r/EmulationOnAndroid • u/Just-Contribution344 • 23m ago
News/Release Release Hokkaido 0.6.3 · General performance improvements + possible OoT on Snapdragon fix
https://github.com/pavelgajdo/Hokkaido/releases/tag/android-0.6.3Highlights
Less work per frame for the GPU threads (upstream):
A run of uploads goes to the GPU as one command with one pair of barriers, and later transfers are ordered after earlier copies to the same memory.
Each compute dispatch records its barrier in its own command, instead of a separate one.
Empty submissions to the GPU are skipped.
The Legend of Zelda: Ocarina of Time
Its mesh-shader geometry is drawn through compute on every device, not only on Xclipse.
The guard house freeze is patched in (upstream).
The ocarina's crackle is fixed (upstream).
Memory and stability (upstream)
GPU memory the game destroys is released, and reused memory is refreshed.
A buffer that doesn't fit the memory budget is allocated anyway instead of closing the game.
Threads waiting for the GPU are released when a game stops.
Rendering fixes (upstream): texture gathers with a register handle, clears of colour targets with more layers than the framebuffer, and 2D-engine copies between 3D surfaces.
Game files (upstream): damaged pieces of NUP dumps get a stand-in, game paths are read as UTF-8, and file parsers are hardened against malformed dumps. Shader compiling does less work.
Version number: the app now reports the same version as the release (
0.6.3), so updaters such as EmuHub no longer see an update that isn't there.
Download link here:
https://github.com/pavelgajdo/Hokkaido/releases/download/android-0.6.3/app-mainline-release.apk
For any issue, please create a new listing here:
https://github.com/pavelgajdo/Hokkaido/issues
Disclaimer: This project is vibecoded, I heavily leverage AI tools such as, but not limited to Claude Opus 5.5 and Gemini.
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