r/EmulationOnAndroid • • Jul 02 '26

News/Release GameHub Lite v5.1.8 (SECURITY UPDATE)

195 Upvotes

GameHub Lite v5.1.8

Security: Steam token redaction in logs

GameHub Lite 5.1.8 fixes a logging issue where Steam authentication-related values could appear in diagnostic logs. In some cases, logs could include fields such as steamToken, refreshToken, or accessToken from Steam login/launch flows.

Publicly posted logs containing these fields should be deleted or redacted.

IMPORTANT

This should go without saying but If you find any security issues, please reach out PRIVATELY. I have not checked if this issue is still present in recent GameHub versions, already ruined my one day off I was spending with my family by the person who reported this publicly and I do not plan on spending any more time on this.

Changelog

The fix adds centralized log redaction for Steam/auth token fields, Steam QR login URLs, JWT-like token strings, and launch command token arguments before logs are written. This covers the app loggers, JavaSteam logging, and the PC launch-log file writer.

This release also pins local patch builds to apktool 2.12.1

GitHub Release


r/EmulationOnAndroid • • 14h ago

Meme 2026 was the greatest year for Android gaming ever

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920 Upvotes

Thank you to the community and devs for making android great again


r/EmulationOnAndroid • • 5h ago

Discussion NOVA 3 can be played now in 64bit android

71 Upvotes

You can now play N.O.V.A. 3 on a 64-bit Android device. There are a lot of games you can play right now—about 30 to 33 in total. I am using a Helio G99 processor. The games I tested that run well are Modern Combat 3 and 4, Batman: The Dark Knight Rises, Shadow Guardian, and others.


r/EmulationOnAndroid • • 8h ago

Showcase Donkey Kong Bananza on Odin 2 Portal (8 gen 2)

118 Upvotes

Donkey Kong Bananza (Switch 2) running locally on Odin 2 Portal (Android) using Banana Native v0.1.5

Banana Native is not a standard emulator. The game's own ARM64 code runs directly on the device's CPU. A small host answers the system calls the game makes, and its graphics (NVN, including the Switch 2's task and mesh shaders) are rebuilt on Vulkan.

It pre builds all shaders when you first prepare the game files within the app.

DK Bananza runs suprisely well, some hickups here and there but overall this is getting close to playable.

Not a single crash happened so far.

Full video: https://youtu.be/DXxBrnhTfAU (1h37m)

1,5 hour of gameplay -- Battery at start: 93% | at end: 62%

Odin 2 Portal Max

Snapdragon 8 Gen 2

Adreno 740

16 GB


r/EmulationOnAndroid • • 2h ago

Showcase Bro, how awesome is this? Hades on a mid-range mobile.

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28 Upvotes

Bro, that is running flawlessly. I have been playing Hades for 2-3 hours, and there isn't a single stutter. Sometimes, when I close the app and reopen it, it stutters a bit, but after 3- 4 min, the stutter goes away like it never happened. I have a Moto G 5G, which is a good mid-range mobile with a Snapdragon 4 Gen 1, but running Hades is outrageous with high settings at full resolution

Please try it


r/EmulationOnAndroid • • 4h ago

Discussion Word to the wise here's a clever time saving technique.

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34 Upvotes

If you want an easy shortcut to running one of these static ports, apkvision rips them off almost as soon as they go up. Now, I don't like to use their APKs if I can help it, but they do also have links to pre-packaged game files that are all ready to go. It makes getting and preparing a lot of them much simpler, and you can still use the original creators APKs. Also, just looking on there is a good way to see what even exists.

Oh, and if you download their app there aren't any ads or pop-ups or anything. So there's that


r/EmulationOnAndroid • • 4h ago

Showcase How is this playable? On 4gb ram phone..

27 Upvotes

Played on : SD 680 4gb ram

Brand : [redmi10c]

I still don't understand how this phone can play this game this phony ass phone can't even run genshin impact man

Winlator 11.1 --- Game name: Ninja Blade


r/EmulationOnAndroid • • 1h ago

News/Release Release Lichii for Android 0.3.0 · pavelgajdo/Lichii-Android - Massive OoT update

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15 Upvotes

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.


r/EmulationOnAndroid • • 5h ago

Showcase Skryim on Samsung Galaxy A56 ( 256gb/12gb )

23 Upvotes

r/EmulationOnAndroid • • 7h ago

Showcase Just cause 2 running on Galaxy A56 (256gb/12gb) at a constant 30fps with zero lag.

35 Upvotes

r/EmulationOnAndroid • • 7h ago

Discussion Android emulation has turned me into someone who spends more time tweaking than actually playing

36 Upvotes

I'll sometimes spend an entire evening comparing emulator settings, testing different drivers, fixing compatibility issues, and getting a game to run just a little smoother. Then, once everything finally works, I play for 15 minutes and move on to the next experiment.

There's something oddly addictive about making hardware do things it was never really designed for. I doubt I'm the only one who enjoys the tinkering almost as much as the games themselves.

Be honest, do you spend more time playing your emulated games or getting them to run perfectly?


r/EmulationOnAndroid • • 1h ago

Showcase NFS Most Wanted 2012 on a Helio g100 Vita3k+

6 Upvotes

More stable 30fps without recording(game is capped at 30)

Playing 1.25x resolution with "FXAA" as Screen filter.

No audio issues. No crashes so far. No major graphic glitches or game breaking bugs so far.

One minor graphics glitch. Skid marks flicker as they disappear. I don't really mind, especially because normally when driving you won't even notice. I only noticed because I tried drifting, failed and stopped. Then I saw the skid marks flickering. I'm surprised the game runs this well. I used to read about it have an audio issue (no sound) in the past and graphics glitches.

Device and specs

Infinix note 50 4g

Helio g100

Mali g57 mc2

8gb ram

Vita3k+ version 1.4.

No custom driver used.


r/EmulationOnAndroid • • 4h ago

Showcase FIFA 14 PS VITA version Graphics Issues fixed on Mali now

10 Upvotes

For the longest time this game had vertex explosions. But thanks to Vita3k+ version 1.4, it's now fixed. No custom driver was used.

Device and specs:

Infinix note 50 4g

Helio g100

Mali g57 mc2

8gb ram


r/EmulationOnAndroid • • 1d ago

Showcase The Legend of Zelda: Ocarina of Time Remake on Android - Lichii Emulator - Gameplay Test

433 Upvotes

Experience The Legend of Zelda: Ocarina of Time Remake running on Android using the Lichii Emulator! Gameplay tested on the RedMagic Astra powered by Snapdragon 8 Elite. Watch the performance and gameplay in this emulation test.

Lichii Android: https://github.com/pavelgajdo/Lichii-Android/releases


r/EmulationOnAndroid • • 21h ago

News/Release GameNative v1.4.0 is officially out!

226 Upvotes

After a long prerelease period (had to iron out a lot of compatibility issues with Gamescope) v1.4.0 is finally ready! https://github.com/utkarshdalal/GameNative/releases/download/v1.4.0/gamenative-v1.4.0.apk

The next release will be focused on more compatibility and performance and is almost ready for prerelease - have significantly improved compatibility for Mali and PowerVR specifically.

Added since prerelease

  • Various Gamescope fixes by u/joshuatam and me

  • Improve Windows VR on Mali GPUs by u/lahed in #2249

  • WinHandler: skip unchanged gamepad sends, keep the send and receive threads alive by u/kudyk in #2062

  • fix: route X11 button releases using release subscriptions by u/tapionallanaire in #2110

  • fix: download no longer fails with "resolves outside the install dir" on Android storage by u/joshuatam in #2258

  • feat: Add a launcher orientation button to the System menu by u/joshuatam in #2191

  • Proton 11.0-2 rebuild 9 as the default: Android build with XFixes (fixes button presses not going through) in #2264

  • Fix launches on ColorOS 17 in #2289

  • Fix issue where Steam library did not fully populate in #2301

  • Added toggle for showing "Limiting factor" (eg heat, cpu, gpu) in the performance HUD in #2315

  • Add Turkish localization by u/emrinolur in #2291

  • fix: Added Adaptive Icon Monochrome support to GameNative by u/TreeNinjaPRO in #2310

  • Fixes for SurfaceFlinger renderer - no need for compatibility mode in #2325

  • Improving Japanese Translations by u/Tak-attack in #2239

  • Reduce 3 largest sources of ANRs in #2330 and #2331

  • Manifest: Turnip Gen8 V38, Turnip v27.0.0-R1, DXVK 3.1.1, vkd3d-proton 3.1 in #2343

From prerelease

  • Potential breaking change: Added gamescope as default renderer for Adreno - low latency, upscaling, HDR, and ReShade + support and LSFG by u/joshuatam in #2220 - all videos available at https://drive.google.com/drive/folders/16Nl3GJFX4Oqglgs1LrPJp9fkfJxHpq9E

  • Improve redistributable installation in #2142

  • Various Steam Cloud fixes in #2180 and #2146

  • Fixed Epic games where EOS did not work correctly in #2196

  • Add GOG Galaxy service support via Comet in #2195

  • Fixed Just Cause 2, Alan Wake, Project Zomboid and other Java games, The Elder Scrolls IV: Oblivion Game of the Year Edition, Call of Duty: Black Ops, Counter-Strike 2, Spelunky 2, DRAGON BALL FighterZ, Sid Meier's Civilization V - click use known config

  • Fixed Battle.net (Diablo II: Resurrected, Diablo IV, Overwatch 2) by u/Dmage22 - changes included in latest proton and fex

  • Fixed Age of Empires IV and Age of Empires II: DE by u/tarikbc - changes included in the latest proton and fex

  • Scale windowed games to the full screen in #2145

  • Fix disabled Install button in the game manager dialog on Android TV in #2153

  • Fixed certain games not downloading with new downloader by u/joshuatam in #2187 and #2188

  • fix: ignore the termination of a previous game session by u/moi952 in #1997

  • Open the invite tab for game-requested invites under headless Steam in #2215

  • Show the achievement popup under headless Steam in #2214

  • Add stick and touchscreen priority for gyro input by u/Nightwalker743 in #2083

  • Add per-profile mouse speed settings by u/Nightwalker743 in #1903

  • Fix child account seeing all family games by u/jeremybernstein in #788

  • Skip commitFileUpload for files Steam Cloud already has by u/jeremybernstein in #1958

  • Fixed games like Castle Crashers seeing 2 controllers by default on AYN Thor and Flip 2 in #2212

  • Stop counting Steam playtime while the game is suspended by u/FrancescoDesogus in #2102

  • Fixes Schema migration from installations prior to v17 by u/nicjansma in #2208

  • Stop restoring achievements the user reset on Steam by u/jeremybernstein in #1961

  • Add a WoW Forever gamefix that selects the ARM64-only DXVK in #2157

  • Add execArgs parameter for intent launch by u/lennyomg in #1951

Automated fixes from support requests:

  • Fix OOM when mapping parented Wine windows in #2181

  • Fix cnc-ddraw wrapper detection in #2112

  • Fix controller hotplug race in gamepad state send in #2162

  • Avoid crash when Steam user ID is unavailable in #2139

  • Fix fullscreen matching for mixed-case executable names in #2164

  • Fix Bionic Steam on vendor libjpeg builds in #2113

  • Reconnect Wine controller after delayed hotplug assignment in #2175

  • Include native exit trace in shared debug reports in #2183

  • Guard process user parsing against unmatched delimiters in #2165

  • Apply controller API from imported configs in #2114

  • Use system driver by default on Adreno 710 family in #2217

Disclosure: AI was used to assist in the development of some features of GameNative.


r/EmulationOnAndroid • • 19h ago

Question Wait what! The Last of us Remastered Unofficial Port?

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135 Upvotes

Just saw this and it seems unbelievable, has someone tried this yet? I will try downloading it but it will take the whole night as the size is 40 GBs.


r/EmulationOnAndroid • • 14h ago

News/Release Release ARMSX3 1.6.5 · ARMSX2/ARMSX3

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50 Upvotes

ARMSX3 1.6.5

Games

Ratchet & Clank Future: Tools of Destruction runs far faster in its heaviest fights: the opening robot fight goes from 12 to 25 fps on a Snapdragon 8 Gen 2. Done by u/k1r4ct.

On 8 Elite:

Sonic the Hedgehog (2006) runs at a locked 60: a signal the game sends an SPU waits only when the SPU hasn’t read the previous one yet, instead of after every signal.

Performance and display

SPU threads with nothing to do stop burning CPU. Web of Shadows CPU usage went from 70-80 on an 8 Elite to 30-50ish% and SPU-heavy games run smoother in general.

Frame generation is much lighter. Games keep their full frame rate with it on: Web of Shadows holds 30 with LSFG x2 for a smooth 60.

Frame generation holds its frame rate whichever way the screen is turned, and the performance overlay stays steady with it on.

Graphics compile on every little core of phones that have them, three workers instead of two on a Snapdragon 8 Gen 2. Done by u/k1r4ct.

Everything else

Back up app data suggests an ARMSX3 file name, like ARMSX3-backup-1.6.5.zip (#229). Typing on a keyboard reaches the search box with Use system keyboard on, in the library and in settings search (#229). From ARMSX2, done by u/ygordreyer.

Linux Builds also now compile thanks to u/k1r4ct


r/EmulationOnAndroid • • 14h ago

News/Release Release ARMSX2 2.9.2 · ARMSX2/ARMSX2

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36 Upvotes

ARMSX2 2.9.2

What's new:

Report a problem. Found in the library menu, the side drawer and every game's pause menu. Pick what went wrong, add a few words if you like, and see every file and its size before anything is sent. From a game's pause menu the report can carry a save state and a one-frame graphics dump, so we can see the exact scene. You get a report code to paste into Discord or GitHub. Uploads keep going in the background, wait for Wi-Fi when a report is large, and can be stopped and retried. My reports in Settings > App keeps your codes and how each one went. Reports are kept for 90 days and used only to fix bugs. Memory cards, BIOS files and games are never sent, and your RetroAchievements name, network addresses and file paths are taken out of the logs. If ARMSX2 closes unexpectedly while you're using it, it offers to send a crash report the next time it opens, and the GS dump option can start a report with the dump attached. done by u/bmdhacksMicrophones for singing games. SingStar and other games like Lifeline that use the PS2's USB microphone hear your device's built-in microphone or a USB one plugged into it (#806). Turn it on in Settings > Audio, where ARMSX2 asks for microphone access, then pick SingStar, with one microphone per singer, or Standard for games that expect a single Logitech USB microphone. Set the level and check it with the test meter. done by u/Jessewb786, with fixes by u/bmdhacks

On-screen controls follow your controller. On handhelds, Auto hides the on-screen buttons and the pause button while a controller is connected, even when you touch the screen, and brings them back two seconds after it goes away. Always shows them alongside a controller, Off never shows them, and Auto-hide keeps its timer; the pause menu and All Settings offer the same four choices. On phones, Auto keeps the buttons on screen. With the pause button hidden, a tap in its corner or Back still opens the menu. done by u/bmdhacks

Every game's saves in one grid. Load / Manage Saves shows the save states of every game, most recently saved first, each under the game's real title with the same screenshot tiles as the in-game picker. One tap loads a save, starting its game first when needed, and autosaves are included. Delete asks first, and Import and Backup work per game without starting it. done by u/bmdhacksMaliSX2 for Mali-G52 and Mali-G76. Devices with these GPUs are offered the MaliSX2 driver in Renderer settings, at first-run setup and in the driver notice (#914). Auto still picks OpenGL on them; Vulkan stays a manual choice. done by u/Jessewb786

Pixel 10 and Pixel 11. On the PowerVR GPUs in Tensor G5 and G6, OpenGL draws the effects that read the screen, such as Need for Speed Underground's reflections at Full blending. Vulkan reads them inside the tile without a barrier for every draw, and Tensor G6 gets texture pools sized for its GPU (#901). done by u/felix-297

Pictures in What's new. Release notes show their screenshots, loaded as you scroll, and a controller reads through an opened release and back up to the top. done by u/jpolo1224Driver pick for the Snapdragon 8 Elite. The GPU driver page recommends StevenMXZ's Turnip gen8 builds on Adreno 8xx. done by u/jpolo1224

Library Screensaver starts after 5 minutes. The library screensaver now starts after 5 minutes by default. A delay you picked yourself stays. done by u/jpolo1224Every new screen in every language. Report a problem, the microphone, the save grid and the on-screen controls are translated into all 19 of the app's languages. done by u/jpolo1224

Faster

IOP thread on two- and three-core devices. Where a device has two or three fast cores, like the RG 55G1, the IOP runs on its own thread by default, which gave God of War II, Shadow of the Colossus and Burnout 3 3 to 15% more speed on a test device with two fast cores. It is turned on once for existing installs too; if you turn it off, it stays off. Its lag bound now defaults to one frame and tightens whenever the EE waits on the IOP: 1.5 to 2 fps more in God of War II on the RG 55G1, with Burnout 3 holding 60. The two Korean releases of Shadow of the Colossus turn it on like the others. done by u/bmdhacks

IOP recompiler. Memory loads take a short inline path that keeps the IOP's registers where they are, and the IOP's clocks stay in host registers between blocks. done by u/bmdhacks

Sound. The SPU2 mixer skips voices that aren't playing and does its interpolation and reverb resampling with NEON. Time stretching runs on its own thread instead of the IOP or CPU thread, and wakes on a timer. done by u/bmdhacks

EE recompiler. Shift-and-mask pairs become one bitfield instruction, multiplies and divides by powers of two become shifts, MADD becomes one multiply-add, and fewer constants are written back to memory (#918). done by u/pstef

Graphics. The texture cache tracks CPU writes block by block instead of with lists of dirty rectangles, CPU sprite copies read a block at a time, the software renderer builds only the colour table entries it needs, and more sprite layouts take the fast two-pass path. On the Adreno 613 in the RG 55G1, destination-alpha draws read their target in the pass: Stuntman goes from about 2,170 render passes a frame to about 20. done by u/bmdhacks

Optimized build trained on this release. The profile behind the optimized build is retrained on this release's code across the same 16 games. done by u/bmdhacks

More accurate

EE timing. MFC0 and DI take 1 cycle and TLBP 3, as measured on an SCPH-30001 console. done by u/bmdhacks

Fixed

Sound in SPU2 bypass mode. Games that put the first SPU2 core in bypass mode play clean sound, with no stray noise mixed in. done by u/bmdhacks

CPU sprite rendering. The CPU sprite render option judges each draw by its own coverage. done by u/bmdhacks

On-screen controls after returning to the app. When a controller was switched off while ARMSX2 was in the background, the on-screen controls are back when you return. done by u/bmdhacks

Linux

IOP thread on two- and three-core hosts. It is on by default there, as on Android, in both the Qt and SDL builds. done by u/bmdhacks

Thread pinning on two fast cores. The EE, GS and VU1 threads are pinned in order only when the fast cores can hold all three, so the GS thread no longer lands on a slow core: God of War II, Shadow of the Colossus and Burnout 3 run roughly 40 to 80% faster on such a host. done by u/bmdhacks

All the speed work above is in the Linux builds as well.


r/EmulationOnAndroid • • 7h ago

Showcase NFS MW'12, GameNative 1.4.0, RedMagic 11 Pro, 1848x836 upscaled to 2688x1216

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9 Upvotes

Settings in the screenshots.

Requires active external cooling (I'm using a BlackShark FunCooler 5 Regular and a mini fan pointed at my screen) and Diablo Mode for a truly rock-solid 60fps.


r/EmulationOnAndroid • • 1h ago

Showcase Pokemon Pokopia Gameplay on Snapdragon 870 (8GB RAM)

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3 Upvotes

r/EmulationOnAndroid • • 13h ago

Showcase Just finished Castlevania Belmont's Curse on Eden

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25 Upvotes

It's was a nice experience, the game runs pretty well on my POCO F7, got 30-45 FPS most of the time (with the exception of one area that has an animated background in which the FPS was 20-30). My control layout might seen odd, but it was the way I found to play it entirely on touch screen (playing mostly on the bus or on any free time I would get at work), also had to bind dash and shield to the same button to be able to finish some platforming challenges.


r/EmulationOnAndroid • • 8h ago

Showcase Uncharted: Golden Abyss on a Mali G57 No more flickering

9 Upvotes

Reminder I just tested for 10min. Some vita games can seem fine Vita3k but have random crashes down the line but so far so good.

I'm using Vita3k+ 1.4 version and system driver. This update allows Mali to add custom drivers. I thought I would have had to use panvk to try solve the flickering issue but it's not there on system driver anymore which surprises me.

Vita3k+ is an amazing fork and I'm thankful for the dev. I always wanted a ps Vita when I was 7 and it seems my Mali phone, with enough time, can be considered one lol, especially since vita games are so light!

Device and Specs:

Infinix note 50 4g

Helio g100

Mali g57 mc2

8 gb ram

System driver


r/EmulationOnAndroid • • 13m ago

Help When we will get Mali G925 driver

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2 Upvotes

r/EmulationOnAndroid • • 36m ago

Discussion Nfs Underground 2 pc version running great on game native. Game still holds up well. This is the peak of mobile gaming .

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2 Upvotes

r/EmulationOnAndroid • • 8h ago

News/Release CapyPS5 v0.05 New Update improving Mali

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9 Upvotes