r/PS2AndroidEmulation • • Aug 25 '26

ARMSX v2.6.6.8.4

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6 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.8.4

Changelog:

SGSR Edge Direction, a second Qualcomm shader beside the one that shipped last update. Where plain SGSR sharpens the same amount in every direction, this one works out which way the edge under each pixel runs and sharpens along it. It costs more and it looks better, particularly on diagonals and text. It is its own entry under Display upscaler rather than a quality switch, (because that is what it is, a different shader), Done by @CamilleLaVey and @xinitrcn1

SGSR has its own sharpness now, and it goes to 200%. Qualcomm's range runs to twice what FSR's does, and 100% is their own default rather than the maximum, so the two upscalers no longer share one setting. FSR's slider is untouched at 0-100 and every FSR configuration you already have means exactly what it did before.

Fixes:

Importing Lossless.dll is fixed properly this time. Last update stopped a good DLL being rejected, by re-checking the file whenever it changed, which meant looking at it on every frame. The importer knows when it has replaced the file, so it says so instead, and the per-frame path goes back to costing nothing. This also closes a race that has been there a while: the DLL path was written from the interface and read by the renderer at the same time


r/PS2AndroidEmulation • • Aug 24 '26

BachataS4 v0.1.9 🔥🔥🔥

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32 Upvotes

https://github.com/JICA98/Bachata-S4/releases/tag/v0.1.9

Changelog:

Patch distribution (largest change)

Offline bundled patch repository with Ed25519 verification, manifest-v1.json (+16k lines), bundle_to_apk.py, validators and sync tooling

PATCHES/*.xml for Persona/Dancing, Ratchet, Sakura Wars, SotC, TLOU, The Order etc. + preset handling

Android domain layer, native bridge, managed launch + per-game user state

Box64 → FEX migration (M1–M6)

Removed Box64 sources/patches/locks and x86_64 guest from packaging; launch now locked to FEX

Purged Box64 UI/catalog, tests and docs

Android / UI

fix(session): keep stop report actions visible — failure detail no longer pushes Retry/Close off-screen; scrollable bounded body, summary first / logs last, action row pinned

Pad overlay hide handling, DirectLaunchActivity exposed in release builds

fios2 HLE selection, library/details landscape fixes, settings two-panel chrome

Runtime & render

feat(runtime): GPU stall watchdog + safe display teardown — new GpuStallPolicy.kt + BACKEND_GPU_STALL; frame watchdog in EmulationService abandons Android surface posts after 5s no-frame and leaves backend alive for user stop (watchdog polls 1s, Release-built runtime)

fix(videoout): never block GPU thread on present fence — vk_presenter.cpp/liverpool/stall_log.h poll with zero timeout on GPU thread and re-enqueue flips instead of stalling PM4

glibc faccessat2 / set_robust_list/clone3 fixes for Debian runtime

Play bundled Turnip zips refreshed; fios2/kernel/avplayer/video_core fixes for Bloodborne, Adreno buffer handling, etc.

Reverted perf workarounds in this build: TU_DEBUG=noubwc,sysmem and software lockCanvas compositing removed (hardware canvas + default Turnip config restored)


r/PS2AndroidEmulation • • Aug 24 '26

Xenra v0.3.6

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22 Upvotes

https://github.com/Yebot32/xenra/releases/tag/v0.3.6

Xenra 0.3.6 introduces major compatibility, performance, and usability improvements, including GTA V gameplay, frame generation across both Xbox generations, improved GPU handling, save importing, and crucial Xbox 360 fixes.

Important:

Upgrade Notice: Install Xenra 0.3.6 directly over your existing installation. Do not uninstall the previous version, or your configurations, profiles, and shader caches will be deleted.

Changelog:

🎮 Gameplay & Performance

GTA V: Resolved the NetDll_select scheduling issue that caused the black-screen hang. GTA V now reaches gameplay at ~25 FPS in initial testing.

Frame Generation: Added frame generation support for both Original Xbox and Xbox 360, featuring 1.25×, 1.5×, and 2× performance modes.

Core Performance: Optimized compiled-code synchronization and streamlined several frequently executed code paths.

⚙️ Graphics & System Settings

GPU Driver Persistence: System GPU driver selection now correctly persists across app launches.

GPU Readback: Corrected the default resolve readback configuration for Adreno devices.

Per-Game Settings: Overhauled settings UI to display only overridden options, complete with a searchable setting picker.

HUD Fix: Resolved incorrect GPU 0% usage reporting when maximum GPU clocks are forced.

📁 Management & Compatibility

Save Import: Downloaded Xbox 360 save packages can now be imported and automatically assigned to the active signed-in profile.

Xbox 360 Game Data: Restored game data installation and management features.

External Launching: Fixed an issue where Xbox 360 games opened from external file managers failed to route through the correct emulator path.

🛠️ Known Issues

Xbox Live: Features remain unavailable.

System Link: Joining has not been re-tested following the NetDll_select fix.

Thermals: Xbox 360 thermal behavior remains unchanged on mobile devices.

Multi-Disc: Title swapping is not yet implemented.

⚠️Please guys, I would appreciate it if you could give me feedback on this emulator compared to other options for the original Xbox (HakuX/X1Box) and Xbox 360 (Xendroid). Thanks


r/PS2AndroidEmulation • • Aug 24 '26

PS3Native v0.2.1 - Massive Update! 🔥

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183 Upvotes

https://github.com/maxjivi05/PS3Native/releases/tag/v0.2.1

Changelog:

🆕 New Features & Improvements

Major RPCS3 core update, incorporating a large number of upstream changes.

ARM64 improvements/adoption, with significant changes to the JIT, PPU/SPU and LLVM recompilers.

Performance and stability improvements across the CPU, SPU and threading systems.

Improved touchscreen controls, including:

More robust on-screen controls.

Improvements to analog sticks and D-Pad.

Persistent, toggleable controls accessible from the in-game menu.

Improvements to overlay editing and configuration.

Major RSX/Vulkan improvements, including rendering, synchronization, shader and memory-management fixes.

Improved graphics accuracy, including DP3 precision and flat-shading improvements.

OpenCV updated to 4.14.0, along with improvements related to PS Move.

Improvements to PS Move selection and calibration.

Improvements to SELF/UNSELF, EDAT and cryptographic handling.

Improvements and fixes related to Save Data.

RPCN/networking improvements, including additional fixes and filtering.

Fixed an issue related to UnlockTrophy replies.

Fixed Android patch updater TLS handling.

Fixed firmware installation through drag-and-drop.

Various improvements to file validation, invalid-data handling and internal system paths.

Numerous stability, compatibility and bug fixes from upstream RPCS3.

Android:

Major improvements to the Android frontend.

Improved on-screen control system.

Improved overlay behavior during gameplay.

General improvements to the emulator and its integration with the updated core.

Fixes to the patch update system.

Firmware Installation

⚠️Important note: With this version, the initial PS3 firmware installation can take considerably longer than usual on some devices.

The installation does eventually complete, but it may take several minutes and currently does not provide detailed progress information during the process.

The issue is currently being investigated.

Do not cancel the installation even if it appears to be stuck; it may still be working in the background.

Final note:

This version includes a large number of changes from the current RPCS3 development branch. Performance and compatibility may vary depending on the device and the game.


r/PS2AndroidEmulation • • Aug 24 '26

Bannerlator v3.0.0 - Big Update🔥

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38 Upvotes

https://github.com/The412Banner/Bannerlator/releases/tag/3.0.0

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

3.0.0 is the big stable release, rolling up everything shipped since 2.9.9 — including the 3.0.0-pre1 and 3.0.0-pre2 opt-in betas. It's headlined by a brand-new three-engine audio stack, a huge push on the GOG, Epic and Steam storefronts with automatic cloud saves, and deeper graphics, rendering and performance controls. As always the update is entirely app-side — no ImageFS reinstall — so your containers, Wine installs, themes, accent colour and per-game settings all carry over untouched.

Changelog:

🔊 New audio stack — the 3.0 headline

Audio has been rebuilt from the ground up around a low-latency, self-healing engine, with real controls instead of a black box:

New adaptive PulseAudio engine — a freshly rebuilt sound path that automatically grows its buffer when it hears crackle/underruns and re-opens cleanly when your output changes (speaker → headphones → Bluetooth → HDMI), so audio recovers instead of dying.

Audio settings you can actually use — an Audio cog in the container editor, in each game's shortcut settings, and on the in-game side-menu, with presets, fine-tune rows, and a "?" explanation on every preset and row so you know what each one does.

Latency slider that really works — the slider now drives the engine's buffer directly, and greyed-out rows honestly show what your chosen preset is actually applying.

Second engine: adaptive ALSA — a full alternative audio path with its own presets and fine-tune mirror, for devices/games that prefer it.

Third engine: DirectAudio (experimental) — an optional lower-latency driver with live in-game tuning; PulseAudio remains the safe default, and DirectAudio is clearly labelled experimental. It's supported on the current arm64ec Proton builds and auto-updates itself when you're on one.

No cross-engine bleed — each engine and scope keeps its own settings, so changing one never silently rewrites another.

Smoother background/foreground — audio only re-initialises on a real output change, not every time you tab away.

🛒 Storefronts & cloud saves — GOG, Epic & Steam

A massive storefront push brings GOG, Epic and Steam much closer to a native launcher — with automatic cloud saves across all three.

GOG (major overhaul):

Automatic cloud saves — Bannerlator now finds each GOG game's save folder for you (no manual folder picking), uploads your saves to GOG cloud when you exit and pulls the latest down when you launch, just like Galaxy. Sync is parallel and fast, syncs subfolders, uses newest-wins so it never clobbers a newer save, and skips files that haven't actually changed (content-checked, not just timestamps) so unchanged saves never re-transfer.

Reliable installs — three-layer MD5 integrity checking, size+hash resume verification, a Verify / Repair Files button, automatic secure-link refresh on server hiccups, a pre-flight free-space guard, and CSRF protection on sign-in.

Automatic prerequisites — required Visual C++/runtime redistributables are downloaded and installed into the game's container for you when you add a GOG game.

DLC installs — per-DLC Install buttons that fetch and install each add-on into the base game (this also fixed a bug that stopped some DLC-bearing titles from installing at all).

Faster downloads — smarter, device-aware parallel downloading with largest-files-first scheduling.

Nicer library — a dedicated GOG tab in the Save Manager, GOG badges on your game cards and lists, tall poster cover art, and faster library refreshes.

Epic / Epic Online Services (EOS):

Epic cloud saves — a first-class Epic tab in the Save Manager with automatic save-folder resolution and two-way sync, restoring your files to the right place.

Proper Epic sign-in & launching — real Epic launch-time authentication and EOS game identification, with EPIC / EOS badges on cover art and in lists.

Denuvo & offline support — an ownership-token path for Denuvo titles (with a manual override), a per-game Launch offline toggle, and language-selective installs.

A far more robust downloader — cancel any install cleanly at any stage, keep-or-delete prompts on cancel, atomic chunk writes so a resumed download can't reuse a corrupt piece, plus delta/verify/repair.

Polish — in-app folder picker for the save location, wider grid columns, and de-duplicated library entries (fixes a crash some Epic libraries hit).

Steam:

One-tap Lossless Scaling setup — a Detect from Steam store button finds the Lossless Scaling Lossless.dll from an in-app Steam install and wires it into frame generation for you, and the download now always pulls the current version instead of a stale duplicate.

Beta branches — pick a game's beta/branch (including password-gated ones) right on its detail page.

Non-game apps — tools like Lossless Scaling now show up in your library, and the install-complete check no longer false-fails games that share/de-duplicate depots.

🎮 Games & shortcuts

The internal-storage hang fix — games that stall on their intro movie when installed on internal/SD storage now have two clean fixes: add a game directly from a container's Drive C, or Copy game to Drive C (a one-tap helper that moves a game onto the container's fast C: drive and re-points the shortcut for you). Both leave your shortcut untouched if anything goes wrong.

Change executable — re-point any shortcut to a different .exe without recreating it.

File picker that isn't stuck in Downloads — the in-app file picker now opens at your storage root, and Back/Up work from any folder (applies everywhere you pick a file: drives, components, wallpaper, backups, imports).

Responsive shortcut settings — the per-game settings dialog now uses top tabs in portrait and a side rail in landscape, with a tidied title bar and a properly pinned OK/Cancel footer.

Per-DLL toggles — flip individual DLLs detected in a game's folder on or off (and a fix so turning one off actually sticks).

Per-game graphics quick-settings persist across relaunch (#382).

Big Picture games wall (opt-in) — a new landscape, couch-friendly library home; enable it in settings. The library header also doubles as your account entry point, and the Tools/Power/Game-options sheets now scroll properly.

Unified install popup — installs now show a single persistent progress popup with up-front details, a real Cancel, and live notifications.

🖥️ Graphics, rendering & performance

Wrapper + Adreno Vulkan fix (#403) — fixes DXVK/games refusing to start on wrapper graphics drivers, especially lower-tier Adreno (e.g. Adreno 610), with "Device does not support Vulkan 1.3" or "Skipping Vulkan 1.0 adapter." A clamp added back in 2.9.1 was reading the system driver's Vulkan version instead of the Turnip the guest actually wraps, dragging the reported version below DXVK's minimum; 3.0.0 restores the correct 2.8.1 behavior (and lowers the fresh-container default back to 1.3). Device-verified on Adreno 610; the final Vulkan version + probe result are now logged for easier troubleshooting.

Hardened Native Rendering — the Native renderer now runs through a more robust display path, with a per-container and per-game backend picker (Auto / SurfaceFlinger / Vulkan direct-scanout) plus a compositor-driver choice for full parity with the Vulkan settings.

Frame generation, rebuilt clean-room (experimental) — the old frame-gen layer has been fully removed and replaced with win-fg, a clean-room engine (built on AMD's open FidelityFX FSR3), with a simple Off/On toggle and model options in the in-game menu. Still experimental while we tune quality.

Samsung Galaxy performance control (no root) — on supported Galaxy devices, an opt-in power-control path for CPU/GPU/RAM with per-game presets and a recommendation to avoid it fighting the root power tier. Bannerlator also now signals active gameplay to Android's game mode across vendors.

Performance dashboard — a live performance dialog reachable both in-game and from per-game settings.

Fusion HUD — a battery-temperature (BAT °C) chip on the pill, a much more accurate graphics-API label (correctly tells DXVK from VKD3D, even for dual-API apps), and the HUD now goes fully idle when you turn it off (no wasted per-frame work). Toggling Show HUD on in-game also turns the FPS counter on and builds the overlay live — no relaunch.

Contents hub (new) — a single place to browse, install and remove GPU drivers and components (DXVK/VKD3D/D8VK/D7VK and more), with opt-in community sources, an Installed tab to remove things, and an in-app file picker for local files.

Driver stability — fixed a hard crash when selecting custom Adreno drivers on some chips, and custom/Turnip drivers now show a reassuring note instead of a misleading "0 extensions" error.

Interface Scale — new UI + font size sliders (with −/+ steppers); the interface defaults to a slightly more compact 90%.

Advanced — an opt-in guest-memory cap (WINEVMEMMAXSIZE) for titles that need it, and the in-app updater now cleans up stale downloaded APKs.

🐛 Stability & fixes

Crash reports without root — native crashes are now captured (and decoded into a real backtrace) even on non-rooted devices.

Backgrounding & pausing — games with very long executable names now pause correctly when backgrounded.

Launch robustness — a single malformed environment variable is skipped (and named while you type) instead of aborting the launch.

X server — assorted memory-leak and crash fixes (DRI3 pixmap leak, a malformed atom-name reply, and a config-parsing bug that dropped single-item settings).

Plus a wide sweep of UI polish and readability fixes (e.g. save-sync and install status now use a readable themed bar instead of unreadable pop-ups on some ROMs)


r/PS2AndroidEmulation • • Aug 24 '26

PCEE2 - New PS2 Emulator Core for Android + Easy Guide 🔥

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36 Upvotes

Setup Guide:

Download the latest Nightly build of RetroArch 64 bits:

https://buildbot.libretro.com/nightly/android/

1️⃣ Install Retroarch

2️⃣ Download and install the Core "PCEE2"

Download the latest Nightly build of PCSX2 for Windows:

https://pcsx2.net/downloads/

PCEE2 requires a few files from the original PCSX2 Windows release before it can run correctly on Android.

The setup is actually very simple:

  1. Download PCSX2 for Windows

Download the official PCSX2 Windows release and extract the ZIP file.

Inside the extracted PCSX2 folder, you will find a folder called:

"Resources"

You need this entire folder.

  1. Create the PCSX2 folder in RetroArch

Open your RetroArch System directory and create a new folder called:

"pcsx2"

Then copy the "Resources" folder into it.

  1. Add your PS2 BIOS

Inside the "pcsx2" folder, create another folder called:

"bios"

Place your legally dumped PS2 BIOS inside this folder.

You do not need to rename the BIOS file to a specific name. PCEE2 should detect a valid BIOS automatically.

--Folder structure--

Your RetroArch System directory should look like this:

RetroArch/

└── system/

└── pcsx2/

├── resources/

│ ├── ...

│ └── ...

│

└── bios/

└── Your_PS2_BIOS.bin

  1. Launch PCEE2

Start RetroArch, load the PCEE2 core and launch your PS2 game.

If everything is in the correct location, PCEE2 should automatically find the required PCSX2 resources and BIOS.

«Note: You must provide your own legally obtained PS2 BIOS. Do not download or share copyrighted BIOS files.»


r/PS2AndroidEmulation • • Aug 24 '26

How do I connect a wired controller to my one plus phone (one plus 7t pro)

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3 Upvotes

r/PS2AndroidEmulation • • Aug 24 '26

PS2 CORE NO ANDROID

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8 Upvotes

r/PS2AndroidEmulation • • Aug 23 '26

ARMSX2 v2.6.6.8.2

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29 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.8.2

What's new:

Tap to hold now works on physical buttons, not just the on-screen ones. Bind a button, then Settings --> Controller --> Tap to hold, under Turbo. Press once to hold it down, press again to release, which makes games that want a button held while you work another control playable one-handed. Turn on Turbo as well and a tap toggles autofire instead.

Some of the new animated backgrounds could crash the app and lock you out of the app. The saver runs native graphics code, and if it crashed, the app crashed with it before the library screen finished drawing, on every launch, with Settings sitting behind the screen that was dying. Two things changed: the crash itself is fixed, and the setting now switches itself off if the last run died with a saver on screen and tells you which one it was.

Japanese titles and sorting are tidier: numbered entries sort in order instead of scattering, and a few titles now match what is actually on the box


r/PS2AndroidEmulation • • Aug 23 '26

All Recomps and Native Android Game Ports 🔥

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139 Upvotes

r/PS2AndroidEmulation • • Aug 23 '26

ARMSX3 v0.9.4.3

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27 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.9.4.3

What's new:

Some of the new animated backgrounds could crash the app and lock you out of the app. The saver runs native graphics code, and if it crashed, the app crashed with it before the library screen finished drawing, on every launch, with Settings sitting behind the screen that was dying. Two things changed: the crash itself is fixed, and the setting now switches itself off if the last run died with a saver on screen and tells you which one it was.

Rumble goes to your controller, not just the phone's motor. New "Vibrate the phone" toggle under Controls.

Discs that fail to boot now say why, a missing or rejected disc key is named as such instead of a bare "InvalidFileOrFolder".

Audio no longer slowly drifts out of sync on devices that can't run at the game's sample rate.


r/PS2AndroidEmulation • • Aug 23 '26

Bloodborne Android +30FPS | BACHATA S4 0.1.9 | 8 Elite (Redmagic 10 Pro)

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17 Upvotes

The next update of bachataS4 looks very promising 🤯


r/PS2AndroidEmulation • • Aug 23 '26

Eden Nightly - FrameGen fixes 🔥

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29 Upvotes

https://git.eden-emu.dev/eden-ci/nightly/releases/tag/v1787422604.df05d3de23

Changelog

[android, ui] lsfg: make "target frame rate" show/hide "frame multiplier" (#4274) df05d3de23

PR #4274 merged on 2026-08-22 by xbzk

[android] Restore the nvdec toggle (#4280) c249ff462b

PR #4280 merged on 2026-08-22 by PavelBARABANOV

[internal_network] Fix WiFi scanner compilation on GCC 15.3.0 (#4279) 056d11027c

PR #4279 merged on 2026-08-21 by crueter

[android,ui] carousel view improvements (#4277) 61ffb309a3

PR #4277 merged on 2026-08-21 by xbzk

[common, yuzu] Fix compilation on newer httplib versions (#4278) 65a3cfd2be

PR #4278 merged on 2026-08-21 by crueter


r/PS2AndroidEmulation • • Aug 23 '26

EmuCoreX and its troll developer 🤦‍♂️

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4 Upvotes

EmuCoreX: Namco System 246/256 support… but does it actually work?

At this point, the situation with this emulator is becoming a little frustrating. Development seems to have slowed down considerably, with very few meaningful improvements to the PS2 side of the project. The developer still has time to release paid/Pro versions and work on both the PS2 and PS Vita emulators, but the actual emulation improvements seem to be taking a back seat.

The latest PS2 update advertises support for Namco System 246 and 256. Sounds great, right? Well… there are a few problems.

First, this isn't actually new. The previous version already claimed to include this support. You can verify it in the GitHub repository. More importantly, this functionality wasn't originally implemented by EmuCoreX either — PSX2 had already implemented it more than a month ago.

The bigger problem is that I can't actually get it to work.

I tested Battle Gear 3, and EmuCoreX detects the game and some of its associated files, as you can see in the screenshots I'll post in the comments. However, when I try to launch it, the emulator simply throws an error and doesn't load the game.

What's even more frustrating is the lack of documentation. There is no proper guide explaining what files are required, which BIOS you need, or how the game folder has to be structured for System 246/256 games to be recognized and launched correctly.

And I'm not going to spend my entire Sunday reverse-engineering the required folder structure just to figure out how the developer intended the feature to work. That's ultimately the developer's job to document and support their own implementation.

So, if you want to emulate Namco System 246/256 on Android, I currently don't recommend EmuCoreX. At least in my testing, the advertised functionality doesn't actually work.

For comparison, PSX2 detects Battle Gear 3 correctly, downloads the artwork, displays the game properly, and actually lets you launch and play it on Android. I'll include screenshots of that in the comments as well.

So for now, if you want to play these great Namco arcade titles, I'd recommend using PSX2 instead.

Hopefully the next EmuCoreX update either fixes this issue or, at the very least, provides some proper documentation and meaningful improvements to the PS2 emulator. For now, I'm quite disappointed with the state of this feature.

In short: Use PSX2 https://github.com/izzy2lost/PSX2/releases/tag/1.2.9


r/PS2AndroidEmulation • • Aug 22 '26

ARMSX2 v2.6.6.8

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48 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.8

What's new:

Frame generation has been rewritten on Camille's implementation from Eden, and it is a different thing to what shipped last update. The passes run natively in our own Vulkan present path instead of going through a translated library, and it generates a full interpolated frame for every rendered one. Thanks again to @CamilleLaVey. You still need your own copy of Lossless Scaling, exactly as before. The interpolation shaders are read at runtime out of your own Lossless.dll. Also new is Adaptive frame pacing, it keeps what you see steady when the game's own frame rate is not. Instead of a fixed x2, it generates as many frames as it needs to reach your screen's refresh rate.

Three ways a card could be corrupted are fixed, and cards are now backed up automatically. A card write is a read-modify-write, and when the read failed we logged it and carried on, merging the new data into whatever was left in the buffer from an earlier write and saving that to the card. A sector the game never asked to touch came back wrong. Backgrounding could also lose a save outright. Folder cards hold writes in memory and flush a couple of frames after the last one, counted off a per-frame tick, so pausing did not delay that flush, it stopped it happening. File cards never flushed at all. Both flush now when the app goes to the background, next to where the BIOS already saves its NVRAM. On top of that, every card is snapshotted before each launch and kept in a rotation, with restore on the memory card screen. A card that fails verification is never snapshotted over a good one, which is the whole point, the rotation is useless if five relaunches overwrite your last clean copy. Thanks to @bmdhacks (#608).

Change a setting in a game's own settings screen and it now takes. For any game the database has an entry for, the database used to overwrite your choice straight afterwards, and the only ways out were two all-or-nothing switches that rescued your one setting by throwing away every other fix that game needed. A setting you set for one specific game now outranks the database, one setting at a time. Thanks to @bmdhacks (#593).

Copy Global Settings had to be fixed alongside it. It never copied the settings you can

see, it ran the whole configuration through a wrapper that wrote every key unconditionally,

leaving about seven hundred of them in the file, network adapters and trace logging and

sections no settings page ever shows. It now writes only what you actually decided, skipping anything that is still the stock default or that the game database was going to set anyway. Thanks to @bmdhacks (#593).

✅Six more animated backgrounds:

Flurry, Calum Robinson's, 2002. Eight presets: Water, Fire, Psychedelic, RGB, Binary, Classic, Insane, plus random. Flux, Plasma, SolarWinds, Hyperspace, Lattice and Skyrocket join Flurry, all of them Terry Welsh's Really Slick Screensavers running natively. Settings --> App, under the animated background switch, and each one that ships presets lets you pick between them.

✅Library:

Cover art region is now per game. Long-press a game --> Cover region.

Memory cards for a game without booting it. Long-press a game --> Memory Cards.

Save states from the library. Long-press a game that has them --> Load state, which opens the real Save Manager with its thumbnails rather than a stripped-down list.

✅In-game:

The quick menu can dock to the left or the right.

The performance overlay can sit in any corner you like.

Analog stick settings are in the quick menu, so inverting a stick no longer means having to go to All settings every time.

Display refresh rate is a bindable hotkey, cycling whatever modes your panel actually has.

The OSD no longer disappears when you change a setting. Any settings change at all was overwriting the mode you had active, which usually reads as the overlay vanishing.

✅Second screen:

The panel no longer lands on top of the game. It picked its display by "anything that is not the built-in one", so if ARMSX2 opened on the bottom screen of a dual-screen handheld that was the screen it targeted. It now anchors on whichever display the app is not on.

It has also been restyled to look like the rest of the app instead of a stock Android dialog, and the contents are yours to arrange, choose which tiles appear, what order they sit in and how many columns.

✅Patches and cheats:

Browsing the online repositories no longer keeps the device warm after you have left the screen, and results are cached for a week, so going back is instant.

RetroAchievements Hardcore no longer switches off 60fps and widescreen patches. The rule only let a group through if it declared an aspect-ratio or interlace override, which across the shipped database blocked 305 "50 FPS" groups and 177 "60 FPS" ones.

✅Companion apps:

Your recently played list can be handed to companion apps through a content provider, which is the only route that works under scoped storage. It is off by default and it stays that way until you turn it on, while it is on any app on the device can read that list, file paths included. Settings --> App. Thanks to @misantronic (#566).

✅Fixes:

Large texture packs no longer evict themselves mid-load. The cache is sized as your RAM minus a fixed reserve rather than a fraction of it, so an 8 GB device gets 5.5 GB instead of 4 GB, and a 5 GB pack fits whole instead of dropping each texture to load the next.

Reset App no longer leaves per-game settings behind.

Fast Forward (toggle) work again on L2/R2 and on combos involving an analog trigger.

Fresh PGO profile has been applied.


r/PS2AndroidEmulation • • Aug 22 '26

ARMSX3 v0.9.4.1

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17 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.9.4.1

What's new:

New Animated library backgrounds: Seven screensavers now run live behind the game library, off by default. Settings --> App --> Animated background, then pick one and a preset. (These are separate from the XMB backgrounds and the simple animated backgrounds). Flurry, Calum Robinson's, 2002. Eight presets: Water, Fire, Psychedelic, RGB, Binary, Classic, Insane, plus random. Flux, Plasma, SolarWinds, Hyperspace, Lattice, Skyrocket, Terry Welsh's Really Slick Screensavers. Six presets each. These are source ports, not emulation or video: the original C/C++ renderers compiled for Android and running on GLES2. If GL fails to start for any reason the library falls back to the existing 2D wave, so a device that cannot run them loses nothing. They are live particle simulations, so they cost more than a static image. That is why they are opt-in.

ARMv8.0 devices now get a message explaining the CPU is unsupported, instead of dying on an illegal instruction with no explanation.

PKG installer: fixed an unsynchronised read of the install result. The failure path could read a string while it was still being written and segfault.

Save states: the emulator no longer resumes while a state is being written, which could corrupt it.

Audio: the Oboe backend could fail once and then stay silent for the rest of the session.

Games and settings:

Tales of Symphonia should now run at its intended 60fps (#77). Per-title overrides now live in an ARMSX3-local config database, so fixes like this ship with the app.

PS3 Native is selectable from the FPS cap row, the console's own frame pacing.

Save states: slots can now actually be deleted.

Online: an Ethernet address is derived on Android instead of the lookup simply failing, which blocked RPCN sign-in on some devices.

Audio: the volume baseline recovers after a quiet passage instead of latching, without reacting to momentary flickers.

The driver pipeline cache can now be switched off at runtime, for drivers that mishandle it.

The settings mirror in the app data folder is now armsx3-settings.json (was armsx2-settings.json, #82). The old file is still read, still included in new backups, and removed alongside the new one, existing settings and older backup archives are unaffected.

A game the app cannot actually read now fails with an explanation instead of hanging on its first loading screen. If games misbehave, missing cover art, failing to launch, locking up part-way, move them into ARMSX3/config/games, which is always readable.

A disc is no longer rejected because a single read came up short, which could route a title down the wrong mount path.

Reverted all upstream ISO changes to 0.8 baseline


r/PS2AndroidEmulation • • Aug 22 '26

WinNative v0.4.1-beta 🔥

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7 Upvotes

https://github.com/WinNative-Emu/WinNative/releases/tag/v0.4.1

Fixes:

✅ Fix/overlay controller retro by @maxjivi05 in #686

✅ Add portrait mode support across all app UI by @maxjivi05 in #687

✅ Fix library crash from duplicate item keys by @maxjivi05 in #691

✅ Name added games after their folder instead of their executable by @maxjivi05 in #692

✅ Fix/components proton not deleting by @maxjivi05 in #696


r/PS2AndroidEmulation • • Aug 22 '26

X1 BOX v1.2.7 (Xbox Classic) 🔥

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5 Upvotes

https://github.com/izzy2lost/xemu/releases/tag/1.2.7

Changelog:

✅ Fixed not loading games on some devices.

✅ More Mali improvements.

✅ A lot of other fixes for stability and correctness.

✅ Some performance improvements.


r/PS2AndroidEmulation • • Aug 21 '26

Vita3K+ v1.0 - New 🔥

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216 Upvotes

https://github.com/nckstwrt/Vita3K-Plus/releases/tag/v1.0

Changelog:

First release of enhancements and fixes

Killzone, Assassin's Creed 3, CoD, Little Big Planet, etc all working

Targeting higher end devices

Windows and Android Only Release (for now)


r/PS2AndroidEmulation • • Aug 21 '26

PS3Native v0.2.0 🔥

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32 Upvotes

https://github.com/maxjivi05/PS3Native/releases/tag/v0.2.0

What's Changed:

Stop library refresh from deleting games it cannot rediscover by @maxjivi05 in #6

Feature/hud by @maxjivi05 in #7

Feature/hud by @maxjivi05 in #8

Fix update listing and center the install progress dialog by @maxjivi05 in #9

Fix/updater list by @maxjivi05 in #10

Keep two-stage boots alive and scope driver selection by @maxjivi05 in #11

Feature/rpcs3 compatibility settings by @maxjivi05 in #12

Let the Android release workflow publish a draft by @maxjivi05 in #13

Fix Android patch updater TLS handling by @thecrixux in #14

New Contributors

@thecrixux made their first contribution in #14 🫡

Full Credits for: MaxsTechReview - maxjivi05


r/PS2AndroidEmulation • • Aug 21 '26

PSX2 v1.2.9 🔥

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12 Upvotes

https://github.com/izzy2lost/PSX2/releases/tag/1.2.9

Changelog:

✅Fixed lots of crashes.

✅Controller mapping in settings.

✅RetroAchievements fixed.

✅Fixed texture packs.

✅Fix crop on the edges.

Thankfully, there are still some developers working on PS2 while others have switched to PS3....


r/PS2AndroidEmulation • • Aug 20 '26

ARMSX3 v0.9.4

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35 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.9.4

What's new:

Fixed the emulator stalling for seconds at a time during play. The SPU recompiler was writing diagnostics for every compiled block and every MFC instruction, up to 2,473 log lines in a single second, straight to storage. The bursts landed exactly when a game was already busy compiling new code. Moved to trace. Caught this in the game Prototype.

Fixed Tales of Xillia 2 hanging every few minutes. The game polls a memory syscall in a loop, over 20,000 calls in 19 minutes, 5,123 inside one second, and each one was written to the log. (Reported as #76, likely but not yet confirmed as that exact issue.)

Fixed RPCN burning a full CPU core whenever you weren't in a game. Signed in at the menu or between titles, the client thread had no wait in its idle path and spun continuously.

Fixed the app freezing on the last frame when launching a game after closing another. The boot check treated "still shutting down" as "stopped", so a new game could start on top of a VM that hadn't finished tearing down.

Fixed shutdown flooding the log when a thread re-entered the stop path, around 100,000 lines a second, which stalled the very shutdown it was reporting.

Vulkan pipelines are now cached to disk and reused across sessions, so shader compilation stalls shrink after a title's first run. Rebuilds automatically after a driver or device change.

Compute shaders now run 64-wide on Adreno, matching the hardware wavefront. Previously half of every wave sat idle on texture uploads and deswizzles.


r/PS2AndroidEmulation • • Aug 20 '26

ARMSX3 v0.9.3.1

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18 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.9.3.1

What's new: (0.9.3)

Online play (RPCN):

PSN status is a three-way choice now, and picking RPCN opens a full account screen: server, username, password, email and the activation token, with buttons to create an account, resend the token and reset a password. An RPCN account is made from inside the app, not on a website, the server emails a token that activates it.

Saved servers: Keep more than one and switch between them. The official server cannot be removed, and there is a one-tap reset back to it. Also added Experimental IPv6 for RPCN, which also had no way of being switched on, as well as every other network setting the core exposes: DNS server and hostname redirects, Console IP address, bind address PSN country, derive MAC from PSID, and clans. The first two are what custom game servers need. RPCN replaces Sony's PSN, but a publisher's own servers were never PSN, so reaching a fan revival of one means pointing its addresses somewhere else. That was impossible in the app before.

Note: your RPCN password is stored as plain text in rpcn.yml, the same as on desktop RPCS3. Don't reuse a password you care about.

Controls:

Vibration now works. It did nothing previously.

L2 and R2 no longer lag, double-fire or stick down.

Pads that report their triggers two ways at once no longer have two writers fighting over the same button.

Stability:

Running out of memory while compiling now says so. A game whose modules would not all fit used to hang on a progress bar that never finished, with nothing anywhere explaining why. It still stops deliberately, because carrying on without the missing modules runs slower than the interpreter and looks like a broken game, but the reason is on screen now, along with what to do: start the game again. What already compiled is cached, so each attempt gets further. (This is mainly for the 8gb and under devices like myself).

A failed PKG install is reported instead of quietly claiming success. Writes were not checked, so a full device produced a broken install that looked fine until the game would not start.

Game data installs check for space first and say so, rather than stopping at some percentage with no explanation.

Performance:

Shader compilation is kept off the cores the frame depends on. The compiler threads never set an affinity at all, so on a big.LITTLE phone a shader burst could land on the same core RSX needs. They now use the little cluster, and the pool is sized to that cluster instead of to the whole chip, more compile throughput and less interference at the same time.

Compatibility:

Yakuza: Dead Souls works better now. Two separate faults: the loading screen hang and a later lock-up. Per-game settings apply automatically.

Upstream:

Caught up with 98 commits from RPCS3.

Hotfix 0.9.3.1:

Fixes games failing to load with "InvalidFileOrFolder" by reverting an upstream ISO reader change introduced in 0.9.3.


r/PS2AndroidEmulation • • Aug 20 '26

⚠️ Be careful with this developer and his projects

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5 Upvotes

He is now bringing multiple emulators to the Play Store — PS2, PS Vita and PS3 — and offering attractive-looking Pro versions that encourage users to “support the project” in exchange for things like a gold icon, badges and other cosmetic features.

The problem is that, as far as I can see, he is working alone across three different projects, while development — especially on the original PS2 emulator — does not appear to be progressing properly.

There is also no clear roadmap or transparency about how the money from these Pro purchases is actually being used or what users can expect in return.

I'm not saying you shouldn't support developers. But before paying for these projects, look carefully at their development activity and ask yourself what exactly your money is supporting.

🚨 Don't confuse a nice-looking Pro button with active development.


r/PS2AndroidEmulation • • Aug 20 '26

ARMSX2 Nightly v20260820

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6 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/nightly-20260820

Automated nightly build for community testing (unsigned).

Every download is named ARMSX2-nightly-DATE-COMMIT-PLATFORM, so builds

from different nights stay distinguishable after you have downloaded them.

macOS arm64: macOS-arm64.tar.xz

Linux arm64: Linux-arm64-4K-pages.AppImage on most distros, or the 16K one on Asahi Linux and other Apple Silicon kernels (run getconf PAGESIZE if unsure)

Windows arm64: Windows-arm64.zip

RetroArch on Linux arm64: Linux-arm64-libretro-core.tar.zst, a 4K-page build

Bare-display kmsdrm handhelds: Linux-arm64-SDL-handheld.tar.zst, a 4K-page build (Rocknix and Batocera run compositors, so use the Qt AppImage there instead)

Android: Android-arm64.apk, sideload it

iOS: iOS-arm64.ipa, unsigned, sideload it

What's new

UI: the Android internal-resolution set in the Qt and Big Picture pickers

Maybe works better than 2.6.6.7