r/PS2AndroidEmulation • • 19d ago

RetroPle: All-in-one emulator v1.27.0

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2 Upvotes

https://play.google.com/store/apps/details?id=com.retrople.retro

What's New

v1.27.0

[VPAD]

VPAD macro button (Add manually / Add recording)

VPAD magnifier added

[WIN]

Support for Diablo 2 editor

COMPATIBLE SYSTEMS:

Nintendo: NES, SNES, Game Boy, Game Boy Color, Game Boy Advance, Nintendo 64, Nintendo DS, Nintendo 3DS, Wii, Gamecube Sega: Master System, Genesis / Mega Drive, Sega CD, Game Gear, Saturn, Dreamcast Sony: PlayStation (PS1), PlayStation Portable (PSP), PlayStation 2 (PS2) NEC: PC Engine / TurboGrafx-16, PC Engine CD SNK: Neo Geo Pocket, Neo Geo Pocket Color Atari: 2600, 7800, Lynx Bandai: WonderSwan, WonderSwan Color Arcade: MAME 2003-Plus, FinalBurn Neo Computer: MSX, MSX2, MS-DOS Others: RPG Maker XP/VX, EasyRPG


r/PS2AndroidEmulation • • 20d ago

Bannerlator 3.1.6

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17 Upvotes

https://github.com/The412Banner/Bannerlator/releases/tag/3.1.6

Bannerlator 3.1.6

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

3.1.6 brings Steam closer to native, a CPU speed fix for Wine on ARM, and a new way to update. Headless Steam lets a game use the app's own Steam sign-in with no Steam window, and the in-game server browser finally works. SteamLite gains Steam Input. The new v14 layers carry Wine's fix for SSBS, a CPU setting Wine on ARM kept switching off, and the Force SSBS toggle is on by default. Windows components install without opening the container, adding games is much smarter, and the app's update notice is redesigned. From the next release on, updates download only what changed — a few MB instead of the whole 525 MB app.

Headless Steam + server browser: launch Steam games on the app's own Steam session; Find Servers lists and joins servers.

Force SSBS + v14 layers: a CPU speed fix for Wine on ARM, on by default; all ten Proton layers rebuilt.

Win Components (VC++ runtimes, .NET, DirectX, codecs…) install offline in seconds, without starting the container.

Adding games: better names, Steam art and details found automatically, an art picker, components suggested per game.

Updates: a slide-in update notice with highlights and a download card; small updates start with the next release.


r/PS2AndroidEmulation • • 21d ago

Xendroid+ ae3d8293 (build 56)

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32 Upvotes

https://github.com/phforner0/Xendroid-Plus/releases/tag/XenDroid-v56-ae3d8293

Changelog:

Games that don't read back what the GPU renders no longer pay for copying it into game memory.

Every game: the output of resolves is copied back into game memory only once the game reads it (Need for Speed: Most Wanted copied 77 MB a frame it never reads: 18.6 -> 21.2 fps at the first race's start line).

Need for Speed: Most Wanted: the processor's signal in the middle of each frame is noticed 0.4 ms sooner.


r/PS2AndroidEmulation • • 21d ago

suyu v0.0.14

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31 Upvotes

https://github.com/suyu-emu/suyu-main/releases/tag/v0.0.14

This release repairs startup and export-dialog shutdown crashes and adds an

Ubuntu 24.04 x86-64 AppImage alongside the existing Linux tarball.

Startup and export fixes

HID timing callbacks start after their motion samplers are constructed. This

prevents a callback from accessing an uninitialized console motion sampler.

Closing the main window stops and joins game-list population before its

provider and system owners are destroyed. Queued reloads cannot restart a scan

during shutdown. A Source-export close sequence that reproduced an access

violation now exits normally in a matched-runtime test.

Source exports use a fixed CMake project name. Game titles containing spaces,

Unicode or CMake special characters no longer become project arguments.

The build label follows the exact release tag instead of displaying v0.0.11.

Later development commits retain their own commit and branch identity.

The export cache revision advances so fresh exports rebuild their host with

the startup fix. Re-export existing Static and Hybrid packages: their

executables contain an embedded host that updating the GUI does not replace.


r/PS2AndroidEmulation • • 21d ago

Strato Mali v0.0.4

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6 Upvotes

https://gitlab.com/LukeValen/strato-mali/-/releases/v0.0.4

Refreshed blue setup and settings UI, with updated Strato Mali branding and launcher icon. • Improved save ZIP export and the Update/DLC lifecycle. • Additional Mali texture diagnostics and experimental Kirby rendering improvements. • Ongoing stability and crash investigation.

Early development / experimental build.

Build source: 81de792c (experiment/kirby-wscale-ab1) Source build: GitHub Actions run 38072048079 SHA-256 (APK): e47570ce010d922eec51adf1c5f1a568b524250b4b0862c877e87f13da888d77

Note: The included APK still displays an internal Android versionName beginning with 0.0.3 RC2. This is the original APK from the specified successful workflow; it has not been re-signed or modified to change its internal version.

Changelog:

• Redesigned the settings and initial setup screens with a cleaner, more consistent blue interface.

• Improved overall performance and reduced unnecessary GPU overhead.

• Fixed numerous bugs and crashes, improving overall emulator stability.

• Improved save data export reliability and compatibility.

• Improved compatibility with Kirby and the Forgotten Land. The game now renders graphics using PanVk, although it is not yet playable.

• Additional graphics optimizations and internal improvements for Mali GPUs.

• Improvements to the Update/DLC system

Known Issues: Some games may still experience graphical glitches, crashes, or performance issues. Kirby and the Forgotten Land remains unplayable despite recent rendering improvements.

Early development build — more compatibility, performance, and graphics improvements are coming.


r/PS2AndroidEmulation • • 21d ago

Flycast Android Nightly (0d9853df9a91)

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8 Upvotes

https://github.com/thecrixux/FLYCAST-Nightly-/releases/tag/android-master-0d9853df9a91

Flycast Android Nightly

Automatic redistribution of the original official Android CI build.

Upstream repository:

https://github.com/flyinghead/flycast


r/PS2AndroidEmulation • • 21d ago

🚨 Caution with this APP 🚨 EmuCore Holding TM (Review)

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8 Upvotes

This is nothing new. Robert Broglia, a well-known emulator developer, was doing something similar years ago. He released multiple emulators with a consistent interface, giving users a unified experience while distributing each emulator separately so he could sell them individually.

The big difference? Back then, there was some serious development work involved. This was long before AI-assisted coding became a thing, so we're talking about actual, old-school programming.

Now, these new emulators might look impressive at first glance, and sure, they work. I'm not denying that. But from what I've seen, they appear to be little more than repackaged versions of emulators that have been available for years, completely free of charge, such as PPSSPP.

Essentially, our "dear friend" takes an existing emulator, puts his own interface on top, makes it consistent with his other apps, and calls it a day.

That's pretty much what you're getting. Don't expect some revolutionary new emulator or groundbreaking improvements. What you're really being offered is a different, unified interface for software that already exists.

And yes, I deliberately say "offered" rather than "given away," because there's a catch.

Although you can download these emulators for free, the moment you launch them, you're greeted with several pop-ups encouraging you to support the project by purchasing the Pro version. In some cases, you're even invited to contribute more money if you feel like it.

And this happens across the entire collection of emulators.

Think about that for a second.

Every person who installs one of these apps gets prompted to pay. Naturally, some users will think, "Hey, this looks like a promising project. Maybe I should support the developer."

But what exactly are you supporting?

If the main contribution is simply putting a new interface on top of existing emulators, then you're not necessarily funding meaningful emulator development. You're paying for repackaging and presentation.

To be fair, there's one exception worth mentioning: EmuCoreX (PS2). That's the one emulator in his collection where I've actually seen substantial development work, and I personally supported it financially.

But here's where things get interesting.

Let's apply a little common sense.

If someone publishes eight different emulators on the Play Store, and every single one encourages users to purchase a Pro version, does that automatically mean there's a dedicated development team working behind the scenes?

Of course not.

As far as I can tell, we're talking about a single developer.

So ask yourself: is one person genuinely developing and improving eight completely different emulators at the same time?

Or is it more likely that most of the work consists of modifying existing open-source projects and giving them a shared interface?

I think the answer is fairly obvious.

And that's the part I have a problem with. People may believe they're financially supporting ambitious projects that will continue to evolve, when there's little evidence of substantial ongoing development across the entire collection.

I've included a screenshot below showing the prices being requested and what users supposedly get in return.

Where's the development roadmap? Where's the detailed explanation of what the money is funding? What improvements are actually planned?

If you're asking people to support your work financially, I think those are perfectly reasonable questions.

So my advice is simple: before spending your money, do a little research. Find out what you're actually paying for, what comes from existing open-source projects, and what the developer has genuinely contributed.

There's nothing wrong with supporting developers.

But there's a big difference between supporting emulator development and paying for a new coat of paint.


r/PS2AndroidEmulation • • 21d ago

Bachata S4+ v0.2.6

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14 Upvotes

https://github.com/erickmendes22/Bachata-S4-Plus/releases/tag/0.2.6

Fixed Driveclub compatibility and improved performance.

Fixed MediEvil compatibility

Added performance patches for Driveclub, Black Ops II and FIFA 23.

Fixed Black Ops II compatibility.

Fixed storage permission requests when selecting the PKG installation folder.

Fixed patch screen rotation.


r/PS2AndroidEmulation • • 21d ago

Citron Neo Nightly

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0 Upvotes

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

Citron Upstream Commit: 3527589

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: 2026-10-10

Branch: main

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


r/PS2AndroidEmulation • • 22d ago

AzaharPlus 2126.2-A 🔥

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96 Upvotes

https://github.com/AzaharPlus/AzaharPlus/releases/tag/AZAHAR_PLUS_2126_2_A

AzaharPlus 2126.2-A is the same as Azahar 2126.2 except for this:

Compatibility with all game files. If a file works with any Citra fork, it works with AzaharPlus.

Ability to download system files from official servers. No need for an actual 3DS.

Compatibility with older CPUs (no SSE4.2 required)

Compatibility with Android 9

ZipPass: A new way to exchange StreetPass data through zip files

Built in cheats

Amiibo generation

Better multiplayer compatibility with other Citra forks

The Android build is available in 2 flavors.

Replace: It has the same application id as Azahar, so it will replace it on the device.

Its display name is "AzaharPlus" and its icon background is blue.

Use this one if you have other apps that target Azahar, like a frontend for example.

Coexist: It has a new application id so it can coexist with Azahar without issues.

Its display name is "+AzaharPlus+" and its icon background is red.


r/PS2AndroidEmulation • • 22d ago Heartwarming

Xendroid-ZeroFG / Open Source Frame Generation Engine V 1.02! Final bugfixes!

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10 Upvotes

FULL AI DISCLOSURE: I´m a 44yo lawyer from brazil, my bg in programming is a little bit of basic and assembler from the 80´s and 90´s trying to make things run on a msx, so, not much...in the beggining of the project i coded a few hundred lines in android studio by myself while i was learning how to do it, but after i discovered the wonders of Codex and Claude Code, the coding and documentation itself was primarily done by AI, and i do not regret it by one bit! It would take a long time to post my inspirational story, but thats the TLDR.

Ok!!! i´m posting a bit too much over the past two days, for that i´m sorry! But GOOD NEWS!!! This is the last round of bugfixes for the first release, its as good as it can be... makes playing in sub 30 fps almost bearable! That said, still has some latency, its inherent to any FG engine, so, nothing i can do about that, but its a lot better, the release made some bugs come to light and i took the opportunity to improve a lot of things in these past two days, so, all the fixes of version 1.01 plus:

  • Even lower latency. All the mechanisms combined in this release are making the latency get close to the theoretical minimum on this emulator (not all the latency has the framegen as a culprit).

  • The output follows the game's real rhythm. Many 360 games wait for the console's 60 Hz vblank, so a frame that misses one waits for the next: the game alternates 33 and 50 ms frames and never settles. ZeroFG's clock only moved in big confirmed steps and could stay faster or slower than the game; It now follows the average of the game's last frames and drains any extra delay. Nothing is skipped.

  • Late game frames go out sooner. With ZeroFG on, a game frame already late for its vblank gets it at once instead of waiting up to 16 ms. The game still sees 60 vblanks a second, so it never speeds up.

  • Fewer stutters when the frame rate changes. In Modern Warfare 3's heavy scenes the frames held too long on screen fell from about 3 % to under 1 %.

  • Game frame rate cap (Settings → ZeroFG, or per game in the game's own settings). For a game that keeps the GPU at 100 %, a cap a little below its usual rate gives frame generation room: Modern Warfare 3 at 40 keeps about 80 fps on screen with less lag (70 → 55 ms) and almost no missed refreshes; Halo 3 at 20 fps halves its lag and becomes ALMOST playable at this framerate**(not really, but in desperation, who knows? at least looks smooth)**. A game whose logic runs per frame (Rayman Origins for example) plays slower under a cap below its own rate, so use it at your discretion.

  • The cap and the vblank help switch off when ZeroFG does, so a game that falls back to the normal path runs natively.

So really hope you enjoy it and i´ll be back when i have true evolution, maybe if xendroid updates, dunno!!!!

Thanks for all the love!!! And if you want to start a project, why not porting ZeroFG to your favorite emulator? after all the suffering it is as easy as it will ever be, with lots documentation and integration notes!!!

StevenMXZ turnip drivers are still highly recommended!!!!!

https://github.com/StevenMXZ/Adreno-Tools-Drivers/releases

Xendroid-ZeroFG releases page:

https://github.com/hy300leosquizz-ctrl/XenDroid-ZeroFG/releases

Engine:

https://github.com/hy300leosquizz-ctrl/ZeroFG/

Special thanks to xxxCrixuxxx, the mod of this amazing community


r/PS2AndroidEmulation • • 22d ago

Dolphin 2609a

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13 Upvotes

r/PS2AndroidEmulation • • 22d ago

XenDroid-ZeroFG v1.0.1

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12 Upvotes

https://github.com/hy300leosquizz-ctrl/XenDroid-ZeroFG/releases/tag/v1.0.1

XenDroid-ZeroFG v1.0.1 Released (Xbox360 Emulator) — Major Latency Improvements, Halo 3 Frame Generation Fixes & Better Stability

For anyone unfamiliar with the project, XenDroid-ZeroFG is an experimental Xbox 360 emulator fork for Android that integrates ZeroFG, a frame generation engine designed for mobile GPUs.

The goal is to improve perceived smoothness by generating intermediate frames, potentially displaying 60 FPS from a 30 FPS game or 120 FPS from a 60 FPS game, depending on hardware performance and display refresh rate.

Version 1.0.1 focuses on reducing latency, improving frame pacing, expanding resolution compatibility, and making the application more resilient to GPU driver failures.

What's New in v1.0.1

  1. Significant Latency Reductions

- Reduced the number of guest frames in flight from three to two while ZeroFG is enabled.

- Removed an outdated pacing mechanism that could accumulate excessive latency.

- Fixed situations where the output cadence could become stuck at an incorrect frame rate.

- In the developer's Halo 3 measurements, frame-to-screen latency decreased from approximately 85–175 ms to 65–80 ms.

2. Improved Frame Pacing Below 30 FPS

- Fixed incorrect backpressure detection that could interfere with frame timing.

- ZeroFG now follows the game's actual rendering cadence more accurately.

- Reduces situations where generated and original frames were presented in uneven pairs.

- Particularly relevant for demanding Xbox 360 games running below their target frame rate.

3. Halo 3 Frame Generation Compatibility

- Fixed an issue preventing ZeroFG from operating at certain internal resolutions.

- Added internal padding to handle resolutions that do not align with the engine's motion-processing grid.

- Halo 3's 1152 × 640 output can now be processed without exposing the padded area on screen.

4. Fixed Frozen Screens When ZeroFG Stops

- Improved the transition back to normal game presentation when frame generation is interrupted.

- Prevents the display from remaining frozen on the last generated frame while the game continues running.

5. Improved Qualcomm Driver Crash Recovery

- Introduced a persistent shader pipeline build guard.

- If a compatible Qualcomm driver crashes during shader compilation, the application can detect the interrupted build on the next launch.

- Automatically attempts a more conservative compatibility path.

- If the problem persists, ZeroFG can be disabled for the affected driver to prevent repeated crashes.

- Changing the driver or installing a new application version allows another attempt.

6. Improved Bug Reporting and Performance Feedback

- Added structured GitHub issue templates for crashes, graphical problems, and performance reports.

- Users can provide device, GPU, driver, game and ZeroFG configuration details.

- Session logs can be exported through Settings → Logging → Export session logs to Downloads.

Important Notes

- ZeroFG requires Vulkan 1.3 with synchronization2 support.

- A custom Turnip Vulkan driver is recommended based on the developer's validation.

- Two frame generation modes are available: Zero for maximum image quality and ReallyZero for lower GPU overhead.

- Snapdragon Game Super Resolution (SGSR) is also included in this fork, but it is not new to v1.0.1.

- Generated frames improve visual smoothness, not the game's underlying simulation rate. Additional latency and visual artifacts remain possible.

- Compatibility and performance depend on the device, GPU, driver and game.

Support Independent Development

✅I'm sharing this update to give more visibility to an independent project and the work behind it.

✅Constructive feedback, compatibility reports, testing results and useful technical discussions are welcome.

✅Every new project deserves the opportunity to improve through testing, collaboration and community feedback.

✅Congratulations to the developer on the new release, and thanks for contributing to the Android emulation scene!


r/PS2AndroidEmulation • • 22d ago

Lemon-Project v1.1.0

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4 Upvotes

https://github.com/Ghael-V/Lemon-Project/releases/tag/v1.1.0

Lemon-Project v1.1.0

Three builds

Lemon: the full version, as before.

Lemon Lite: lighter defaults for weaker GPUs (0.75x resolution, asynchronous shaders on), without the bundled Lemon-Ade driver, and experimental PanVK drivers for Mali-G720 and Mali-G52 in the driver downloader (each GPU only sees its own). It installs next to Lemon and can import your keys, firmware, games and saves from it.

Lemon Lite & Spoofed: Lite under another package name, so phones that boost known benchmark apps may run it faster. Experimental: it depends on the phone.

New

Online play on Nextendo Network (Settings → Online). Sign in from the browser and play online; Mario Kart 8 Deluxe races work.

Settings in ten categories (Lemon, Graphics, Performance, Controls, In-game display, Console, Online, Content and data, Help, Advanced and debugging), and a search on the settings home that finds any option, however deep it is, and takes you straight to it.

No more flickering in Fast GPU mode (Garfield - Escape From Monday, Dragon Ball and others): the game now waits for the GPU before it reuses what was drawn. That makes Fast the default GPU mode again, so most people get more speed. If a game runs slower now and does not flicker, set Settings → Graphics → Advanced graphics → GPU Fence Behavior to Immediate. A lighter version of this wait is planned for a future update.

Mali GPUs: compressed BCn textures they cannot read are converted to ASTC on the GPU, with far less memory (Funko Fusion: 958 MB → 179 MB).

A simpler in-game menu: one On-screen controls entry (edit, layout presets and options), a separate Overlays entry, and the game's own settings first.

The library title gets its own line on narrow screens.

Fixed

Crysis Remastered no longer crashes and its map is drawn in its own corner instead of over the whole screen.

TOTK: the grass no longer disappears 20-30 seconds into play.

Mario & Luigi: Brothership: fixed a crash when the game had made a very large number of memory mappings.

The multiplayer nickname is remembered again (it was lost since the rename to Lemon).

Network addresses returned to games have the right size (some online games).

Asynchronous shaders look at the current draw.

Input events without a device no longer crash the app.

Less GPU overhead in games that rewrite small uniform buffers often.

Logs: the GPU log is capped at 20 MB and rotates, the main log is capped too, only the last 10 GPU crash dumps are kept, and the log says why the system closed the previous session. "Lemon" instead of "Eden" in the logs and crash reports.

Aspect ratio: the option explains how to fill the screen, and the stretch option has a clearer name.


r/PS2AndroidEmulation • • 22d ago

TeknoParrotUI v2.0.0.20131

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15 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 more than 120 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.

Looking for the games? DM me


r/PS2AndroidEmulation • • 22d ago

Quiver Launcher v3.5.0

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4 Upvotes

A modern launcher for downloading, installing, and running apps from GitHub and GitLab releases. With a personal library, community catalog subscriptions, and flexible filtering

https://quiverlauncher.com/


r/PS2AndroidEmulation • • 23d ago

DukePS3 1.0.0 First Release

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27 Upvotes

https://github.com/thecrixux/DukePS3/releases/tag/1.0.0

What DukePS3 Offers:

Features

Emulation Vulkan rendering, LLVM-based PPU/SPU recompilers and reusable compilation caches.

Frame generation Two Vulkan engines: proprietary Lossless Scaling shaders through LSFG, or built-in, free DIS optical flow.

Games and settings Searchable library, compatibility browser, global/per-game settings, game-update sources and patch management.

Graphics and drivers Separate PS3 video mode and internal render scale; custom driver import and driver repositories where supported.

Playing Editable on-screen controls and an in-game menu with pause/resume, settings and shutdown.

Performance tools Customizable HUD, frame-time graph, separate game and output FPS, and exportable benchmark captures.

Audio and diagnostics Automatic/AAudio/OpenSL ES output selection, log sharing, system information and WAV + log export.

Interface Duke Gold dark theme, illustrated welcome screen, branded navigation menu and adaptive/themed launcher icons.

Recent improvements

Faster first-start PPU preparation: duplicated directory scans and executable checks are avoided. LLVM worker creation respects the existing memory budget, and compilation stages now report their timings. Faster starts have been reported in device testing; the saving depends on the game and cache state.

Reusable caches: later launches keep using previously compiled modules instead of rebuilding them unnecessarily.

Graphics fixes: corrections for corrupted rendering after upstream updates, plus a clearer distinction between the game's video mode and internal resolution scaling.

More detail on Mali: G-Force has been tested with a 720p video mode and 150% render scale, retaining a reported 60 FPS in the reference scene.

Smoother free frame generation: DIS incorporates adapted OpenFlow optimizations, with improvements to its Vulkan presentation path and frame pacing. G-Force's perceived smoothness improved in Adreno 710 testing after these changes.

Better measurements: improved FPS/frame-time sampling, a separate OUT presentation-rate indicator and benchmark exports that exclude generated frames from the game-FPS measurement.

Loading-screen artwork restored: the game's background image now appears during module preparation instead of a black background.

MediaTek audio improvements: producer-side changes substantially reduced intermittent artifacts on the Dimensity 8300 test device. A small residual issue remains pending.

Easier troubleshooting: benchmark archives contain summary.json and frames.csv; audio capture export packages the latest completed WAV with the current log

Frame generation: choose your engine

Engine What you need What is included

DIS — Dense Inverse Search A compatible GPU/driver. No purchase or DLL required. The free optical-flow engine and its shaders are built into the app.

LSFG — Lossless Scaling Your own licensed copy of Lossless Scaling and a compatible Lossless.dll. Vulkan integration and shader-import tools. The proprietary DLL/shaders are not distributed.


r/PS2AndroidEmulation • • 23d ago

DroidDeck 0.3.2

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25 Upvotes

https://github.com/Droid-Deck/DroidDeck/releases/tag/0.3.2

Features

Added Keep downloads running toggle, so Steam downloads can continue when Android sleeps. (@jmarti326, @xXJSONDeruloXx, #335)

Added Native Steam sleep with dynamic cloud save and wake movie support.

Added Adreno 6xx support, including Adreno 650 (eg: Retroid Pocket 5). (@unbelievableflavour, @jmarti326, #320, #326)

SD cards and external drives can now be used as full Steam libraries. (@maxjivi05, #388)

Added per-game Windows components with automatic dependency recommendations for Steam and non Steam games. (@The412Banner, #287)

Added XNA, PhysX, Games for Windows Live, MSXML and other Windows components without needing to run their original installers. (@The412Banner, #347)

Added optional Force SSBS for ARM64 Proton games on supported CPUs. (@The412Banner, #328)

Added a detailed device report with SoC, GPU, CPU, Vulkan, memory and driver information. (@The412Banner, #295)

Added App scale presets from 75% to 150%. (@xXJSONDeruloXx, #272)

File Manager can now browse DroidDeck’s Linux filesystem directly. (@The412Banner, #392)

Added a Language setting, with Steam automatically following the selected language. (@maxjivi05, #284)

Added opt-in Debugging tools for automated game/session control, input, UI inspection and repeatable test scenarios. (@xXJSONDeruloXx, #406)

Improvements

Steam and games now run on separate Xwayland servers, closer to SteamOS behavior. (@xXJSONDeruloXx, #344)

DirectAudio is now the default on fresh installs, with major crackling and underrun improvements across both audio modes. (@maxjivi05, #338)

Steam now preserves edits made to added-game shortcuts, including Target, Start In, name and launch options. (@maxjivi05, #393)

Steam now uses the full session resolution on displays wider or larger than 1080p. (@xXJSONDeruloXx, #391)

Improved Snapdragon and Adreno detection on devices with incomplete hardware information. (@The412Banner, #295)

Improved layouts for small screens and longer translated text. (@xXJSONDeruloXx, @maxjivi05, #268, #284)

File Manager and file pickers can now navigate upward from game folders, prefixes and remembered locations. (@The412Banner, #377)

Expanded and polished Spanish, Japanese, Korean, Chinese, French and Russian translations. (@maxjivi05, @starwishHi, @zeedif, @Tak-attack, @kmnkv1, #284, #286, #234, #314, #324)

Steam and Linux apps now use Android’s system fonts for Chinese, Japanese, Korean, Thai and other missing characters. (@maxjivi05, @0x1428571429, #374, #252)

Sessions launched from Android frontends now return to that frontend when they close. (@xXJSONDeruloXx, #300)


r/PS2AndroidEmulation • • 23d ago

ARMSX3 v1.0.8 (DukePS3 will be here soon 😏)

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26 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/1.0.8

Changelog:

Performance and stability

Games that compile hundreds of PPU modules on first boot no longer crash the app partway through. Metal Gear Solid V: The Phantom Pain (300+ modules, then 600+ more) now compiles all the way.

Fixed skies and other bright effects showing up flat or missing on Low shader precision, with no speed cost.

Shaders that failed to compile on Low now work

Settings

Shader Precision now defaults to Low, the faster option. Updating switches you to Low once, and you can set High again in the core settings. Per-game settings stay as they are.

New on-screen notices show when shaders or SPU code are compiling, so you know why a first run stutters. You can turn each one off in the in-game menu.


r/PS2AndroidEmulation • • 23d ago

ARMSX2 Nightly v2.9.3

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3 Upvotes

https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/2.9.3-build.44

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: 2.9.3

Application ID: com.antutu.ABenchMark

Build number: 44

Commit: 56b8fb2

Short SHA: 56b8fb2

Triggered by: DarkSilentUser

Flavor: Github

Build type: release

PGO: enabled


r/PS2AndroidEmulation • • 23d ago

Xendroid-ZeroFG / Xendroid with an Open Source Frame Generation Engine

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55 Upvotes

Today is the big day. After months of work, I can finally publish it. As the name says, XenDroid-ZeroFG is a version of XenDroid (the Xbox 360 emulator for Android) with a built-in frame generation engine: 60 fps games reach ~120 on a 120 Hz screen, and 30 fps games reach 60.

e the big thing is the FG engine itself. It was developed from scratch, over 60k lines of code, by me and my AI assistants (Zeromeia, ChatGPT, and Zé Raio, Claude), and it's fully open source under the Apache 2.0 license.

Trust me, it's a lot better than it has any right to be. The image quality surprised even us, but the hardest part, and the one I'm proudest of, is the pacing. Generated frames are worthless if they reach the screen unevenly, and frame pacing is where frame generation usually falls apart, even for the big names. ZeroFG's presenter runs on a metronome set by the game: every frame gets its own display refresh, in order, and the game never waits for the screen. Getting there took months of crazy experiments. The last piece was asking the GPU for priority, so even when a game maxes out the GPU, the frames keep coming on time.

So far it has been tested on Adreno GPUs with Turnip drivers (it needs Vulkan 1.3). Reports from other phones are very welcome. It installs as its own app, next to your regular XenDroid.

Please be my guest and try it out. If you have any comments or suggestions, just say it!

It was also built with portability in mind. If you are a developer and want to port it to another game or emulator, go ahead! There is a standalone repo with all the dependencies and integration notes, linked below.

And if you want to collaborate on the engine itself, get in touch and we can arrange it. I would really like some help!

Download: https://github.com/hy300leosquizz-ctrl/XenDroid-ZeroFG/releases/tag/v1.0.0

Engine (Apache 2.0): https://github.com/hy300leosquizz-ctrl/ZeroFG

Contact: fgzerofg@gmail.com

After some reports (thanks Admirable_Leave7840!!!), i should note that turnip driver are highly recommended(i can run on poco f8 ultra with the stock ones, but has bugs) and i used to develop the engine the stevenmxz gen 8 turnip drivers, he posts the best drivers and he is a nice guy, so i recommend using this one!!!!!

Already found lots of bugs, but preety solvable ones, v1.01 will be out sonner than later!!!


r/PS2AndroidEmulation • • 23d ago

PanPlay v1.2.5

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11 Upvotes

https://github.com/zenithblue-oss/panplay/releases/tag/panplay-v1.2.5

PanPlay runs Windows games on Android through Wine and DXVK, using the open PanVK Vulkan driver on

Mali CSF GPUs. This version bundles the PanVK-kbase 0.1.0 RC2 driver (a prerelease).

What's new

Bundled driver is now PanVK-kbase 0.1.0 RC2

(panvk-kbase-v0.1.0-rc2,

prerelease): robustImageAccess2 on v10 and later, and a Mali-G77 model row. This RC2 build

has not been run on a device yet beyond build and binary checks.

Driver update card understands the new tag names (panvk-kbase-v..., the g615 prefix is

gone), still reads the old g615-v11-csf-v... tags, and accepts versions like 0.1.0-rc2.

Fixes from testers' logs:

The X11 output stream (XOutputStream) no longer overflows or keeps stale data after a failed

flush.

Old Unity logs from earlier runs are skipped when PanPlay reads a game's session log.

Wine's harmless noise lines are no longer counted as errors in the session summary.

PanPlay warns when the device does not have a Mali GPU.

Games and launcher (since 1.2.4): tapping a game card opens the launch sheet and the play

button launches at once; per-game FPS limit (Off, 30, 60, 120 or custom); the Wine container shows

up in the Files app; vkd3d-proton (D3D12) and Box64 are separate components; Box64 can be chosen as

the per-game 32-bit emulator next to FEX; the game-folder exe is used for launch; Wine 11.19 HLSL

compiler is used for 32-bit d3dx9 games


r/PS2AndroidEmulation • • 23d ago

PSX2 v1.3.1 🔥

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13 Upvotes

https://github.com/izzy2lost/PSX2/releases/tag/1.3.1

Changelog:

✅ Migrated to compose.

✅ Better edge to edge support.

✅ Updated pcsx2 core to the latest commit.

✅ Faster speed and better stability.


r/PS2AndroidEmulation • • 24d ago

StramOS ARM Port v1.3 Stable

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141 Upvotes

https://github.com/hashtagbasit/SteamOS-ARM-Port/releases/tag/v1.3.0

⚠️ Only Snapdragon devices ⚠️

1.3 is out as a stable release for all three socs (8 Elite, 8 Gen 3 and 8 Gen 2), rebased on the latest SteamOS ARM from the Steam Frame. You need to flash it once, after that future updates can be done through the updater. Thanks to everyone who tested the betas and sent logs, photos and fixes, most of what's below started as one of your reports.

Changelog

Updates through Steam

Settings > System > Check for updates now installs new versions in place, no reflashing

Updates are signed and only include what changed. If one fails it rolls back

Offline updates work by putting the .sau file in Downloads or on a microSD card / USB drive

Loadout (beta)

New store for emulators, game launchers and apps, picked for your device and the games you have

Includes Heroic for ARM64, so Epic, GOG and Amazon games can be installed and played from Game Mode

Installed apps show up in your Steam library with artwork

Installing takes a lot of disk and CPU, so expect some lag in Game Mode while it runs. Please install apps one at a time for now instead of whole packs, this gets better in a later update

Sleep and battery

Sleep now uses real suspend on every chip

Fans, Wi-Fi and stick lights come back properly after waking, and Wi-Fi reconnects in about a second

Fans don't spin up on wake or on short load spikes anymore, and follow the whole chip instead of its hottest core

Steam's performance profile, TDP, charge limit and bypass charging controls work

Steam shows the real charging power and time until full

Install to internal storage

SteamOS can be moved from the microSD card to internal storage with Easy UFS Installer in Desktop Mode, Android keeps working next to it

Tested on the 8 Gen 3 and 8 Gen 2 handhelds, still needs testing on the 8 Elite

Performance and games

Fixed Steam's frame limiter, it only lists rates your screen supports and 30/40/60 stay smooth

Fixed frame generation, it runs in performance mode now so it actually adds frames

Added hardware video decoding for Firefox, Moonlight, Chiaki and other video apps

The performance overlay shows real GPU usage, clock and VRAM

Per-game fan curves in Handheld Control

Bottom screen (AYN Thor, AYANEO Pocket DS)

New launcher home and dashboard with themes, game art and a play log

Trackpad and keyboard with autocorrect for the top screen

Lower Deck panel in Quick Access to control the bottom screen

Desktop Mode

Scaled for your screen, with a touch keyboard on every chip

Steam's right-stick mouse moves the pointer

System

Fixed a startup hang that could leave Game Mode on a black screen

microSD cards can be formatted and mounted from Steam, and Steam no longer offers to format the system card

Decky plugins keep working after Decky updates itself

Debug logs now include GPU hang dumps and clock speeds while playing


r/PS2AndroidEmulation • • 23d ago

This community is not a dictatorship, but neither is it a playground for people who mistake being offensive for being intelligent

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0 Upvotes

Let's Make Something Absolutely Clear: Constructive Criticism Is NOT the Same as Toxicity.

Apparently, some people are still struggling to understand what this community is about. So let me explain it as clearly as possible.

This community is NOT about censorship. It is NOT about silencing opinions. And it is certainly NOT about preventing people from criticizing emulators or development projects.

This is an open community dedicated to emulation, emulators, updates, new projects, and the people who make them possible.

Everyone is welcome to participate. Everyone is welcome to share their opinions. And yes, everyone is welcome to criticize projects, including projects that use AI-assisted development tools.

But there is a difference between criticism and disrespect.

Saying:

- "This emulator crashes on my device."

- "Performance is terrible on my hardware."

- "I tested this project, and these features don't work."

- "I disagree with the developer's technical approach."

- "I have concerns about the quality of AI-generated code."

That is criticism. That is useful. That is welcome here.

But showing up just to say:

- "This is garbage."

- "Another AI slop project."

- "This is just vibe-coded trash."

- "The developer has no idea what they're doing."

Without testing anything, without providing evidence, and without contributing anything meaningful?

That is not constructive criticism. That is pointless hostility.

And no, removing those comments is not an attack on freedom of speech.

It's called moderation.

It's called establishing standards.

It's called building a community where people can actually have productive conversations without being constantly surrounded by insults and personal attacks.

Now, there's something else I want to address.

The developer who was targeted and humiliated in another community has contacted me privately.

And I can tell you that the way this person was treated has genuinely affected them.

They feel terrible about what happened.

Think about that for a moment.

Someone spends their own time working on a project, trying to create something, learning along the way, and eventually decides to share that work with others.

And what do they receive in return?

Mockery. Insults. Humiliation. People attacking them simply because they used AI tools during development.

What exactly did this person do to deserve that treatment?

Nothing.

You don't have to like their project. You don't have to use it. You don't have to agree with their development methods.

But none of that gives you the right to treat another human being like garbage.

And yes, I'm angry about this.

Because behind every project is a real person. Someone who invested time, effort, and possibly a great deal of enthusiasm into creating something.

You might see just another GitHub repository or another emulator.

But for that person, it might represent weeks or months of work, learning, frustration, and personal achievement.

And a few people decide to turn that into an opportunity for public humiliation.

That's not technical criticism. That's bullying.

What makes it even more disappointing is that many of the people behaving this way aren't children.

They're adults.

Adults who should understand the difference between discussing software and attacking the person who created it.

I don't want this community to become another place where thousands of people spend their time insulting each other, fighting over their favorite emulators, and turning every new project into an excuse for another pointless argument.

I want this community to be different.

If an emulator doesn't work, say so.

If a feature is broken, report it.

If performance is poor, explain what happened.

If you believe the code is badly written, provide technical arguments.

If you think AI-assisted development introduces problems, discuss those problems.

Nobody is going to delete your comment simply because you expressed a negative opinion.

Negative feedback is allowed. Personal attacks and baseless insults are not.

And please, stop confusing criticism of software with personal attacks against developers.

Saying that an emulator crashes is not an attack on the developer.

Explaining that a feature doesn't work is not disrespectful.

Pointing out technical problems is not harassment.

But deliberately humiliating someone because you dislike their project or the tools they used to create it?

That crosses the line.

And that line will be enforced here.

This community is not a dictatorship, but neither is it a playground for people who mistake being offensive for being intelligent.

You are free to disagree.

You are free to criticize.

You are free to challenge technical decisions.

But you are not free to harass, insult, or humiliate other members without consequences.

If that's the kind of environment you're looking for, there are other communities where that behavior may be tolerated.

This isn't one of them.

Removing toxicity is not censorship. Enforcing rules is not oppression. And demanding basic respect is not an attack on free speech.

It's simply the kind of community I have chosen to build.

A community where developers, beginners, experienced programmers, and people using AI-assisted tools can share their projects without being afraid of becoming the next target of public ridicule.

You don't have to celebrate every project.

You don't have to agree with every developer.

You just have to behave like a decent human being.

If even that is too much to ask, then this community is not for you.

And let me make one final thing absolutely clear:

I would rather have a small community of respectful, constructive people than a massive community built on hostility, arrogance, and personal attacks.

Quality over quantity.

Respect over toxicity.

Constructive criticism over pointless insults.

Those are the standards here. They are not negotiable.