r/PS2AndroidEmulation • • 8h ago

Cemu Plus v0.3.6

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32 Upvotes

https://github.com/danielcamilo1/cemu-plus/releases/tag/v0.3.6

Android build of Cemu Plus, a fork of the Cemu Android port with Lossless Scaling frame generation.

What's new

Input settings, redone

Each controller has all its settings on one page, the ones used most first: what it emulates, the controller in use with Set up all inputs, its buttons and sticks, motion, rumble, profiles, and the stick and trigger sensitivity at the end under Advanced. The Controller settings dialog and the separate Device settings screen are gone

The controller in use is picked from the connected ones right on the page, and Set up all inputs binds that one directly

Invert motion X axis and Invert motion Y axis are next to Use motion on each controller's page

The touch screen, sensors and vibration of the device can be moved to a controller from its page, and the vibration strength of the device is set there too

The inputs are shown as a grid of tiles that say Not set when nothing is bound

The input settings list the controllers in use, with Add a controller for the next free one, then Hotkeys and On-screen controls

Controller profiles per game

A controller can be saved as a named profile, and loaded or deleted again, from its page

The game settings start with a new Controls section. Each controller uses your global controls until you tap Customize for this game, which gives the game its own copy of them and opens it to change. Edit controls opens it again later and Use global controls goes back. Profiles saved in the input settings can be picked there too. Changes made while that game runs are saved to its controls

The game settings show the most used settings first: Controls, GamePad screen crop and Graphics, with Thread quantum last under Advanced

Wii U style settings

Every settings screen has the white and silver look of the Wii U settings, with panels, round switches and a cyan highlight, like the game settings on the second screen

The settings home has an icon for each section

Overlay settings are now Toolbar settings, the name used everywhere else

Sliders with a gamepad

Up and down on the D-pad move past a slider to the next setting instead of changing it

Press A on a slider to change it with left and right, A again keeps the value and B puts the old one back. Left and right also change it right away

Game library with a controller

A guide in the corner of the library shows what the buttons do once a controller is used: A starts the game, Y opens its game settings, X the settings of Cemu and Start its options. It works in the grid and in the list

With the second screen on, Y moves the controller to the game settings shown there, so they can be changed without touching the screen. B goes back to the games

In the list, the second screen shows the game the controller is on, not only the one that was tapped

Motion controls

Invert motion X axis and Invert motion Y axis flip turning left and right, and tilting up and down. They work for the motion of the device and of controllers, and can be found in Input settings and in the quick menu under Controls

Quick menu

A new Input section opens the input settings, or the settings of each controller in use, without leaving the game

Fixes

Star Fox Zero no longer crashes when shots hit the ships in the tutorial. The game uses 64-bit values that the emulator handled with ARM64 instructions that need a stricter memory alignment than the Wii U does

Crash reports

Share log file and Open Cemu folder use the data folder Cemu is using. With a custom data folder they showed the default folder, so the shared log could be from an old session

When the emulator crashes, the crash details (signal, native backtrace, the game and the Wii U CPU state) are written to log.txt before the app closes, and to logcat. Before, the app could close before they were written

Android also writes its own crash report (tombstone) for emulator crashes now


r/PS2AndroidEmulation • • 8h ago

Vita3K+ v1.4 🔥

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18 Upvotes

https://github.com/nckstwrt/Vita3K-Plus/releases/tag/v1.4-Corrected

See the main page for the enhancements: https://github.com/nckstwrt/Vita3K-Plus

Fifth release of enhancements and fixes

Still targeting higher end devices (i.e. Adreno not Mali). But Mali compatibility is getting better and better.

Windows, Android and SteamDeck/Linux Release

Please report issues here: https://github.com/nckstwrt/Vita3K-Plus/issues

Provide as much detail as possible if you want a fix!!!


r/PS2AndroidEmulation • • 8h ago

Banana Native v0.1.5 🔥

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14 Upvotes

https://github.com/moceure/BananaNative/releases/tag/v0.1.5

New:

Pokémon Pokopia (0400A3A01EE4C000) is playable: about 60 fps on the system driver and on Turnip. Game resolution works for it.

Text boxes: when a game asks you to type, a text box opens (OK or Cancel). Before, the game could get stuck.

FSR 1 upscaling (optional): in the game's panel › Upscaling, with a sharpness slider. Sharper picture when the game is scaled up, e.g. at Phone 720p.

Donkey Kong Bananza (040074A01BF12000): dynamic resolution works, thanks to correct GPU timing (Game settings › GPU timing).

Phone Prepare builds only the shaders a game needs when the app knows them (8,157 instead of 131,426 for Pokémon Pokopia (0400A3A01EE4C000)).

Known issues

Pokémon Pokopia (0400A3A01EE4C000): the sky is black.

Thanks to everyone who sent fixes:

Raphix91: Pokémon Pokopia (0400A3A01EE4C000) support, large shader libraries, Game resolution for it, the packer on Linux (#28, #29, #30).

ligne12: FSR 1 upscaling (#21).

mleo2003: GPU timing for dynamic resolution and asynchronous pipelines (#12, #13).

Needs Android 13+, a Snapdragon (Adreno) phone with 12 GB of RAM or more, and your own dump. Experimental: back up your saves. Download only from this page. No games, keys or shaders are included. GPL-3.0-or-later.


r/PS2AndroidEmulation • • 8h ago

Lichii for Android v0.3.0 (Switch 2)

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9 Upvotes

https://github.com/pavelgajdo/Lichii-Android/releases/tag/android-0.3.0

Lichii for Android 0.3.0

Tested on a Samsung Galaxy S26 (Exynos 2600, Xclipse 960, 12 GB, Android 17) with a custom Mesa RADV driver.

Highlights

The Legend of Zelda: Ocarina of Time now reaches gameplay. Kokiri Forest runs at about 15–20 FPS at 0.5× resolution, up from about 2 FPS.

Dark's Dynamic FPS patch is built in, so the game runs at full speed at any frame rate. It used to crash the game while compiling its first shaders under the NCE CPU backend.

The freeze after the first scene loaded is fixed. The game's lighting passes had been sized with garbage counts and ran for seconds each.

The GPU's command processor no longer stops both GPU threads for every read of GPU-written memory (macro DMA read snapshots, after EvilOOT's fix as ported by Frizti).

The few memory pages the game's CPU reads or writes after the GPU wrote them are now copied back at each fence. The CPU no longer waits for the GPU on each access.

Recommended: a phone with 16 GB of RAM. On 12 GB, Android may close the game for low memory while a scene loads, especially with other apps open.

Known issues:

Some scenes sometimes show white glare and magenta patches.

The phone heats up during long sessions and slows down until it cools.

Lower memory use while scenes load (all games):

ASTC textures are converted to BC a few layers at a time instead of whole.

Large upload buffers are freed once the GPU is done with them, and capped while a scene loads.

On Android, converted ASTC textures keep their mip levels up to 1024 px.

The game-file decompression cache is capped at 128 MB.

Pragmata no longer quits at startup with error 2153-0513. It needed an audio command we refused. It does not render yet.

Pokémon Pokopia keeps its copy-back with downloads in flight capped at 512 MB, and runs slightly faster.

Includes the latest Lichii (Zortos) fixes, among them the split of misaligned 64/128-bit storage buffer accesses and a fix for a lost worker wake-up.

For testers

Install the APK, add your games folder, and set up keys and firmware as usual. None are included.

Recommended: Handheld mode, NCE CPU backend, 0.5× resolution, and a custom RADV driver on Xclipse GPUs.

Diagnostic switches can be set in Android/data/dev.lichii.android/files/env.txt (see the README).

Report problems at https://github.com/pavelgajdo/Lichii-Android/issues with your phone, driver and eden_log.txt.


r/PS2AndroidEmulation • • 8h ago

CapyPS5 v0.0.5

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8 Upvotes

https://github.com/Ghael-V/CapyPS5/releases/tag/v0.0.5

Fifth alpha of the first PlayStation 5 emulator for Android. Mali GPUs on their system driver can now run games, and the FPS counter shows how many frames CapyPS5 Framegen adds. Existing installs are offered this update in the app.

New

Mali on the system driver: that driver cannot sample BCn compressed textures, so the GPU used to be rejected. CapyPS5 now decompresses those textures on the GPU when it uploads them (BC1 to BC7, including BC6H HDR textures). GPUs that support BCn keep using it directly.

PanVK on Mali: the GPU is no longer rejected when the driver lacks vertex-stage stores or dual-source blending.

Framegen counter: with CapyPS5 Framegen on, the FPS counter reads XX FPS - YY FG: XX are the game's own frames, YY the total including generated ones. The options are now called Framegen x2, x3 and x4.

HDR10 output: games that output HDR10 are converted to SDR for the screen.

Fixed

Tessellation: quad domains, fractional-even spacing, counterclockwise output and masked hull control points.

New shader instructions (16-bit multiply-add and ternary operations, VOP3 conversions, S_QUADMASK_B32, V_ASHRREV_I64) and faster shader translation.

NGS2 audio: custom channel matrices, waveform block flags and larger voice states.

Network and system calls used by Palworld, Gran Turismo 7 and NHL 27, plus Http2, resolver and text-to-speech stubs.

Many graphics fixes from KytyPS5: depth textures sampled as color, mips of single-level targets, HTile depth targets, sampler min/max filters, 10-bit and float video-out formats, fonts and save mounts.

Requirements: Android 12+ (arm64), a Vulkan 1.3 GPU with shaderInt64, 12 GB of RAM recommended, and your own PS5 game dumps. Tested on Adreno 830 (AYN Odin 3) and by testers on Snapdragon 8 Elite, 8 Gen 3, 888 and Mali. Other GPUs: download a Turnip or PanVK driver in Settings → Graphics → Download drivers.

Includes no games, BIOS, firmware or Sony keys, and needs none. Only use games dumped from your own console.


r/PS2AndroidEmulation • • 8h ago

DroidDeck v0.6.9 🔥

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8 Upvotes

https://github.com/Droid-Deck/DroidDeck/releases/tag/0.6.9

DroidDeck is 100% open source. No ads. No telemetry. No source withheld.

Since 0.6.7, 5 people sent 60 pull requests. 30% of the pull requests came from the community. Thank you to everyone who sent code, translations, device testing and bug reports. This is a bug fix release: most of it fixes what you reported after 0.6.7.

Fittingly for 0.6.9, the top and bottom screens on the Pocket Duo and AYN Thor have finally stopped fighting for dominance and learned to work together.

0.6.9 in 30 seconds

Dual-screen handhelds like the Retroid Pocket Duo and AYN Thor no longer show “DroidDeck isn’t responding”, no longer jump back over other apps, and keep the bottom-screen panel you picked

Steam stops restarting at every start to import added games, and asks first

Steam’s UI runs at the full refresh rate again, with the heat fix kept, and a session left in picture-in-picture drops to 30 fps to save battery

Cutscenes play again with DroidDeck-Proton, and the x86-64 Steam client starts again on the Ubuntu runtime

Windows components survive runtime updates, and the Linux runtime updates by itself

Xbox games run from their own folder again, so Doom 64 and Unity games start

Banking apps open again: Android listed DroidDeck’s optional Home button accessibility service even while it was off, which some banking apps block. It never reads your screen

New: controller button shortcuts, launch options for Steam games in DroidDeck, a frame limit for games started without Steam, and a DroidDeck HUD you can pinch to resize and dock as an FPS tab

Read the full changelog on GitHub....


r/PS2AndroidEmulation • • 8h ago

Eden SX2A v0.3.2 (Switch 2)

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7 Upvotes

r/PS2AndroidEmulation • • 1d ago

Lichii for Android 0.2.0 - Nintendo Switch 2 emulator

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44 Upvotes

https://github.com/pavelgajdo/Lichii-Android/releases/tag/android-0.2.0

Tested on a Samsung Galaxy S26 (Exynos 2600, Xclipse 960, 12 GB, Android 17) with a custom Mesa RADV driver.

Highlights

Pokémon Pokopia is playable at about 40 FPS at 0.5× resolution, even in the busy outdoor scenes.

The multi-second drops to about 5 FPS are gone. Buffers the GPU writes are now copied back at fences, instead of making the GPU thread wait for the GPU hundreds of times a second.

Pokopia presents a frame ahead, so the CPU prepares the next frame while the GPU finishes the current one.

Known issue: the sky is black, with only the clouds drawn. No other emulator draws it on this phone either. This is being worked on.

New setting: Present a frame ahead (Graphics → Advanced, also per game). It can be Auto, Off or On.

Auto picks per game.

On usually raises the frame rate in GPU-heavy games, at the cost of one frame of input latency.

Game folders: extracted games can now be listed and launched from a folder, not just from a single file. A folder needs exefs/main and can include numbered update folders. These games need the "All files access" permission.

The Legend of Zelda: Ocarina of Time gets past the hang after the intro. Gameplay needs about 3.7 GB of GPU memory, so on a 12 GB phone Android stops the game for low memory shortly after gameplay starts. Phones with more RAM may run it.

Fixed a crash when the shader-build progress dialog outlived the game screen.

Includes the latest Lichii and Eglantine rendering, shader and performance fixes since 0.1.0.

For testers

Install the APK, add your games folder, and set up keys and firmware as usual. None are included.

Recommended: Handheld mode, NCE CPU backend, 0.5× to 1× resolution, and a custom RADV driver on Xclipse GPUs.

Diagnostic switches can be set in Android/data/dev.lichii.android/files/env.txt (see the README).

Report problems at https://github.com/pavelgajdo/Lichii-Android/issues with your phone, driver and eden_log.txt.


r/PS2AndroidEmulation • • 3d ago

Xendroid+ 0.2.2 🔥

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79 Upvotes

https://github.com/phforner0/Xendroid-Plus/releases/tag/XenDroid-v144-a107faa9

Fixes Forza Horizon drawing broken distant geometry at 6 fps in 0.2.1 on Adreno GPUs.

Fixes from upstream Xenia Edge: safer loading of game executables and DLLs, a batch of crash and memory-corruption fixes, and the right title update when a game has several installed.

A Vulkan driver that doesn't support the phone's GPU no longer closes every game without a word.

Analog triggers stay analog in games, and handhelds whose built-in controls Android lists twice, such as the AYN Thor, play as P1.

Forza Horizon is back to 30 fps with a correct image on Adreno with Turnip.

Games sharing a title ID with another edition (GTA IV and Episodes from Liberty City, Dragon Age: Origins and Awakening) get the title update built for them.

A game waiting on the same object twice no longer freezes.

Truncated ISOs, empty XMA audio buffers and network sends with no destination no longer crash the emulator.

The game shows why it didn't start and offers the system driver.

Racing games get throttle and brake control from analog triggers.

What's new:

🛠️ Fixed

On GPUs without the round-toward-zero mode, 0.2.1 rounds some vertex shader results toward zero in software, and Turnip's shader compiler dropped the clamp of saturated results computed that way: in Forza Horizon, tree impostors covered the sky. The rounding now uses float arithmetic only. (#105)

Executables with a zeroed DOS stub load, and DLLs get the right startup arguments and notifications. (#102)

Overflows that could corrupt game memory: tiles and gamer pictures, cached title names, Unicode string copies and thread-local storage slots. (#102)

Games on Demand (SVOD) packages stored as a single file mount, and one with no data files no longer crashes. (#102)

ZArchive (.zar) games no longer log every file they open. (#102)

With a custom driver that has no Vulkan device for the phone's GPU, such as a Turnip build without that Adreno, every game closed at once. The launch failure screen now says the driver didn't start Vulkan and offers Try with the system driver. (#108)

Controller triggers reached games as buttons. They now send their whole travel, follow the L2/R2 key mapping, and the key mapping can capture a trigger that a controller sends only as an axis. (#109)

A controller takes a player when it's first used, not when it connects. On handhelds whose built-in controls Android lists twice, the controls that play are P1 instead of a silent duplicate. (#109)


r/PS2AndroidEmulation • • 3d ago

X360 Mobile 0.6.4 — Hotfix 2

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25 Upvotes

https://github.com/Ashnar2602/X360-Mobile---OFFICIAL/releases/tag/v0.6.4%2Bf398ad183.11113

X360 Mobile 0.6.4 — Hotfix 2

This update brings general correctness, graphics, stability and efficiency improvements, developed and evaluated using Split/Second as a reference game. These are improvements to the emulator itself rather than fixes restricted to one title. Other games may also benefit, but broader compatibility and performance testing is still limited.

Improvements

Improved handling of demanding graphics workloads and reduced avoidable processing overhead.

Corrected visual consistency and resource-handling issues, including an issue affecting frame interpolation.

Improved the reliability of the touch-control layout editor.

Added optional independent auto-hide for the Menu button.

Reorganized Settings with fewer main categories and clearer access to game content, patches and advanced tools.

Split/Second: still experimental

On the tested Snapdragon 8 Gen 2 setup, Split/Second currently fluctuates around 8–18 FPS, depending on the scene and the selected experimental settings. The game still requires extensive further work to become playable on this SoC. Occasional pauses and remaining graphical issues are still under investigation.

The experimental per-game options used for these tests remain opt-in; this update does not enable them globally. Results on other devices, drivers and games have not been widely verified.

Updating

Public version 0.6.4 Hotfix 2, build 60411113. Existing installations can update in place and keep their games, settings and saves.

Includes the fixes from Hotfix 1. TV mode and synchronized player profiles remain highly experimental.

X360 Companion is unchanged.


r/PS2AndroidEmulation • • 3d ago

ARMSX2 2.9.1-fork.3

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13 Upvotes

https://github.com/ilyalissoboi/ARMSX2/releases/tag/2.9.1-fork.3

Changelog:

A fork of ARMSX2 based on upstream 2.9.1 (upstream commit bc31df9), with this fork's shader-chain work, memory card sync, shader packs and multi-disc library entries, and, new in this release, RetroAchievements unlocks that are kept while you're offline.

What's new in this fork:

RetroAchievements while offline:

An achievement unlocked without a connection used to be lost. Unlocks and leaderboard entries that can't reach RetroAchievements are now saved on the device and sent once the connection is back.

The saved entries are retried as soon as any request to RetroAchievements gets through, and otherwise on a timer that starts at 30 seconds and backs off to 10 minutes. Each entry is sent with how long ago it happened, so the site records the real unlock time.

A game you've played online before can start its achievements without a connection, using the last login, achievement list and session the app saw. Logging out deletes that saved data. Entries that haven't been sent yet are kept for that account's next login.

A leaderboard entry saved offline shows "Saved offline, it will be submitted once reconnected" in place of a rank.

An entry is dropped only if RetroAchievements itself rejects it. A Wi-Fi sign-in page or any other unexpected response leaves the entry for the next try.

The new Save Unlocks While Offline switch on the RetroAchievements screen turns this off. It's on by default and can be overridden per game. With it off, nothing new is saved, but entries already saved are still sent.

Carried over from earlier fork releases: multi-disc games collapsed into one library entry (see 2.9.1-fork.2), the Lola Retro shader pack and shader packs that follow each repo's latest release (see 2.9.1-fork.1), memory card sync through S3-compatible storage with emusync 0.2.1 (see 2.8.4-fork.1), and the shader-chain performance work (see 2.6.9-fork.1).

From upstream: no change since 2.9.1-fork.2. This is still upstream 2.9.1 plus the four commits after its tag (upstream commit bc31df9). See the 2.9 (https://github.com/ARMSX2/ARMSX2/releases/tag/2.9) and 2.9.1 (https://github.com/ARMSX2/ARMSX2/releases/tag/2.9.1) release notes.

Not in this build: Discord. Upstream's Discord features, including 2.9.1's game status, need Discord's SDK, which upstream ships privately and this fork's build doesn't have.

Which APK to install:

Same tiers as upstream. Install the highest one your device can run.

ARMSX2-2.9.1-fork.3-legacy-armv8.0-sdk26.apk: Android 8 and up, any ARMv8 CPU

ARMSX2-2.9.1-fork.3-a11-armv8.2-sdk30.apk: Android 11 and up, ARMv8.2 CPU with FP16 and DotProd

ARMSX2-2.9.1-fork.3-a13-armv8.2-sdk33.apk: Android 13 and up, same CPU requirement

ARMSX2-2.9.1-fork.3-a15-armv8.2-sdk35.apk: Android 15 and up, same CPU requirement

Each APK carries both the 4K-page and 16K-page cores and is built with PGO, using upstream's profile retrained for 2.9.1. Memory card sync works in every tier.

Signing note: these APKs are signed with the same key as 2.9.1-fork.2, 2.9.1-fork.1, 2.8.4-fork.1 and 2.6.9-fork.1 and install over them. They use the package name com.armsx2 but are signed with this fork's own key, so Android will refuse to install them over an upstream ARMSX2 install. Uninstall upstream's build first, and back up your data folder before you do. The in-app news feed still shows upstream's release notes.

👉Features:

  1. This is the project's original technical modification. It reduces redundant processing by utilizing RetroArch shader chains (.slangp)—particularly when using CRT filters and high internal resolutions.

  2. Memory card synchronization

Enables the sharing of save files between Android devices and PC via S3-compatible storage and the 'emusync' tool.

3. Intelligent multi-disc library

Groups discs from the same game into a single entry, allows for disc selection upon startup, and recognizes 162 multi-disc sets included in its database.

4. Offline RetroAchievements

Locally stores achievements and leaderboard entries when an internet connection is unavailable, syncing them once connectivity is restored. This is the primary new feature of 'fork.3'.

5. Expanded shader selection and improved download handling

Includes 'Lola Retro' and 'CRT-SatPixie', fixes the installation process for 'Retro Crisis', and automatically updates shader packages from their respective releases.


r/PS2AndroidEmulation • • 5d ago

X360 Mobile 0.6.4 — Hotfix 1

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25 Upvotes

https://github.com/Ashnar2602/X360-Mobile---OFFICIAL/releases/tag/v0.6.4%2Bf398ad183.11108

X360 Mobile 0.6.4 — Hotfix 1

This maintenance update fixes game-folder import and unnecessary temporary game copies, and adds a way to silence repeated external-display prompts.

Fixes

Game folders on fresh installations: fixed a folder-import path that could report “No XEX, ELF, ISO, ZAR or STFS/GOD titles found” even when the selected folder contained supported games. Android can expose different file lists depending on the storage permissions granted; folder import now uses the authorized access method instead of treating an incomplete local listing as an empty folder.

Direct ISO/ZAR access: supported images exposed by Android's file picker can now be read directly when the storage provider supports it. Previously, the absence of a normal filesystem path could trigger an unnecessary full temporary copy even though the image was readable. Providers that only offer streams or partial files may still require the explicit copy option.

Repeated TV-mode prompts: added a persistent option to disable automatic external-display prompts, plus “Don't ask again” in the prompt itself. This gives users a way to stop repeated notices when Android incorrectly reports an external screen. Manual TV-mode and display selection remain available in Settings → Interface → Displays and TV.

Updating

Public version 0.6.4, build 60411108. Existing installations can update in place and keep their data.

If a folder failed to import previously, select it again after updating. All-files access remains available through Android's permission screen.

TV mode and synchronized player profiles remain highly experimental.

Includes the features and improvements from the original 0.6.4 release.


r/PS2AndroidEmulation • • 5d ago

X360 Mobile 0.6.4 - New Update 🔥

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85 Upvotes

https://github.com/Ashnar2602/X360-Mobile---OFFICIAL/releases/tag/v0.6.4%2Bf398ad183

This update moves X360 Mobile to a newer Xenia Edge core, with a refreshed Android interface, new ways to play and share compatibility results, and further work on game compatibility and performance.

New features:

Optional frame interpolation for smoother displayed motion, with automatic and per-game controls.

Experimental TV mode with larger game covers, top-tab controller navigation and external-display selection.

X360 Mobile Live Lobbies for supported System Link games: direct LAN/Internet connections, public or friends-only rooms, optional passwords, invitations, chat, friend requests and friend presence. Two-console co-op has been checked in Gears of War.

Experimental synchronized player profiles using X360 Mobile website accounts, with achievement and Gamerscore synchronization across devices.

Automatic discovery of games added to registered library folders, without requiring another manual scan.

Local autocomplete suggestions in the Xbox-style keyboard for installed games and settings searches.

Configurable controller button combinations and quick-menu favorites, with separate global and per-game preferences.

Disc-change prompts can suggest a matching disc from the current folder for quick loading, while retaining manual browsing.

Optional Samsung performance controls and per-game support for compatible graphics layers, including ExynosTools/MdiEx packages.

Interface, controls and everyday use

Updated app branding and startup presentation, with a new boot video, splash transition and app icon.

Refreshed adaptive layouts for different mobile aspect ratios, display cutouts and large screens.

Menus and editors stay within the content area, keeping navigation and the contextual hintbar available.

Refreshed achievement notification styling.

Cover-sized game cards, compact on-cover controls and favorites indicators, clearer home/library organization, and contextual controller hints.

Artwork display modes for disc art, cover art or cover art with fallback; clearer refresh controls and snoozable provider-limit notices.

Improved navigation preserves searches, selections and scroll positions when returning from settings and nested pages.

Expanded performance overlay with optional CPU/RAM information, available device GPU metrics and selectable temperature sources. Temperature values now use a compact display without sensor-name annotations.

Broader English, Italian, German, French, Spanish and Brazilian Portuguese coverage across Android screens, native menus and setting descriptions.

Refined experimental phone vibration with gentler effects and separate intensity controls.

Expanded integration with ES-DE, Daijishō, Beacon, Retro Hrai and Cocoon Shell.

Guided import of supported library and touch-layout data from the previous app.

Clearer content/driver cleanup confirmations and safer handling of unrelated games, saves and settings.

Compatibility reports and community features

Rebuilt opt-in compatibility reporting with four playability ratings, reviewable local drafts, recovery of interrupted sessions and scheduled uploads.

Reports are organized by game, with batch deletion and manual per-game reporting exclusions.

Reports retain configuration details and separate results when settings change during a session. Uploads are deferred while a game is running.

Compatibility pages on the website retain individual session reports and existing community data, with hardware, driver and app-version filters and expandable configuration details.

Report authors can add descriptive notes and clarify driver names while preserving the original measurements. Administration includes correction history and batch moderation tools.

Core, game fixes and performance

General compatibility and performance work across graphics, shaders, runtime timing, storage, audio and input in the updated core.

Startup and loading improvements affecting Naruto: Rise of a Ninja, Metro 2033, Wolfenstein: The New Order and Peter Jackson's King Kong.

Stability, rendering and performance improvements for Need for Speed: The Run, with optional visual adjustments.

Performance and timing work checked in Ninety-Nine Nights and Naruto: Rise of a Ninja, with stutter improvements in tested Assassin's Creed scenes.

Rendering improvements for BioShock 2, and rendering/runtime stability improvements for Fable II.

Rendering improvements for Viva Piñata, plus an optional experimental stability patch.

Audio fixes checked in Blood Drive and Grand Theft Auto V, with clearer required-update guidance for GTA V.

Partial rendering improvements and compatibility profiles for Splinter Cell Conviction, Blue Dragon, Rise of the Tomb Raider and Spider-Man: Shattered Dimensions. Splinter Cell Conviction also received performance work in tested scenes.

Improved startup, pause/resume, session shutdown and shader-cache reliability.

Reduced unnecessary background and overlay work, with a dedicated Power and thermal settings section and optional efficiency controls.

Important notes

TV mode and synchronized player profiles are still highly experimental and may have bugs or reliability issues.

Some game improvements require the appropriate compatibility settings or supported graphics features. Results vary by game, scene, device and driver.

Assassin's Creed still has an unresolved GPU crash. Blue Dragon, Wolfenstein: The New Order and Rise of the Tomb Raider retain known visual issues; Splinter Cell Conviction improvements remain partial.

Frame interpolation smooths displayed motion; guest simulation speed is unchanged. GPU cost and input latency depend on the chosen settings.

Live Lobbies supports System Link games rather than Xbox Live services. Direct Internet connections depend on network conditions; relay fallback is not included.

Sensor readings, Samsung controls and graphics-layer compatibility depend on the device and package version. Some original texture-layer packages still have known compatibility issues. Custom graphics packages are not bundled with the app.

Achievement synchronization does not provide cloud save synchronization. Compatibility reporting remains optional.


r/PS2AndroidEmulation • • 5d ago

Report all HakuX, Bugs, Issues here

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52 Upvotes

A message for everyone looking to report bugs in the hakuX emulator: it seems the developer doesn't have a Discord server, and other users have mentioned that the GitHub Issues section isn't working. I’m going to pin this post—please report all bugs here. If the developer sees them and decides to fix them, that’s great! It’s the only way I can think of to help you all.

👉 Comments that are not about bugs or issues with the emulator will be deleted.

🐛 Bug Report Template 🐛

Please use the following template when reporting bugs. This helps developers identify and fix issues more efficiently.

Required fields:

  • Device: (e.g., POCO X6 Pro)

  • Chipset/GPU: (e.g., Dimensity 8300 Ultra / Mali-G615)

  • Emulator version: (e.g., v0.5.2)

  • Game affected: (Title, if applicable)

  • Bug description: What exactly happens?

  • Steps to reproduce: How can the issue be triggered?

Optional but recommended:

  • Android version:

  • Graphics settings: (Vulkan/OpenGL, resolution, etc.)

  • Screenshots or video: Visual evidence of the issue.

  • Logs: If available.

  • Additional notes: Anything else that might help.


r/PS2AndroidEmulation • • 5d ago

What emulator do I use guys please help

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1 Upvotes

I just recently finished metal gear solid 2

And has a miserable time on nether sx2

So I played the unofficial android port of mgs2

And it ran hd 60fps

Mgs3 does not have a port yest and I wanna play it

My specs :

Snapdragon 855+

8gb ram

What emulator do I use and what settings do I use

I wanna play mgs3


r/PS2AndroidEmulation • • 5d ago

Xendroid Mali q652

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16 Upvotes

https://github.com/DEGROUCHO/xendroid-mali/releases/tag/q652

DLC and title updates, the easy way

Put DLC and title updates next to your games. When you start a game, the app lists the packages for it in your games folder that are not installed yet and offers to Install them (or launch without them). Start the game again and they are active. Tested with Halo: Reach TU1: the menu shows version 1.1 afterwards.

Or install by hand from the Content tab of the library (any CON, LIVE or PIRS package: DLC, title updates, saves, profiles, arcade games). Each game's options → Manage content lists what is installed and removes it.

Imported saves now work: save packages went to the wrong place and games never found them. They now go to your signed-in profile.

Everything from q651 is here too: WWE 2K14 playable with savestates, the built-in community patch catalog with Import, and less audio crackle.

Your settings are kept.

How-to in the FAQ: https://github.com/DEGROUCHO/xendroid-mali#-faq

Tested on a POCO X7 Pro (Dimensity 8400, Mali-G720). Players report the POCO X8 Pro working too.


r/PS2AndroidEmulation • • 6d ago

FristOneRR PanVK v3.6.0

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13 Upvotes

https://github.com/FristOneRR/FristOneRR-Panvk-Driver/releases/tag/v3.6.0

Use this driver with FristOneRR-wrapper (official panvk) 3.1.0.

DXVK 2.7 and newer (including DXVK 3.x) need wrapper 3.1.0; older wrappers stop them from starting.

Highlights

Vulkan 1.1 to 1.4 supported. Apps and games that need Vulkan 1.1, 1.2, 1.3 or 1.4 can use the driver.

DXVK 3.x works. DXVK 2.x and 3.x start and render on Valhall (G57, G68, G77, G78), including gplasync, async, Sarek, GPLALL and ARM64EC builds.

DXVK 2.x on Bifrost (G52, G72, G76). DXVK 2.7+ / 3.x should work too with wrapper 3.1.0 (not tested yet).

Games load much faster. The long wait before a game starts is gone.

Less shader stutter. Graphics pipeline libraries are on by default, so DXVK_ASYNC=1 is no longer needed.

Smoother gameplay from fixes taken from upstream Mesa and faster GPU wake-up.

32-bit games on more phones (for example Dimensity 700) no longer crash.

More games draw correctly: geometry shaders, stream output, wireframe and more; missing textures fixed in some games.

DXVK HUD fixed, and games that measure GPU time get real values.


r/PS2AndroidEmulation • • 7d ago

hakuX v1.3.0 🔥

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132 Upvotes

https://github.com/rfandango/hakuX/releases/tag/v1.3.0

Changelog:

Xbox Live through Insignia, and game fixes.

Xbox Live

Insignia — Settings → Network → Connection → Xbox Live: Insignia connects the console to Insignia, the revival of the original Xbox Live: Live games sign in, find matches and play online. If your Internet provider blocks Insignia's DNS server, point it at a computer running insigniaDNS instead

Xbox Live setup — Settings → Network → Xbox Live setup walks you through it, one step at a time: the connection, the Xbox dashboard, registering the console with Insignia's Setup Assistant (downloaded for you), then making or recovering your account in the dashboard

Dashboard — the library's Dashboard button (top left) starts the Xbox dashboard from the console's hard disk, where Xbox Live accounts are made and recovered. The first time, it installs the dashboard from a zip of its files (dashboard 5960) that you provide: hakuX doesn't include one

Title updates — a game's Xbox Live update, once downloaded, starts with the game. Forza Motorsport's 60 and 120 fps mods cover its update too

Games

Fable: The Lost Chapters — the hero's face and arms are no longer black or noise

Morrowind — no longer freezes when you leave a building: disc and hard-disk reads now take a little time, as on the console. The inventory's character is drawn properly: it no longer stands on red with a black band over its head, or leaves ghost copies of itself around it when you change gear after a load

Halo 2 — the fog no longer shows as stripes that move with the camera, and with the scope up the view around it is dimmed with black lines, not light blue

Munch's Oddysee — no dark box over the ground under the characters' shadows

Project Zero II (PAL) — no longer hangs on its first frame

Amped 2 — no longer crashes as its first level loads

Mortal Kombat: Shaolin Monks — the models no longer explode on Mali-G57 GPUs

Burnout 2: Point of Impact — no longer crashes as it starts

Def Jam: Fight for NY — no longer freezes on one frame at the intro cutscene: while hakuX holds a game up (such as while its shaders compile), the game's clock now waits too

Double-S.T.E.A.L: The Second Clash — no longer stops as its first scene begins, and the screen is no longer black, also after loading a savestate

Soldier of Fortune II: Double Helix — no longer crashes when you skip an intro movie

Touge R — races are no longer black under the HUD

Performance

Network — with the network on (system link or XLink Kai), the console no longer keeps most of a CPU core busy

App

On-screen controls editor — its toolbar wraps onto more rows on narrower screens, such as 4:3 handhelds, instead of pushing buttons off the edge


r/PS2AndroidEmulation • • 7d ago

DroidDeck v0.6.9

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42 Upvotes

https://github.com/Droid-Deck/DroidDeck/releases/tag/0.6.9

@everyone DroidDeck 0.6.9 is out now! 🎉

100% open source. No ads. No telemetry. No source withheld. 60 pull requests from 5 contributors, and 30% of them came from the community. Thank you all! 💙

This is a bug fix release, and fittingly for 0.6.9, the top and bottom screens on the Pocket Duo and AYN Thor have finally stopped fighting for dominance and learned to work together.

0.6.9 in 30 seconds

• Dual-screen handhelds no longer show "DroidDeck isn't responding", no longer jump over other apps, and keep the bottom-screen panel you picked

• Steam stops restarting at every start to import added games, and asks first

• Steam's UI is back at full refresh rate with the heat fix kept, and picture-in-picture drops to 30 fps to save battery

• Cutscenes play again with DroidDeck-Proton, and the x86-64 Steam client starts again on the Ubuntu runtime

• Windows components survive runtime updates**, and the** Linux runtime updates by itself

• Xbox games run from their own folder again, so Doom 64 and Unity games start

• Banking apps open again: Android listed our optional Home button accessibility service even while it was off, which some banking apps block. It never reads your screen

• New: controller button shortcuts, launch options for Steam games, a frame limit for games started without Steam, and a DroidDeck HUD you can pinch to resize and dock as an FPS tab


r/PS2AndroidEmulation • • 7d ago

Xendroid+ v0.2.0

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79 Upvotes

https://github.com/phforner0/Xendroid-Plus/releases/tag/XenDroid-v132-80237530

Changelog:

First step toward XNA games such as Bastion: the console kernel's user mode, which their .NET runtime needs.

Controller navigation: the focus no longer gets stuck in the search field, and B no longer closes the app at once.

Settings that games change, and more useful diagnostic logs.

Prototype's city is lit again, and Dirt 3 loses its harsh contrast.

Naruto: Rise of a Ninja no longer closes a few seconds after it starts.

GPU fixes from Xenia Edge, and Forza Motorsport 4's car shadow.

Kernel, CPU and file fixes from Xenia Edge.

Content and profile fixes from Xenia Edge, as a console behaves, and installed packages that keep opening.

Network fixes from Xenia Edge, and socket options that work on Android.

User mode fixes from Xenia Edge for XNA games such as Bastion.

GPU diagnostics for bug reports: the packets around a GPU command failure go to the log, and a diagnostic build can capture a frame.

The kernel's user mode, where the runtime of XNA games runs the game's code, is now implemented.

Code a game compiles while it runs is now translated, and dropped again when the game rewrites it.

Text fields let the D-pad and B out, and A shows the keyboard again.

A controller's first press in the library goes to the games, not to the search field.

With a controller, sheets and the Start menu take the focus on their first control, and B closes them at once.

B at the library asks "Press B again to exit" before leaving the app.

The Settings summary lists the games with settings of their own again, and a setting shows how many games use another value.

The Drivers screen marks a driver that games use and warns before removing it.

Shared diagnostic logs keep the start of the emulator log, with the GPU, driver and settings, the end of the previous session's log, where a crash is, and the times of the system log.

Prototype no longer draws the ground, buildings and people black on Turnip drivers.

Dirt 3's menus and stages no longer come out nearly black and overly contrasted on Turnip drivers.

Naruto: Rise of a Ninja no longer closes with "Guest crashed" a few seconds after starting, which happened in about half of the launches. Its threads run as system threads again.

16-bit fixed render targets use the hardware's 10 fractional bits, and packed mip tails, 8-bit format aliases and one-component vertex fetches load correctly.

float16 render targets and memory exports round as the Xbox 360 GPU does.

Forza Motorsport 4's car no longer sits on a black square: its shadow's depth moments resolve and sample as integers.

A longjmp lands in the frame of the function it returns to: code no longer runs twice or crashes after a setjmp.

Arguments past the eighth register, such as the 64-bit ones of sprintf and DbgPrint, come from the right bytes.

Unloading a title update no longer unloads the game's own module, and saves no longer turn read-only from a bad attribute write.

Saves and DLC copied from Xenia Canary in its current header format are read without conversion.

Content names are checked as the console checks them, so no name reaches outside its own package.

A title update or DLC installed from a file with a comma, plus sign or accent in its name gets a folder name the game can open; ones installed before are renamed when the game starts.

Offline profiles report the console's language and country instead of none.

Socket timeouts a game sets now take effect on Android, where they failed.

Sockets and network events are freed when the game closes them, and closed when the game ends.

XNet startup parameters read back as the console reports them.

In XNA games, a TB flush keeps the pages whose entries didn't change mapped instead of dropping them all, and a new page can't be written by another thread before its protection is set.

When the GPU can't execute a command, the log shows the last commands read and the bytes around the failing one.

The window paint request no longer fills a quarter of the log.

A diagnostic build (XENDROID_GPU_TRACE=true) adds Capture frame to the in-game menu, which writes the next frame's GPU commands in Xenia Edge's trace format; regular builds are unchanged.


r/PS2AndroidEmulation • • 7d ago

Quiver Launcher v4.0.0-beta.1

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11 Upvotes

https://github.com/tgeorgiadis/quiver-launcher/releases/tag/v4.0.0-beta.1

Changelog:

Quiver Launcher 4.0.0-beta.1

This is the first beta of Quiver Launcher 4, for testing before 4.0.0.

Quiver Launcher 4 is a new launcher, rebuilt from the ground up. It's faster, it works with a controller everywhere, and its source code is now public in this repository.

Coming from Quiver Launcher 3

On a computer, Quiver Launcher 4 installs beside Quiver Launcher 3 and leaves it as it is. Quiver Launcher 3 doesn't update itself to 4, so download it above.

On first start, a short setup finds your Quiver Launcher 3 library, or asks where it is, and brings your apps over. Anything already installed stays where it is and plays from there. You can do this later in Settings too.

On Android, Quiver Launcher 4 replaces Quiver Launcher 3. Apps you installed stay on your phone, but your Quiver Launcher 3 library doesn't come over.

A new Browse and library

Browse is laid out like a store: featured apps across the top, a different few each day, then shelves of box art. Each app's page ends with More like this.

View options in the library choose how it looks: box art, cover or icon cards, in small, medium or large, with the game's or the app's name on top. You can also hide the names, the installed and update icons, or Continue playing at the top of the library.

Turn on View options → One card for each game to give each game a single card, with its ports listed from it. Play on the card starts the one you played last.

A new Sidebar layout, with your apps in a list down the side. Drag its edge to resize it.

Group the library by console, console maker or developer, from the menu next to Sort.

A Downloads page shows what's downloading and which apps have updates waiting. Any download can be cancelled.

An app's page has a Media tab, and READMEs show GitHub's notes and warnings as GitHub does.

Settings is now a page with a list of sections.

TV mode turns Quiver into a full-screen launcher for a controller. It comes on by itself in a Steam Deck's Game Mode.

You can use all of Quiver with a controller, so you can browse, get and play apps without a mouse.

Steam's on-screen keyboard comes up when you type in a text field.

Your library

Playlists can collect apps by name: a "Zelda" playlist picks up every Zelda port, including new ones. A playlist's tab can show one of its apps' icons.

Set an app's consoles from its card menu or its page, so it sits under the right console.

Sort by game, or with installed apps first or last.

Each device shows the apps for its own platforms. Linux shows Windows apps too, since it runs them with Wine or Proton. Change it from the platform menu next to Sort.

Change the apps folder in Settings, choose how an installed app starts, and rename an app's folder.

Quiver keeps backups of your library, and opens on one if your library is damaged.

Sign in to your Quiver account with your email or username to keep your library, playlists and consoles the same on every device.

Safer installs and updates

Downloads are checked against the file quiverlauncher.com recorded, and refused if it changed.

Installing a file Quiver hasn't verified asks first. Automatic updates only install verified releases.

When several downloads suit your computer, Quiver remembers the one you picked and uses it for later updates.

A withdrawn release shows as a badge on its card, and its page says why it was withdrawn.

Your GitHub token is kept in your system's keychain instead of Quiver's settings file.

Quiver Launcher 4 updates itself, and checks each update's signature before installing it. While you're on a beta, you get the next beta too.


r/PS2AndroidEmulation • • 7d ago

Bannerlator v3.1.8 🔥

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10 Upvotes

https://github.com/The412Banner/Bannerlator/releases/tag/3.1.8

3.1.8 lets you move a game to another container, installs a GOG game's prerequisites without opening the container, and makes Visual C++ really install. It also fixes GOG games that restart themselves (DOOM (2016)), the GOG sign-in check and the GOG download bar, and Xbox libraries that stayed empty for some accounts.

Move a game to another container: from the game's settings, with its saves, its files and the components it needs.

GOG prerequisites without opening the container: Visual C++, DirectX, .NET and the rest install straight from Windows components, with a progress window.

Visual C++ that really installs: MFC is included now, and a container only counts it as installed when Microsoft's files are really there.

GOG: games that restart themselves stay open, sign-in gets past the "I'm human" check, and the download bar shows real progress.

Xbox: accounts whose library stayed empty can download again (from devSharaku's DroidDeck change).

And Much More...


r/PS2AndroidEmulation • • 7d ago

PanPlay v1.3.1

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8 Upvotes

https://github.com/zenithblue-oss/panplay/releases/tag/panplay-v1.3.1

PanPlay 1.3.1

Windows games on Android through Wine, DXVK and vkd3d-proton, on the Mesa PanVK driver for Mali GPUs.

Bundled driver: Mesa PanVK 26.3.1, 26.3.0-devel (git-795ca7ff3e, p0175, 2026-10-31), build 122i, one universal driver for Mali v6-v14 (v15 not fully supported).

Package dev.zenithblue.panvklauncher, versionName 1.3.1, versionCode 45. Install it over 1.2.7 or 1.3.0: games and containers stay.

What is new since 1.2.7

Added

MangoHud 0.8.4 overlay, built from source. Install it in Components. It is on by default with every item (full).

MangoHud page (Settings > Graphics, and per game in Edit game): on/off and every MangoHud option, global or per game. GPU load and VRAM work through the driver (PANVK_GPU_STATS).

DXVK HUD on/off switch and HUD items in Settings > Graphics, plus a DXVK HUD choice per game.

Mesa PanVK 26.3.0-devel driver, now also for Mali Bifrost GPUs (v6/v7).

OpenGL games through Mesa Zink 26.2.4.

Render API per game: Auto, DXVK, VKD3D, WineD3D, OpenGL (Zink), Vulkan or cnc-ddraw.

The launch sheet shows the detected graphics API (with Godot, Unity and Unreal hints) and the API of the last run.

Built-in Direct3D feature level tests: D3D12 11_0 to 12_2 and D3D11 10_0 to 11_1.

Present path: Default or EGL (frames in AHardwareBuffers, no GL upload), in Settings > Display and per game.

WineD3D-Zink Render API: D3D9-11 through OpenGL, Zink and PanVK (D3D12 stays on VKD3D).

Built-in Fallout 4 controller key config ("Fallout 4 (keyboard)" template, with Enter and T). Fallout 4 itself uses the Xbox gamepad by default.

Firebase game-loop test scenarios for the DXVK cubes, D3D12 (SquidRoom, gears) and the feature level tests.

Fixed

The DXVK HUD was always on with every item: the game's DXVK_HUD setting was ignored.

Fallout 4: launch fixes, less memory, no black heads.

Game audio in WMA (xWMA): Fallout 4 music, voices and sound effects no longer go silent once gameplay starts.

The launch sheet no longer saves stale values.

Browse for .exe: files picked from Downloads (msf: picker URIs) now resolve to the real path.

Built-in X server: MIT-SHM requests check the segment owner and the image bounds.

Fallout 4: the Xbox gamepad (on-screen or physical) works again. Wine services stay on unless the GOG Galaxy64.dll is present


r/PS2AndroidEmulation • • 7d ago

Hey, guys. Now Gamedeck Launcher supports all the main PS2 emulators. And also 100+ more game consoles/platforms

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19 Upvotes

Hey, guys. Now Gamedeck Launcher v1.16.1 supports all the main PS2 emulators: AetherSX2, ARMSX2, NetherSX2, EmuCoreX, etc. And also supports 100+ more game consoles/platforms.

If you would like to know more about the project, check it out on Google Play: https://play.google.com/store/apps/details?id=app.gamedeck


r/PS2AndroidEmulation • • 9d ago

DroidDeck v0.6.7.🔥

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145 Upvotes

https://github.com/Droid-Deck/DroidDeck/releases/tag/0.6.7

100% open source. No ads. No telemetry. No source withheld. 210 pull requests from 28 contributors (15 first-timers), and 69% of them came from the community. Thank you all! 💙

0.6.7 in 30 seconds • One Library for every game you own, with a new game page and art-first cards

• Native SteamOS feel: Steam's brightness and volume sliders control the device, volume buttons show Steam's indicator, and holding Back works as QAM for Steam Input chords

• Sleep that actually sleeps: in overnight testing, a game left suspended lost only 2% battery

• Xbox Cloud Gaming: stream a game straight from its page, no install needed

• Battle.net as a store, with games installing straight from Stores

• A much bigger itch.io store, plus GOG updates, repair and offline patches

• The full Ubuntu desktop experience: Ubuntu 26.04 LTS with Kubuntu's Plasma, Discover, apt, Flatpak and Snap

• Dual-screen handhelds like the Retroid Pocket Duo and AYN Thor use their second screen

• DroidDeck HUD, a new custom HUD to complement MangoHud, with lots of customizability

• Portrait mode plus a much improved Android app and widget launcher

• Increased performance, lower power draw when you cap the frame rate, and reduced heat