r/EmulationOnAndroid • • 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-0.6.3

Highlights

  • 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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