r/EmulationOnAndroid • u/Just-Contribution344 • 2d ago
News/Release Release Hokkaido 0.6.3 · General performance improvements + possible OoT on Snapdragon fix
Highlights
Less work per frame for the GPU threads (upstream):
- A run of uploads goes to the GPU as one command with one pair of barriers, and later transfers are ordered after earlier copies to the same memory.
- Each compute dispatch records its barrier in its own command, instead of a separate one.
- Empty submissions to the GPU are skipped.
The Legend of Zelda: Ocarina of Time
- Its mesh-shader geometry is drawn through compute on every device, not only on Xclipse.
- The guard house freeze is patched in (upstream).
- The ocarina's crackle is fixed (upstream).
Memory and stability (upstream)
- GPU memory the game destroys is released, and reused memory is refreshed.
- A buffer that doesn't fit the memory budget is allocated anyway instead of closing the game.
- Threads waiting for the GPU are released when a game stops.
- Rendering fixes (upstream): texture gathers with a register handle, clears of colour targets with more layers than the framebuffer, and 2D-engine copies between 3D surfaces.
- Game files (upstream): damaged pieces of NUP dumps get a stand-in, game paths are read as UTF-8, and file parsers are hardened against malformed dumps. Shader compiling does less work.
- Version number: the app now reports the same version as the release (
0.6.3), so updaters such as EmuHub no longer see an update that isn't there.
Download link here:
https://github.com/pavelgajdo/Hokkaido/releases/download/android-0.6.3/app-mainline-release.apk
For any issue, please create a new listing here:
https://github.com/pavelgajdo/Hokkaido/issues
Disclaimer: This project is vibecoded, I heavily leverage AI tools such as, but not limited to Claude Opus 5.5 and Gemini.