU/RAM, and Vulkan GPU backend.

emulator_get_performanceB

Measure real-time FPS, frametimes (ms), and CPU utilization.

emulator_get_shader_statsC

Inspect Shader Cache v2 (lichii-cache.v2.bin) records, compute/graphics pipelines, and legacy migration.

emulator_get_rendering_defectsC

Inspect skipped draws (zero-stutter indicator) and Vulkan validation or compilation errors.

emulator_get_live_logsB

Filter and extract emulator logs by subsystem (e.g. Render.Vulkan, Core.ARM) and severity.

emulator_diagnose_gameC

Perform comprehensive automated diagnosis of bottlenecks (CPU bound, GPU compute, Shader stall).

emulator_capture_screenshotB

Capture screenshot of the emulator viewport for multimodal AI visual inspection.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

B3.3/5.0

Scored across 7 tools

Disambiguation4/5

Each tool targets a fairly distinct data source: runtime status, performance metrics, shader cache records, rendering defects, logs, and screenshots. There is mild overlap between emulator_get_status (CPU/RAM, GPU backend) and emulator_get_performance (FPS, CPU utilization), and emulator_diagnose_game aggregates the same signals, but an agent can still pick correctly from the descriptions.

Naming Consistency5/5

All tools share the emulator_ prefix and a predictable verb_noun structure (get_status, get_performance, get_shader_stats, diagnose_game, capture_screenshot). The single non-get verb pair (diagnose/capture) maps cleanly to actions that are genuinely not simple reads.

Tool Count5/5

Seven tools is well within the ideal 3-15 range and each covers a distinct diagnostic surface (status, perf, shaders, defects, logs, aggregate diagnosis, visual capture). No tool feels redundant padding given the stated read-only diagnostic purpose.

Completeness4/5

The read-only diagnostic lifecycle is covered end to end: raw metrics, cache inspection, defect detection, logs, and an aggregated diagnosis plus visual evidence. Gaps exist for remediation or export actions (clear/rebuild shader cache, change GPU backend or log level, export a diagnostic bundle), which agents may want after diagnosing a bottleneck.

Maintenance

ActivityMaintained
ResponsivenessNo recent community issues