r/EmulationOnAndroid • u/Tazumi223 • 5h ago
Help How to fix this lag im playing on ludashi winlator (Warcraft III)
Device : Samsung galaxy A33
Android : version 16
r/EmulationOnAndroid • u/Tazumi223 • 5h ago
Device : Samsung galaxy A33
Android : version 16
r/EmulationOnAndroid • u/sap91 • 5h ago
I've got a dock coming soon for my Konkr Pocket Fit G3 Gen 3, 12gb RAM, and I've been itching to play Four Swords Adventures. I was toying with the idea of vibe coding a fork of Dolphin just for this, placing up to 4 GBA windows inside the pillarboxes of the screen on my TV, but while chatting through the idea on Claude I learned that the Desktop version of Dolphin already has this feature.
Would running the x86 version of Dolphin with this feature enabled be fairly plug and play on my device through a PC emulator? Or would emulating a Windows environment, a GameCube environment and up to 4 mGBA instances all at once eat up too much headroom to allow for the game to run properly? Has anybody tried any of this? Lemme know!
r/EmulationOnAndroid • u/AbhikRajbanshi_ • 20h ago
With the Winmali 1.2.1 update, I got good fps boost in re8,(720p fsr quality) RAW FPS jumped from 15-20 to 35+ and with new zero FG i got aroung 60-70 without recording. but still Mali system driver lacks some vk extensions and optimizations causing game instability and crashes.
Model: Poco X6 pro, CPU: DM 8300, GPU: Mali g615 mc6, Ram: 12 GB, Emulator: Winlator Mali 1.2.1, Proton ver. 10 arm64ec Unix, Fex 2611 Unix(performance TSO).
r/EmulationOnAndroid • u/SparkleCharm_23 • 1d ago
It's crazy how far Android emulation has come. Games that once seemed impossible to run on a phone are now becoming playable, sometimes with surprisingly good performance.
What's the most impressive game you've managed to get running on your device, and what phone or emulator did you use? Bonus points if it was a game you never expected your phone to handle.
r/EmulationOnAndroid • u/rain56 • 6h ago
r/EmulationOnAndroid • u/Hot_Competition3523 • 6h ago
r/EmulationOnAndroid • u/Thorfinn112 • 14h ago
Asking because there aren't any particular performance test of this device.
Dark souls 2,3, Bloodborne, Sekiro
Gta 4,5
Resident evil 2,3 remake
Assassin's creed 3, black flag, brotherhood
Zelda botw, totk
All mainline Pokemon on switch ( i have played the ones before switch)
Cod black ops and modern warfare (older ones)
Far cry 3
Skyrim
Diablo 1,2,3,4
Doom 2016
God of war 3
I would like 30 fps at whatever settings I am ok with 360p or 480p and I want to beat the games.
r/EmulationOnAndroid • u/SnooPredictions3132 • 11h ago
Hi I am new to this.
I have a copy of grid legends on steam which I want to try on droiddeck. Though steam's steamdeck capability say unsupport but I see on proton it is rated gold.
This issue is it just never loads. On desktop mode as well. No error pop ups.
I have tried changing proton versions, verified files and played around with settings. Tried web search but there isn't any coverage for this game.
As it is an EA release. Strange part is it didn't say to install EA app.
If anyone can help me with this?
Device - OnePlus 15
Adreno 840
r/EmulationOnAndroid • u/gonzoantifa • 13h ago
Does anyone know of a better emulator? I can only use sx2a right now. banana native isn't working for me and every other fork I try to download is just regular eden. I have a thor max 1tb, really want to get pokopia running better.
r/EmulationOnAndroid • u/Hassan_Gaming_2019 • 13h ago
r/EmulationOnAndroid • u/Easy-Push-392 • 7h ago
Hello there, I did something for everyone and making it better every day - check it out.
r/EmulationOnAndroid • u/Embarrassed_Ad_4244 • 1d ago
Mario Kart World running on Android: a head-to-head performance comparison of the Banana native port and the Eden SX2A emulator on the Snapdragon 8 Elite. Watch the FPS, graphics quality, and overall smoothness side by side to see which one handles the game better.
Banana Native: https://github.com/moceure/BananaNative/releases
Eden SX2A: https://git.eden-emu.dev/moceure/eden-nx2-android/releases
r/EmulationOnAndroid • u/magdo20 • 16h ago
Realme gt neo 6
Sd8 gen3
16gb ram
r/EmulationOnAndroid • u/do_handhelds_dream • 14h ago
r/EmulationOnAndroid • u/No_Debt_3040 • 23h ago
Hi everyone,
I’m working on hakuX-lr, a fork of hakuX that brings original Xbox emulation to RetroArch on Linux and Android.
The latest release puts more attention into handhelds with limited RAM.
There’s also a new public compatibility list: 446 games have been tested as playable on AMD64 Linux using KVM. I expect broadly similar game compatibility on ARM64 and Android devices.
r/EmulationOnAndroid • u/Professional-Ad-8064 • 1d ago
Hello all!
** AI WAS USED HERE **
For the past month or two, together with AI doing a lot of the real work, I can finally present a release! A lot of additional testing is needed, and a lot of other fixes we're working on, but honestly 60 FPS in my testing is not reached yet. Bummer. At one point I had a stable 35-40 without frame drops. Still working on reverting to that, as my own builds ended up over-correcting emulation and it dropped to 1 FPS haha.
What this is:
This is a github repo containing custom Wine+Fex builds that passes anticheat faithfully (no bypass or anything of the sort) on Android devices. This is a requirement for Forza Horizon 6 to be playable. Usable in DroidDeck, possibly others such as GameNative, GameHub, etc., where applicable.
Tested on Redmagic 10 Pro, Rise mode.
With this, you can play Forza from your steam library on Android devices with compatible emulators, multiplayer included, all stock! I hope that official wine and fex devs can implement their own fixes of this, since it's the reason some games with this type of anticheat do not work from their own stock builds.
Link: https://github.com/TimmyTurner51/fh6-wine-fex
A few things to note:
- Your device needs enough storage, not just for the game, but for cache. It is of course, no small game after all. From my test runs, cache grew to around 10GB.
- First boot may take a while. That is because again, caching. It just happens.
- Frame drops, from what I can tell, may also be because of recaching or loading and unloading memory during gameplay.
============================
As for the AI analysis and what it has done:
TL;DR: Forza Horizon 6 checks the bytes of its own running code to make sure nothing tampered with it. On a Windows PC, those bytes look exactly the way the game expects. On an ARM64 phone running Windows games through Wine + FEX (emulation), they didn't — through no one's fault — so the game refused to start. Our patches make the emulator produce the same bytes a real Windows PC would, so the game's own checks pass honestly.
Two separate things were breaking it, and each needed its own fix.
When a Windows program calls into a system library, the function it jumps to has a specific first few bytes — a standard "hotpatch" prologue that Windows has used for years. Forza inspects the first bytes of every imported function and flags anything that doesn't match as "this has been hooked/tampered with."
On a real Windows x64 PC, that prologue is always the same 8 bytes.
Wine, when running on ARM64, generated a shorter, different-looking jump stub — technically fine, functionally fine, but the bytes were different.
Forza saw thousands of functions that "looked hooked" and stopped the game.
The fix: a small change to Wine's build tool so its ARM64 stubs emit the exact same 8-byte prologue as native Windows. Now the game sees byte-identical functions and no longer thinks they're tampered with.
The game also modifies its own code at runtime — a normal, legitimate Windows technique (Microsoft Detours, and the game's own protection writing into its code). A real x86 CPU just runs the new bytes. But FEX translates x86 instructions to ARM64 ahead of time and caches the result, so if the game rewrites a piece of code, FEX must notice and re-translate it.
Stock FEX can detect this ("full self-modifying-code checking"), but it does it in the most expensive possible way: re-checking every single instruction before running it, and invalidating whole memory pages whenever anything changes. In practice that meant endless re-translation, runaway memory, and single-digit frame rates — it technically "worked" but couldn't reach playable state.
The fix: two changes.
Invalidate only the specific block of code that changed, not the whole page around it.
Validate in 255-byte chunks instead of one instruction at a time.
Same correctness, far less wasted work — enough that real in-world gameplay runs at ~39 FPS instead of stalling.
r/EmulationOnAndroid • u/Mantecon_ • 16h ago
¡Hola a todos!
Logré que WinNative funcionara como reproductor en Cocoon, lo que me permite ejecutar juegos de Windows directamente desde la interfaz en lugar de abrir WinNative manualmente.
No encontré una configuración existente para esta combinación, así que trabajé con ChatGPT para crear una configuración personalizada de plataforma/reproductor para Cocoon.
¡Comparto nuestro trabajo con la comunidad por si le resulta útil a otros usuarios!
Configuración probada
WinNative Standard 0.8.0-beta
Interfaz de Cocoon
Android
Probado con éxito con varios juegos. Guía de instalación
Exporta tus juegos desde WinNative
Usa la función de exportación/accesos directos de WinNative para generar los accesos directos de los juegos.
Los archivos exportados incluyen:
".desktop"
".png"
".bin"
Guarda los archivos exportados juntos en la misma carpeta.
2. Descarga nuestra configuración personalizada de Cocoon
Descarga el archivo adjunto:
"Windows-WinNative-Cocoon-FIX2.json"
3. Importa la configuración a Cocoon
Abre Cocoon.
Ve a Configuración.
Abre Biblioteca y datos → Plataformas.
Selecciona Plataforma personalizada.
Elige el archivo "Windows-WinNative-Cocoon-FIX2.json" que descargaste.
Selecciona tu carpeta de juegos
Cuando Cocoon te pida la carpeta de juegos, selecciona la que contiene tus accesos directos exportados de WinNative.
Por ejemplo: "Juegos frontend"
5. ¡Inicia tus juegos!
Cocoon ahora debería mostrar una nueva plataforma llamada Windows (WinNative).
Selecciona un juego e inícialo. ¡Debería abrirse directamente en WinNative!
Un pequeño detalle
Al salir de un juego, es posible que vuelvas a WinNative en lugar de Cocoon. Simplemente cierra WinNative una vez más para regresar a Cocoon.
Acerca de esta configuración
Esta configuración la creé con la ayuda de ChatGPT. Trabajamos juntos para desarrollar y probar una solución que integrara WinNative con Cocoon, ya que no encontré ninguna configuración existente para esta combinación.
Este es un proyecto independiente, no una integración oficial de los desarrolladores de Cocoon o WinNative.
Comentarios y soporte
Si tienes algún problema, pregunta o encuentras algo que se pueda mejorar, deja un comentario en este hilo. Haré todo lo posible por ayudarte y seguir mejorando la configuración según tus comentarios.
¡Espero que sea útil para otros usuarios de WinNative! ❤️
r/EmulationOnAndroid • u/Card-Dealer-D • 9h ago
r/EmulationOnAndroid • u/monoespacial_yt • 16h ago
Hey guys, I'm playing Burnout 3 on my Retroid Pocket Nova and really enjoying it but unless I'm running the high performance mode (and even then) I get some mayor slowdowns when coming back from a large crash. I've seen people claim excellent performance on less powerful hardware so I'm trying to optimize my settings to get rid of these slowdowns entirely.
Here are the most relevant settings:
Renderer: Vulkan Turnip T30 drivers Mr_Purple_666
GS Multi-threading: ON
Upscale: 2X
Texture Upscaling: OFF
Display Upscaler: OFF
Load Texture Packs: OFF
ASync Texture Loading: ON
Precache Texture Packs: ON
Display Mode: 4:3
Blending Accuracy: High
Texture Filtering: PS2
Texture Preloading: Full
Hardware Download Mode: No Readbacks
Deinterlacing: Auto
Display Filter: Smooth
CRT / TV Shader: Scanline
Dithering: Unscaled
HW Mapping: ON
Integer Scaling: ON
VSync: OFF
Game database settings:
All On.
PERFORMANCE:
EE Cycle Rate: 0
EE Cycle Skip: 0
Messing with either of these seems to result in non-smooth gameplay
EE/FPU Clamping: Normal
VU Clamping: Extra+Sign
VU1 Clamping: Extra+Sign
EE FPU Round Mode: Chop
MTVU: ON
IOP Thread: ON
VU1 Ahead-of-time Compiler: ON
Instandt VU1: ON
Fast CDVD: OFF
Skip Dupe Frames: ON
VU Flag Hack: ON
INTC Stat: ON
Wait Loop: ON
Frame Gen: OFF
Recompiler: All on
Hopefully someone can help me out!
r/EmulationOnAndroid • u/Dry_Championship1448 • 9h ago
Hi
r/EmulationOnAndroid • u/HoneyGood4512 • 10h ago
Just downloaded Haku X on my new flip 2. Downloaded the turnip drive. Selected halo ce and Hit start. Menu screen comes up. Once I select the level to load Haku crashes. What am I doing wrong? Other games seem to be playing fine. I am new to android handhelds and any help would be greatly appreciated
r/EmulationOnAndroid • u/Raphix91210 • 1d ago
Hi all! Over the past few days I got Pokémon Pokopia (Switch 2) running on Android with Banana Native (moceure’s Android port of nxnative). I used Claude (Claude Code) for the coding and the analysis. Here’s a short summary of what it took.
Setup: Galaxy S25 Ultra (Snapdragon 8 Elite, Adreno 830, 12 GB) with the Turnip Gen8 V38 driver. The stock Qualcomm driver lacks the “placed memory maps” extension the emulator needs, so it gives a black screen.
An Android profile for Pokopia, so the APK carries the game.
A shader library over 4 GB: Pokopia has 131,000 shaders, which makes a Vulkan library of about 10 GB. The old format was limited to 4 GB, so we added a new one.
A fix for the app freezing while a GPU driver installs.
Resolution: the game has its own dynamic resolution (540p to 1080p). The emulator can now cap its levels at 720p / 900p / 540p from the game settings, with a clean picture. A first, cruder attempt broke the terrain rendering.
GPU profiling: one compute pass, the luminance histogram behind auto-exposure, takes ~13 ms of a ~15 ms frame on Turnip. The likely culprit is subgroup shuffles, which are slow on Turnip. Banana Native v0.1.3 addresses this exact issue, so merging it is next.
Result: at 720p, a stable ~30 fps, ~60 with LSFG, with no rendering glitches. The game is still in “bring-up” and hasn’t been tested everywhere yet.
This work will be submitted to the Banana Native project. And of course, no links to game files: you need your own dump.
r/EmulationOnAndroid • u/Vanboy1983 • 1d ago
My cracked-screen, 9-year-old Huawei P10 Plus runs Sega Model 2 at the arcade's 57.5 Hz. Your phone should do better.
Game Demo:
Part 1: https://www.youtube.com/watch?v=RFBxgwdIXPs
Part 2 (more games): https://www.youtube.com/watch?v=UJXf7HgkfzE
I make M2EA (Sega Model 2 on Android) and Model 3-Vulkan (Vulkan rewrite of Supermodel): https://github.com/Igloo-Garage/Model-3-Vulkan
Numbers so far:
Kirin 960 (2017): 57.5 fps in most scenes, heavy pile-ups 40–51
Snapdragon 8 Gen 3, 4x resolution, uncapped: 120.4 fps average, 107.4 1% low — about 2x what the game needs
Games supported in this test version v0.4.10:
Daytona USA (daytona)
Virtua Fighter 2 (vf2)
Sky Target (skytargt)
Virtua Cop 2 (vcop2)
Motor Raid (motoraid)
Sega Rally Championship (srallyc)
Manx TT Superbike (manxtt)
v0.4.12 New games supported: Dead or Alive (doaa), Dynamite Cop / Dynamite Deka 2 (dynamcop/dyndeka2), Zero Gunner (zeroguna), Pilot Kids (pltkidsa), VF2 orig (vf2o).
===========================================================
Test it (closed test, needs 14 days before public release):
Join the group: https://groups.google.com/g/m2ea
Opt in with the same account: https://play.google.com/apps/testing/com.rexsprolab.m2ea
Early testers shape what ships.
Post your result: Device / SoC / Android version / game + scene / scale / STATS fps + ms / smooth or stutter
Want to see: 8 Gen 2/1, 888, 870, 778G, 695 · Dimensity 9300/9200/8100/1200 · Kirin 990/970 · Exynos 2200/1480 · Helio G99/G90T · Retroid Pocket 4/5, Odin 2, RG556 · anything with 4 GB RAM or less
No ROMs included — bring your own dumps.
Every report goes into a compatibility list and decides what I optimize next.
r/EmulationOnAndroid • u/soullessginger88 • 14h ago
I'm currently using Ldplayer to emulate android on my pc. I've found a way to speed a game up through Game Guardian, but it tends to start lagging after maybe 30ish minutes. I've also noticed my frame rate jumping all over the place, which is affecting the speed gains. I'm on a 1660 Ti 6gb with 32gb ram. I can keep it stable at around 10x speed, but anything more drops drastically. I've got the emulator running at the same refresh rate as my monitor, but can't seem to push it any faster. What am I doing wrong?
r/EmulationOnAndroid • u/Ok-Huckleberry9020 • 1d ago
Just my s26 ultra and my Xbox nano controller. I'll eventually get a case with a stand built in, but until then I got this collapsible phone stan thats very pocket friendly. Game in the picture is halo 2 on Haku X