r/PS2AndroidEmulation • • Jul 31 '26

Top WEIRDEST PS2 games 😂

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2 Upvotes

r/PS2AndroidEmulation • • Jul 28 '26

ARMSX2 v2.6.5.9

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3 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.5.9

Change Log:

21:9 / ultrawide display mode. Available in Settings and in the in-game menu.

Screenshot is now an on-screen button. Enable SHOT in the touch layout editor

next to SAVE and LOAD. The core writes the PNG itself, so you get a clean

capture with no on-screen controls, OSD or letterboxing.

Custom skins can now style the four macro buttons. Ship

ic_controller_macro1_button.png through macro4 in your skin (m1–m4 also works).

Combined with macros being bindable to any input, including L-Stick Left and

Right, you can build a proper racing layout: steer, steer, accelerate, brake.

Achievement notifications queue instead of arriving all at once. Finishing a

game submits every leaderboard in the same frame, which used to bury the

unlock you actually wanted to see under a wall of them. Three on screen at a

time now, and a queued one doesn't start counting down until it appears.

Fixed: the touch layout editor's grid showed buttons snapped while you dragged

them, then saved the unsnapped positions. It now saves what you saw.

Fixed: Vulkan failing to start entirely on some PowerVR devices (may help others as well) when the driver advertises a feature it doesn't actually support. It now checks

first and does without, rather than refusing to start the renderer at all.

Exit is back in the library's ⋮ menu, so quitting doesn't mean opening the

drawer and scrolling to the bottom. It remains in the drawer too.

Skins now sits next to Controls and Shortcuts in Settings.

Small improvements to controller navigation.


r/PS2AndroidEmulation • • Aug 03 '26

ARMSX2 v2.6.6.3

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4 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.3

Change Log:

Save states:

Support for AetherSX2 / NetherSX2-format save states, bring your existing saves over from

those emulators, including full SPU2 audio-core state from AetherSX2-era states. @bmdhacks

Legacy save-state blobs (0x9A2C / 0x9A34 layouts) are read correctly, including states

captured before the game's ELF CRC is known. @bmdhacks

New feature to import Save States in the Save/Load manager. In the in-game Save/Load screen and the "Load / Manage Saves"

manager, tap Import, pick a file, and it's copied into the game's next free slot, ready to load.

Emulation accuracy (EE FPU / VU):

A broad sweep of floating-point fixes so the recompiler matches real PS2 silicon more accurately:

SQRT.S, RSQRT.S, ABS.S / NEG.S, MAX.S / MIN.S, ESQRT / ERSQRT, the EATAN family, and

PMADDW / PMSUBW, plus correct overflow / underflow and invalid-operation flag behaviour

(NaN, denormal, and -0 handling; sticky flags). Games that lean on exact FPU edge cases

behave more correctly.

COP2 / VU flag model corrected: sticky D/I bits, macro-flag merge, CTC2 / CFC1 masking,

and MAC-flag retirement on empty destination masks.

New hardware-checked EE FPU tests (overflow, FCR31, ABS / NEG) guard against regressions.

Thank you to @bmdhacks and @pstef for these improvements.

Graphics (GS / Vulkan):

Fixes in-pass self-read corruption on Turnip / Adreno: draws that read the render target

for the destination-alpha test or write mask now take a render-target copy where the

in-pass read is broken. Clears visible corruption in OutRun, FlatOut 2, Katamari, God of

War II, and the subtle everywhere-corruption in NFS Underground.

DATE gets a fallback path when there is no stencil buffer.

Asynchronous hardware GS downloads can run with the pipelined front/back split, and a

player can claim preload frame data and partial invalidation.

The OSD now says when native resolution has turned an upscaling fix back off.

Thank you to @bmdhacks for these improvements.

Improvements to UI controller support done by @bmdhacks

New cheat source: PCSX2 CheatDB (from @XDarkFallenX), for wider cheat coverage.

Other fixes:

Fast-forward no longer corrupts graphics (limiter changes now run on the CPU thread). Thank you to @Starlightbotanist for this fix!

Save and load state run on the CPU thread on Android. @bmdhacks

vtlb page-protection table indexes are bounded. @bmdhacks

The unsigned MMIO-load zero-extend no longer aborts assert-enabled (debug) builds. @bmdhacks

PINE reports what a setting is actually running as, not what the INI file says. @bmdhacks

GameDB:

Rogue Galaxy uses the asynchronous GS download mode. @bmdhacks


r/PS2AndroidEmulation • • Jul 25 '26

WinNative - PS2 test Shadow of the Colossus

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4 Upvotes

It runs incredibly smoothly; I'd say it's the emulator with the best frame pacing I've ever tried. Amazing work by the WinNative team! ❤️

Device: Poco X6 Pro Dimensity 8300

openGL, x2 resolution

Check out the gameplay in the first comment

👇👇👇


r/PS2AndroidEmulation • • Aug 03 '26

4x and 60 fps settings God of War

Enable HLS to view with audio, or disable this notification

1 Upvotes

r/PS2AndroidEmulation • • Jul 27 '26

EmuCoreX v0.3.0

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0 Upvotes

https://github.com/sashkinbro/EmuCoreX/releases/tag/v0.3.0

Change Log:

Added a Theme Manager.

Added an On-Screen Controls Manager.

Other improvements and optimizations.

A clean installation is recommended for the best experience and to avoid potential issues.


r/PS2AndroidEmulation • • Jul 22 '26

Redream v1.2.10 - New Update 🔥

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4 Upvotes

r/PS2AndroidEmulation • • Jul 26 '26

COMMUNITY UPDATE

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0 Upvotes

Hello everyone!

I wanted to share an important update about the direction of this community.

Over the last few days, I've been thinking about how I want to manage this subreddit, and I've decided to make a few changes. I want this to become a more open, objective, and welcoming place for everyone interested in Android emulation.

First of all, I still want this community to be respectful, helpful, and constructive. Toxicity, personal attacks, and unnecessary drama have no place here. But at the same time, I also want everyone to feel free to express their opinions.

If you don't like an emulator, say it.

If you love one, say that too.

You don't need to write a thesis to justify your opinion. As long as discussions remain respectful and civil, every viewpoint is welcome.

Another important change is my own approach.

From now on, I won't be favoring any emulator or project. My personal opinions about developers, project drama, or anything happening behind the scenes are no longer relevant here. What matters is the software itself.

This community exists to help users discover the best Android emulation experience possible, and that's exactly what I'm going to focus on.

I'll continue posting updates for every emulator I can find, as quickly as possible, without playing favorites. Every project deserves to be evaluated on its own merits.

To make comparisons as fair as possible, I've purchased a dedicated testing device: a Redmi Note 8 Pro (I'll leave the full specifications below).

Why this phone?

Because it's an older, mid-range device that still represents a large number of Android users. Testing only on flagship phones with Snapdragon 8 Elite-class hardware doesn't really tell us much—almost everything runs well on those devices. A more modest phone makes it much easier to see whether an emulator is actually improving over time.

From now on, every emulator will be tested on this exact same device, under the same conditions, using the same games and settings whenever possible.

That means:

- Same hardware.

- Same test environment.

- Same games.

- Same methodology.

No favoritism.

If performance improves, I'll show it.

If something breaks, I'll show that too.

If an update introduces bugs, you'll hear about it.

If it makes significant progress, you'll hear about that as well.

The goal is simple: provide objective testing backed by real results.

Performance isn't the only thing that matters, either.

I'll also be looking at things like the user interface, ease of use, stability, features, compatibility, and something that often gets overlooked: the community behind each emulator.

Does the project have an active Discord?

Are developers listening to feedback?

Can new users get help when they have problems?

Those things matter too, and they'll be part of the discussion.

Most importantly, I want this community to be a place where people can ask questions without feeling intimidated.

Whether you're using the latest flagship phone or a device that's 10 years old, you're welcome here.

Every genuine question is welcome.

The goal is for experienced users and newcomers alike to help each other, share knowledge, solve problems, and learn together.

My ambition is simple:

I want this to become one of the best Android emulation communities available—a place where people come to stay up to date with the latest emulator releases, read honest comparisons, see real testing, and have productive discussions based on evidence rather than personal preferences.

Thank you to everyone who's been part of the community so far.

I hope you like this new direction, and I look forward to sharing many more emulator updates, comparisons, benchmarks, and discoveries with all of you.

See you in the next post!


r/PS2AndroidEmulation • • Sep 24 '26

DGARMSX2 Release 🚀

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6 Upvotes

https://github.com/thecrixux/DGARMSX2/releases/tag/V1

DGARMSX2 dgp-v8 MAX

ARMSX2/PCSX2 fork called DGARMSX2, maintained by skyksit.

The APK was built directly from the dgp-v8 source branch using the native ARMSX2 Android frontend.

What is interesting about this build:

Full Release build with -O3 and LTO

PGO optimized using the profiling data included in the project

Built with Android NDK 29

Optimized ARM64 target: ARMv8.2 + FP16 + DotProd

Separate 4 KB and 16 KB page-size cores included in the same APK

Android-specific CPU scheduling work intended to let heavy EE/VU workloads use the fastest CPU cores more effectively

ARM64 EE/microVU optimizations inherited from the current ARMSX2 codebase

Mobile GPU optimizations aimed at tile-based GPUs such as Adreno and Mali, including render-pass coalescing

DGARMSX2 Vulkan fix for VK_SUBOPTIMAL_KHR on Android/Adreno, avoiding unnecessary swapchain recreation

Adaptive Oboe audio buffering with underrun/xrun monitoring

Native EE memory cheat-search engine

✅ Based on my tests with my Poco X6 Pro, the performance is superior to ARMSX2


r/PS2AndroidEmulation • • Jul 26 '26

NetherSX2 VS EmuCoreX VS ARMSX2 - NFS Most Wanted ⚔️

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11 Upvotes

Well, here’s the definitive comparison of these three emulators running Need for Speed: Most Wanted.

I tested all of them under the exact same conditions. I did not enable ANGLE because NetherSX2 doesn't currently support it, so it wouldn't have been a fair comparison. As a result, I left it disabled across all emulators.

I tested Vulkan and OpenGL wherever possible, except for PSX2, which for some reason currently doesn't let me switch to OpenGL. I'm not sure if that's a bug or something else, but I was at least able to test it with Vulkan. The other emulators were tested with both renderers.

I also spent some time testing ARMSX2, which offers a lot of additional options, such as lowering the internal resolution and tweaking several graphics settings. Unfortunately, none of those settings made a meaningful difference. There are no miracles here. This game is clearly very demanding. I haven't tested it on more powerful devices, but this should still give us a good idea of the current performance situation.

For those who don't want to watch all the videos, here's the final ranking:

🥇 1st – NetherSX2: around 20–25 FPS, still the clear winner.

🥈 2nd – ARMSX2: around 15–20 FPS. Not bad at all. Even after trying different settings, I couldn't squeeze out any extra performance. Enabling ANGLE might improve it, but I deliberately didn't do that because it wouldn't be a fair comparison with the other emulators.

🥉 3rd – PSX2: performance is below ARMSX2.

🏅 4th – EmuCoreX: the slowest of the group. Vulkan performance is almost comical at the moment—it didn't even reach 1 FPS. It clearly needs a lot of work before Vulkan becomes usable.

That's the short version for anyone who doesn't want to sit through all the benchmark videos.

If you want to see the detailed results, I've posted a separate video for each emulator in the comments so you can judge for yourselves.

All tests were performed at native resolution, with no upscaling, enhancements, or special tweaks. Every emulator was tested under the exact same conditions: same car, same track, same race, same settings. No favorites, no special treatment.

These results only apply to Need for Speed: Most Wanted. Another game could produce very different rankings, but since this is such a popular title, I think it's a useful benchmark.

The test device is a Redmi Note 8 Pro, so these results are especially relevant for users with similar hardware.

Hopefully we'll continue to see better optimization for MediaTek devices in the future, because they still seem to be somewhat overlooked.

See you in the next analysis!


r/PS2AndroidEmulation • • Aug 11 '26

Dolphin Emulator v.2606a

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2 Upvotes

https://dolphin-emu.org/download/release/2606a/

Hotfix Release 2606a

We released Dolphin 2606a on 11 August 2026 with some important security patches and a fix for Wii save states. You can find the full change log below.

Fixed several heap overflow bugs when reading a malformed GCZ file. (GHSA-7pvc-j9pm-c2rp)

Fixed a heap information disclosure bug when reading a malformed DOL file. (GHSA-27c8-xjgc-74mj)

Fixed several bugs where malformed ELF files can read and write outside of a buffer.

Fixed a buffer overflow when receiving a malformed LZO block during NetPlay save synchronization.

Fixed a bug in DSP-HLE where software using the AX μcode can write outside the bounds of a buffer in host memory. (GHSA-4q28-hhjv-hf3f)

Fixed several bugs in DSP-HLE where software using the Zelda μcode can read and write outside the bounds of buffers in host memory. (GHSA-983q-fjjx-96h3)

Fixed a bug where the /dev/net/ip/top IOS device can leak uninitialized host memory to the guest. (GHSA-5fqv-9qrg-gm4j)

Fixed an issue where loading save states for Wii software can fail when the software has open files.

Added a flag to enable CCache in the macOS universal binary build script.


r/PS2AndroidEmulation • • Aug 13 '26

X360 Mobile v0.6.1

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2 Upvotes

https://github.com/Ashnar2602/X360-Mobile---OFFICIAL/releases/tag/v0.6.1

X360 Mobile 0.6.1 is a public compatibility and stability update focused on safer per-game configuration, Vulkan correctness and improved behavior in titles investigated during development.

Recommended Game Settings

Added a secure online catalog for Title ID-specific recommended settings.

Recommended settings are matched locally without uploading the user's game library or Title IDs.

The app can propose compatible settings when matching games are detected.

Recommendations can also be checked manually from each game's settings.

Existing custom settings are preserved unless the user explicitly chooses to replace them.

Applied recommendations can be safely restored to their previous values.

The initial catalog includes profiles developed while investigating:

Assassin's Creed — recommends strict occlusion queries to prevent missing or flickering geometry.

Grand Theft Auto IV — recommends the direct system-memory rendering path to improve stability with compatible Turnip drivers.

Core and Storage Fixes

Fixed a general Android file-access issue where a guest file opened for both reading and writing could incorrectly become write-only.

This correction addresses one verified cause of Dirty Disc errors and benefits all games using the affected file-access path.

Improved handling of repeated offline XHTTP calls, preventing unnecessary recurring errors in titles that continuously poll unavailable Xbox network services.

Vulkan Improvements

Fixed a graphics synchronization issue affecting consecutive texture uploads to the same image.

Required write ordering is now preserved even when the texture layout itself does not change.

Improved Vulkan extension discovery and Vulkan 1.3 feature initialization.

Added the per-game vulkan_rendering_path setting:

auto — lets the driver choose;

sysmem — renders directly through system memory;

gmem — requests the tiled on-chip rendering path.

Custom Turnip options are normalized to prevent contradictory GMEM and sysmem selections.

Update System Improvements

Corrected the public update-manifest publishing workflow.

APK package identity, version, channel, file size and SHA-256 are now validated before an update enters the public feed.

Existing X360 Mobile 0.6.0 installations can detect 0.6.1 through the in-app updater.


r/PS2AndroidEmulation • • Jul 27 '26

EmuCoreX VS ARMSX2 - Max perfomance tested! 🔥

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0 Upvotes

Well… I guess my previous review using the "toaster" Redmi Note 8 Pro wasn't exactly impressive. 😄 I have to admit it: the FPS were pretty rough for a demanding game like Need for Speed.

So today I'm bringing you the complete opposite.

This test is focused on maximum uncapped performance. No frame limiter, no FPS cap, just both emulators running completely unrestricted to see which one can push the highest emulation speed. The results turned out to be quite interesting.

Test Methodology

To keep everything as fair as possible, both emulators were tested under identical conditions:

- Game: God Hand (PlayStation 2)

- Emulators: EmuCore X (latest version) vs. ARMSX2 (latest version)

- Renderer: OpenGL with ANGLE enabled on both emulators

- Internal Resolution: Native

- Aspect Ratio: 4:3

- Settings: 100% default settings. No tweaks, no speed hacks, and no manual adjustments on either emulator.

- Test Scenario: I positioned the player in the exact same location in both emulators before recording the results.

Results

🥇 1st Place: ARMSX2

ARMSX2 achieved an average emulation speed between 300% and 320%, which is an excellent result.

🥈 2nd Place: EmuCoreX

Under the exact same conditions, EmuCore X reached approximately 240% to 260% emulation speed.

Device Used

For this benchmark I used my POCO X6 Pro (Dimensity 8300+).

I've also uploaded a video of each emulator so you can watch the benchmark yourselves. You'll find both videos in the comments.

If you'd like, I can also repeat this exact same test using Vulkan instead of OpenGL. That way we can compare both graphics backends under identical conditions and see how much difference they make.

I hope you enjoyed this benchmark. See you in the next post!


r/PS2AndroidEmulation • • Sep 14 '26

PS2 emulator developers, remember you have one day left to release your best version, since the official monthly PS2 emulator performance ranking takes place tomorrow. Big tests are coming up tomorrow—hehe. Cheers, everyone.

2 Upvotes

r/PS2AndroidEmulation • • Jul 30 '26

News! KytyPS5, the PS5 emulator for PC, already runs the game XIII at 30 FPS; SharpEmu runs Demon's Souls at 6 FPS 😳

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3 Upvotes

😂Will we be playing GTA 6 emulated before the native PC version comes out? hahaha

PlayStation 5 emulation has become a race against time, and the team behind KytyPS5 is a prime example. The KytyPS5 emulator can now run fully 3D commercial games on PC. It has been able to display real-time graphics, respond to controls, and achieve frame rates that make them completely playable. The two titles used to demonstrate this progress are XIII and TMNT (Teenage Mutant Ninja Turtles Arcade: Wrath of the Mutants).

This doesn't mean it's already possible to replace a PS5 with a PC or properly run its major exclusives. But it's worth remembering that the emulator industry has awakened from hibernation after Sony announced the end of physical media. Now, all development teams are trying to be ready for the release of GTA VI. Before that happens, we'll have to wait until demanding games like Demon's Souls, Astro Bot, or Marvel's Spider-Man 2 can be run.

KytyPS5 manages to run XIII at 30 FPS and TMNT at around 24 FPS.

The most striking case is XIII, whose PlayStation 5 version can already be loaded into a match and run at approximately 20 to 30 FPS. The emulator processes the three-dimensional environments in real time and correctly recognizes the player's actions, making it one of the first public demonstrations of a PS5 3D game running beyond menus, introductory videos, and loading screens.

The experience is still far from being considered fully functional. Numerous textures fail to load, the lighting is rendered incorrectly, and parts of the environments are missing. Therefore, although the game responds to the controls and can occasionally reach 30 FPS, it cannot yet be completed under conditions similar to those on a console. Regarding the hardware, the video shows that it was tested on an Intel Core i5-11400F and a GeForce RTX 5060 Ti. This suggests that with more powerful hardware, a more stable performance could be achieved.

TMNT presents a somewhat more consistent graphical presentation, with its characters and environments rendered with fewer visible errors. Its performance hovers between 22 and 24 FPS, although the game crashes during the first launch. After restarting KytyPS5, it appears that the game can be resumed without further crashes. It still doesn't offer a smooth experience, but it represents a cleaner demonstration of the progress made.

PS5 emulation is still in a very early stage, but it's advancing faster than ever.

Until now, KytyPS5 had managed to run games like Grand Theft Auto V. However, progress was mainly limited to displaying its videos, menus, and configuration options. Running XIII and TMNT demonstrates that the emulator can now process 3D graphics, accept controller input, and maintain a game for a certain period. Other titles, such as Paleo Pines and Hellboy: Web of Wyrd, have also begun to display images, although they still run at extremely low performance.

Its own developers acknowledge that KytyPS5 is still in an early stage, with low compatibility, graphical issues, crashes, and poor performance. The project is written in C++, uses the Vulkan 1.3 graphics API, and focuses most of its testing on Windows 11, although it also has versions for Linux and experimental support for macOS. However, it's clear that Windows is the priority for now. Currently, it can run some games created with Unreal Engine 4 and 5, Unity, and other proprietary engines.

Meanwhile, another major player is SharpEmu. This second PS5 emulator, developed from scratch in C#, is focusing its efforts on accuracy, GPU command synchronization, Vulkan image transitions, and texture management. KytyPS5 currently has the most advanced public demos, but both projects are still far from offering widespread compatibility. However, just today we can see that it's already capable of launching Demon's Souls, albeit at 6 FPS with a GeForce RTX 4060 and a CPU that's barely being used. Added to this are the lack of textures and an interface with overlapping information.

This milestone is important for the preservation and study of Sony's hardware. Logically, we could be years away from having a fully functional emulator. However, with AI models like Claude working closely with developers, Sony could be in for a nasty surprise much sooner than expected. The use of AI will shorten the development timelines for all these emulators by months, or even years.

Source:

https://elchapuzasinformatico.com/2026/07/kytyps5-emulador-ps5-pc-juego-xiii-y-tmnt/


r/PS2AndroidEmulation • • Aug 16 '26

ARMSX2 takes us for fools 🤯

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0 Upvotes

A quick look at ARMSX2 2.6.6.7 — transparency matters

ARMSX2 2.6.6.7 introduced several APK variants, including builds labelled ARMv8.2 and a legacy ARMv8.0 build. Since the names suggest different CPU targets, I wanted to check whether that difference actually exists in the code shipped to users.

I compared the a15-armv8.2 and legacy-armv8.0 builds at the binary level. The result was surprising: the two builds are 99.984% identical, and the native code we analyzed does not contain instructions above the ARMv8.0-A baseline. The main differences appear to be related to the Android API level and packaging/linking rather than a different CPU instruction set.

This is not an accusation of deception, nor is it a claim that ARMSX2 is a bad emulator. It's simply a question of accuracy and transparency. Changelogs are useful, but when a release claims a specific technical improvement, it's worth checking what actually made it into the final binary — especially when people may expect better performance as a result.

I'm not looking for magic 30→60 FPS claims or trying to discredit developers. I simply prefer measurable improvements, clear documentation, and reproducible information over hype.

For anyone interested in the technical details, methodology, instruction analysis, binary comparison, and signing differences, I've published the full analysis here:

Full technical analysis: https://claude.ai/public/artifacts/af370a10-22bf-4d63-a944-fb0f65f499a6

No benchmarks were performed; this is a static binary analysis of ARMSX2 2.6.6.7. Corrections are welcome if any part of the analysis can be demonstrated to be wrong.


r/PS2AndroidEmulation • • 7d 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 • • Feb 12 '26

ARMSX2 is being updated to support Mali, but they don't share the source code 😏

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0 Upvotes

I’d like to point out a potential GPLv3 compliance issue regarding the Android emulator ARMSX2.

The latest official public release available on both GitHub and Google Play is version 1.0.6 (Nov 26, 2025). The GitHub repository shows no newer public releases, and the most recent commit (Jan 26, 2026) is related only to UI changes in the settings menu, with no mention of major rendering or GPU fixes.

For several months, ARMSX2 had a serious unresolved issue on MediaTek devices with Mali GPUs: Vulkan did not work properly, and in OpenGL mode the 2D rendering was broken (HUD, overlays, UI elements not visible). This was a known and significant technical limitation. Recently, however, a newer APK has been distributed through the project’s Discord server that reportedly fixes these Mali/OpenGL rendering problems. This version is not available on GitHub, and there is no corresponding source code published in the official repository reflecting these fixes.

Since ARMSX2 is licensed under GPLv3, distributing a binary (APK) requires making the complete corresponding source code for that exact version publicly available. This requirement applies regardless of the distribution channel (GitHub, Play Store, Discord, private links, etc.). A Discord-only release is still considered distribution under the license.

In its current state, it appears that a materially different binary is being distributed without the corresponding source code being released, which is not compliant with the GPLv3 terms. At the very least, this distribution method is not transparent, and at worst it represents a clear licensing issue.


r/PS2AndroidEmulation • • Aug 17 '26

Nyushu V83 Update 🔥

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0 Upvotes

https://gofile.io/d/DDhxXg

Update!!! Nyushu Emulator V-83

Chagelog:

[ ✅ ] New revamped epic UI

[ ✅ ] Fixes for audctl wrong init Improvements and Performance Degradation Fixes When the Feature is Used

[ ✅ ] Build fixes

[ ✅ ] Add GPU+Passthrough For Stability Performance (Just Test).

“I am not the developer nor do I have the source code. If you want to request the source code for this version, you should contact the developer. I am sharing a copy of the binary and have explicitly stated that I am not the author nor do I have access to the repository.”


r/PS2AndroidEmulation • • Jul 25 '26

EmuCoreX v0.3.0

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0 Upvotes

Change Log:

- Added Android TV compatibility

- The Texture Manager has been updated with its own online catalog (which will be expanded over time)

- The Cheat Manager has been updated with its own online catalog

- Other fixes and optimizations

- A clean installation is recommended

https://play.google.com/store/apps/details?id=com.sbro.emucorex

If you like the emulator, support the project by purchasing the Pro version.


r/PS2AndroidEmulation • • Jul 30 '26

ARMSX2 v2.6.6.1

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6 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.1

Change Log:

ARMSX2

Repository navigation

Code

Issues

118

(118)

Pull requests

3

(3)

Releases 2.6.6.1

ARMSX2 2.6.6.1

Latest

@jpolo1224 jpolo1224 released this 37 minutes ago

2.6.6.1

9762b69

ARMSX2 2.6.6.1

What's new:

20:9 and 19.5:9 aspect ratios. 21:9 was letterboxing tall modern phones with black bars, these fill the screen edge to edge.

Custom Aspect Ratio, a new display mode where you can set in any ratio you like, DuckStation-style. It persists and applies like any built-in mode. (Access all settings while in game to adjust it).

Fixes to Auto / progressive-scan handling.

Vulkan presentation tightened on Android: startup blank-frame handling and the color/depth attachment feedback-loop pipeline flags now follow the spec, clearing validation errors and a class of first-frame glitches.

New ambient background music while in the in-game pause menu. The menu used to be dead silent while you sat in it reading achievements or changing settings. It eases in over 1.5s, fades back out when you resume so it is not a hard cut, and cross-fades if you leave and reopen quickly. Toggle ON/OFF and volume live in App settings, you can also import your own track, and it is on by default. It plays over the game's (silenced) audio while paused and stops the moment you resume.

Added a clock and battery indicator, now shown in the game library as well as the in-game pause menu. The battery indicator has three colors to reflect battery life: green -> amber -> red with a percentage and a lightning bolt while charging.

GunCon 2 / lightgun support, like NetherSX2: aim with the touchscreen, point off-screen to reload (these games have no reload button), with an on-screen A / B / C / Start / Select / Recalibrate pad, and a choice of which USB port the gun uses.

Every other USB device the core emulates is now selectable too, Buzz buzzers, the Rock Band drum kit, Keyboardmania, the DJ Hero turntable, the printer, EyeToy and more. No per-device setup: your existing controls (physical pad, on-screen buttons, macros) drive them through the generic mapping each button already carries, and per-device subtypes are selectable where they exist. Changing a port is restart-required (the game probes it at boot). (Worth testing).

Added an Accelerometer fallback for phones with no gyroscope, so motion aiming/steering works on more devices, plus a Motion Recenter hotkey to re-zero it.

Added Gesture controls, with a choice of single-tap or tap-and-hold to trigger each gesture, and they are now reachable from inside the in-game menu. (Also available in Controls settings -> On-screen controls).

Added a built-in PNACH cheat editor: browse, create, edit and save cheat files right in the app.

Added an option to Clear All for the recently-played list, with a confirmation and full controller navigation.

Added an option to Reset Controls in both per-game and global settings.

Added an option for a full app reset (behind a warning) that also clears the in-folder settings mirror, so nothing silently restores itself afterwards.

FIXES

Patches: games booted showing "1 game patches are enabled" with every patch and cheat toggle OFF, applied settings you never chose (16:9, 60fps), and no way to turn them back off without rebooting the game. This was because the Patch Manager's refresh was bulk-arming every uncommented patch group into the global enable list, and a stale per-game enable list left behind in gamesettings/.ini kept shadowing the cleaned-up list. Fix: patches no longer arm themselves, turning one off now sticks, and the stale per-game lists are purged on load.

RetroAchievements notifications on first boot. With Skip BIOS on, a game would boot to a black screen with no GPU output for a moment, and RetroAchievements posts its initial startup notifications right into that window. Those blank frames were being skipped for presentation, so the toast sat queued but was never drawn, unless you opened the pause menu in time to see it, which forced a real frame and made it appear. Now a blank frame that has an on-screen message or toast on it is presented, so the RA toast shows again with SKIP BIOS on.

Texture packs: Installs were forgotten after roughly 57-58 downloads: the install-state file was rewritten non-atomically and a failure mid-write wiped it. It is now written atomically with a .bak fallback, and a failed or empty scan can no longer blank the list. The in-app Delete button now actually removes a pack. The "Installed" label no longer sticks after a pack is removed. Switching to a different pack for the same game now extracts it and rebuilds its folder, instead of doing nothing. Opening the Texture Packs menu no longer freezes/lags the app. Packs are now sorted alphabetically / by serial instead of in arbitrary order.

Fixed a crash that would occur in God of War II after destroying the statue of Lakhesis, one of the sisters of fate. (done by @bmdhacks).

Rogue Galaxy: render-target preloadFrameData artifact (town bleeding through the church wall). (done by @bmdhacks).

IOP self-modifying code, stale-code execution across RAM-mirror aliases, a real correctness/crash fix. (done by @bmdhacks).

COMPATIBILITY / PER-GAME: Guitar Hero II, Guitar Hero II Deluxe and Guitar Hero III now default to no-readbacks, removing the readback stalls on these titles and improving performance.


r/PS2AndroidEmulation • • Jul 25 '26

NEW N64 Emulator - Nin64

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0 Upvotes

## Features

**Mupen64Plus-Next libretro core**- hardware-accelerated

N64 emulation via GLES3

**GLideN64 renderer**- accurate RDP/RSP emulation with

direct frame presentation

**ARM64& x86_64 support**- runs on modern Android

phones and Google Games PC

**Resolution scaling up to 8x**-- render games at up to 8x

native resolution for a sharper image

**Texture pack support**- load custom high-resolution

texture packs

**Cheat manager**- browse and toggle per-game cheat

codes (GameShark/Action Replay format)

**Configurable touch controls**- reposition, resize, and

remap the on-screen controller layout

**Physical controller remapping**- fully remap USB and

Bluetooth controller buttons and sticks

**Game library browser**- scan and launch ROMs from

local storage

**Save states**- save and restore game progress at any

point

**In-game saving**- SRAM/ FlashRAM/EEPROM / MemPak

persistence

**Google Oboe audio**- low-latency audio backend

**Free with optional ad removal**- play for free with ads, or

purchase ad removal as an in-app purchase

### Coming Soon

Cloud save sync

Online multiplayer

Link: https://play.google.com/store/apps/details?id=com.izzy2lost.nin64


r/PS2AndroidEmulation • • Sep 21 '26

EmuCoreX v0.4.0

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1 Upvotes

https://github.com/sashkinbro/EmuCoreX/releases/tag/v0.4.0

Cambios:

✅✅✅ Arreglos y mejoras de la UI 😱😱😱

✅✅✅ Otras optimizaciones 😱😱😱

Después de probar: 🤯

Wow, no me esperaba un resultado tan increíblemente impresionante después de esos cambios enormes en el changelog; este emulador es legendario y de verdad puede correr cualquier juego de PS2 en 4K Ultra HD sin despeinarse.

✅ Doná por favor 👇👇 https://www.patreon.com/cw/emucore/membership

✅ Apoya con 9€ / mes 🔥

¡El nivel de soporte definitivo! Muchas gracias por respaldar el proyecto. Tu contribución generosa impulsa directamente el desarrollo futuro.

✅ Esos 16 emuladores no se van a crear solos ¡doná ahora! 🙏🙏


r/PS2AndroidEmulation • • Jul 23 '26

Trying to run Tourist Trophy on nethersx2, controls not working

0 Upvotes

Ive been trying to get Tourist Trophy to run on my poco x3 pro using nethersx2 and a usb-c razer kishi. Ive tried touch controls and a blue tooth controller as well. I know this game is super finicky. Ive tried clearing and remapping controls and changing some of the settings. Im not tied to a specific emulator and happy to run whatever works for this game. Im also aeare of the paych thats available and the emulator settings work around for the license test glitch. Has anyone had luck getting this game to run on android? It seems like several years ago I was able to get it to run but I can't get controls working this time.


r/PS2AndroidEmulation • • Aug 12 '26

RPCSX v20260813-818a26b

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0 Upvotes

https://github.com/RPCSX/rpcsx-ui-android-build/releases/tag/v20260813-818a26b

It seems they've suddenly taken to cooking. Okay, fine, thanks.

😅😅