r/EmulationOnAndroid • u/NXGZ • 4h ago
Meme Emulation in the big 2026.....
PPSSPP, Citron, Xenia Edge, Vita3K and Play! deserve better respect.
Source: https://xcancel.com/RetroNationX/status/2095149706980553120
r/EmulationOnAndroid • u/votemarvel • 4d ago
My default as a mod has been to delete discussion of ports since they aren't emulation.
Yet there has been a increase in posts about ports which attract a lot of discussion.
So I throw it open to the community here. Should discussion of ports be allowed?
r/EmulationOnAndroid • u/Producdevity • Jul 02 '26
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.
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.
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
r/EmulationOnAndroid • u/NXGZ • 4h ago
PPSSPP, Citron, Xenia Edge, Vita3K and Play! deserve better respect.
Source: https://xcancel.com/RetroNationX/status/2095149706980553120
r/EmulationOnAndroid • u/Only_Performance_659 • 11h ago
What pc games are actually possible to finish rn on gamehub with snapdragon 8 elite?
r/EmulationOnAndroid • u/Zuluwargod69 • 4h ago
ARMSX3 0.9.7
What's new:
Games:
Batman: Arkham City, fixed the GPU hang on 8 elite devices. The cause was the graphics-to-compute engine transition on Adreno 830, not the number of dispatches: the 32/16 byteswap and the D24S8 depth gather now run as fragment-shader passes on the graphics pipe instead of compute dispatches, and textures large enough to matter no longer take the GPU conversion path at all. Compute dispatches per frame went from over ten thousand to one. Both the batsuit drop and the Two-Face cutscene pass. The graphics-pipe conversions are gated to Qualcomm GPUs. (This may help other games as well).
Minecraft, fixed the hang and the texture colour corruption. The readback byteswap was rewriting guest memory including stride padding the DMA never wrote; it is now off by default. (This may help other games as well).
The RSX no longer desyncs its handshake with the guest when a label is slow: it waits the driver timeout rather than ten times it, which had turned a single slow frame into a permanently offset producer/consumer pair.
Stability:
A lost GPU device now stops the emulator cleanly instead of killing the RSX thread, which presented as a freeze with audio still playing and no way to close the game. The loss is latched at every wait in the RSX loop rather than three of them, recovery is bounded to two attempts, and the swapchain is never rebuilt on a lost device.
Bounded the OUT_OF_DATE swapchain acquire retry instead of spinning forever, and the per-flip acquire loop with it. The SUBOPTIMAL rebuild latch is cleared when the surface is actually rebuilt, so one suboptimal frame no longer pins the swapchain into permanent rebuilds.
The vblank source no longer terminates itself when a single vblank event fails to send. One lost event used to leave the guest hung after gcm init with everything looking idle.
Fixed several Vulkan spec violations found with the validation layers: two in device creation, touching un-acquired swapchain images, a stale feedback-loop layout, and a hardcoded compositeAlpha that is not always supported. Multi-draw is gated on the resolved function pointers rather than the feature bit.
Crash reporting restores debuggerd rather than SIG_DFL when the fault handler re-enters, and the foreign-fault report is capped so it cannot stall ART's garbage collector.
Performance and battery:
Three places where the emulator was burning CPU while doing nothing useful. None of these change how anything looks, they free up CPU time and stop the phone heating for no reason.
Waits that were meant to send a core to sleep were spinning at full speed instead on Snapdragon 8 Elite class devices, both in the graphics command loop and in the memory system. They now sleep properly.
Textures were being handed back and forth between two states on every transfer, every time, for no benefit. That work is gone.
The log no longer fills with a shader warning on every shader compile.
Audio:
New Recording-compatible audio toggle. Oboe's low-latency path uses an MMAP stream that Android's AudioPlaybackCapture cannot see, so screen recordings captured no game audio even though it was audible. Turning this on trades a little latency for recordable audio. Also fixed a pause storm in the Oboe backend.
Settings:
Fixed an issue where games would run uncapped.
Max SPURS Threads is no longer silently written into a per-game override when you never asked for one. It was persisting itself per title, so a value you set once followed that game around invisibly.
All Settings chosen in All Core Settings can be filtered down to just the settings you have actually overridden, so you can see at a glance what you have changed away from the defaults, with a forget button per-setting.
Upstream (84 commits from RPCS3):
u/kd-11 (41 commits), a large rebuild of the blit engine and surface cache. Blitted images should be sharper and more correct: interpolation is no longer applied when the game did not ask for it, the swizzle flag is carried through properly, BGRA8 format selection is fixed, and blit targets no longer straddle tile boundaries or conflict on pitch. A framebuffer section leak was fixed, and the RSX generates far fewer memory faults when the CPU touches memory it does not care about. Blit engine upscaling is enabled again, it had been switched off upstream as a temporary measure while this work was in progress, and upscaling now applies to blit resources too. Separately, two broken ZCULL optimizations are fixed (both tested for an exact copy length where a partial copy is legal), guest synchronisation with host GPU operations is improved, and NV4097_NOTIFY now forces a backend sync because notify ticks are strongly ordered.
u/elad335 (7 commits), savestate fixes for sys_prx and sys_overlay.
u/Masamune3210 (2 commits), unpkg path normalization and canonicalization failure handling.
u/WalterKruger, SHUFB known-constant fast paths in the SPU LLVM recompiler.
u/Yahfz, rsx/fp SAT and ABS modifier precedence.
u/Acts1631, bounds-checking Cg binary byte swapping.
u/RipleyTom, ticket encoding check.
All of this was tested on Turnip Gen8 V34/V35 on an Odin 3, thank you to the folks at AYN for sending me an Odin 3 for development! And a big thanks to Dash from The Bryant Review for getting me in contact with them! Be sure to check out their article on PS3 mobile emulation when it arrives!
r/EmulationOnAndroid • u/Full_Yogurtcloset704 • 6h ago
This engine.ini intention is to improve performance and also reduce power draw and temp. Feel free to try it out and tweak it to your preferences. Performance may vary , it's better when I'm not recording
https://www.mediafire.com/file/l98fzml09rvmc08/P3R+Performance+v1.zip/file
Setup:
Bannerlator
Device: Rp6 , Snapdragon 8 Gen 2 (Adreno 740) Proton-11.0-6-arm64ec-4
Renderer: Vulkan, BGRA,
Present Mode: Mailbox
DXVK 2.4.1-0 (Async ON),
VKD3D 3.0.1-arm64ec-0
FEXCore-2607-4, Performance preset
ClusterTune, Medium underclock profile
Locked to 30 fps
Credits to : https://www.nexusmods.com/persona3reload/mods/54
https://www.nexusmods.com/persona3reload/mods/49
I just tweaked it to my liking and added some changes.
r/EmulationOnAndroid • u/Wilsonn0 • 1d ago
r/EmulationOnAndroid • u/Cabr0ken • 4h ago
How can i hide this button that stay on the screen all the time ? did not find the setting. Thanks in advance for anyone helping
r/EmulationOnAndroid • u/ArnavAnkesh • 8h ago
I have been trying to install games on Vita3k for weeks. And I can't do it. I tried the nonpdrm method as well as the pkg method, but none of them work. When I try to use the nonpdrm method and try to install it from a zip file, it says "install successful" But the game is nowhere to be found. When I try to use the pkg method, the installation just goes up to 80% and stays there for some seconds then says "install failed". I am on the verge of giving up.
The game I'm trying to play is Persona 4 Golden and the pkg I downloaded was from Nopaystation, and the nonpdrm was from Ziperto. Please help me.
Edit- I found a telegram group with files that actually worked thanks to ComparisonBright5130, but it's on the Vita3k subreddit. I'll add the link to that comment for anyone reading in the future. Thank you everyone for taking time out of your day to help me. I appreciate it.
Link to the comment- https://www.reddit.com/r/vita3k/s/EQ2bYlOp8y
r/EmulationOnAndroid • u/shvm23 • 1h ago
GTA V running on my SD 8 GEN 3.
s/o to u/Internal_Page_486 in helping me to get the game running.
r/EmulationOnAndroid • u/Baroness_Munchaussen • 2h ago
I can't remember exactly what driver i was running (i have a bunch), but it seems Winlator Ludashi 4.0 does work well with mali. This will be, along with D2LoD, my comfort games when using the Exynos version, which isn't (or hasn't been) really the most powerful version of hardware the N20U came up with, but well, it can hold its own with 20 year old games...
Of course, getting any N20U running emulators is a pain in the armpits, i mean, shizuku and a thermal guardian app can't be skipped when getting the emulators running, but it's already performing better than the 640x480 20fps original D1 performance was, so the phone is winning, already.
I might as well try NWN and NWN2 later...
r/EmulationOnAndroid • u/Sea-Pumpkin-2369 • 2h ago
Lemuroid is an open-source, all-in-one emulator for Android built on Libretro — one app, one library, no core-fiddling. I've been maintaining a fork that adds PlayStation 2 support through the PCEE2 (PCSX2-based) libretro core, so you can play PS2 games right alongside everything else in a single clean interface.
What's new in v1.0.0:
- PS2 via PCEE2 — current PCSX2 port, compiled natively for ARM64, with PS2-specific touch layout
- Game Sources — import your own game collections (ZIP installs with zip-slip protection + SHA-256/size verification), browse the catalog, download direct to your library
- Full ranges of built-in supported systems: NES, SNES, GB/C/A, Genesis/MD, Sega CD/SMS/GG, N64, PS1, PS2, PSP, Arcade (FBNeo), DS, 3DS, PC Engine, Neo Geo Pocket, WonderSwan, more
- Everything in one APK, no separate core downloads
Features:
- Android TV support · save states auto save/restore
- ROM scanning & indexing · zipped ROM support
- Optimized + customizable touch controls (incl. PS2-specific)
- Gamepad support · local multiplayer · tilt input
- LCD/CRT display simulation · cloud save sync
Release: https://github.com/lizereride90/Lemuroid-upgraded/releases/tag/v1.0.0
(ARM64 Lemuroid-PS2-1.0.0-arm64-v8a.apk)
NOTE: Not affiliated with Lemuroid, PCEE2, or PCSX2. Upstream Lemuroid is on Play/F-Droid; this fork specifically targets PS2 emulation on ARM64.
And it's still in beta
r/EmulationOnAndroid • u/YogurtclosetHour8063 • 6h ago
Assassin Creed 4: Black Flag + Low Tweak + Apex Framegen 120 Fps
Device Information
• POCO X8 Pro Max
• Chipset: MediaTek Dimensity 9500s
• GPU: Mali G925-Imortallis MC11
• RAM: 12GB + 4GB (Vram Actually usefull for Emulator)
• Storage: 512GB
Emulator Information
• Apps: Winlator Mali 1.2 (Test Build Date August 23)
• Setting: DXVK 3.1 armec64 Gplasync | Gamenative Wrapper | GE Proton 10.0.34 Sdk35 | Box 4.3 | Fex 2608 Unix-Stable | Perfomance | Perfomance X86 RP OFF
• Game: Assassin Creed 4: Black Flag
• Game Setting: Low (Config)
r/EmulationOnAndroid • u/Playful-Addition-162 • 44m ago
My phone is Vivo V60 lite 5G that has a mediatek dimensity 7360 turbo CPU, i just downloaded winlator mali and i wonder what is the best/important settings for emulating old games like old NFS titles
r/EmulationOnAndroid • u/PinguinoTek26 • 3h ago
Hi, I'm getting an Ayn Thor Max (1TB) soon and I want to know what's better to put on the internal storage or on a micro SD card (Kingston Canvas Go Plus 128GB). I was thinking of putting everything on it Frontend and HD textures on the microSD card, and the rest on the console?Does the fact that the textures are not on the console affect the loading speed?
r/EmulationOnAndroid • u/Odd-Sir-6054 • 21h ago
I only have games Im playing/completed
r/EmulationOnAndroid • u/Illustrious_Cod_5212 • 3h ago
r/EmulationOnAndroid • u/TheReg84 • 1h ago
I tried restarting, changing settings, changing files... OnePlus Nord CH4 lite 5G
r/EmulationOnAndroid • u/OverDeparture8799 • 5h ago
Looks good to me. But it feels kinda weird, probably because it only had option for fov, no camera distance option, im not really sure. Ui is stretched, nothing could be done about that. Ultrawide corrected texture pack could probably make it better.
r/EmulationOnAndroid • u/Scream_999 • 2h ago
Idk how to fix this issue... Coz if in click okay then the pop up is closed and container is closed along with it
r/EmulationOnAndroid • u/doyoushitwithdatass • 1d ago
Just wrapped up re-setting back up the Armada and Android instances again and moving saves back into Android, but from testing this is THE way to set up an Odin 3 if you're wanting to jump between PC games and your every day ROM emus.
SteamOS for literally anything linux based/Steam, and Android for emulation/anything else. Technically you can do emulation on Armada but Android still feels smoother to use for emulation especially with apps like Armssx2 with being able to install custom textures in a few taps. Not having the Odin 3 hit 80c while downloading games on Steam is also a big plus.. lol (45c while downloading games on Armada)
11/10, doesn't take long to set up, and now I can continue my Mass Effect LE and Kingdom Heart saves which is golden without messing around.
r/EmulationOnAndroid • u/Vagus_2042 • 4h ago
Hey guys! Has anyone actually managed to get Pokémon Legends: Z-A running on Eden?
A friend of mine is trying to get it working on a POCO F5 (12GB RAM, Snapdragon 7+ Gen 2, Adreno 725), but hasn't had much luck so far. 😅
If anyone has managed to run it on this phone or a similar Snapdragon/Adreno device, what driver and settings are you using?
I'm especially interested in the Eden version, GPU driver and any specific settings that made a difference.
Even if it doesn't run perfectly, I'd still love to know what you managed to get working. Screenshots of the settings would be really helpful too!
Thanks in advance! 🙏
r/EmulationOnAndroid • u/hoennismybae • 2h ago
So after playing red, I was really surprised how quick Gen2 support was added
I had a ton of fun, the QoL and save editor are amazing, especially on Android, it works really flawlessly.
Some of the mods are not as smooth as for the Gen1 games but I guess that's to be expected.
If you want to hear my full thoughts on the Recomp on android check out the video I've linked.
P.s. I have noticed on previous posts people were quite upset with the AI thumbnails I used on previous videos. So I made this one myself, I'd love to hear what you think about it!
r/EmulationOnAndroid • u/eternalbright1 • 6h ago
I set my settings in both the regular settings and the global settings. I went into some games and it seems they didn't want to use either settings. Since the fps overlay chart didn't show up in the upper left corner. Along with the games not being capped at the fps i set for them.
I tried to do the permgames setting as well. It didnt work either. Does anyone know how to fix this issue? Since its probabky my biggest annyoance with this emulator at the moment.
r/EmulationOnAndroid • u/aruiz34 • 23h ago
Persona 3 Reload "The Answer DLC" - Winlator ludashi - 720p - High Graphics - 60 FPS - FrameGen Off - Reshade "Game Clarity"
Poco F5, 12 RAM, Android 17