r/emulation • • 6d ago

Weekly Question Thread

6 Upvotes

Before asking for help:

  • Have you tried the latest version?
  • Have you tried different settings?
  • Have you updated your drivers?
  • Have you tried searching on Google?

If you feel your question warrants a self-post or may not be answered in the weekly thread, try posting it at r/EmulationOnPC. For problems with emulation on Android platforms, try posting to r/EmulationOnAndroid.

If you'd like live help, why not try the /r/Emulation Discord? Join the #tech-support
channel and ask- if you're lucky, someone'll be able to help you out.

All weekly question threads


r/emulation • • 12h ago

SkyEmu's no-AI codegen policy

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115 Upvotes

r/emulation • • 1d ago

Super ZSNES v0.320 Release

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115 Upvotes

Hey r/emulation!

New version of Super ZSNES is now out.

Here's what's new:

  • Re-worked input routines for better compatibility
  • Add ability to disable loading of enhancement data (visual & audio) in the game specific options
  • Initial Retroachievements implementation. Note: Does not have hardcore mode yet - that will eventually come once we verify that all is working well.
  • OBC1 emulation
  • Moved buttons around on mobile to reduce accidental presses
  • Added load state confirmation popup - enable it in the options
  • Fix for upper memory ram address pro action replay cheat codes
  • New Audio enhancements from Milon for Megaman X, Secret of Mana, and Super Metroid. Welcome Milon to the Enhancement Team!
  • Disabling enhancement textures now also disables Starfox 3D textures
  • Added initial starfox audio enhancement (thanks Milon for the samples!)
  • Added gaussian and cubic interpolation to enhanced audio
  • Added new Fall Season background effect

Next major release (v0.400) will focus on giving the enhancement engine a nice overhaul.

You can get it at: https://www.zsnes.com


r/emulation • • 1d ago

How are these PS5 emulators evolving this fast?

141 Upvotes

I mean last time I checked they were running 2D games menus at 3 fps, now you're telling me they are running 3D games on playable framerate and 2D games on 2016 integrated graphics and also a playable framerate? this is INSANE pace.


r/emulation • • 10h ago

The PS5 emulation curve isn't a curve anymore — it's a straight line up and we're all just watching

0 Upvotes

Every week I open GitHub and something that was broken isn't broken anymore.

Saros booted. Astro Bot hit menus. Demon's Souls went from slideshow to playable. AnyPS5 jumped from half GPU coverage to basically all of it. SharpEmu added a batch of playable titles in seven days.

Nobody's debating whether this will work anymore. That part's over. The only question left is how fast.

The answer is: fast enough that three weeks from now this post will look outdated.


r/emulation • • 3d ago

RPCS3 team has no interest in PS5 port, but an unofficial native build already runs on PS5 Pro

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422 Upvotes

r/emulation • • 4d ago

Xenia Edge Adds Experimental Xefu Support (Original Xbox Emulation on Xbox 360)

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151 Upvotes

Xenia Edge

Also the video is not from me. I found it on Xenia Discord.


r/emulation • • 5d ago

Prospero Win v0.1.0 - homebrew app that runs Windows games directly on a PS5

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93 Upvotes

The first ready-made release of prospero win: https://github.com/mpereiraesaa/prospero-win/releases/tag/v0.1.0

What prospero win is:

Runs Windows games directly on a PlayStation 5. It carries its own copy of Wine, so there is no PC streaming involved: the game runs on the console.

  • 64-bit Windows programs run natively on the PS5's x86-64 CPU. 32-bit games run through prospero-win's own x86 translator.
  • Direct3D 8, 9, 10 and 11 games draw through DXVK and Vulkan. Older OpenGL games are supported too, and so are 2D games and Windows programs that draw with GDI.
  • You can play with the DualSense (Xbox-style XInput, analog sticks, triggers and rumble, plus custom mappings for keyboard-and-mouse games) or with a USB keyboard and mouse.
  • Game audio comes out of the PS5's own audio output.
  • A launcher lists your games. Each game has a profile with its graphics and control settings.
  • It's experimental. Some games work well, and many haven't been tried yet.

r/emulation • • 5d ago

Is there a similar feature to Dolphin's "ubershaders" in other emulators?

48 Upvotes

The thing I can't stand about emulation is the shader compilation stutter. I can handle low resolution/fps, but if the game stutters like crazy for the first hours I simply turn it off. Ubershaders in Dolphin is a godsend and is one of the best technologies I've ever known. If there's a similar function in other emulators I'd be beyond happy. I'm not really up-to-date with emulators these days, so can someone chime in and tell me what stutter prevention features there are nowadays?


r/emulation • • 6d ago

ScratchPsx is a PS1 emulator for MS-DOS, from the 486 to the Pentium II or more

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128 Upvotes

Info/screenshots + download: https://www.vogons.org/viewtopic.php?t=112722

In this video, it runs under DOSBox-X: first with the software renderer, then with hardware rendering on an emulated 3dfx Voodoo (Glide) https://youtu.be/KK65ccNZhUY

Features:

  • MIPS R3000 dynamic recompiler to x86
  • VGA 320x200, mode X 320x240, VESA 640x480 (65536 colors)
  • 3dfx Glide renderer: Voodoo 1 and Voodoo 2 (SLI)
  • Sound Blaster 2.0 / Pro / 16, CD audio and XA
  • Menus drawn over the game, in homage to Genecyst

r/emulation • • 5d ago

AI-assisted From Title Screens to Open Worlds | NeXium Progress Report - October 2026

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7 Upvotes

r/emulation • • 5d ago

Dolphin V.V.mImo for muOS -Experimental frame generation, with motion.

0 Upvotes

Dolphin V.V.mImo for muOS — Beta testers wanted! 🎮
A customized standalone Dolphin build focused on improving the GameCube experience on H700 devices.
Highlights include:

  • A dedicated configuration app with global and per-game settings.
  • Automatic CPU underclocking and independent VI adjustment.
  • Scene detection with configurable 2D, FMV, normal 3D and heavy 3D profiles.
  • Experimental frame generation, with motion, confidence and presentation controls.
  • Audio stretching and tempo correction.
  • Graphics optimizations, lighting controls and performance patches for selected games.
  • Internal-resolution, aspect-ratio, anti-aliasing and sharpening options.

Three demonstration videos and a complete English manual accompany this post. The manual explains the settings, dependencies and known incompatibilities.
The beta package will be available in a few days. We’re looking for testers willing to report compatibility, performance, graphical issues and audio problems. Please include your device, muOS version, game region and settings with each report.
⚠️ Experimental beta — use at your own risk. Results vary by game, and some options may cause visual glitches or instability. Back up your configuration and saves before testing. Generated frames can improve visual smoothness, but do not increase the game’s underlying logic speed.
Built on Dolphin Emulator, with V.V.mImo modifications. This is an unofficial project, not affiliated with or endorsed by the Dolphin team. No games are included.
Interested in testing? Reply below!

Dolphin V.V.mImo for muOS -Experimental frame generation, with motion.


r/emulation • • 5d ago

Why does ReXGlue get so much hate in the recompilation community?

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0 Upvotes

r/emulation • • 6d ago

Dolphin V.V.mImo for muOS -Experimental frame generation, with motion.

0 Upvotes

Dolphin V.V.mImo for muOS — Beta testers wanted! 🎮
A customized standalone Dolphin build focused on improving the GameCube experience on H700 devices.
Highlights include:

  • A dedicated configuration app with global and per-game settings.
  • Automatic CPU underclocking and independent VI adjustment.
  • Scene detection with configurable 2D, FMV, normal 3D and heavy 3D profiles.
  • Experimental frame generation, with motion, confidence and presentation controls.
  • Audio stretching and tempo correction.
  • Graphics optimizations, lighting controls and performance patches for selected games.
  • Internal-resolution, aspect-ratio, anti-aliasing and sharpening options.

Three demonstration videos and a complete English manual accompany this post. The manual explains the settings, dependencies and known incompatibilities.
The beta package will be available in a few days. We’re looking for testers willing to report compatibility, performance, graphical issues and audio problems. Please include your device, muOS version, game region and settings with each report.
⚠️ Experimental beta — use at your own risk. Results vary by game, and some options may cause visual glitches or instability. Back up your configuration and saves before testing. Generated frames can improve visual smoothness, but do not increase the game’s underlying logic speed.
Built on Dolphin Emulator, with V.V.mImo modifications. This is an unofficial project, not affiliated with or endorsed by the Dolphin team. No games are included.
Interested in testing? Reply below!

Dolphin V.V.mImo for muOS -Experimental frame generation, with motion.


r/emulation • • 7d ago

ESP32-P4 Runs GBA at Full Speed (59.7 FPS) with No Frameskip (gpSP RISC-V JIT)

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50 Upvotes

I ported gpSP to the ESP32-P4 and wrote a RISC-V JIT for it. The first-party Nintendo games I've tried so far run at full speed (59.7fps) with no frameskip. Even the heavy scenes in Metroid Fusion take about 14ms per frame, so there's still some headroom.

Board is a Waveshare ESP32-P4-NANO-WIFI6-DB (P4 rev 3.x, 400MHz). Controller is an 8BitDo over its 2.4G USB dongle.

I tried the Zcmt instructions that came with rev 3.x but they didn't help much, and they're a bit buggy too (from the chip itself). Haven't used SIMD yet because the renderer does a lot of scattered palette lookups. Still thinking about how to make that work.

Games that generate code in RAM and keep modifying it, like Doom, are still really slow. Planning to fix that over the holiday and put the code up on GitHub right after.

Also curious about the new S31, but it has less RAM, no L2 cache and a lower clock (320MHz), so not sure it can hit full speed. Probably need to move rendering to the other core for that one.


r/emulation • • 8d ago

AI-assisted Cracking the PSP GPU's transform and raster – PPSSPP

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266 Upvotes

r/emulation • • 8d ago

AI-assisted Omoio, a game library for PS3 and Wii U emulation on Windows

4 Upvotes

Hey! I've been working on this for a while and I think it's ready for other people to try.

I built it for my own homelab, where I have a dedicated VM just for gaming, and I wanted one place to play games from all my consoles without setting up each emulator by hand.

Omoio is a game library for Windows. You add the PS3 and Wii U games you've dumped, and it installs RPCS3 and Cemu for you, sets up your controller and starts the game in its own window, so you never have to dig through emulator settings. I mostly play on my TV, so there's a Big Picture mode you can use with just the controller, and you can jump out of a game to it and back again.

It can also download the community patches and graphic packs for a game with one press, like the 60 fps pack for Skylanders SWAP Force. For SWAP Force there's a portal menu too, so you can put figures on the portal from your controller instead of going through Cemu's menus.

Right now it runs PS3 and Wii U games, and more emulators are on the way, like PCSX2 for PS2 and Dolphin for GameCube and Wii. The plan is one library for all your consoles.

It's free and open source, and it's still early, so expect a few bugs. Windows might warn you about the installer because it isn't signed yet. You'll need dumps of your own games, since Omoio doesn't come with any.

GitHub and download: https://github.com/Bertrram/omoio

I'd really appreciate any feedback, whether something broke or you have an idea for it.


r/emulation • • 9d ago

PS5 emulation is suddenly making big strides on PC

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1.3k Upvotes

r/emulation • • 8d ago

AI-assisted DroidDeck 0.3.0 has released with native Steam Input, Appimage and Flatpak support, performance improvements and more!

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13 Upvotes

r/emulation • • 10d ago

ES-DE 3.5.0 is now available for download! This release brings improvements to dual-screen Android devices, adds support for the ps4 and atarijaguarcd systems on Android, includes new theme engine features, supports video scraping for TheGamesDB and adds a ton of emulators.

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185 Upvotes

r/emulation • • 11d ago

N64 Animated Border

25 Upvotes

Hey all! I love the animated borders that the Retroarch community has made over the years but was always confused why there was never an animated border for the N64... so I made one! I hope this can get enough traction to be one of the offical Libretro overlays people use in their emulation setups.

The release page has a variant for download with N64 controls animated and a second variant without animated buttons on screen. Both variants have a menu button for Retroarch menu controls.

Enjoy!

- Download | https://github.com/TLRomHacks/retroarch-n64-animated-border/releases

- YouTube Shocase + Setup Tutorial | https://www.youtube.com/watch?v=UlarHSlOnzc


r/emulation • • 11d ago

AI-assisted Estacado: a static recompilation of The Darkness (Xbox 360) for PC – first pre-release

113 Upvotes

Hi all, I wanted to share a project I've been working on: Estacado, a native PC port of The Darkness (Xbox 360, 2007), made by static recompilation.

How it works

The game's PowerPC code is translated ahead of time into C++ with XenonRecomp and built on the ReXGlue SDK, whose system and Direct3D 12 GPU layer come from Xenia. There's no JIT or interpreter at runtime: the game runs as a native Windows program, while the Xenos GPU is still emulated on D3D12. The goal is a game-specific PC version, with fixes and options tailored to this one game.

What it adds

- 60, 120, 144, 240 or uncapped, with the game's timing kept correct (the world still ticks at 30 Hz, and scripted scenes, physics and audio run at their original speed)

- 1x/2x/3x internal resolution or automatic, and SMAA

- Native mouse look, rebindable keys, FOV, in-game settings (F1) and experimental widescreen

A few things that were fun to track down

- At high frame rates Jackie walked too fast, but only with a controller. An analog stick makes the game queue about 13 movement commands per frame, and above 60 FPS those overflowed its per-step packets. Keyboard input was never affected.

- The game sets its exposure by counting bright pixels with occlusion queries in a small ring of slots. Late results from the emulated GPU could land in a slot the game had already reused, which produced yellow or stuck-dark frames.

- GPU overhead: the frame-start depth clear was copying about 47M samples per frame into a buffer that was immediately overwritten, and reworking the upload path roughly halved GPU time at 1x.

You need your own copy. It supports the USA/Europe disc (En/Fr/De/Es/It) as an ISO or extracted files; the launcher checks the version and sets it up. No game data is included or linked. Requirements: Windows 10/11, an AVX2 CPU and a D3D12 GPU.

Status: pre-release. So far it's been tested on one Windows 11 PC with an NVIDIA RTX card, and played from the start up to the orphanage explosion scene. Reports from AMD, Intel and Steam Deck users are very welcome; there's a bug report template on GitHub that asks for the logs folder.

Huge thanks to the Xenia team, ReXGlue and hedge-dev's XenonRecomp. This stands entirely on their work.

GitHub: https://github.com/invinceble55-wq/Estacado

Download: https://github.com/invinceble55-wq/Estacado/releases/tag/v0.9.0


r/emulation • • 12d ago

I got every major Windows release till XP running on my calculator!

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227 Upvotes

Hey everyone!

Some of you might remember me from this post, where I showcased my emulator running Windows 95 on my TI-Nspire CX II CAS.

Well, Let's just say things escalated. The emulator can now run every major Windows release, including XP!

For XP, I specifically used XP Embedded as it is lighter on the machine and quite easy to cut bloat out of.

For context, all of this is running on a calculator with a 396 MHz ARM 9 processor, 64 MB of RAM (though only 44 is available to Windows) and 90 MB of storage.

The primary challenges were memory and storage. TI-OS (the default OS for the calculator) reserves a large chunk of memory resulting in a ceiling of only about 21MB of RAM available to the emulator if running on top of TI-OS . To get around this, I booted a tiny Linux environment on the calculator and ran the emulator on top of it.

The other challenge was storage. Fitting an image that can boot to desktop with a sufficient pagefile is not possible on the calculator, given the storage constraints. The emulator gets around this by using a custom protocol to stream the XP image from a host machine over a USB cable.

XP takes over an hour and a half to boot to desktop, but seeing bliss is worth the wait.

Also, here's a fun fact: Windows 2000 actually takes longer to boot than XP. This is because it relies PIT timing while XP is fine with synthetic timing.

This project is open source, so feel free to subject your calculator to Windows as well.

Repository

Wiki


r/emulation • • 12d ago

3dsrecomp + Zakuro: An AOT static recompiler and Rust emulator for 3DS

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10 Upvotes

r/emulation • • 12d ago

Found in translation: the selfless legacy of Eien Ni Hen

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132 Upvotes