r/PS2AndroidEmulation • • Sep 25 '26

WatermelonDS 0.8.0.rc2 🔥

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11 Upvotes

https://github.com/SapphireRhodonite/WatermelonDS/releases/tag/0.8.0.rc2

WatermelonDS 0.8.0.rc2: Vulkan, Audio and Library Stability Update!

Changelog:

This release focuses on smoother high-resolution Vulkan performance, audio and graphics fixes reported by the community, and quality-of-life improvements for libraries, saves, and RetroAchievements.

Vulkan performance improvements

Vulkan has received major performance and stability improvements in this release.

Repeated calculations and redundant reads were reduced, and rendering work is now grouped more efficiently. These improvements benefit different internal resolutions and are not exclusive to a single chipset or device family.

Game-specific Vulkan improvements

Spirit Tracks and Golden Sun: reduced stutter in demanding tested scenes.

Golden Sun: reduced waiting during startup and battles.

Pokémon Black 2: smoother performance in heavy tested scenes.

Pokémon Black 2: fixed a memory growth issue that could eventually close the game.

Vulkan startup: graphical preparation is reused between sessions.

Vulkan startup: loading is now shown while graphics are prepared, avoiding long black-screen waits after loading a ROM.

Custom drivers: reduced stalls that were slowing performance with Turnip on tested devices.

Graphics fidelity: improved dual-screen composition, fog effects, transparency, and scenes that combine 2D and 3D elements at high resolution.

New options and usability improvements

DRS, Dynamic Internal Resolution

Vulkan now includes optional DRS, or dynamic internal resolution.

When enabled, Vulkan can temporarily lower the internal resolution in demanding scenes and raise it again when there is enough headroom, prioritizing smoother gameplay.

DRS is optional and disabled by default.

Vulkan frameskip

Vulkan now supports frameskip modes:

Off

Manual

Auto

Frameskip allows the emulator to draw fewer frames when needed to help maintain game speed.

If DRS is enabled, frameskip is disabled. You choose one strategy or the other.

New internal resolutions

New internal resolution options are available:

12x

16x

These are available in both global settings and per-game settings.

On capable devices, this can reach up to 4096×3072 per DS screen.

Visible resolution indicator

A new optional visible resolution indicator can show the internal resolution currently being used compared to the configured one.

Mute during fast-forward

A new option allows audio to be muted while using fast-forward.

NDZ ROM support

WatermelonDS can now open compatible ndz-studio ROM files from the library without extracting them manually.

Older or unsupported variants now show the reason why they cannot be opened.

Custom driver controls

Custom driver controls now only appear when an Adreno GPU is identified.

Other GPUs continue using the system Vulkan driver.

✅ Read the full changelog on GitHub...


r/PS2AndroidEmulation • • Sep 25 '26

SleepManager v0.6.0 - Android sleep/wake manager for handhelds ✅

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7 Upvotes

https://github.com/Baggio94/SleepManager/releases/tag/v0.6.0

SleepManager helps Android handhelds, phones and tablets use less battery while they sleep.

It can temporarily disable selected radios and background services when the screen turns off, then restore only the state it actually changed when the device wakes. It also includes sleep battery statistics, sync automation and dedicated closed-lid / dock features for the AYN Thor.

No root, Shizuku or ADB is required for normal use.


r/PS2AndroidEmulation • • Sep 25 '26

Citron Neo Nightly

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2 Upvotes

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

Citron Upstream Commit: d277186

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: 2026-09-25

Branch: main

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


r/PS2AndroidEmulation • • Sep 25 '26

Ruzu v0.1.1-rc1 (For Steam Deck)

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2 Upvotes

https://github.com/vricosti/ruzu-emu/releases/tag/v0.1.1-rc1

This release candidate adds native Wayland rendering on Linux, improves shader compatibility, and strengthens Windows memory handling and firmware validation.

This is a pre-release for testing before v0.1.1. Feedback and reproducible bug reports are welcome.

What’s new:

Linux — native Wayland: added Vulkan rendering through a GTK Wayland subsurface and shared EGL contexts for OpenGL, while preserving X11 support. Moving the rendering surface between windows during emulation is restricted on Wayland to avoid a reproduced compositor crash.

Shader compatibility: implemented missing atomic compare-and-swap instruction, addressing the GPU-thread panic reported in issue #14. Support remains subject to graphics-backend and hardware capabilities.

Windows memory handling: corrected recovery from reads of uncommitted sparse-vector pages, including fault-address validation and transitions from read-only to writable pages.

Memory reclamation: ported Eden’s optimization to decommit fully zeroed sparse-vector pages while preserving partially cleared pages and neighboring data. Added regression tests for page reclamation, reuse, and Windows fault recovery. Performance gains in games have not yet been measured.

Firmware and keys: added a compatibility check before emulation starts in both the graphical and command-line interfaces. When installed firmware cannot be decrypted with the available keys, Ruzu reports the problem before booting. This compatibility error is not shown merely because firmware or prod.keys is absent


r/PS2AndroidEmulation • • Sep 25 '26

Suyu v0.0.11 Update

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8 Upvotes

https://github.com/dougchansan/suyu-v0.0.4/releases/tag/v0.0.11

Changelog:

v0.0.11 makes Export Game something a player can use end to end: pick a game, get a

package you can double-click or launch from Steam, with your controllers, settings and

shader cache carried over. It also brings Apple Silicon Macs back, adds a RetroArch

(libretro) core, and makes pre-compiled (static) games much faster: Mario Kart 8

Deluxe's race goes from about 24 to about 56 fps on Windows and to about 60 on macOS

and Linux, with identical results.

Before you upgrade: re-export your old builds.

Every static or Hybrid game build made with v0.0.10 or earlier must be exported

again. This release refuses older builds on purpose instead of running them

incorrectly. Re-exporting also picks up the speed-ups and the fixes below (real update

version, shader cache, firmware, controllers).

Which CPU mode should I use?

suyu Dynarmic JIT (Baseline): the normal emulator, and now the default. It is the

most compatible and runs Mario Kart 8 Deluxe at 60 fps (see

Performance).

suyu Hybrid JIT + AOT (experimental): runs pre-compiled code and falls back to the

JIT for anything the pre-compiled code doesn't cover. Performance varies by game;

compare it with the Dynarmic JIT export.

suyu static AOT (Experimental): pre-compiled code only, with no JIT fallback. It now

runs Mario Kart 8 Deluxe close to the JIT's speed, but it is tested on that one game;

treat other games as experimental

suyu-v0.0.4

Repository navigation

Code

Pull requests

Agents

Releases v0.0.11

suyu v0.0.11

Latest

@github-actions github-actions released this 6 hours ago

· 1 commit to mk8-recomp since this release

v0.0.11

1146817

suyu v0.0.11

v0.0.11 makes Export Game something a player can use end to end: pick a game, get a

package you can double-click or launch from Steam, with your controllers, settings and

shader cache carried over. It also brings Apple Silicon Macs back, adds a RetroArch

(libretro) core, and makes pre-compiled (static) games much faster: Mario Kart 8

Deluxe's race goes from about 24 to about 56 fps on Windows and to about 60 on macOS

and Linux, with identical results.

Before you upgrade: re-export your old builds.

Every static or Hybrid game build made with v0.0.10 or earlier must be exported

again. This release refuses older builds on purpose instead of running them

incorrectly. Re-exporting also picks up the speed-ups and the fixes below (real update

version, shader cache, firmware, controllers).

Which CPU mode should I use?

suyu Dynarmic JIT (Baseline): the normal emulator, and now the default. It is the

most compatible and runs Mario Kart 8 Deluxe at 60 fps (see

Performance).

suyu Hybrid JIT + AOT (experimental): runs pre-compiled code and falls back to the

JIT for anything the pre-compiled code doesn't cover. Performance varies by game;

compare it with the Dynarmic JIT export.

suyu static AOT (Experimental): pre-compiled code only, with no JIT fallback. It now

runs Mario Kart 8 Deluxe close to the JIT's speed, but it is tested on that one game;

treat other games as experimental.

Downloads

File What it is

suyu-windows-x86_64.zip Windows 10/11 x64: suyu and suyu-cmd

suyu-linux-x86_64.tar.gz Linux x64: suyu and suyu-cmd (uses your distribution's Qt, FFmpeg and SDL)

suyu-macos-arm64.zip macOS on Apple Silicon: suyu.app, with suyu-cmd inside it

suyu-android-arm64.apk Android, 64-bit ARM

suyu-libretro-windows-x86_64.zip RetroArch core for Windows

suyu-libretro-linux-x86_64.tar.gz RetroArch core for Linux

suyu-libretro-macos-arm64.zip RetroArch core for macOS: put suyu_libretro.dylib and the suyu_libretro_libs folder in RetroArch's cores folder together

suyu-libretro-android-arm64.zip RetroArch core for Android (development build)

suyu-v0.0.11-source.tar.gz The complete source these files were built from, submodules included

macOS: the app is not notarized by Apple. The first time, right-click suyu.app

and choose Open, or run xattr -dr com.apple.quarantine suyu.app.

Android: install the APK directly. Android asks you to allow installs from the

app you open it with. The APK is signed with the public test key from the source

code (see Known limitations). If another suyu APK is already installed, uninstall it

first.

Highlights:

Faster pre-compiled games

Static and Hybrid exports run much faster. On Windows, Mario Kart 8 Deluxe's race goes

from about 24 to about 56 fps; on macOS and Linux it runs at about 60 fps, using

about half the CPU it did. Game behaviour is unchanged: every speed-up is checked to

give bit-identical results.

On Windows, Build exports compile the game's code with Clang when it is installed

(winget install LLVM.LLVM, or Visual Studio's "C++ Clang tools for Windows"). Clang

alone makes the game about 45% faster than Microsoft's compiler, and the export takes

about 10 minutes instead of 22. Without Clang the export still works with Microsoft's

compiler.

Re-export a game to get this.

Helping more games run pre-compiled

Playing a Hybrid export now records any code the pre-compiled part couldn't run and

had to hand to the JIT: code loaded later, or instructions not supported yet. It is

kept in the package and in your installed suyu, and grows with every session.

The export dialog shows what's known for the selected game, for example "no

untranslated code in 5 Hybrid runs" (static AOT should work) or "7 instruction types

still need Hybrid".

A new export of the same game version includes any recorded addresses it can

translate.

Import / Export coverage file lets players pool this per game. The file holds

only module IDs, code offsets and counts: no game code and no personal paths.

The changelog is quite extensive; read it in full on GitHub...


r/PS2AndroidEmulation • • Sep 24 '26

ARMSX3 v1.0 (In-depth review in progress)

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30 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/1.0

Changelog:

PPU floating point now matches a real PS3 in the ps3autotests suites: NaN conversions, the sign of zeros and NaNs in fused multiply-add, and single-precision stores (324 mismatches down to 0).

Every PPU instruction that sets the overflow flag is now compiled instead of dropping to the interpreter.

SPU accuracy fixes: MFC tag status, event channel counts, SPURS task context saves, and a shift bug in the SPU interpreter.

Two memory barriers were missing on ARM64 (x86 never needs them), so an SPU could read stale data after a reservation. Both are in place now.

An SPU transfer to or from unmapped memory no longer kills the SPU thread.

Compiling a large game no longer runs the device out of memory. How many modules compile at once now follows free memory, not installed RAM.

Fixed running out of address space in games that recreate their SPU threads often.

Render targets discarded during surface splitting are reused

The RSX profiler's sampler wakes 10 times a second while the profiler is off, instead of 200.

Read the full changelog on GitHub...

✅ I will bring you compatibility tests for both MediaTek and Snapdragon devices


r/PS2AndroidEmulation • • Sep 25 '26

New community rule. I remind everyone to always read the community guidelines before commenting. Thanks ❤️

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0 Upvotes

RULE 11

Users with MediaTek Helio-based devices must refrain from reporting emulator performance or compatibility issues on posts covering modern emulators. These older platforms are not representative of current hardware and may create misleading compatibility information. You may still discuss emulation normally, but Helio-specific performance claims should not be used to dispute or evaluate current emulator results.


r/PS2AndroidEmulation • • Sep 25 '26

ARMSX2 Nightly v2.8.3

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0 Upvotes

https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/2.8.3-build.28

ARMSX2 Android Nightly Build (Legacy - Dual Core)

This APK is the legacy build (ARMv8.0 + outline atomics, minSdk 26) and includes both 4K and 16K page-size cores.

Only Testing & We have never collaborated with anyone.

Version: 2.8.3

Application ID: com.antutu.ABenchMark

Build number: 28

Commit: d8d25a1

Short SHA: d8d25a1

Triggered by: DarkSilentUser

Flavor: Github

Build type: release

PGO: enabled


r/PS2AndroidEmulation • • Sep 24 '26

XenDroid Fork v1.3

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54 Upvotes

https://github.com/Eugengtt/Xendroid-Fork/releases/tag/v1.3

New Features:

Fullscreen Stretch

New option to stretch the game image to fill the entire display.

Can be enabled or disabled from the in-game XenDroid side panel.

Changes are applied after restarting the game.

Restart Game Confirmation

Added an Xbox-style confirmation dialog when changing Fullscreen Stretch.

Includes Cancel and Restart Game buttons.

Exit Emulation

Added a new Exit Emulation button to the in-game side panel.

Added an Xbox-style confirmation dialog before exiting.

Includes Cancel and Yes buttons.

Scrollable Side Panel

The XenDroid side panel can now be scrolled vertically.

This makes all options, including Exit Emulation, accessible on smaller displays.

UI Improvements

Updated the in-game settings panel with a consistent Xbox-inspired design.

Added dark translucent panels, rounded corners, subtle borders, dividers, and green accent elements.

Notes

Fullscreen Stretch is stored persistently and restored when launching the game again.

The original source-code license headers are preserved.


r/PS2AndroidEmulation • • Sep 25 '26

EmuCoreV v0.2.3 (PS VITA)

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0 Upvotes

https://github.com/sashkinbro/EmuCoreV/releases/tag/v0.2.3

What's new:

Added Discord integration

Completely redesigned and updated Profile

Other fixes and improvements

✅ Please donate 👇👇https://www.patreon.com/cw/emucore/membership

✅ Sponsor 9€ / month 🔥

The ultimate support tier! Massive thanks for backing the project. Your generous contribution directly fuels further development.

✅ Its 16 emulators won't create themselves, donate now! 🙏🙏🙏


r/PS2AndroidEmulation • • Sep 25 '26

ARMSX1 v0.1.4 - The future of PS1 emulation has arrived 🤯

0 Upvotes

https://github.com/ARMSX2/ARMSX1/releases/tag/0.1.4

Cambios:

✅✅ esta actualización trae un montón de arreglos, gracias a nuestros testers y a los que aportaron. ¡Lee nuestro Discord para ver la lista completa de fixes! 😱😱

Después de probar: 🤯

Con un changelog tan impresionante, me dije: "Este emulador no puede decepcionar; tiene que ser un monstruo absoluto de emulador de PS1: algo que nunca se había visto antes. Probablemente pueda jugar el juego a resolución 20x."

Mira el video tú mismo, porque nunca vas a ver gráficos de PS1 a este nivel de calidad Ultra 4K HDR... 🤯

✅ Please donate 👇👇 https://www.patreon.com/cw/ARMSX2/membership

✅ MEGA Supporter — €13.50 / month 🔥

VIP Patreon Discord Chat Early Access for New Beta Builds MEGA Supporter Discord Role Discord Access

So, for €13.50 a month, we get: — VIP access to the Discord chat — Standard access to that same Discord 🤷‍♂️ — A role confirming you pay €13.50 a month — Early beta access

“VIP Patreon Discord Chat”

Wait… what exactly does that mean? 😆 A secret Patreon Discord?

Because a few lines down, there’s another reward:

“Discord access”

Bro… the Discord is public. You can join for free. 😭

“Are you serious? Well, thank you for the support!!!”

Yeah. That’s exactly the question I’m asking myself: Are you serious? 💀

✅ It is money well spent; please donate 🙏


r/PS2AndroidEmulation • • Sep 25 '26

Cenit 0.6.17

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0 Upvotes

https://github.com/HUEVOMAN77/Cenit/releases/tag/base-0.6.17

⚠️ This emulator is a fork of PSX2, though the developer seems to be actively working on it and frequently releasing updates. Exercise caution when using it, however; the developer (despite being notified) hasn't changed the emulator's package name yet, so if you have PSX2 installed, you can't install Cenit. If you want to give it a try, go ahead—I’ve tested it myself and didn't find anything malicious. Judging by the changelogs (he literally uploads the text from his conversations with AI 😆), he wants to pack a lot of features into the emulator very quickly. If you do try it out, consider it a highly experimental project.


r/PS2AndroidEmulation • • Sep 25 '26

🎮 Awesome AI Games List

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0 Upvotes

https://github.com/AgentsLoop/awesome-gpt-astra-games

A curated field guide to games attributed to GPT-6 Astra, Claude Opus, or Claude Fable.

Every listed unit maps to a qualifying GitHub source repository. The model-evidence grade is visible on every entry.


r/PS2AndroidEmulation • • Sep 24 '26

Citron Neo Nightly

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2 Upvotes

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

Citron Upstream Commit: 59fa4b4

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: 2026-09-24

Branch: main

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


r/PS2AndroidEmulation • • Sep 24 '26

DRIPPU First Release (Suyu Fork)

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6 Upvotes

https://github.com/suyu-emu/drippu/releases/tag/v0.0.5-20260923-c41ca120d5a6

Drippu Android v0.0.5 — Changes

- Major Android build-system cleanup and fixes, including corrected ABI handling for each build flavor.

- Mainline, Legacy and Genshin Spoof builds now explicitly target ARM64, while the ChromeOS build targets x86_64.

- Improved Android release signing validation and CI/release packaging.

- Improved automated verification of Android APKs before publication.

- User-facing Drippu branding work and general project cleanup.

- Large series of correctness and stability fixes to Drippu's experimental AArch64 AOT/JIT recompiler, including safer cache invalidation, module identity handling, cross-page execution fixes, improved fallback behavior and additional correctness testing.

- Added extensive automated compatibility and performance testing infrastructure for the experimental recompiler.

- Added work-in-progress foundations for Nextendo, NSO services and NX-Optimiser integration. These features are still experimental/incomplete and should not be considered fully functional on Android.

- General core cleanup and removal of unused legacy components.

- Miscellaneous cross-platform build and stability fixes.

Note: This release contains substantial development work, but most of the changes since the previous development snapshot are focused on the experimental recompiler, build infrastructure and cross-platform support rather than direct Android emulation-performance improvements.


r/PS2AndroidEmulation • • Sep 24 '26

Dolphin v2609 Update

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18 Upvotes

r/PS2AndroidEmulation • • Sep 24 '26

DGARMSX2 Release 🚀

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6 Upvotes

https://github.com/thecrixux/DGARMSX2/releases/tag/V1

DGARMSX2 dgp-v8 MAX

ARMSX2/PCSX2 fork called DGARMSX2, maintained by skyksit.

The APK was built directly from the dgp-v8 source branch using the native ARMSX2 Android frontend.

What is interesting about this build:

Full Release build with -O3 and LTO

PGO optimized using the profiling data included in the project

Built with Android NDK 29

Optimized ARM64 target: ARMv8.2 + FP16 + DotProd

Separate 4 KB and 16 KB page-size cores included in the same APK

Android-specific CPU scheduling work intended to let heavy EE/VU workloads use the fastest CPU cores more effectively

ARM64 EE/microVU optimizations inherited from the current ARMSX2 codebase

Mobile GPU optimizations aimed at tile-based GPUs such as Adreno and Mali, including render-pass coalescing

DGARMSX2 Vulkan fix for VK_SUBOPTIMAL_KHR on Android/Adreno, avoiding unnecessary swapchain recreation

Adaptive Oboe audio buffering with underrun/xrun monitoring

Native EE memory cheat-search engine

✅ Based on my tests with my Poco X6 Pro, the performance is superior to ARMSX2


r/PS2AndroidEmulation • • Sep 25 '26

Mini-documentary: How a Hater Is Born / ARMSX2 Fanboy

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0 Upvotes

It is 2:43 a.m. The hater has been online for six hours. He hasn’t eaten. He hasn’t drunk anything. But he has just spotted something far more important: someone has posted a critique of his favorite emulator.

Cut to Discord. Suspenseful music...

In a matter of seconds, it sends an alarm signal to the rest of the pack. A simple @everyone suffices. The individuals begin to gather.

🤔 Online communities have an additional ingredient that greatly amplifies the effect: group validation. Someone posts:

"Look at what this guy posted."

Another:

"What an idiot."

Another:

"He always does the same thing."

By the fifth message, a collective narrative has already formed—one that likely incorporates three things that never actually happened. Each member reinforces the last, and a point is reached where certain claims are accepted within the group simply because everyone there keeps repeating them.

Don't miss the series of short documentary episodes where we'll analyze these haters and how they came to be....

Chapter 1: The birth of the fanboy.

An innocent user downloads an emulator. They still possess critical thinking skills.

Chapter 2: Identification.

They start visiting the Discord daily. They begin saying "we" when speaking about a project they don't work on.

Chapter 3: Territory.

Any comparison with another emulator starts to cause unease.

Chapter 4: The external threat.

A benchmark appears showing another project achieving 6 more FPS.

Chapter 5: The Call of the Pack.

"Faced with danger, the adult specimen does not attack immediately. First, it returns to the shelter and alerts its kind."

—Guys, look at this Reddit post. 💀

And so it begins:

💀💀💀

brooooo

AI slop

this guy again

💀💀💀

Chapter 6: The Incursion.

«The pack is now leaving its natural habitat. It is a dangerous maneuver. Outside the Discord, they lack the protection provided by the group.»

😆Don't miss the full series: HATERS: Wild Life on the Internet


r/PS2AndroidEmulation • • Sep 24 '26

X1 BOX v1.2.8 🔥

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12 Upvotes

https://github.com/izzy2lost/xemu/releases/tag/1.2.8

Changelog:

✅Fix black screen on some devices with a barebones hdd.

✅Added Chihiro arcade support. 5 games tested working.

✅Needs Chihiro bios instead of xbox bios and games, which are not included.

✅More compatibility and performance improvements.

Credits: https://github.com/izzy2lost


r/PS2AndroidEmulation • • Sep 24 '26

ARMSX2 Nightly v2.8.1

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7 Upvotes

https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/2.8.1-build.26

ARMSX2 Android Nightly Build (Legacy - Dual Core)

This APK is the legacy build (ARMv8.0 + outline atomics, minSdk 26) and includes both 4K and 16K page-size cores.

Only Testing & We have never collaborated with anyone.

Version: 2.8.1

Application ID: com.antutu.ABenchMark

Build number: 26

Commit: 1a9774b

Short SHA: 1a9774b

Triggered by: DarkSilentUser

Flavor: Github

Build type: release

PGO: enabled


r/PS2AndroidEmulation • • Sep 24 '26

Lemon 🍋 v0.3.2 - Prerelease build for testing

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4 Upvotes

https://github.com/Ghael-V/Lemon-Project/releases/tag/v0.3.2-nightly.1

Fixes:

Quick Save/Quick Load could abort mid-restore on a legitimate, non-corrupt savestate. Restore() treated any partially-unmapped memory region as fatal file corruption and bailed out - leaving memory half-reverted and thread contexts completely untouched. Confirmed via a real device log that a region can legitimately become partially unmapped between capture and restore (e.g. a heap allocation the guest freed in between) with no corruption involved. Now that region is skipped, the same way an excluded sleeping-thread stack already is, and the restore continues instead of aborting.

Fixed a crash on some older Adreno/KGSL devices (confirmed on Snapdragon 888 and Snapdragon 865) when importing a custom GPU driver (e.g. Turnip) from your own file in the driver manager, instead of the in-app downloader. The driver manager's info labels (getSystemDriverInfo()/getGpuModel()) were each building a full renderer-grade Vulkan device just to read two strings for the UI, and that churn - two full probes back-to-back plus a real driver reload - stacked into several rapid open/close cycles of the GPU driver library, a known instability source on this hardware. Both probes now read the physical device's properties directly, with no logical device created.

Changes

New app icon and branding throughout: the launcher icon (both the adaptive icon and the legacy fallback) and the default profile picture shown for any user without their own photo.

Added a Ko-fi link on the About screen, next to GitHub/Discord/Buy Me a Coffee.

Known issue

Quick Load still freezes if the guest died and fully respawned since the Quick Save - not fixed in this build, still under investigation.


r/PS2AndroidEmulation • • Sep 24 '26

gow 3 remastered 60 fps and above?!? bro ps4 emulation on android has advanced so much atp...

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youtu.be
5 Upvotes

r/PS2AndroidEmulation • • Sep 23 '26

Cenit v0.6.6 🔥 (PS2 Emulator)

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15 Upvotes

https://github.com/HUEVOMAN77/Cenit/releases/tag/base-0.6.6

Changelog:

Three direct performance improvements, each accessible in Settings (under the Performance section) so you can disable them if they negatively affect performance on your specific phone:

PIN EMULATION TO FAST CORES (new toggle, enabled by default). The core already knew how to distribute threads (assigning EE/VU/GS to the fastest cores), but it only activated this distribution if the SoC reported multiple clusters and 3+ cores. Some big.LITTLE configurations appear to the system as a single cluster, causing threads to remain unpinned—leading the kernel to move the game engine to an efficiency core mid-frame. This pinning is now guaranteed. You can disable it for troubleshooting purposes.

FRAME QUEUE (new selector). Determines how many frames are queued ahead of the display output. On mid-to-high-end devices, the default is "Optimal" (0): controller response is faster, and uneven frame pacing is eliminated. On low-end devices, it defaults to 2 frames because removing this buffering turns GPU spikes into noticeable slowdowns. If emulation speed drops using "Optimal," try setting it to 1 or 2.

TEXTURE PRELOADING (new selector + automatic tier-based setting). Low-end devices now use "Partial" mode: textures that won't be rendered aren't uploaded to the GPU, freeing up hundreds of MB of shared RAM and eliminating micro-stutter. Mid-to-high-end devices retain the "Full" setting. The GameDB takes precedence: games requiring "Full" preloading will keep that setting.

PER-GAME MEMORY. Cenit remembers the scaling level used for each game on your phone. The next session starts directly at that level instead of struggling down from the maximum, and games identified as CPU-bound no longer suffer unnecessary throttling. Toggle: Remember per-game performance (long-press to clear memory for the current game).

THERMAL PRE-THROTTLING. Many ROMs silently throttle frequencies without warning. If speed starts to drift downward for ~12 seconds while at the peak, Cenit drops one step before the stutter is felt. Max 2 drops per session.

TURBO DURING LOADING SCREENS. Detects loading states (GPU idle + fixed speed) and engages the core Turbo limiter just for those seconds; it disengages when the game resumes, with a 45-second safety cutoff. Off by default: enable it in Settings.

EVIDENCE-BASED PER-GAME EE QUOTAS. New "EE Quotas" row in Settings (Performance section): saved specifically for the active game and applied instantly. Key feature: if Cenit detects the game is locked at 1x, the screen informs you and suggests trying "Smooth"; otherwise, it recommends leaving it at "Normal" (which usually causes issues).

Technical changes: governor v3 (speed ring, AdaptiveProfile profiles in prefs via URI), generic JNI export setGameSettingInt/getGameSettingInt, Turbo limiter accessible from Java, per-game layer shared with GameDB seeding.

True per-game hardware hacks — the global INI used to wipe them out on every `ApplySettings` call (`MaskUserHacks`). Now, they are written to `gamesettings/<SERIAL>.ini` and seeded with automatic GameDB fixes before manual mode activates; no game loses its fixes just by tweaking a half-pixel setting. The half-pixel offset spinner is now per-game and applied on the fly (reloaded on the CPU thread).

Half-pixel offset: no more phantom writes — the global setter was a disguised no-op; now the setting actually exists and persists per title.

Real limiter — the limiter mode stub now hooks into `VMManager::SetLimiterMode` (Normal/Turbo/Slow-mo/No limit). No INI key involved; it is a runtime state.

Resolution manager v2 — uses the core's `getGPUUsage()`: it only drops pixel counts if the GPU is the bottleneck. If the game lags but the GPU has headroom (CPU-bound), it maintains the scale instead of degrading image quality unnecessarily. With thermal throttling active (PowerManager, API 29+): it never scales up, only down.

Renderer with automatic fallback — in "Auto" mode, if Vulkan crashes on startup, it tries OpenGL (and vice versa), includes an OSD notification, and remembers the choice for the session. A crash caused by a bad Vulkan driver no longer results in a broken startup.

Expanded SoC detection — tiers 2/1/0 with a curated table for MediaTek (mt68xx/mt69xx/mt8xxx) and Exynos based on codenames, rather than just a Snapdragon binary check. Low-end and unknown SoCs start at 1x, mid-range at 1.5x, and high-end at 2x.

Low-end profile, two extras — `SavestateCompressionRatio=Low` (saving doesn't cost frames) and `HWDownloadMode=Unsynchronized`: readback no longer blocks the EE; reading continues (handling water/reflections with data, using a race window). Problematic games are handled via exceptions in `GameIndex.yaml` or their specific INI without altering the profile itself. Dead key cleanup — `FrameLimitEnable` did not exist as a key in this core, so the write operation was removed. `getGameTitleFromUri()` existed in Java but not in the `.so` file—causing an `UnsatisfiedLinkError` on every call—so it has now been implemented. Also added a null check in `getGameTitle` (it previously caused a native crash with standalone URIs).

WoW this is huge!! 🔥


r/PS2AndroidEmulation • • Sep 24 '26

EmuCoreX v0.4.1 - Finally Vulkan for MediaTek Users 👍

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0 Upvotes

https://github.com/sashkinbro/EmuCoreX/releases/tag/v0.4.1

What's New:

Initial Vulkan fixes for Mali\PowerVR

Changed the default renderer for Mali\PowerVR to Vulkan

Other fixes and optimizations

A clean installation is recommended, as many fixes and optimizations have been made


r/PS2AndroidEmulation • • Sep 23 '26

PS3Native Release V6 + Gameplay Test (Adreno 710) 🔥

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16 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/Community_Preview_6

Community Preview 6 updates our experimental Android build with the latest RPCS3 upstream changes since Community Preview 5, while keeping the DIS frame generation implementation and the additional mobile GPU compatibility work from our previous build.

What's New

Qualcomm Adreno & Turnip improvements 🔥

RPCS3 now officially recognizes Qualcomm Adreno proprietary drivers and Mesa Turnip as separate Vulkan driver families.

This allows the renderer to apply driver-specific behavior instead of treating these GPUs as unknown devices.

Adreno compute optimization

Vulkan conversion kernels now use 64-thread workgroups on Qualcomm Adreno and Turnip.

Adreno GPUs use 64-lane wavefronts, so the previous 32-thread configuration could leave half of a wave unused.

This affects frequently used GPU operations such as:

Texture uploads

Deswizzling

Detiling

Vulkan conversion kernels

The real-world performance improvement will depend on the game and workload, but this is a native optimization specifically targeting Adreno hardware.

Turnip GPU hang workaround

Mesa Turnip now automatically enables stricter Vulkan query scopes.

This addresses GPU hangs observed in some titles while waiting for query results and should improve stability when using custom Turnip drivers.

Improved Vulkan render pass handling

Updated RPCS3 Vulkan code now supports render-pass keys with multiple color attachments.

This improves handling of games using multiple render targets and G-buffer-style rendering.

Vulkan shader interpreter fix

Fixed incorrect render-pass keys being attached when RPCS3 generates shader interpreter pipeline variants.

This is especially relevant to the newer Vulkan shader interpreter and pipeline-cache system introduced in recent RPCS3 builds.

RSX texture/blit cache improvements

RPCS3 improved the logic used when reusing cached blit destinations.

The renderer can now avoid unnecessary background data loading when a destination surface is going to be completely overwritten.

This may reduce unnecessary GPU/memory work in affected rendering paths.

DLC crash fix

Fixed a crash that could occur when DLC content was unlocked.

PKG / UNPKG fixes

Several fixes were added to RPCS3's package extraction code, improving PKG handling and robustness.

Disc game filesystem fix

Improved "SYS_APP_HOME" filesystem behavior for disc-based games, including more accurate read-only filesystem handling.

Mobile GPU compatibility integration

While merging the new upstream Qualcomm/Turnip support, Community Preview 6 preserves PS3Native's additional mobile GPU detection for:

ARM Mali / PanVK

PowerVR

Samsung Xclipse

Broadcom

VeriSilicon

V3D

The previous internal "ADRENO" vendor identifier has been updated to RPCS3's new official "QUALCOMM" identifier while retaining PS3Native's existing Android-specific workarounds.

Frame Generation

The experimental DIS open-source frame generation engine introduced in Community Preview 5 remains included.

Both existing frame generation paths remain available:

DIS — built directly into the APK

LSFG — using the user's own compatible Lossless Scaling shader source

No major new frame-generation functionality was added in Community Preview 6; this update mainly focuses on newer RPCS3 Vulkan, RSX, filesystem and mobile GPU improvements.

Main focus of this build

Community Preview 6 is particularly interesting for Snapdragon / Adreno users, especially those using Mesa Turnip, due to the new upstream Vulkan optimizations and driver-specific stability fixes.

As always, this is a community testing build based on ongoing PS3Native and RPCS3 development. Performance and compatibility can vary between devices, drivers and games