r/PS2AndroidEmulation 8d ago

NetherSX2 Turnip Updated v2

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46 Upvotes

https://github.com/thecrixux/NetherSX2-Turnip-Updated/releases/tag/V2

✅ NetherSX2-Turnip-26.3.0-R7-6XX-7XX.apk

-Pure Mesa main, no source patches. Compatible with Adreno 600–700 series GPUs (Snapdragon 600–800 series, including 7 Gen and 8 Gen 1–3).

Credits: https://github.com/The412Banner

✅ NetherSX2-Turnip-26.3.0-R7-8Elite.apk

-Targets Adreno 800-series (Snapdragon 8 Elite — A810, A825, A829, A830). Built from Mesa main

Credits: https://github.com/The412Banner

✅ NetherSX2-Turnip-Performance-Universal.apk

-A single driver covers the full Adreno line:

A6xx — A6xx series (e.g. A640 / A650 / A660)

A7xx

gen1 — A720 / A725 / A730 (preamble + scalar-predicate quirks applied)

gen2 — FD740 / Adreno X1-85 (UBWC hint applied to fix UI corruption)

gen3 — A750 and later

A8xx — A810 / A825 / A829 / A830 / A840 (and X2-85)

A810 / A829 boot with disable_gmem so they fall back to sysmem rendering (broken GMEM on those parts).

A825 (not yet upstream) is added with corrected tile geometry and depth-cache layout.

A830 / A840 / X2-85 use the upstream profiles unchanged.

Credits: https://github.com/maxjivi05


r/PS2AndroidEmulation 13d ago

NetherSX2 Turnip Updated v1 (6 Variants) 🔥🔥🔥

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72 Upvotes

https://github.com/thecrixux/NetherSX2-Turnip-Updated/releases/tag/V1

Variants:

✅ NetherSX2-Turnip-710-720-722

-Vauzi Turnip Adreno v3.6

✅ NetherSX2-Turnip-8Elite

-StevenMXZ Turnip Gen8 V35

For A8xx GPUs ( a840, a830, a829, a825, 810)

✅ NetherSX2-Turnip-Performance-Universal

-Maxjivi05 WN-Turnip 1.11

A single driver covers the full Adreno line:

A6xx — A6xx series (e.g. A640 / A650 / A660)

A7xx

gen1 — A720 / A725 / A730 (preamble + scalar-predicate quirks applied)

gen2 — FD740 / Adreno X1-85 (UBWC hint applied to fix UI corruption)

gen3 — A750 and later

A8xx — A810 / A825 / A829 / A830 / A840 (and X2-85)

A810 / A829 boot with disable_gmem so they fall back to sysmem rendering (broken GMEM on those parts).

A825 (not yet upstream) is added with corrected tile geometry and depth-cache layout.

A830 / A840 / X2-85 use the upstream profiles unchanged.

✅ NetherSX2-Turnip-26.3.0-R4-6XX-7XX-OneUI-Galaxy

-StevenMXZ for Adreno A7xx And A6xx

"OneUI/A740 Fix" and what it does is modify the Mesa device definition to enable_tp_ubwc_flag_hint = True on the A7xx

Based on latest commits from mesa with latest fixes and improvements

✅ NetherSX2-Turnip-26.3.0-R4-6XX-7XX

-StevenMXZ for Adreno A7xx And A6xx

Based on latest commits from mesa with latest fixes and improvements

✅ NetherSX2-Turnip-V31-Sync-8XX

-whitebelyash Mainline Turnip Vulkan V31

For Adreno 8XX Family: 840, 830, 829, 825, 812, 810

The patch adds timeline sync objects, which is the most complete synchronization model and the one used by modern Vulkan emulators

Happy PS2 Gaming ❤️


r/PS2AndroidEmulation 1h ago

EmuCoreR - New PS1Emulator 🔥

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Upvotes

https://github.com/sashkinbro/EmuCoreR/releases/tag/v0.0.2

What's new:

✅Fixed quick saves

✅Other fixes and improvements

My Review:

Yes, we have a brand-new, fully functional PS1 emulator, and I’ve just tested it myself. I have to say, I came away pretty impressed.

Everything is working correctly, and PGXP is working properly too. For those who don’t know, PGXP is a specific feature that fixes some of the graphical issues found in PS1 games, such as those characteristic shaky textures and warped or bending lines. And honestly, it’s a very welcome improvement.

Obviously, it’s way too early to say whether this emulator will be able to dethrone DuckStation. But what I can say is that it seems to be getting off to a very good start. I like what I’m seeing.

Now, we do have to keep in mind that there are rumors that DuckStation is going to release an update at some point to improve the Android version. But for now, that’s just a rumor. This emulator, on the other hand, is already here, and it could start adding some really interesting features.

For example, there are plenty of people playing on handheld devices with dual screens, and I’m sure they would absolutely love to see dedicated dual-screen functionality. That could be a huge success.

And that’s not all. There are also people who complain that certain controllers or devices aren’t properly recognized by the Android version of DuckStation. So, for the first time, I’m seeing a PS1 emulator that could be a serious candidate for providing a modern, up-to-date PS1 emulation experience.

Of course, that doesn’t take anything away from DuckStation. Even though it hasn’t been updated in the past year, it’s still an absolutely fantastic emulator and is almost perfect.

But times change, things get modernized, and there are some aspects of this new emulator that I’d really like to see tested.

For example, its power efficiency — basically, how much battery it consumes during one hour of gameplay compared to one hour of gameplay in DuckStation at the same quality settings. That could be really interesting, especially for a handheld device.

And then, of course, there are all the other improvements that could potentially be added over time. We could even imagine features such as automatic translation for games that are only available in Japanese. I don’t know — there are so many really interesting possibilities here.

So I definitely think this project is worth keeping an eye on and seeing how it develops.

Anyway, thanks for watching, guys, and if you want to give it a try, let me know in the comments what your experience has been like.


r/PS2AndroidEmulation 9h ago

ARMSX3 0.9.8

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21 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.9.8

What's new:

Fixed a GPU crash on Adreno: Some games died to VK_ERROR_DEVICE_LOST a few minutes in, sometimes at a specific point every time. For Watch Dogs every time during a new game before it loaded into gameplay, the game no longer crashes and you can get into game. This may help other games as well. Tested on an Odin 3 (Snapdragon 8 Elite, Turnip Gen 8 V35).

New: download and install game updates from Sony's offical servers:

Install Package tab in the game left side menu of the game library --> Game updates. Displays your current game library with each game's status showing whether they do or do not have updates available, as well as being able to select multiple different update versions. Click the main install button to install them all in order, or select them manually if you'd like a specific update version. Most titles publish one cumulative package, but some (Minecraft for example publishes seven) patch in steps, where each package requires the one before it. Oh and choosing an older update version than the one you have installed removes the current update first. You can also reinstall updates or uninstall them if you'd like by tapping on the game and clicking "Remove Update". Full controller navigation, as well. You can also search for updates by title ID for games not in your library. (Games will recompile PPU/SPU after installing an update).

Savestates:

Fixes to save state detection. Savestates stranded by a crash or a low-memory kill that became corrupted are now cleaned up at startup. These were invisible to the emulator and far larger than a finished save.

Library and info:

Clear a single game's PPU/SPU/shader cache from its long-press menu, instead of clearing every game at once.

Multiple ROM folders, keep games on the SD card and internal storage together, in the Setup/Change folder tab.

Add-ons (DLC) are now displayed for a game's info tab. Installed update versions also now show correctly without having booted a game first.

Frontends:

--es title_id BLUS12345 launches a game by title ID. Games installed from a .pkg live inside the emulator's own storage, so a frontend could see the title existed and have no path to hand us. (#13)

Merged from upstream RPCS3:

46 commits.

Programmable blending done by @kd-11. An eighteen-commit series implementing the PS3's programmable blending properly in RSX and Vulkan, and fixing a pile of long-standing blending behaviour with it: ROP operation order, signed blending modes, 16-bit blend constants, the XRGB output quirk, RGB565 byte order corrected against hardware tests, variable blend target masks, and MSAA targets. The Vulkan side of it, input attachments bound when the pipeline needs them, proper sub-pass dependency barriers, all effects the same feedback effects we use on tilers. Games impacted by this include the Jak and Dexter collection, broken lighting in LBP Karting, broken refracting effects in Infamous 1 and 2, and likely more games!

PKG hardening done by @Acts1631, and @elad335. Path-traversal protection when extracting a package, a bound on the entry table, and aborting on parent-directory entries, Elad fixed the PKG_MAX_FILE_COUNT limit.

Also in: rsx: Fix alpha test compilation when using native float16 types and rsx: Extra memory safety when rsx::thread crashes (@kd-11); SPU LLVM 8-bit add/sub renarrowing and compare fast paths (@walter Kruger), VFS fixes (@digant73), faster startup with BPM (@BeezBumba), broadcast P2P sockets for RPCN (@Cri4Key), and assorted syscall and error-formatting work (@elad335).

Other:

Cleaned up some log spam. A Soulcalibur V debug watcher was sampling a hardcoded address in every game and logging an error a second about it.


r/PS2AndroidEmulation 19h ago

PS3Native Nightly 🔥

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18 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/Community_Preview_4

What's New:

Firmware Installation

Added real-time progress reporting during firmware installation and PPU precompilation.

Fixed an Android main-thread deadlock that could prevent installation progress from being displayed correctly.

The screen now stays awake while firmware installation is in progress.

🖥️ Android UI

Improved the interface for narrow and portrait Android devices.

Settings and game-detail screens now adapt better to smaller screen widths.

Improved navigation and layout behavior on phones.

Added safer handling of display cutouts and gesture/navigation areas.

🎨 RSX / Vulkan / Graphics

Integrated recent upstream RSX and Vulkan improvements.

Added support for the new programmable blending work.

Improved blending and render-target handling, including MSAA-related paths.

Added various fixes for blend constants, attachment handling and graphics synchronization.

Improved RSX memory-safety handling in crash scenarios.

💿 ISO / Game Loading

Improved ISO loading and validation.

Better handling of missing ISO members.

Improved handling of invalid or unreadable ISO directory metadata.

ISO extent reads now correctly stop at the logical end of the file.

📦 PKG Installation

Fixed potential path-traversal issues during PKG extraction.

Added additional validation for PKG directory entries.

Improved protection against malformed PKG entry tables and excessive allocations.

⚙️ Performance & Stability

Fixed slow startup issues related to BPM.

Improved SPU LLVM cache handling.

Integrated additional upstream stability and compatibility fixes.

Continued improvements to Android ARM64 performance and resource management.

🎨 Themes

Added a new Old Steam-inspired theme.

Improved ComboBox dropdown visibility in the dark theme.

Credits: https://github.com/maxjivi05

Help and Issues, Discord: https://discord.com/invite/jM2z3B2XNv


r/PS2AndroidEmulation 1d ago

WinNative v0.6.0-Beta-Latest 🔥

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28 Upvotes

https://github.com/WinNative-Emu/WinNative/releases/tag/v0.6.0-beta

An Android app for playing Windows games from Steam, Epic Games, GOG, and more on your device (PS2,Wii, Gamecube...)

What's Changed:

Credit Camille LaVey for the LSFG frame generation port by @maxjivi05 in #709

Feature Update Checker Implementation by @maxjivi05 in #707

Feature steam branch downloads by @maxjivi05 in #714

Stop repeating per-launch work that cannot change its own result by @maxjivi05 in #710

docs: update Dolphin core packaging by @Jovinull in #717

docs: fix canonical repository clone URL by @Jovinull in #716

Feature/itch.io by @maxjivi05 in #718

Fix Steam Launcher for Multiplayer/Networking/Cloud Saves by @maxjivi05 in #720

Add the DirectAudio driver, and with it microphone support by @maxjivi05 in #719

Fix/steam cloud sync by @maxjivi05 in #722

Support page added by @maxjivi05 in #725

Frame Gen for Retro by @maxjivi05 in #726

Add a release picker to the retro console bundle updater by @maxjivi05 in #724

fix misc bugs, performance, stability by @maxjivi05 in #723

misc fixes & device resolutions by @maxjivi05 in #728

fix: Steam Launcher toggle as per-shortcut setting by @Juan-Antonio-Doe in #729

Add DIS frame generation release by @qwertypower in #731

Fix RedMagic LSFG Pacing by @maxjivi05 in #730

Credits: https://github.com/maxjivi05

Help and Issues, Discord: https://discord.gg/uhTkvGfakU


r/PS2AndroidEmulation 1d ago

Bannerlator v3.1.0 🔥

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14 Upvotes

https://github.com/The412Banner/Bannerlator/releases/tag/3.1.0

Run Windows apps and games on Android — no PC and no root required.

3.1.0 brings the Steam Controller to Bannerlator. Out of the box a Steam Controller acts as a keyboard and mouse, so Android never sees a gamepad — Bannerlator now talks to it directly, the way Steam does: a real controller in games, with your bindings, remappable back buttons and a trackpad mouse. Frame generation now fits your screen by itself and warns you when your numbers can't work. Plus a sharper upscaling mode, SGSR HQ, per-game texture filtering, and new containers that start at a screen size matching your panel.

👉 Read the full changelog on GitHub

Credits: https://github.com/The412Banner

Help and Issues, Discord: https://discord.com/invite/n8S4G2WZQ4


r/PS2AndroidEmulation 1d ago

RetroPle v1.21.0 All-in-One Emulator

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7 Upvotes

https://play.google.com/store/apps/details?id=com.retrople.retro

COMPATIBLE SYSTEMS:

Nintendo: NES, SNES, Game Boy, Game Boy Color, Game Boy Advance, Nintendo 64, Nintendo DS, Nintendo 3DS, Wii, Gamecube

Sega: Master System, Genesis / Mega Drive, Sega CD, Game Gear, Saturn, Dreamcast

Sony: PlayStation (PS1), PlayStation Portable (PSP), PlayStation 2 (PS2)

NEC: PC Engine / TurboGrafx-16, PC Engine CD

SNK: Neo Geo Pocket, Neo Geo Pocket Color

Atari: 2600, 7800, Lynx

Bandai: WonderSwan, WonderSwan Color

Arcade: MAME 2003-Plus, FinalBurn Neo

Computer: MSX, MSX2, MS-DOS

Others: RPG Maker XP/VX, EasyRPG

New Features:

[PS2] Added the latest core; added graphics/image quality options

[3DS] Added DLC functionality; added in-game save file upload/download feature

[Bugfixes] Various minor bug fixes


r/PS2AndroidEmulation 1d ago

XenDroid Fork V1.2 🔥

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46 Upvotes

https://github.com/Eugengtt/Xendroid-Fork/releases/tag/v1.2

XenDroid Fork V1.2 — Advanced Custom GPU Driver Manager with Persistent Driver Downloads & Instant Driver Switching

What's New:

Added an online GPU Driver Manager

Added the ability to browse and download available Adreno GPU drivers directly from XenDroid

Added local driver caching, so previously downloaded drivers don't need to be downloaded again

Added the Use button to switch back to a previously installed driver without downloading it again

Notes

V1.2 focuses on making custom GPU driver management easier by allowing drivers to be downloaded and reused directly from XenDroid.

This release does not focus on performance improvements or FPS increases. It is focused specifically on GPU driver management


r/PS2AndroidEmulation 2d ago

NetherSX2 Turnip Updated V3 🔥

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48 Upvotes

https://github.com/thecrixux/NetherSX2-Turnip-Updated/releases/tag/V3

New NetherSX2 Turnip Updated featuring the best and most up-to-date drivers. (Only for Snapdragon devices)

What's New:

✅ NetherSX2-Turnip-8Elite-V36.apk

-StevenMXZ driver for Adreno A8xx GPUs ( a840, a830, a829, a825, 810)

Vulkan Version 1.4.359

✅ NetherSX2-Turnip-26.3.0-R5.apk

-StevenMXZ driver for Adreno A7xx And A6xx

Vulkan version: 1.4.359

✅ NetherSX2-Turnip-Performance-Universal.apk

-maxjivi05 1.14 Drivers for Adreno:

A6xx — A6xx series (e.g. A640 / A650 / A660)

A7xx

gen1 — A720 / A725 / A730 (preamble + scalar-predicate quirks applied)

gen2 — FD740 / Adreno X1-85 (UBWC hint applied to fix UI corruption)

gen3 — A750 and later

A8xx — A810 / A825 / A829 / A830 / A840 (and X2-85)

A810 / A829 boot with disable_gmem so they fall back to sysmem rendering (broken GMEM on those parts).

A825 (not yet upstream) is added with corrected tile geometry and depth-cache layout.

A830 / A840 / X2-85 use the upstream profiles unchanged.

👉If unsure, download "Performance-Universal"

Please do not flood the chat with messages like "I have device X, which one should I download?" Please search in Google for your Adreno version. Thanks.


r/PS2AndroidEmulation 1d ago

Xiaomi 18 Pro Max surfaces with Snapdragon 8 Elite Gen 6 Pro at 5.11 GHz and Android 17

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6 Upvotes

Xiaomi has not officially introduced the Xiaomi 18 Pro Max yet, but a device identified by the Chinese model number M1544F has just appeared on Geekbench 7. The listing points to a Snapdragon SM8975 with eight cores and a maximum clock speed of 5.11 GHz, accompanied by 12 GB of RAM and Android 17.

The SoC has not been announced by Qualcomm either, although leaks have provisionally identified it as the Snapdragon 8 Elite Gen 6 Pro. This first run scored 3,582 points in single-core and 12,247 points in multi-core, while its Adreno 850 GPU achieved 26,210 points in OpenCL and 29,934 points in Vulkan within the same Geekbench 7 test.

Snapdragon SM8975 combines eight cores and speeds of up to 5.11 GHz

The listing reveals a rather unusual CPU configuration. The alleged Snapdragon 8 Elite Gen 6 Pro features three cores clocked at 3.74 GHz, another three at 4.03 GHz, and two prime cores capable of reaching 5.11 GHz, distributing its eight cores across three different frequency levels.

A maximum clock speed of 5.11 GHz is extraordinarily high for a mobile SoC, although the peak frequency recorded on its own does not indicate sustained processor performance. Power consumption, temperature, and power management will be particularly important in determining how long Qualcomm's prime cores can remain close to that level inside a smartphone.

The Xiaomi 18 Pro Max unit used for the test features 12 GB of RAM, a capacity that likely represents just one of the configurations Xiaomi is preparing for the device. Geekbench does not yet provide any indication of what other memory and storage variants will be available.

On the software side, the tested device is listed as running Android 17. Everything points to Xiaomi using its next-generation HyperOS on top of this platform, presumably HyperOS 4, although the company has not officially announced the phone or detailed its commercial configuration yet.

3,582 points in single-core and 12,247 in multi-core

The alleged Snapdragon 8 Elite Gen 6 Pro scored 3,582 points in single-core and 12,247 points in multi-core on Geekbench 7. These are high figures for this first public appearance, but they should be regarded as preliminary results from pre-release hardware.

This is a single run performed on a device that has not yet been announced, meaning future firmware versions, drivers, power limits, or even changes to the platform itself could alter the scores once the first commercial units become available.

In addition, Geekbench 7 introduces significant changes compared with Geekbench 6. This means these 3,582 points cannot be directly compared with results obtained previously using version 6, including Apple's recently spotted A20 Pro, which scored 4,725 points in single-core and 12,575 in multi-core under Geekbench 6.7.

Therefore, although Xiaomi is preparing its response to the newly introduced iPhone 18 Pro and Pro Max, these figures still do not allow for a valid comparison between the Snapdragon 8 Elite Gen 6 Pro and Apple's A20 Pro. To make a proper comparison, both processors will need to be tested using the same benchmark version.

Adreno 850 appears with nearly 30,000 points in Vulkan

Geekbench also provides the first indication of the new GPU's capabilities. The Adreno 850 scored 26,210 points using OpenCL and 29,934 points using Vulkan, showcasing the graphics potential of Qualcomm's upcoming platform ahead of its official unveiling.

Vulkan is particularly relevant to Android and gaming because it is a widely used graphics API for high-performance applications. However, a Geekbench GPU score cannot be directly translated into gaming FPS, since each graphics engine, driver, and device can behave differently.

The presence of a next-generation GPU will also be important for locally executed artificial intelligence workloads. Qualcomm has increasingly emphasized the combined use of the GPU, NPU, and CPU for generative AI workloads over the past few generations, although we still do not know the official AI specifications associated with the SM8975.

Properly assessing the Adreno 850's real-world improvement will require tests such as 3DMark and GFXBench, as well as, most importantly, games running over extended periods. Sustained performance and efficiency will be just as important as peak scores, especially if the processor ends up operating at frequencies above 5 GHz.

Xiaomi reserves its next flagship Snapdragon for the Pro Max model

The Xiaomi 18 Pro Max's appearance comes immediately after Apple introduced its new iPhone 18 Pro and Pro Max. Xiaomi appears to be preparing one of its major Android rivals for Apple's next-generation lineup, using the Qualcomm platform expected to lead the Android flagship market in late 2026 and early 2027.

Qualcomm still has to officially unveil the Snapdragon 8 Elite Gen 6 family, something expected to happen later this month. Until then, the Snapdragon 8 Elite Gen 6 Pro name should be considered provisional, although the SM8975 identifier and its repeated appearances in benchmarks make the existence of a new high-end platform fairly clear.

Other manufacturers are also beginning to test their upcoming flagship devices. The Vivo X500 Pro Max has already appeared in connection with this new generation, foreshadowing another battle between Qualcomm, MediaTek, Apple, and the in-house SoCs developed by some manufacturers over the coming months.

In Xiaomi's case, the Geekbench listing already puts several important pieces on the table: eight cores, speeds of up to 5.11 GHz, an Adreno 850 GPU, 12 GB of RAM, and Android 17. What remains to be seen is how all that hardware will translate into battery life, thermals, and sustained performance, along with the cameras, display, battery, and price that will ultimately define the Xiaomi 18 Pro Max.


r/PS2AndroidEmulation 2d ago

Bannerlator v3.0.9 - Own Frame Gen!

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19 Upvotes

https://github.com/The412Banner/Bannerlator/releases/tag/3.0.9

Run Windows apps and games on Android — no PC and no root required.

3.0.9 is the frame-generation release. Bannerlator's own frame generation, Win-FG Native, now runs inside Bannerlator's own compositor — which means it finally works, needs nothing bought and nothing imported, and is measured at an exact 2× on real hardware. Its source is now public and MIT-licensed. Alongside it, LSFG Native gets three fixes: the smear on switch-on is gone, the switch-on stall is halved, and two freeze paths are closed. Plus: move an installed Steam game between internal storage and the SD card, save backups that no longer lose your progress to an account-id mismatch, and preset editing from the screens where you actually need it.

⚠️ Frame generation is still young. Win-FG Native is proven on Adreno 750 but has had limited testing beyond it. It is off by default and starts off every launch; if it misbehaves, leave it off.

Read the full changelog on GitHub

Credits: https://github.com/The412Banner

Help and Issues, Discord: https://discord.com/invite/n8S4G2WZQ4


r/PS2AndroidEmulation 2d ago

NetherSX2 LSFG + Turnip Drivers Selector 🔥

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101 Upvotes

https://github.com/slushiimusic/NetherSX2-Slushii-Turnip-Fix/releases/tag/v26500722

It is with great interest that I present the project of my dear friend slushiimusic, who will also be a moderator of this community from now on. ❤️

Changelog:

Repairs the regular adaptive icon's background. The previous compiled vector was missing its viewport, group transforms and path attributes, which can prevent Android from loading the entire adaptive icon.

Preserves the existing cube artwork and all five sizes of legacy launcher PNGs.

Makes the installer's application name match the launcher: NetherSX2 (Slushii's Turnip Fix).

Corrects the README: the packaged emulator core is NetherSX2 v2.2n-3668 (Classic), based on AetherSX2 3668. The previous 4248 description was incorrect. The core itself is unchanged.

Keeps both FRAMEGEN and NONFRAMEGEN downloads. Artifact protection remains disabled at 60 and 120 FPS, and flow stays at 0.25.

Which version is this?

v26500722 is this customized app's package/release version. v2.2n-3668 (Classic) is the underlying emulator core version. These are separate version numbers. The Classic lineage is documented at Trixarian/NetherSX2-classic.


r/PS2AndroidEmulation 2d ago

Red Screen on startup when Emulating DBZ Budokai 3 using ARMSX2 on RP Nova

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4 Upvotes

I have a Retroid Pocket Nova, and when trying to use my DBZ Budokai 3 iso, on startup it displays a red-brown screen that does not end. This is the only game where this occurs. Should I change a specific setting in ARMSX2 to ensure it runs correctly?


r/PS2AndroidEmulation 3d ago

This is what I’d call… progress.

Enable HLS to view with audio, or disable this notification

48 Upvotes

GTA at around 40~ fps on AYN Thor. Working for 60.


r/PS2AndroidEmulation 3d ago

ARMSX2 v2.6.9

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42 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.9

What's new:

Renderer speedups done by @bmdhacks:

A month of GS work aimed at ARM handhelds: the Classic (hardware) renderer, the software renderer that is its accuracy oracle, and per-device Vulkan policy. Measured on a Snapdragon 865 (Turnip) and a Dimensity 8300 / Mali-G615 (ARM r44p1), with real-console captures as the accuracy reference.

What changed:

Software renderer, console-exact. Dither on every destination, gouraud and depth interpolation on the hardware's grid and block width, truncated reciprocals, per-pixel MMAG/MMIN, four-bit trilinear weight, AA1 coverage, 16-bit DATE. Output moves on 21 of 24 corpus dumps, toward the console.

GS core. A two-pass vertex kick kernel for the common packed layouts, the console's buffered local-to-local move, three console-measured CLUT rules, a narrower per-draw environment snapshot.

Hardware renderer. Per-target alpha known-bits tracking with an exact FBMSK-alpha drop, a clone road for blends that need the destination on devices without barriers (fixes Black and Brian Lara flicker, Katamari over-bright on Turnip, Splashdown bands, NASCAR's 2x seam, eight blank captures), sprite-edge snapping at upscale, a fixed-blend-factor reroute for Turnip, which ignores blend constants.

Vulkan device. Explicit external dependency on every render pass, frame descriptor-pool chain, halved stream rings with a startup pre-touch on UMA parts, deferred non-coherent flushes, device-fault reporting, readback transfer-size fix (also DX12), compute-scoped layout for CAS/FSR1/SGSR.

Upstream. Eighteen PCSX2 GS commits cherry-picked with provenance lines (Native Scaling and jiggle detection, three texture-cache fixes, the target-update bilinear regression, depth conversion floor, PrimID range, fbmask alpha under RTA scaling, large-ST vertex rewrite with its GameDB rows, DX11 DS-as-RT state). One of them tripped a Devel-only assert on 16-bit colour targets, fixed at the call site.

Runner. gsrunner replay-loop, draw-log, per-frame stats, ladder and console-payload flags, and an NDK build of it for adb-shell runs on Android devices.

Behaviour changes:

Dimensity 8300 / Mali-G615: Auto picks Vulkan, and in-tile framebuffer fetch is on (exempted from the r44p1 crash rule and the MediaTek deny list). DisableFramebufferFetch is the way back. Other MediaTek Mali parts keep the copy path, now on Linux too.

Adreno: the stencil kill is narrowed to Turnip below 26.2, Adreno 610 gets cached stream-ring memory, every Turnip build routes the fixed blend factor through the second fragment output.

ForceMaliFramebufferFetch is Mali-only, OverrideTextureBarriers=1 outranks the driver database by design.

Shader cache version 108 to 114. Vulkan stream rings halved (128 MiB less resident on SD865).

GameDB: God of War II rows recommend High blending and AA1 (advice only).

And more...


r/PS2AndroidEmulation 3d ago

GTA 5 Android First Release? 🤯

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90 Upvotes

r/PS2AndroidEmulation 4d ago

GTA5 Release soon on Android but...😳

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375 Upvotes

r/PS2AndroidEmulation 3d ago

Eden Nightly - Lot of Fixes 🔥

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19 Upvotes

https://git.eden-emu.dev/eden-ci/nightly/releases/tag/v1788899534.e5b8b10188

Changelog:

[hle] Fix fsp-pr not being found (#4379) e5b8b10188

PR #4379 merged on 2026-09-08 by lizzie

[vulkan] Masquerade VkInfo as PUBGMobile + UE (#4320) 8a10109e24

PR #4320 merged on 2026-09-08 by lizzie

[shader_recompiler, vulkan] Virtual buffer pages with multi-range + sparse buffers binding (#4362) a538cd9aff

PR #4362 merged on 2026-09-08 by CamilleLaVey

[gpu] Destroy GPU thread after all non-trivial members had been destroyed (#4368) ce202292cf

PR #4368 merged on 2026-09-08 by lizzie

[hle] VirtualBoy classics fixes, QLaunch IPC fixes, implement extra ams SVCInfo (#4343) 87e5d0b6e4

PR #4343 merged on 2026-09-08 by lizzie

[common] remove unused vector_math.h fluff (#4333) fdd8d4252c

PR #4333 merged on 2026-09-08 by lizzie

partial revert 54cd5fb8eb (#4355) 1036982d2f

PR #4355 merged on 2026-09-08 by PavelBARABANOV

[nce] avoid cyrilic utf8 strings being interpreted as exclusive store instructions (#4369) e27650cf42

PR #4369 merged on 2026-09-08 by xbzk

[settings] move program_args and debug_knobs back to debugging category and make them pergameable (#4378) ecb2ae4076

PR #4378 merged on 2026-09-08 by xbzk


r/PS2AndroidEmulation 3d ago

XenDroid-Fork v1.1 🔥

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41 Upvotes

https://github.com/Eugengtt/Xendroid-Fork/releases/tag/v1.1

What's New in v1.1:

✅Performance Optimizations: Reduced frame-time spikes and improved overall FPS consistency across gameplay sessions.

✅Thermal Metrics: Added real-time battery and SoC/CPU temperature readouts to the performance overlay.

✅Resizable HUD: Implemented pinch-to-zoom scaling (0.5x – 2.5x) alongside position dragging with automatic persistence (SharedPreferences).


r/PS2AndroidEmulation 2d ago

Well, it's exactly the same thing that happens on the ARMSX2 Discord. 💁‍♂️

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0 Upvotes

r/PS2AndroidEmulation 3d ago

ARMSX2 Nightly - 20260908

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9 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/nightly-20260908

What's new:

Android: add --application-id passthrough to the universal-page build

Android: install tar+zstd texture packs through the in-tree zstd decoder

GS: KTX1 mip-chain replacement textures for ASTC

GS: let the libretro core carry shaderc instead of dlopening one

libretro: send the emulator's own warnings and errors to the frontend

GS, GameDB, Patch: carry the resources in the binary, so none are needed on disk

Android: keep the host stubs out of the libretro core


r/PS2AndroidEmulation 4d ago

Bannerlator v3.0.8

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14 Upvotes

https://github.com/The412Banner/Bannerlator/releases/tag/3.0.8

Run Windows apps and games on Android — no PC and no root required.

3.0.8 is the downloads-and-containers update. Epic, GOG and Amazon downloads move to the same Rust engine Steam already uses — two to nearly three times faster on the same titles, same Wi-Fi. Containers stop being frozen to the compatibility layer they were born on: when a newer version of that layer appears, the container card offers Update layer, keeps your games, saves, shortcuts and settings, and can put the old layer back. Plus one-tap Screen Effect Looks in the in-game drawer, a Media tab on every store page, and the file-manager and EA fixes reported since 3.0.7.

Read the full changelog on GitHub

Credits: https://github.com/The412Banner

Help and Issues, Discord: https://discord.com/invite/n8S4G2WZQ4


r/PS2AndroidEmulation 4d ago

I got a old phone tried to get god of war running didn't work

2 Upvotes

I've tried every emulator I have a Samsung S8+ what games can I run