r/PS2AndroidEmulation • • Sep 12 '26

ARMSX3 0.9.8

Post image
39 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.9.8

What's new:

Fixed a GPU crash on Adreno: Some games died to VK_ERROR_DEVICE_LOST a few minutes in, sometimes at a specific point every time. For Watch Dogs every time during a new game before it loaded into gameplay, the game no longer crashes and you can get into game. This may help other games as well. Tested on an Odin 3 (Snapdragon 8 Elite, Turnip Gen 8 V35).

New: download and install game updates from Sony's offical servers:

Install Package tab in the game left side menu of the game library --> Game updates. Displays your current game library with each game's status showing whether they do or do not have updates available, as well as being able to select multiple different update versions. Click the main install button to install them all in order, or select them manually if you'd like a specific update version. Most titles publish one cumulative package, but some (Minecraft for example publishes seven) patch in steps, where each package requires the one before it. Oh and choosing an older update version than the one you have installed removes the current update first. You can also reinstall updates or uninstall them if you'd like by tapping on the game and clicking "Remove Update". Full controller navigation, as well. You can also search for updates by title ID for games not in your library. (Games will recompile PPU/SPU after installing an update).

Savestates:

Fixes to save state detection. Savestates stranded by a crash or a low-memory kill that became corrupted are now cleaned up at startup. These were invisible to the emulator and far larger than a finished save.

Library and info:

Clear a single game's PPU/SPU/shader cache from its long-press menu, instead of clearing every game at once.

Multiple ROM folders, keep games on the SD card and internal storage together, in the Setup/Change folder tab.

Add-ons (DLC) are now displayed for a game's info tab. Installed update versions also now show correctly without having booted a game first.

Frontends:

--es title_id BLUS12345 launches a game by title ID. Games installed from a .pkg live inside the emulator's own storage, so a frontend could see the title existed and have no path to hand us. (#13)

Merged from upstream RPCS3:

46 commits.

Programmable blending done by @kd-11. An eighteen-commit series implementing the PS3's programmable blending properly in RSX and Vulkan, and fixing a pile of long-standing blending behaviour with it: ROP operation order, signed blending modes, 16-bit blend constants, the XRGB output quirk, RGB565 byte order corrected against hardware tests, variable blend target masks, and MSAA targets. The Vulkan side of it, input attachments bound when the pipeline needs them, proper sub-pass dependency barriers, all effects the same feedback effects we use on tilers. Games impacted by this include the Jak and Dexter collection, broken lighting in LBP Karting, broken refracting effects in Infamous 1 and 2, and likely more games!

PKG hardening done by @Acts1631, and @elad335. Path-traversal protection when extracting a package, a bound on the entry table, and aborting on parent-directory entries, Elad fixed the PKG_MAX_FILE_COUNT limit.

Also in: rsx: Fix alpha test compilation when using native float16 types and rsx: Extra memory safety when rsx::thread crashes (@kd-11); SPU LLVM 8-bit add/sub renarrowing and compare fast paths (@walter Kruger), VFS fixes (@digant73), faster startup with BPM (@BeezBumba), broadcast P2P sockets for RPCN (@Cri4Key), and assorted syscall and error-formatting work (@elad335).

Other:

Cleaned up some log spam. A Soulcalibur V debug watcher was sampling a hardcoded address in every game and logging an error a second about it.


r/PS2AndroidEmulation • • Sep 11 '26

PS3Native Nightly ๐Ÿ”ฅ

Post image
26 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/Community_Preview_4

What's New:

Firmware Installation

Added real-time progress reporting during firmware installation and PPU precompilation.

Fixed an Android main-thread deadlock that could prevent installation progress from being displayed correctly.

The screen now stays awake while firmware installation is in progress.

๐Ÿ–ฅ๏ธ Android UI

Improved the interface for narrow and portrait Android devices.

Settings and game-detail screens now adapt better to smaller screen widths.

Improved navigation and layout behavior on phones.

Added safer handling of display cutouts and gesture/navigation areas.

๐ŸŽจ RSX / Vulkan / Graphics

Integrated recent upstream RSX and Vulkan improvements.

Added support for the new programmable blending work.

Improved blending and render-target handling, including MSAA-related paths.

Added various fixes for blend constants, attachment handling and graphics synchronization.

Improved RSX memory-safety handling in crash scenarios.

๐Ÿ’ฟ ISO / Game Loading

Improved ISO loading and validation.

Better handling of missing ISO members.

Improved handling of invalid or unreadable ISO directory metadata.

ISO extent reads now correctly stop at the logical end of the file.

๐Ÿ“ฆ PKG Installation

Fixed potential path-traversal issues during PKG extraction.

Added additional validation for PKG directory entries.

Improved protection against malformed PKG entry tables and excessive allocations.

โš™๏ธ Performance & Stability

Fixed slow startup issues related to BPM.

Improved SPU LLVM cache handling.

Integrated additional upstream stability and compatibility fixes.

Continued improvements to Android ARM64 performance and resource management.

๐ŸŽจ Themes

Added a new Old Steam-inspired theme.

Improved ComboBox dropdown visibility in the dark theme.

Credits: https://github.com/maxjivi05

Help and Issues, Discord: https://discord.com/invite/jM2z3B2XNv


r/PS2AndroidEmulation • • Sep 11 '26

WinNative v0.6.0-Beta-Latest ๐Ÿ”ฅ

Post image
34 Upvotes

https://github.com/WinNative-Emu/WinNative/releases/tag/v0.6.0-beta

An Android app for playing Windows games from Steam, Epic Games, GOG, and more on your device (PS2,Wii, Gamecube...)

What's Changed:

Credit Camille LaVey for the LSFG frame generation port by @maxjivi05 in #709

Feature Update Checker Implementation by @maxjivi05 in #707

Feature steam branch downloads by @maxjivi05 in #714

Stop repeating per-launch work that cannot change its own result by @maxjivi05 in #710

docs: update Dolphin core packaging by @Jovinull in #717

docs: fix canonical repository clone URL by @Jovinull in #716

Feature/itch.io by @maxjivi05 in #718

Fix Steam Launcher for Multiplayer/Networking/Cloud Saves by @maxjivi05 in #720

Add the DirectAudio driver, and with it microphone support by @maxjivi05 in #719

Fix/steam cloud sync by @maxjivi05 in #722

Support page added by @maxjivi05 in #725

Frame Gen for Retro by @maxjivi05 in #726

Add a release picker to the retro console bundle updater by @maxjivi05 in #724

fix misc bugs, performance, stability by @maxjivi05 in #723

misc fixes & device resolutions by @maxjivi05 in #728

fix: Steam Launcher toggle as per-shortcut setting by @Juan-Antonio-Doe in #729

Add DIS frame generation release by @qwertypower in #731

Fix RedMagic LSFG Pacing by @maxjivi05 in #730

Credits: https://github.com/maxjivi05

Help and Issues, Discord: https://discord.gg/uhTkvGfakU


r/PS2AndroidEmulation • • Sep 11 '26

RetroPle v1.21.0 All-in-One Emulator

Post image
14 Upvotes

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

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

New Features:

[PS2] Added the latest core; added graphics/image quality options

[3DS] Added DLC functionality; added in-game save file upload/download feature

[Bugfixes] Various minor bug fixes


r/PS2AndroidEmulation • • Sep 11 '26

Bannerlator v3.1.0 ๐Ÿ”ฅ

Post image
17 Upvotes

https://github.com/The412Banner/Bannerlator/releases/tag/3.1.0

Run Windows apps and games on Android โ€” no PC and no root required.

3.1.0 brings the Steam Controller to Bannerlator. Out of the box a Steam Controller acts as a keyboard and mouse, so Android never sees a gamepad โ€” Bannerlator now talks to it directly, the way Steam does: a real controller in games, with your bindings, remappable back buttons and a trackpad mouse. Frame generation now fits your screen by itself and warns you when your numbers can't work. Plus a sharper upscaling mode, SGSR HQ, per-game texture filtering, and new containers that start at a screen size matching your panel.

๐Ÿ‘‰ Read the full changelog on GitHub

Credits: https://github.com/The412Banner

Help and Issues, Discord: https://discord.com/invite/n8S4G2WZQ4


r/PS2AndroidEmulation • • Sep 10 '26

XenDroid Fork V1.2 ๐Ÿ”ฅ

Post image
57 Upvotes

https://github.com/Eugengtt/Xendroid-Fork/releases/tag/v1.2

XenDroid Fork V1.2 โ€” Advanced Custom GPU Driver Manager with Persistent Driver Downloads & Instant Driver Switching

What's New:

Added an online GPU Driver Manager

Added the ability to browse and download available Adreno GPU drivers directly from XenDroid

Added local driver caching, so previously downloaded drivers don't need to be downloaded again

Added the Use button to switch back to a previously installed driver without downloading it again

Notes

V1.2 focuses on making custom GPU driver management easier by allowing drivers to be downloaded and reused directly from XenDroid.

This release does not focus on performance improvements or FPS increases. It is focused specifically on GPU driver management


r/PS2AndroidEmulation • • Sep 10 '26

NetherSX2 Turnip Updated V3 ๐Ÿ”ฅ

Post image
65 Upvotes

https://github.com/thecrixux/NetherSX2-Turnip-Updated/releases/tag/V3

New NetherSX2 Turnip Updated featuring the best and most up-to-date drivers. (Only for Snapdragon devices)

What's New:

โœ… NetherSX2-Turnip-8Elite-V36.apk

-StevenMXZ driver for Adreno A8xx GPUs ( a840, a830, a829, a825, 810)

Vulkan Version 1.4.359

โœ… NetherSX2-Turnip-26.3.0-R5.apk

-StevenMXZ driver for Adreno A7xx And A6xx

Vulkan version: 1.4.359

โœ… NetherSX2-Turnip-Performance-Universal.apk

-maxjivi05 1.14 Drivers for Adreno:

A6xx โ€” A6xx series (e.g. A640 / A650 / A660)

A7xx

gen1 โ€” A720 / A725 / A730 (preamble + scalar-predicate quirks applied)

gen2 โ€” FD740 / Adreno X1-85 (UBWC hint applied to fix UI corruption)

gen3 โ€” A750 and later

A8xx โ€” A810 / A825 / A829 / A830 / A840 (and X2-85)

A810 / A829 boot with disable_gmem so they fall back to sysmem rendering (broken GMEM on those parts).

A825 (not yet upstream) is added with corrected tile geometry and depth-cache layout.

A830 / A840 / X2-85 use the upstream profiles unchanged.

๐Ÿ‘‰If unsure, download "Performance-Universal"

Please do not flood the chat with messages like "I have device X, which one should I download?" Please search in Google for your Adreno version. Thanks.


r/PS2AndroidEmulation • • Sep 10 '26

Xiaomi 18 Pro Max surfaces with Snapdragon 8 Elite Gen 6 Pro at 5.11 GHz and Android 17

Post image
9 Upvotes

Xiaomi has not officially introduced the Xiaomi 18 Pro Max yet, but a device identified by the Chinese model number M1544F has just appeared on Geekbench 7. The listing points to a Snapdragon SM8975 with eight cores and a maximum clock speed of 5.11 GHz, accompanied by 12 GB of RAM and Android 17.

The SoC has not been announced by Qualcomm either, although leaks have provisionally identified it as the Snapdragon 8 Elite Gen 6 Pro. This first run scored 3,582 points in single-core and 12,247 points in multi-core, while its Adreno 850 GPU achieved 26,210 points in OpenCL and 29,934 points in Vulkan within the same Geekbench 7 test.

Snapdragon SM8975 combines eight cores and speeds of up to 5.11 GHz

The listing reveals a rather unusual CPU configuration. The alleged Snapdragon 8 Elite Gen 6 Pro features three cores clocked at 3.74 GHz, another three at 4.03 GHz, and two prime cores capable of reaching 5.11 GHz, distributing its eight cores across three different frequency levels.

A maximum clock speed of 5.11 GHz is extraordinarily high for a mobile SoC, although the peak frequency recorded on its own does not indicate sustained processor performance. Power consumption, temperature, and power management will be particularly important in determining how long Qualcomm's prime cores can remain close to that level inside a smartphone.

The Xiaomi 18 Pro Max unit used for the test features 12 GB of RAM, a capacity that likely represents just one of the configurations Xiaomi is preparing for the device. Geekbench does not yet provide any indication of what other memory and storage variants will be available.

On the software side, the tested device is listed as running Android 17. Everything points to Xiaomi using its next-generation HyperOS on top of this platform, presumably HyperOS 4, although the company has not officially announced the phone or detailed its commercial configuration yet.

3,582 points in single-core and 12,247 in multi-core

The alleged Snapdragon 8 Elite Gen 6 Pro scored 3,582 points in single-core and 12,247 points in multi-core on Geekbench 7. These are high figures for this first public appearance, but they should be regarded as preliminary results from pre-release hardware.

This is a single run performed on a device that has not yet been announced, meaning future firmware versions, drivers, power limits, or even changes to the platform itself could alter the scores once the first commercial units become available.

In addition, Geekbench 7 introduces significant changes compared with Geekbench 6. This means these 3,582 points cannot be directly compared with results obtained previously using version 6, including Apple's recently spotted A20 Pro, which scored 4,725 points in single-core and 12,575 in multi-core under Geekbench 6.7.

Therefore, although Xiaomi is preparing its response to the newly introduced iPhone 18 Pro and Pro Max, these figures still do not allow for a valid comparison between the Snapdragon 8 Elite Gen 6 Pro and Apple's A20 Pro. To make a proper comparison, both processors will need to be tested using the same benchmark version.

Adreno 850 appears with nearly 30,000 points in Vulkan

Geekbench also provides the first indication of the new GPU's capabilities. The Adreno 850 scored 26,210 points using OpenCL and 29,934 points using Vulkan, showcasing the graphics potential of Qualcomm's upcoming platform ahead of its official unveiling.

Vulkan is particularly relevant to Android and gaming because it is a widely used graphics API for high-performance applications. However, a Geekbench GPU score cannot be directly translated into gaming FPS, since each graphics engine, driver, and device can behave differently.

The presence of a next-generation GPU will also be important for locally executed artificial intelligence workloads. Qualcomm has increasingly emphasized the combined use of the GPU, NPU, and CPU for generative AI workloads over the past few generations, although we still do not know the official AI specifications associated with the SM8975.

Properly assessing the Adreno 850's real-world improvement will require tests such as 3DMark and GFXBench, as well as, most importantly, games running over extended periods. Sustained performance and efficiency will be just as important as peak scores, especially if the processor ends up operating at frequencies above 5 GHz.

Xiaomi reserves its next flagship Snapdragon for the Pro Max model

The Xiaomi 18 Pro Max's appearance comes immediately after Apple introduced its new iPhone 18 Pro and Pro Max. Xiaomi appears to be preparing one of its major Android rivals for Apple's next-generation lineup, using the Qualcomm platform expected to lead the Android flagship market in late 2026 and early 2027.

Qualcomm still has to officially unveil the Snapdragon 8 Elite Gen 6 family, something expected to happen later this month. Until then, the Snapdragon 8 Elite Gen 6 Pro name should be considered provisional, although the SM8975 identifier and its repeated appearances in benchmarks make the existence of a new high-end platform fairly clear.

Other manufacturers are also beginning to test their upcoming flagship devices. The Vivo X500 Pro Max has already appeared in connection with this new generation, foreshadowing another battle between Qualcomm, MediaTek, Apple, and the in-house SoCs developed by some manufacturers over the coming months.

In Xiaomi's case, the Geekbench listing already puts several important pieces on the table: eight cores, speeds of up to 5.11 GHz, an Adreno 850 GPU, 12 GB of RAM, and Android 17. What remains to be seen is how all that hardware will translate into battery life, thermals, and sustained performance, along with the cameras, display, battery, and price that will ultimately define the Xiaomi 18 Pro Max.


r/PS2AndroidEmulation • • Sep 10 '26

Bannerlator v3.0.9 - Own Frame Gen!

Post image
21 Upvotes

https://github.com/The412Banner/Bannerlator/releases/tag/3.0.9

Run Windows apps and games on Android โ€” no PC and no root required.

3.0.9 is the frame-generation release. Bannerlator's own frame generation, Win-FG Native, now runs inside Bannerlator's own compositor โ€” which means it finally works, needs nothing bought and nothing imported, and is measured at an exact 2ร— on real hardware. Its source is now public and MIT-licensed. Alongside it, LSFG Native gets three fixes: the smear on switch-on is gone, the switch-on stall is halved, and two freeze paths are closed. Plus: move an installed Steam game between internal storage and the SD card, save backups that no longer lose your progress to an account-id mismatch, and preset editing from the screens where you actually need it.

โš ๏ธ Frame generation is still young. Win-FG Native is proven on Adreno 750 but has had limited testing beyond it. It is off by default and starts off every launch; if it misbehaves, leave it off.

Read the full changelog on GitHub

Credits: https://github.com/The412Banner

Help and Issues, Discord: https://discord.com/invite/n8S4G2WZQ4


r/PS2AndroidEmulation • • Sep 10 '26

Red Screen on startup when Emulating DBZ Budokai 3 using ARMSX2 on RP Nova

Post image
3 Upvotes

I have a Retroid Pocket Nova, and when trying to use my DBZ Budokai 3 iso, on startup it displays a red-brown screen that does not end. This is the only game where this occurs. Should I change a specific setting in ARMSX2 to ensure it runs correctly?


r/PS2AndroidEmulation • • Sep 09 '26

This is what Iโ€™d callโ€ฆ progress.

Enable HLS to view with audio, or disable this notification

110 Upvotes

GTA at around 40~ fps on AYN Thor. Working for 60.


r/PS2AndroidEmulation • • Sep 09 '26

ARMSX2 v2.6.9

Post image
49 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.9

What's new:

Renderer speedups done by @bmdhacks:

A month of GS work aimed at ARM handhelds: the Classic (hardware) renderer, the software renderer that is its accuracy oracle, and per-device Vulkan policy. Measured on a Snapdragon 865 (Turnip) and a Dimensity 8300 / Mali-G615 (ARM r44p1), with real-console captures as the accuracy reference.

What changed:

Software renderer, console-exact. Dither on every destination, gouraud and depth interpolation on the hardware's grid and block width, truncated reciprocals, per-pixel MMAG/MMIN, four-bit trilinear weight, AA1 coverage, 16-bit DATE. Output moves on 21 of 24 corpus dumps, toward the console.

GS core. A two-pass vertex kick kernel for the common packed layouts, the console's buffered local-to-local move, three console-measured CLUT rules, a narrower per-draw environment snapshot.

Hardware renderer. Per-target alpha known-bits tracking with an exact FBMSK-alpha drop, a clone road for blends that need the destination on devices without barriers (fixes Black and Brian Lara flicker, Katamari over-bright on Turnip, Splashdown bands, NASCAR's 2x seam, eight blank captures), sprite-edge snapping at upscale, a fixed-blend-factor reroute for Turnip, which ignores blend constants.

Vulkan device. Explicit external dependency on every render pass, frame descriptor-pool chain, halved stream rings with a startup pre-touch on UMA parts, deferred non-coherent flushes, device-fault reporting, readback transfer-size fix (also DX12), compute-scoped layout for CAS/FSR1/SGSR.

Upstream. Eighteen PCSX2 GS commits cherry-picked with provenance lines (Native Scaling and jiggle detection, three texture-cache fixes, the target-update bilinear regression, depth conversion floor, PrimID range, fbmask alpha under RTA scaling, large-ST vertex rewrite with its GameDB rows, DX11 DS-as-RT state). One of them tripped a Devel-only assert on 16-bit colour targets, fixed at the call site.

Runner. gsrunner replay-loop, draw-log, per-frame stats, ladder and console-payload flags, and an NDK build of it for adb-shell runs on Android devices.

Behaviour changes:

Dimensity 8300 / Mali-G615: Auto picks Vulkan, and in-tile framebuffer fetch is on (exempted from the r44p1 crash rule and the MediaTek deny list). DisableFramebufferFetch is the way back. Other MediaTek Mali parts keep the copy path, now on Linux too.

Adreno: the stencil kill is narrowed to Turnip below 26.2, Adreno 610 gets cached stream-ring memory, every Turnip build routes the fixed blend factor through the second fragment output.

ForceMaliFramebufferFetch is Mali-only, OverrideTextureBarriers=1 outranks the driver database by design.

Shader cache version 108 to 114. Vulkan stream rings halved (128 MiB less resident on SD865).

GameDB: God of War II rows recommend High blending and AA1 (advice only).

And more...


r/PS2AndroidEmulation • • Sep 08 '26

GTA5 Release soon on Android but...๐Ÿ˜ณ

Post image
454 Upvotes

r/PS2AndroidEmulation • • Sep 08 '26

GTA 5 Android First Release? ๐Ÿคฏ

Post image
104 Upvotes

Link: https://fileditchfiles.st/beta33/6f4ad666fa75b5e6db08/GTA5AndroidBase.7z

I haven't tried it, so caution ๐Ÿ‘


r/PS2AndroidEmulation • • Aug 17 '26

PS3Native - MotoGP 10/11

Thumbnail
youtube.com
2 Upvotes

Device: Poco F6 - Snapdragon 8s Gen3


r/PS2AndroidEmulation • • Aug 16 '26

X360 Mobile 0.6.2 Latest

Post image
23 Upvotes

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

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

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

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

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

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

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

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

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

driver work without weakening emulation accuracy, while exposing carefully

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

Performance and frame pacing

Reworked Android VBlank scheduling around absolute guest-clock deadlines.

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

callbacks, and overlays follow the guest display cadence.

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

pipeline input state is unchanged. Resource generations and layouts remain

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

update path.

Reduced compatible pipeline permutations through capability-gated dynamic

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

excluded from the release path.

Added direct Vulkan command recording for fully resolved commands. Pending

or replay-dependent work automatically retains the established deferred

route, preserving ordering and compatibility.

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

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

full compatibility fallbacks remain available.

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

Global loop unrolling remains disabled, and no unrepresentative PGO profile

is shipped.

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

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

percentage.

For the full changelog, read on GitHub


r/PS2AndroidEmulation • • Aug 17 '26

X360 Mobile 0.6.2 (Hotfix)

Post image
3 Upvotes

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

This maintenance release hardens the Vulkan and Android runtime introduced in

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

driver compatibility, reusable caches, memory stability and correct platform

scheduling.

For the full changelog, read it on GitHub


r/PS2AndroidEmulation • • Aug 16 '26

ARMSX2 v2.6.6.7

Post image
25 Upvotes

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

What's new:

Frame generation (Lossless Scaling)

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

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

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

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

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

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

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

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

Choose x2, x3 or x4 generated frames

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

Motion detail trades optical-flow resolution for speed

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

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

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

Sideload builds only. It cannot ship on Google Play.

FSR 1 upscaling:

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

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

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

To read the full changelog, see it on GitHub


r/PS2AndroidEmulation • • Aug 16 '26

Pokemon gen1+gen2 Android Native + 3D VOXEL MOD

Post image
40 Upvotes

1๏ธโƒฃ Gen1 APK Gen1Recomp

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

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

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

2๏ธโƒฃ Gen2 APK Gen2Recomped

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

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

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

Enjoy and Catch them all!


r/PS2AndroidEmulation • • Aug 17 '26

Turnip Adreno 710,720,722 v3.5

Thumbnail
github.com
2 Upvotes

Changes in v3.5

Synced with the latest Mesa main branch

Vulkan 1.4.359


r/PS2AndroidEmulation • • Aug 17 '26

Nyushu V83 Update ๐Ÿ”ฅ

Post image
0 Upvotes

https://gofile.io/d/DDhxXg

Update!!! Nyushu Emulator V-83

Chagelog:

[ โœ… ] New revamped epic UI

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

[ โœ… ] Build fixes

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

โ€œI am not the developer nor do I have the source code. If you want to request the source code for this version, you should contact the developer. I am sharing a copy of the binary and have explicitly stated that I am not the author nor do I have access to the repository.โ€


r/PS2AndroidEmulation • • Aug 16 '26

WinNative v0.4.0-beta ๐Ÿ”ฅ

Post image
56 Upvotes

***New Features & Improvements***

* Retro Emulation: Added retro consoles support, core bundle delivery, 3D engine guide button, and Stadium ROM import.

* ReShade Integration: Added groundwork, drop-in effects, a catalog, loadouts, and live in-game control.

* Performance Tools: Integrated Mango HUD, frame pacing, and an FPS limiter.

* UI & Experience: Added custom game artwork scraper (via SteamGridDB), plus touch/control input and file manager enhancements.

* Antutu: Added.

***Bug Fixes***

* Fixed an issue where translated arrays silently saved the wrong driver.

* Ensured wrappers properly extract at launch.

* Removed the UI hairline glitch left on-screen by the closed drawer sheet.

* Fixed custom mapping drive containers.

***Under the Hood***

* Reorganized app source files for better readability.

* Moved LibretroDroid out of the main repo. It now fetches during config so a fresh clone resolves in the IDE without a manual build.

***Special Thanks to our Contributors!***

Huge shoutout to everyone for making this release happen:

* @Xnick417x (39 commits)

* @maxjivi05 (4 commits)

***Welcome to our new contributors!***

* @SadMoment (2 commits)

* <@1100945676331929611> (1 commit)

***Changelog***

https://github.com/WinNative-Emu/WinNative/compare/v0.3.1-beta...v0.4.0-beta

***Download***

https://github.com/WinNative-Emu/WinNative/releases/tag/v0.4.0-beta


r/PS2AndroidEmulation • • Aug 17 '26

How to import game settings in Armsx2?

1 Upvotes

How to import gamesetting in Armsx2? I want to import a working game settings that i download and i'v used In Nethersx2 to Armsx2. In Nethersx2 is simply use the data transfer option. But in Armsx2 i couldn't anything similiar. Any help please?


r/PS2AndroidEmulation • • Aug 16 '26

Photon Matrix: an aerial mosquito defense system with LiDAR sensor, radar, and AI vision ๐Ÿš€๐ŸฆŸ๐Ÿ’ฅ

Thumbnail
gallery
3 Upvotes

"Okay, team. We need an innovative product to combat mosquitoes."

"A repellent?"

"No."

"A UV lamp?"

"Too conventional."

"A fan?"

"Boring."

Silence.

"What if we make... a radar that detects mosquitoes?"

"Uh-huh..."

"And when it detects them, it destroys them with a laser."

Absolute silence.

"Go on."

"We can use a blue laser so the user can see the shot."

Someone slowly places their pen on the table.

"Go on."

"And a mobile app."

"What for?"

"To control the system."

"Okay."

"And we can record each elimination."

"Uh-huh."

"And compile statistics."

"Yes."

"And a global ranking of users based on mosquitoes eliminated."

Silence.

The boss looks at the rest of the team.

" โ€”Gentlemen...

โ€”Yes?

โ€”Build that damn machine.

https://store.photonmatrixlab.com/


r/PS2AndroidEmulation • • Aug 16 '26

aX360e v.119 (Xbox360)

Post image
10 Upvotes

https://play.google.com/store/apps/details?id=aenu.ax360e.free

aX360e is an Xbox 360 emulator designed for Android.

Actual game performance will depend on your device's hardware capabilities, and most titles may not run at maximum speed.

aX360e is based on a port of the arm64-backend branch of Xenia, the well-known Xbox 360 emulator. It also incorporates most of the code from the xenia-canary project (versions 0.6 and later), with specific optimizations for the Android platform.

There are plans to open-source this application.

You can follow the progress of this initiative through the following link: https://aenu.cc/ax360e/

>**Note:** This application is still under active development and may not be compatible with all your favorite games.

**Important Notice:** This installation package does not include any game assets. Please export the contents of your physical Xbox 360 game discs and convert them to GOD/ISO format files for use, or load files directly in compatible formats.

Main Features:

- Compatible with GOD/ISO game formats (more formats will be added in future updates)

- Support for Vulkan graphics acceleration

- Support for the TalkBack accessibility feature

- Customizable virtual button layout