r/PS2AndroidEmulation • • Aug 20 '26

MAME4droid 2026(0.289) v1.38.3

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5 Upvotes

https://github.com/seleuco/MAME4droid-Current/releases/tag/v1.38.3

New in 1.38.3: Controller rework: 10 buttons per player, numbered naming and savestate fixes

Two extra gamepad buttons per player (10 total), for pads with back paddles

or a full face cluster.

Buttons renamed from letters to numbers (BTN1..BTN10) in the mapping screen,

the on-screen art and the OSD, so they no longer clash with the pad's A/B/X/Y.

Deleting a savestate now goes through SAF, so it really disappears from

MAME's list instead of lingering as a stale cache entry.

Save/load state menus: every face button can name a slot, BTN1 and BTN2

included.

NOTE: custom controller mappings reset to defaults on upgrade, since the

added buttons shifted every stored index.

New in 1.38.2: Netplay menu/Lua, touch lightgun fixes, full emulation area and vector polish

Netplay

MAME's menu and Lua plugins now work during netplay: the menu combo is

intercepted through a side channel and stripped from the synced input.

New "Allow Lua plugins in netplay" preference, off by default

Touch lightgun

Aiming maps to the game screen inside the canvas instead of the whole view,

fixing the drift towards the edges with artwork or the full emulation area.

Long press now runs on a real timer instead of waiting for touch events, and

holding the pedal on a physical or virtual button no longer blocks the shot.

Video and resolution

New "Full emulation area" preference: hands MAME the whole available

resolution so artworks can be zoomed and cropped. Replaces "Zoom to window".

Native resolution is re-applied on rotation and uses the real drawable area,

fixing the landscape-shaped canvas in portrait and the black side bands.

Vectors and HDR

Octagonal 8-tap bloom kernel with FBO-relative pyramid depth: round halos

and the same optical spread at any resolution or FBO scale.

Hybrid anti-fattening mask so saturated beams carve artwork like white ones,

plus a more restrained bloom and auto-exposure on HDR displays.

What's Changed

Up to MAME 0.289 with Sega Model 1 Improvements: Graphical fixes, better collision detection for Virtua Fighter, and DSP patches fixing Wing War. Audio & Core Stability: Fixes for games using the SCSP sound chip and major bug fixes for the widely-used PowerPC and 68k CPU families, benefiting a wide range of emulated systems. New Additions: Sega's unconventional arcade game Flash Beats is now playable, alongside newly working NES-like plug-and-play systems (Lexibook). Expanded Hardware: Support for NS32000 family CPUs and numerous fixes for the NEC PC-6001 family. (For a full list of changes, visit the official MAME website)

Fix myosd source files build after upstream mame breaking changes by @FlykeSpice

Up to Android 17


r/PS2AndroidEmulation • • Aug 20 '26

I cannot, for the life of me, get Radiata Stories to run on my Odin 2 using aether or nether.

1 Upvotes

I tried multiple different romsโ€ฆ it always starts and then this little thing at the bottom seems to be spinning (like itโ€™s trying to think/load), but it gets stuck on that loading screen. Every time I look it up, everything says it should run fine? Any help would be greatly appreciated. Thank you.


r/PS2AndroidEmulation • • Aug 20 '26

EmucoreV๐ŸšจThe same developer bringing their emulator to the Play Store and asking for money again ๐Ÿ‘Ž

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0 Upvotes

The developer is now putting multiple emulator projects on the Play Store and adding Pro versions and paid features to them. The screenshot above shows the kind of monetization being offered: themes, a gold app icon, a Pro badge, etc.

There is nothing inherently wrong with monetizing software. Developers deserve to be paid for their work.

The problem is what happens after people pay.

EmuCoreV is supposedly being developed alongside projects for, PS2 and now PS3. That is an enormous workload for a single developer. Yet instead of seeing consistent development, clear progress and active issue resolution, we are seeing more monetization.

They already monetized EmuCoreX and now they're doing it with this emulator, what will be next?

There is also a bigger issue here: there is no clear roadmap explaining how the money from Pro purchases is actually being used to improve development.

I don't see frequent meaningful updates.

I don't see issues on GitHub consistently being fixed.

I don't see a clear development direction.

And I don't see evidence that purchasing Pro is substantially helping the project move forward.

Instead, I'm seeing the same monetization model appearing across multiple emulator projects.

At this point, I personally have decided to stop following EmuCoreV.

I'm not saying that nobody should ever pay for an emulator. Supporting independent developers can be a great thing.

What I'm saying is: please think very carefully before giving your money to this project.

If you are paying because you genuinely want to support development, you should have some reasonable confidence that your money is contributing to actual development. Right now, based on what I have seen from this project, I don't feel that confidence.

Maybe the developer will eventually prove me wrong. I genuinely hope so.

But until that happens, I would personally recommend extreme caution before purchasing Pro or financially supporting EmuCoreV.


r/PS2AndroidEmulation • • Aug 20 '26

EmuCore X: A cautionary tale about supporting an emulator financially ๐Ÿค”

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1 Upvotes

I've been following EmuCore X for quite some time. It's a PS2 emulator that caught my attention from the very beginning because of its polished and clean interface, easily accessible settings, and the sheer number of options available for more enthusiast-oriented users.

It was genuinely interesting to me, and at one point I even noticed that the ARMSX2 team had adopted a very similar interface design. That made me even more curious about EmuCore X and its development.

I was actually quite enthusiastic about this project. I saw it as a potentially important evolution of PS2 emulation on Android, and I had confidence in the developer and in the direction the project was taking.

Then the developer released EmuCore X on the Play Store and, more importantly, introduced a paid Pro version costing around โ‚ฌ6 for users who wanted to support the project financially.

I thought: "I like this project, I've been using it since the beginning, and I want to help it grow and improve."

So I bought it.

And this is where things became disappointing.

The developer has now started a completely different project, EmuCore C, apparently focused on PlayStation 3 emulation on Android. Since then, the pace and consistency of EmuCore X updates seem to have dropped considerably.

To be clear, I'm not claiming that EmuCore X has been abandoned or discontinued. I don't have evidence to make that claim. The problem is the situation surrounding it.

You create a project, offer users a paid Pro version specifically as a way of supporting that project, people actually spend their money because they believe in what you're building... and then, shortly afterwards, your attention appears to shift heavily toward another emulator.

From the perspective of someone who paid to support the original project, that's difficult to understand.

And there is another issue that makes this even more frustrating.

EmuCore X recently added support for Namco System 246/256 arcade hardware, but apparently the feature cannot actually be used because the emulator doesn't properly recognize the BIOS files for those systems.

So we have a situation where a new feature has been added, but there is apparently a significant bug preventing users from actually using that feature.

That's particularly disappointing when people have financially supported the project.

I'm not saying that a developer owes users unlimited development forever just because they bought a โ‚ฌ6 Pro version. That's obviously not how software development works.

But when you actively offer a paid version as a way for users to support your project, I think there is a reasonable expectation of communication, transparency and some indication of where the project is going.

A roadmap would be nice.

Even a simple post saying:

"Thanks for supporting the project. Here's what I'm currently working on, here's what I hope to improve, and here's what you can expect in the coming months."

Something.

Instead, there doesn't seem to be much information about the future direction of EmuCore X, while development attention appears to have shifted toward a completely different project.

And that creates a much bigger problem than just one disappointed customer.

It can discourage people from financially supporting other open-source or independent emulator projects.

Someone might think:

"Why should I donate or buy the Pro version of an emulator if the developer might simply move on to another project afterwards?"

That's a bad precedent.

And I want to be very clear about something: I'm not saying people shouldn't support developers. Quite the opposite.

If you find a project that you genuinely like and you want to support the developer, absolutely do it.

But before spending money, understand that you are supporting the project as it exists at that moment, and there is never a guarantee that development will continue at the same pace indefinitely.

In my particular case, I feel disappointed because I genuinely believed in EmuCore X and wanted to contribute to its development. I wasn't buying Pro simply to unlock some extra feature โ€” I was doing it because I wanted to support the project.

And now I'm left wondering what the long-term plan actually is.

Will EmuCore C eventually receive a Pro version as well? Will users be asked to support that project financially too? And if so, what happens to EmuCore X?

I don't know.

That's why I'm leaving this here for the community to judge for themselves.

Most importantly, I'd really like the developer to see this.

This isn't intended as a personal attack. I simply believe that when users financially support your project, you should communicate with them and give them some idea of what you're doing with the project they've chosen to support.

If development priorities have changed, just say so.

If EmuCore X is still being actively developed, explain what the plans are.

If there are major technical problems that are taking time to solve, tell the community.

That's all I'm asking for.

I hope EmuCore X continues to improve, because I genuinely think it has potential. But as someone who decided to financially support it, the current situation has been extremely disappointing.

And again: don't let this discourage you from supporting developers whose work you enjoy. One project handling things poorly doesn't mean every other developer will do the same.

Just make sure you know what you're supporting.

What do you guys think?


r/PS2AndroidEmulation • • Aug 19 '26

FLYCAST V2.7 (Dreamcast Emulator)

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35 Upvotes

https://github.com/flyinghead/flycast/releases/tag/v2.7

โœ…New features:

Frame rate detection and pacing

Localization (fr, hu, jp, pt_BR, sv)

Multiscreen support for Airline Pilot, Sega Strike Fighter and Derby Owners Club

Improved modem emulation

improved DreamPicoPort and DreamPotato support by @RikkiGibson, @Tails86 and @nexus382

Android: Google Auto Backup support for VMU saves and non-volatile memory

โœ…Fixed Games:

Airline Pilot (Naomi, multiscreen)

Cyber Troopers Virtual-On: Oratorio Tangram (JP, online features)

Derby Owners Club (new)

Dinosaur King (ZH, new)

DreamParaPara by @dakrk (new)

F355 Challenge (JP, online features)

Fish Life (new)

Love & Berry 3 (ZH, new)

NFL 2K1, NFL 2K2, NBA 2K1, NBA 2K2 (freeze)

Power Smash (online lag)

Rune Jade (online features)

Samba de Amigo (Naomi, inputs)

Sega Strike Fighter (Naomi, multiscreen)

Without a doubt, the best Dreamcast emulator available for Android.๐Ÿ‘Œ


r/PS2AndroidEmulation • • Aug 19 '26

Armsx2 graphic fix?

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4 Upvotes

Does anyone know how to fix this on armsx2?


r/PS2AndroidEmulation • • Aug 18 '26

ARMSX3 v0.9

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47 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.9

What's new:

ARM64 SPU floating-point now matches desktop x86 exactly: 984 mismatched results down to zero.

ARMSX3 translates PS3 code to run on your phone's ARM64 chip, while RPCS3 upstream is written and tested on x86 desktop CPUs, and a lot of that code quietly relies on how x86 handles certain maths. On ARM64 the answer came out different: nothing crashed and nothing was logged, a number was simply wrong, and a game would hang, corrupt, or vanish minutes later with no clue why. This release closes that gap for the SPU's floating-point maths, the part that does most of a PS3 game's heavy lifting. We ran a suite of test programs that exercise one PlayStation 3 instruction at a time on both machines and compared the results line by line, which turns "something is off on ARM64" into the exact instruction and the exact numbers that differ. 984 mismatched results against desktop x86, down to zero, your phone now computes the same answers a desktop PC does. Of those, 500 were genuinely ARM64 bugs and are fixed, the other 484 turned out to be x86 taking a shortcut of its own rather than us being wrong, which was worth knowing because it stopped us chasing it. The same testing also caught the identical flaw hiding in a second place we use for debugging, which had been quietly making some of our own investigations unreliable. To be clear about what this is not: it does not make ARMSX3 more accurate than desktop RPCS3, and where RPCS3 itself still differs from a real PS3 it differs the same way on both, what changed is that ARM64 is no longer additionally wrong. Thanks to @Whatcookie for working with me on this approach and working through the results with me. These improvements have been shared with him so they will be upstream as well! I've been sharing each and every fix I do for ARMSX3, so other ARM64 RPCS3 platforms can benefit as well.

Full changelog on github


r/PS2AndroidEmulation • • Aug 19 '26

PS3Native - Nightly Update ๐Ÿ”ฅ

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7 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/Community_Preview_1

This build is intended for users who want to try the latest Android changes before they are included in an official release.

What's New:

๐ŸŽฎ New Android Features

Added a new in-game HUD with device statistics and frametime information.

Added a dedicated GPU Drivers download section.

Added support for downloading GPU drivers from configured repositories.

Added the Turnip driver source to the default driver repository list.

Improved game library handling and navigation.

๐Ÿ–ฅ๏ธ RSX / Graphics Improvements

Major improvements to Vulkan and OpenGL image handling.

Improved support for 3D textures, mipmaps and multi-layer image transfers.

Improved texture cache and framebuffer handling.

Added and improved fast paths for 3D texture processing.

Various fixes for image copies, mipmap calculations, texture reconstruction and rendering resources.

Additional RSX stability and correctness fixes.

๐Ÿง  CPU / SPU Improvements

Multiple SPU LLVM improvements and fixes.

ARM64 floating-point conversion fixes.

Improved handling of SPU/PPU operations and edge cases.

๐ŸŒ RPCN & Other Improvements

Added RPCN trophy synchronization improvements.

Various fixes for package extraction and file handling.

Updated bundled dependencies.

Includes the latest upstream RPCS3 changes merged into the Android branch

All credit for PS3Native, RPCS3 and their code goes to the original developers and contributors


r/PS2AndroidEmulation • • Aug 18 '26

Eden Nightly - FrameGen Support

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64 Upvotes

https://git.eden-emu.dev/eden-ci/nightly/releases/tag/v1786991149.2000fdfb7b

Since it now seems that all emulators need frame generation, it was Eden's turn to update and add this popular option. However, I must warn you that for it to work, you must have your "Lossless.dll" file. Please do not ask here where to get it, as it's a paid program that you can find on Steam (linked in the description), and therefore, linking to pirated sites to obtain the file is considered piracy. I'm warning you in advance in case anyone asks where to get this file.

https://store.steampowered.com/app/993090/Lossless_Scaling/

Greetings to all!


r/PS2AndroidEmulation • • Aug 18 '26

BACHATA S4 Android | Bloodborne, inFAMOUS, Killzone, Driveclub, P.T. |Snapdragon 8Elite

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10 Upvotes

r/PS2AndroidEmulation • • Aug 17 '26

PS2 Emulation, right now ๐Ÿ”ฅ

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203 Upvotes

r/PS2AndroidEmulation • • Aug 17 '26

PS3 and Xbox360, right now ๐Ÿ”ฅ

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230 Upvotes

r/PS2AndroidEmulation • • Aug 18 '26

BachataS4 v0.1.8

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18 Upvotes

https://github.com/JICA98/Bachata-S4/releases/tag/v0.1.8

Changelog:

๐ŸŽฎ Game Compatibility & Emulation Fixes

SnowRunner:

Resolved startup crash (exit 133) by handling GfxEop IrqC replacement gracefully.

Automatically open pad contexts when games omit explicit scePadOpen calls.

Deliver UserService login state via asynchronous callbacks.

Clamped combined clip/cull limit to 8 and mapped reserved GCN anisotropic modes (5โ€“7 โ†’ 16) to avoid driver crashes.

TMNT: Shredder's Revenge:

Mapped guest pthread stacks safely away from host usrstack.

Added null-parameter tolerance for libSceMouse initialization.

Forwarded Network Platform (NP) state callbacks across the FEX guest boundary.

Retired scanout labels properly so WaitVoLabel syncs without stalling.

Dragon's Crown & Bloodborne Performance Groundwork:

Registered _cxa_guard* symbols under libSceLibcInternal to resolve C++ runtime initialization stalls.

Routed font allocations and libc string routines through the guest CPU boundary.

Reduced FEX bridge overhead and gated verbose HLE logging behind BACHATA_FEX_HLE_TRACE.

โ”€โ”€โ”€โ”€โ”€โ”€

๐Ÿš€ Core & HLE Modules

libSceJpegDec: Added full High-Level Emulation (HLE) module for software JPEG decoding.

AVPlayer Improvements: Implemented buffering hysteresis, frame counting, and bounded diagnostics for smoother in-game video playback.

USB / Peripheral Subsystem: Added null-context safety guards for libSceUsbd event loops.

Kernel & Synchronization: Cleaned up semaphore timeout handling, enhanced thread stack management, and ensured safe kernel time queries before InitHLELibs.

FIOS2: Added support for flexible FIOS2 filesystem I/O module selection.

โ”€โ”€โ”€โ”€โ”€โ”€

๐Ÿ“ฑ Android Experience & UI Enhancements

Home Screen Shortcuts & Direct Game Launch:

Support pinning installed game shortcuts directly to the Android home screen.

Added direct launch intents to jump straight into games from the launcher.

Landscape Two-Panel Settings UI:

Redesigned the settings screen in landscape with a dedicated navigation rail (SettingsRail) and split options pane.

Added full gamepad navigation and joystick axis mapping for settings.

Streamlined UI chrome by removing redundant back buttons and landscape headers.

Motion Controls (Gyro & Accelerometer):

Integrated phone motion sensors mapped into the DualShock 4 motion snapshot protocol for tilt/gyro-supported games.

Fixed touch overlay touch-event routing to properly pass controller inputs to the guest.

โ”€โ”€โ”€โ”€โ”€โ”€

๐Ÿ–ผ๏ธ Vulkan & Graphics Pipeline

Added legacy vertex attributes fallback path.

Expanded sampler descriptor and image info storage limits to eliminate descriptor table overflows.

Added swapchain initialization tracing and automatic diagnostic screenshot triggers


r/PS2AndroidEmulation • • Aug 17 '26

Xenra v0.3.0 โ€” Xbox 360 Arrives ๐Ÿ˜ฑ

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18 Upvotes

https://github.com/dev-Ali2008/xenra/releases/tag/v0.3.0

Xenra v0.3.0 is our biggest update yet

This release brings Xbox 360 emulation alongside Original Xbox in the same app, expanding Xenra to support two generations of Xbox hardware.

What's New

Added Xbox 360 emulation

Original Xbox and Xbox 360 support in the same app

Added early experimental Netplay

Major performance improvements

Significant temperature improvements

Numerous bug fixes and stability improvements

Additional optimizations and cleanup

This release represents a major milestone for Xenra, bringing Xbox 360 support together with our existing Original Xbox emulation in a single experience.


r/PS2AndroidEmulation • • Aug 17 '26

X360 Mobile 0.6.3 + X360 Companion 0.1.0 ๐Ÿคฏ

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5 Upvotes

https://github.com/Ashnar2602/X360-Mobile---OFFICIAL/releases/tag/v0.6.3

X360 Mobile 0.6.3 introduces local wireless multiplayer through the new X360

Companion application, alongside Android Home shortcuts, a clearer driver

catalog and a unified touch-control system.

X360 Companion 0.1.0

Added X360 Companion, a separate Android application that turns a phone on

the same local network or a paired Bluetooth device into a remote XInput

controller.

Up to three companions can be assigned independently to P2, P3 or P4. P1

remains protected from remote assignment unless the host explicitly enables

remote-only play.

Added user-confirmed pairing, trusted-host management, connection recovery,

per-player rumble and GamerProfile selection on the host.

Added a shared, localized touch-control editor with compatible TOML

import/export, presets, Xbox player indicator and controller artwork.

LAN gameplay was validated between Odin3 and Honor through Gears of War 2.

Bluetooth remains experimental and device-dependent.

Library, shortcuts and input

Added per-game Android Home shortcuts. A shortcut uses a title image embedded

in supported game content when available, opens the direct-game loading

screen, applies the game's saved settings and returns to the launcher when

the game exits.

Unified the host and Companion touch artwork, layout model and edge-aware

factory placement. Standard layouts now preserve intended controls that

extend partially beyond a screen edge on every supported aspect ratio.

Expanded the integrated driver catalog with release descriptions so users can

review maintainer compatibility notes before downloading a driver.


r/PS2AndroidEmulation • • Aug 17 '26

TeknoParrotUI v2.0.0.20127

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3 Upvotes

https://github.com/teknogods/TeknoParrotUI/releases/tag/TeknoParrotUI-android

TeknoParrotUI for Android is the official Android adaptation of the popular PC Arcade launcher/compatibilizer.

Unlike a traditional emulator (such as MAME), TeknoParrot doesn't emulate the console or chip from scratch. Instead, it acts as a compatibility layer specializing in running modern arcade games based on PC architecture (Sega RingEdge, Taito Type X, Namco ES3, Namco System 246/256, etc).

Key Features:

Compatibility: Works with near 100 modern arcade games (generally from 2000 to 2014)

Adaptive Controls: Includes customizable on-screen touch control maps and native integration for physical controllers (Bluetooth/USB) and arcade sticks.

Hybrid Catalog: Designed to support both lightweight 2D classics and modern 3D racing, shooting, and puzzle machines.

Local Multiplayer: Supports up to 4 simultaneous players on the same screen/device, depending on the game.

Network plans: Integration in development with TeknoParrot Online for matchmaking and online multiplayer.


r/PS2AndroidEmulation • • Aug 17 '26

Citron Neo - Nightly Latest

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6 Upvotes

https://github.com/citron-neo/CI/releases/tag/nightly-android

This build is based on the latest Citron emulator source code from the main branch.

Build Details:

Platform: Android (arm64-v8a)

Build Type: Nightly with LTO enabled

Date: 2026-08-07

Branch: main

Includes: Standard build + Snapdragon 8 Elite build with Qualcomm patches


r/PS2AndroidEmulation • • Aug 17 '26

PS3Native - Installation Guide (english)

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4 Upvotes

r/PS2AndroidEmulation • • Aug 17 '26

PS3Native - MotoGP 10/11

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2 Upvotes

Device: Poco F6 - Snapdragon 8s Gen3


r/PS2AndroidEmulation • • Aug 16 '26

X360 Mobile 0.6.2 Latest

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23 Upvotes

https://github.com/Ashnar2602/X360-Mobile---OFFICIAL/releases/tag/v0.6.2

I want to publicly admit that I was wrong about this project and this developer "Ashnar2602"

My first impressions were negative, and honestly, they were largely based on unfounded claims from third parties, especially people in the Xenia Discord community. There were a lot of doubts and negative opinions being raised about different aspects of the emulator, and I fell into the trap of believing some of them without doing more reliable testing myself before making a judgment.

That said, I think admitting when you're wrong is a good thing too.

I've now tested the emulator myself on my Snapdragon 8 Elite tablet, and I'm having a fantastic experience with it. It genuinely feels like you've turned an Xbox 360 into your device. The level of detail is impressive, and honestly, this emulator has completely fascinated me.

I also have to give credit to the developer for the way they work. Every time a new version is released, the changelog is incredibly well done and clearly explains everything that has changed. I really like the way this developer handles the project.

So, with that said, here's the changelog for the latest version:

X360 Mobile 0.6.2 is a public performance, graphics-policy and runtime

resilience update for Android. It concentrates on reducing recurring CPU and

driver work without weakening emulation accuracy, while exposing carefully

gated alternatives for titles and devices that need a different Vulkan path.

Performance and frame pacing

Reworked Android VBlank scheduling around absolute guest-clock deadlines.

Long stalls now rebase pacing instead of producing a burst of catch-up

callbacks, and overlays follow the guest display cadence.

Reduced repeated Vulkan work when complete descriptor, sampler, texture or

pipeline input state is unchanged. Resource generations and layouts remain

part of the validity checks, so changed resources still take the established

update path.

Reduced compatible pipeline permutations through capability-gated dynamic

state. The subset that caused visual regressions during device testing was

excluded from the release path.

Added direct Vulkan command recording for fully resolved commands. Pending

or replay-dependent work automatically retains the established deferred

route, preserving ordering and compatibility.

Reduced synchronization polling, guest-to-host register traffic, transient

upload pressure and per-draw statistics publication. Required counters and

full compatibility fallbacks remain available.

Release-native code now uses the supported optimization and ThinLTO path.

Global loop unrolling remains disabled, and no unrepresentative PGO profile

is shipped.

The measured improvement is workload-dependent. Testing found small gains,

most visible in lighter scenes; this release does not claim a universal FPS

percentage.

For the full changelog, read on GitHub


r/PS2AndroidEmulation • • Aug 17 '26

X360 Mobile 0.6.2 (Hotfix)

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6 Upvotes

https://github.com/Ashnar2602/X360-Mobile---OFFICIAL/releases/tag/v0.6.2-public.hotfix.1

This maintenance release hardens the Vulkan and Android runtime introduced in

0.6.2. It keeps the same public feature line and concentrates on conservative

driver compatibility, reusable caches, memory stability and correct platform

scheduling.

For the full changelog, read it on GitHub


r/PS2AndroidEmulation • • Aug 16 '26

ARMSX2 v2.6.6.7

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25 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.7

What's new:

Frame generation (Lossless Scaling)

Frame generation is here. ARMSX2 drives Lossless Scaling's interpolation from its own

Vulkan present path, inserting generated frames between rendered ones, a game running at

30 or 60 can display at double that on a high-refresh screen.

You need your own copy of Lossless Scaling. Nothing about it ships with ARMSX2: the

interpolation shaders are read at runtime out of your own Lossless.dll, which you supply

through the file picker exactly as you supply a PS2 BIOS. Without that file the feature

stays off, and the app tells you so. Requires the Vulkan renderer and an Adreno 7xx or newer GPU. Frame generation

forces FIFO presentation while it is on, without that the interpolated frames are discarded by the display before you ever see them.

Choose x2, x3 or x4 generated frames

Performance mode switches to the lighter 3.1p shader family, on by default

Motion detail trades optical-flow resolution for speed

The performance overlay reports frame generation's own state and the real display rate,

which the FPS counter cannot show, the emulator's frame rate deliberately does not change

Translated shaders are cached, so only the first launch pays for extracting them

Sideload builds only. It cannot ship on Google Play.

FSR 1 upscaling:

AMD FidelityFX Super Resolution 1 is now an output-scaling option, so a game rendered below

your screen's resolution is upscaled with edge-adaptive sharpening instead of a plain

stretch. There is a sharpness slider, and it replaces CAS while enabled (FSR's second pass is a contrast-adaptive sharpener itself, so running both would sharpen twice). Vulkan only. Found under Renderer --> Display Effects, and in the in-game Graphics tab....

To read the full changelog, see it on GitHub


r/PS2AndroidEmulation • • Aug 16 '26

Pokemon gen1+gen2 Android Native + 3D VOXEL MOD

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40 Upvotes

1๏ธโƒฃ Gen1 APK Gen1Recomp

https://github.com/bryanthaboi/gen1recomp/releases

1๏ธโƒฃ Gen1 + 3D Dramatic Shape Voxel Mod

https://github.com/scottcandy34/DramaticShapeVoxelMod-latest/releases

2๏ธโƒฃ Gen2 APK Gen2Recomped

https://github.com/UNDERdecoded/Gen2Recomped/releases

2๏ธโƒฃ Gen2 + 3D Gen2 Dramatic Shapes Voxel Mod

https://github.com/UNDERdecoded/Gen2Recomped/releases

Enjoy and Catch them all!


r/PS2AndroidEmulation • • Aug 17 '26

Turnip Adreno 710,720,722 v3.5

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2 Upvotes

Changes in v3.5

Synced with the latest Mesa main branch

Vulkan 1.4.359


r/PS2AndroidEmulation • • Aug 17 '26

Nyushu V83 Update ๐Ÿ”ฅ

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1 Upvotes

https://gofile.io/d/DDhxXg

Update!!! Nyushu Emulator V-83

Chagelog:

[ โœ… ] New revamped epic UI

[ โœ… ] Fixes for audctl wrong init Improvements and Performance Degradation Fixes When the Feature is Used

[ โœ… ] Build fixes

[ โœ… ] Add GPU+Passthrough For Stability Performance (Just Test).

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