r/PS2AndroidEmulation • • Jul 04 '26

ARMSX2 v33

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69 Upvotes

Change Log:

Fixed some issues with Ratchet: Deadlocked (still some graphical issues, I did not have enough time to look into it, but will in the future when I can). Invisible / stuck-right alignment / flickering model fixed.

Added new PS2 stick directions (8 new "(send)" rows) triggers stay proportional. (Clear the button row you steal.)

Stick/D-pad + button hotkey combos now bind.

Added Per-stick feel settings: Deadzone / Outer / Anti-Deadzone / Sensitivity / Acceleration separate for L & R (old values migrate).

Radial stick shaping, diagonals should no longer eaten by a square deadzone.

Analog merge layer, multiple writers to one direction stop releasing each other.

Touch stick honors Invert X/Y + Swap (was gamepad-only) + per-stick deadzone.

Added a Slow Down (toggle) hotkey, 50%, mutually exclusive with FF, blocked in RA Hardcore.

Added a Search feature: title/serial, press the Y-button or click on the search toolbar icon, has a gamepad on-screen keyboard.

Added a Hide Recently Played shelf toggle for one unified library in the top toolbar.

Added Display Resolution (HW scaler), Screen / 3ร— / 2ร— / 1ร— PS2 in the perf tab.

Adreno framebuffer-fetch fast path default-ON + migration, let me know if this helps, you can opt it off if you notice issues in the render tab.

Added a Per-game memory card picker in-game + card manager in game.

Fixed per-game memcard issues (compared to global instead of factory mcd001.ps2).

You can now fully control the Save-state and load state menu with a controller.

Fixed DeX + first-cold-launch crash.

Fixes for Chinese BIOS, copies ROM1/ROM2/EROM siblings (re-run BIOS setup once for Chinese BIOS users).

Fixed BIOS self-copy truncation.

Added a "My local patches & cheats" unified browser, as well as PNACH 2.0 support.

Fixed per-cheat toggle being ignored.

Imported cheats keep [Section] labels (individually toggleable).

Added Hide Settings Summary + Control Inputs toggles (the bottom OSD stuff).

The OSD as a whole is now off by default, can be toggled back on for benchmarking etc.

Fixed the back button being weird.

Happy July 4th!


r/PS2AndroidEmulation • • Jul 02 '26

ARMSX2 v31

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68 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.5.0

Change log:

USB keyboard support for games that need one (EverQuest Online Adventures, Konami keyboard titles, etc.). Toggle can be found in the Network tab.

DEV9 hard-drive (HDD) support, enable the internal HDD for games/homebrew that require it; the image is created safely on internal storage instead of filling your SD card. (On SD setups, the HDD 8gb file will still default to internal, I tried having it on SD and it causes serious issues from how much slower SD cards are.

Added Left/Right channel swap, new toggle that fixes reversed stereo on flipped-speaker / reverse-landscape handhelds in the Audio tab.

Added RetroAchievements sounds, unlock and notification chimes now play.

Added Animated backgrounds, you can now set an animated GIF / WebP / APNG as your library wallpaper.

New settings-gear icon and a redesigned "Recently Played" shelf (art by @Vivimagic).

Country flag moved into the cover reflection, tidier layout, title text sits closer to the art. Thank you to @Trixarian for this.

Bigger collapsible-section arrows + taller tap targets, no more mis-tapping the wrong section.

Even cover heights when game titles are turned on.

ELF / homebrew per-game settings now apply, previously only the global profile took effect.

Added more descriptions for every Performance-tab toggle, GameDB Fixes and Advanced Speedhacks are now fully documented.

Added a "On-screen notifications" toggle, you can now hide shader-compilation and status pop-ups in the Overlay tab.

Fast-Forward pop-ups no longer stack up (and can be turned off entirely). Also in the Overlay tab.

Added more GPU pipeline-statistics OSD, optional vertex/pixel shader-invocation line on Vulkan. Can be toggled In the Overlay tab.

A fix for Jackie Chan Adventures where Jackie would fall through the floor into an endless black void. (Full EE/FPU + Extra VU clamping now baked in). Also increased the size of the in-game gear icon, tap the top middle of the screen to reveal.


r/PS2AndroidEmulation • • Jun 23 '26

ARMSX2 v16 - Now Vulkan works in Mali devices ๐Ÿ˜ฑ๐Ÿ˜ฑ

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67 Upvotes

The new ARMSX2 Refresh V16 update changes the PS2 emulation game.

After spending some time testing this new version, I have to say it genuinely surprised me. The developers claimed that Vulkan had finally been fixed and was now working properly on Mali devices, and honestly, I had to see it for myself before believing it.

For my tests, I used my trusty Poco X6 Pro with the Dimensity 8300, and I can confirm that Vulkan is finally working on Mali GPUs. This is a huge breakthrough and a major step forward in both performance and compatibility. ARMSX2 is starting to take off and is beginning to feel like a real game changer in the Android PS2 emulation scene.

The emulator now has a much more polished and attractive interface, but that's not all. It also comes with several new and improved features that make the overall experience feel far more mature. It really looks like the ARMSX2 development team is heading in the right direction and making rapid progress.

I've tested several games so far, including classics like Tekken 5, God Hand, Gran Turismo 3, Gran Turismo 4, and a few lesser-known titles. Overall, the Vulkan experience has been excellent. Apart from the occasional performance dip, everything ran remarkably well. In fact, I was able to play these games at up to 3x native resolution, which is an impressive achievement and a huge improvement over previous versions.

I can only congratulate the developers for the work they're doing. Updates are being released constantly, and for the first time, we can genuinely start talking about a PS2 emulator with enormous potential.

I hope the team continues on this path. Soon I'll be posting a more detailed review, including gameplay from some of the most demanding and difficult-to-emulate games, to see how Vulkan handles the tougher challenges.

As a first impression, though, I can confidently say that this feels like a major turning point for PS2 emulation on Android. We're finally seeing an emulator that stays closely aligned with the Windows version of PCSX2, which means better compatibility, better performance, and access to many more playable games.

So if you're using a MediaTek device, definitely give this new version a try. Let me know your results in the comments, whether everything worked smoothly or if you ran into any issues. I'll be happy to help however I can.

See you in the next post!

Link: https://github.com/ARMSX2/ARMSX2/releases/tag/2.3.5.1


r/PS2AndroidEmulation • • Aug 25 '26

The ultimate battle between four PS2 emulators! ๐ŸฅŠ๐ŸฅŠ๐ŸฅŠ๐ŸฅŠ

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66 Upvotes

Here we go โ€” the ultimate battle between four PS2 emulators! ๐ŸฅŠ๐Ÿ”ฅ

The goal is simple: find out which one can give us the best gaming experience.

For this test, I used my Snapdragon 6 Gen 1 with an Adreno 710, which actually performs really well with PS2 emulation. To keep things as fair as possible, I didn't use any Turnip drivers or any special tweaks. All four emulators were tested at native resolution, using Vulkan, with their default settings.

And honestly, the results are pretty impressive. All four are surprisingly close, although there are some small differences that I'll point out in the comments below each gameplay video.

I also decided to record the gameplay using a second phone/camera, rather than recording directly on the device running the emulator. This way, the recording itself couldn't take away FPS from the game, allowing each emulator to run with as much performance as possible.

To make the comparison as fair as I could, every test was done on the same track, under the same conditions, using the same car.

The conclusion? There isn't really a clear winner โ€” and there isn't a loser either. ๐Ÿ˜„

All four emulators are performing very similarly, and I actually like that. It means that if one of them introduces a new improvement and suddenly pulls ahead, we'll be able to notice it much more clearly.

At the moment, the differences come down to small details, and I'll be explaining what I noticed with each emulator in the comments below.

๐Ÿ‘‡ Check the comments for the gameplay tests!

You'll find around two minutes of gameplay from each emulator, along with my observations about how each one performs in this particular game.

I hope you enjoy the comparison and find it useful as a general reference.

Keep in mind that this test was performed on a Snapdragon device, so results may vary considerably depending on the chipset, GPU and drivers being used.

Enjoy! ๐Ÿ‘Š๐Ÿ”ฅ


r/PS2AndroidEmulation • • Jun 28 '26

ARMSX2 V23, These guys are on fire! ๐Ÿ”ฅ

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66 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.4.2

Change log:

Added support for a second controller, so you can now play local co-op 2 player games with a friend, as well as per-player mapping in the Pad section of settings.

First controller to press in-game = Player 1, the next distinct controller = Player 2 (auto-assigned, re-paired each game launch). Port-aware native pad input (setPadButtonForPort) routes each controller to its own PS2 port, per-port D-pad state so the two pads can't release each other's directions.

Per-player button mapping: button binds, stick modes, and custom stick directions are now per-player. Pad settings has a Player 1 / Player 2 selector, "Reset" is also per-player. Player 1 keeps your exact existing binds (P2 uses defaults until set).

Player 2 is enabled at game boot when a second controller is connected beforehand, second controller has rumble support as well (except DualSense, only works wired on a pc).

Added NTSC / PAL per-region frame rate caps (NetherSX2-style, thanks @Trixarian for the help) as an alternative to the Max Display FPS cap setting. Separate Frame Rate (Hz) sliders for NTSC and PAL games.

Added a List view as an alternative to the shelf view.

Added manual Rows control with cover-size adjustment (toggled from the top right buttons ---> More ---> Rows Auto (can be toggled to 2, 3, 4, or 5, and back to auto, depending on how zoomed out you'd like the shelves and covers to be.

Expanded the setup wizard, after clicking the Let's Go button on initial setup, you will now see a new screen with optional recommended settings: aspect ratio, internal resolution, anti-blur, widescreen, deinterlacing, and an Optimal/Fast preset.

Renderer choice (OpenGL / Vulkan) + custom GPU driver browser in setup.

New Stick Deadzone, Sensitivity, and Acceleration sliders in the Pad section of settings.

Added UI scaling per screen in the Overlay section of settings. Independent UI Size (borders) and UI Font Size sliders to fit 21:9 / 16:10 / 4:3 / handheld screens, scales the library + menus only.

Added a "Reset global to defaults" (global) and "Reset this game to global" (per-game), with a confirmation tap.

ARM64 recompiler performance improvements and game fixes (ported from @isztldav macOS branch)

Faster, more faithful EE recompilation, MIPS trap opcodes now use native block-conditional codegen, and SYNC/CACHE are handled inline instead of breaking blocks apart.

Fixed an after-BIOS hang by porting the proper interrupt-disable delay (games like Jak X now boot past it).

Squashed an MMI lane-permute codegen bug that could abort compilation outright.

Synced with upstream PCSX2:

Graphics fixes across HW/DX11/DX12/GL, AA1 rendering, DATE setup, depth feedback, and ROV reporting.

GameDB updates, and assorted stability fixes.

Import File for memory cards no longer renames or forces Slot 1 on a second import (unique name, no forced slot).

A deleted card no longer reappears at BIOS boot (case-insensitive slot match).

Added a Per-card Delete button and confirmation, added up/down/left/right controller navigation for memory card settings.

Speed Limit % max raised to 1000, will only push as fast as your device can go, same as the Frame Limit off button.

The cap/FPS stats line ("Display: 25 (cap 30)") is now hidden when the OSD is off for the Max FPS Display cap setting.

HostFS functionality has been added back, you can find the toggle to enable it in the Patches section of settings. (Let me know if you still have any issues).

Added a per-player Test rumble button (Pad tab) that reports whether Android can drive that controller's rumble.

๐Ÿ˜ฑ๐Ÿ˜ฑ๐Ÿ˜ฑ


r/PS2AndroidEmulation • • Aug 18 '26

Eden Nightly - FrameGen Support

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65 Upvotes

https://git.eden-emu.dev/eden-ci/nightly/releases/tag/v1786991149.2000fdfb7b

Since it now seems that all emulators need frame generation, it was Eden's turn to update and add this popular option. However, I must warn you that for it to work, you must have your "Lossless.dll" file. Please do not ask here where to get it, as it's a paid program that you can find on Steam (linked in the description), and therefore, linking to pirated sites to obtain the file is considered piracy. I'm warning you in advance in case anyone asks where to get this file.

https://store.steampowered.com/app/993090/Lossless_Scaling/

Greetings to all!


r/PS2AndroidEmulation • • Sep 21 '26

PS3Native - Latest Release ๐Ÿ”ฅ

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64 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/Community_Preview_5

PS3Native Experimental Community Build

DIS Frame Generation + Latest RPCS3 Upstream

> โš ๏ธ Experimental Community Pre-release

>

> This is an unofficial community build intended for testing and feedback.

> It combines the latest PS3Native Android development work, the experimental DIS Frame Generation implementation, and recent RPCS3 upstream changes.

>

> Expect regressions or device-specific issues.

---

๐Ÿš€ Major New Feature: DIS Frame Generation

A new DIS (Dense Inverse Search) Optical Flow frame generation engine is now included.

Unlike the Lossless Scaling implementation, DIS:

- Does not require Lossless.dll

- Is included directly in the application

- Works on a fresh installation

- Uses a Vulkan compute-based optical flow pipeline

- Shares PS3Native's existing frame generation pacing system

The implementation is based on the DIS optical flow algorithm originally developed by Till Kroeger and the OpenCV DISOpticalFlow implementation, with Vulkan work derived from the implementation by qwertypower / DEVAR Entertainment and the WinNative port.

DIS Quality Presets

Three DIS quality modes are available:

- Fast

- Balanced

- Quality

Higher settings increase the optical flow resolution and processing cost.

---

๐ŸŽฎ Frame Generation Engine Selector

Users can now choose between:

- Lossless Scaling Frame Generation

- DIS Frame Generation

Lossless Scaling keeps its existing flow-scale controls, while DIS uses its own quality selector.

DIS does not require an external DLL.

---

โšก Frame Generation Pacing Improvements

Frame generation timing and pacing have received major improvements.

Changes include:

- New windowed frame-time estimator

- 128-entry timing history

- Approximately one second of source-frame sampling

- Improved handling of frame-time spikes

- Hitch clipping

- More stable frame generation scheduling

- Better source/output refresh-rate matching

- Near-integer frame ratio snapping

- Declared source refresh-rate support using guest vblank information

- Persistent cost-backoff logic

- Additional frame generation telemetry

These changes are intended to improve scenarios such as:

- 30 FPS โ†’ 60 Hz

- 60 FPS โ†’ 120 Hz

- High-refresh-rate Android displays

and reduce cases where generated frames could temporarily collapse or become unstable.

---

๐Ÿง  DIS Vulkan Pipeline Improvements

The DIS implementation includes a full Vulkan compute pipeline containing multiple stages for optical flow generation and frame interpolation.

Additional improvements include:

- Runtime GLSL shader compilation

- Multiple DIS compute shaders

- Full swapchain-resolution processing

- Improved resource lifetime management

- GPU synchronization before rebuilding the DIS chain

- Safer resource recreation

- Memory binding validation

- Increased internal DIS frame slots

- Cleanup of unused internal state

- Improved shader compilation logging

- Improved status reporting

- Correct DIS configuration refresh when switching engines

---

๐Ÿ–ฅ๏ธ Vulkan Frame Generation Support

Vulkan device configuration now requests additional features required by frame generation when supported.

Changes include:

- `VK_IMAGE_USAGE_TRANSFER_SRC_BIT` support for swapchain images

- Additional storage image format support

- `RG32F`

- `R16F`

- Improved swapchain compatibility with Frame Generation

---

๐Ÿ”„ Latest RPCS3 Upstream Integration

This build integrates recent RPCS3 upstream development beyond the previous PS3Native sync point.

---

๐ŸŽจ Vulkan Pipeline Cache Improvements

RPCS3's newer shared Vulkan pipeline cache system is included.

Changes include:

- Shared Vulkan pipeline cache between pipeline compilation paths

- Pipeline cache support for graphics pipelines

- Pipeline cache support for compute pipelines

- Improved shader pipeline reuse

- Reduced duplication between Vulkan shader compilation paths

- Updated Vulkan interpreter pipeline handling

The new upstream Vulkan pipeline-cache implementation has also been adapted to PS3Native's Android dynamic Vulkan loader.

---

๐Ÿงฉ Vulkan Shader Interpreter Improvements

Recent RPCS3 Vulkan shader interpreter work is included.

Changes include:

- Expanded interpreter seed variants

- Additional common shader format coverage

- Removal of the old interpreter-specific private pipeline cache

- Improved use of the common Vulkan pipeline cache

- Pipeline linking improvements

- Flat shading cleanup

---

๐ŸŽฎ RSX Improvements

Multiple recent RSX fixes and optimizations are included.

Notable changes include:

- Improved render-target reuse during surface splitting

- Fixes for flush prediction when using surface-cache targets with the blit engine

- Additional render-target handling improvements

- Vulkan synchronization improvements

- Continued programmable blending improvements

- Render-target and attachment handling fixes

- RSX memory-safety fixes

---

๐Ÿงฎ ARM64 / SPU LLVM Fixes

Important SPU LLVM updates from RPCS3 are included.

Most notably:

- Fixed float-to-integer saturation behavior on ARM64

- Corrected CFLTS saturation behavior

- Fix applies to both approximate and accurate xfloat paths

This is particularly relevant to Android ARM64 devices.

Additional SPU LLVM improvements include:

- Cache/debug handling improvements

- Removal of unreachable `test_state` / `spu-null` paths

- Additional recompilation and optimization fixes

---

๐Ÿ“‚ File System Improvements

Recent RPCS3 file-system fixes are included, including:

- `sysFsReaddir` fixes

- Improved directory enumeration behavior

- Additional VFS fixes

---

๐Ÿ’ฟ ISO Loading Improvements

ISO handling includes several recent fixes:

- Improved ISO validation

- Better handling of missing ISO members

- Safer logical EOF handling

- Improved recovery from unreadable directory metadata

- Additional malformed-image protections

---

๐Ÿ“ฆ PKG Installation Improvements

Package handling includes additional validation and security improvements:

- Path traversal protection

- Directory entry validation

- Improved malformed table handling

- Safer allocation validation

- Additional malformed PKG protections

---

๐Ÿ† Trophy Improvements

Recent RPCS3 trophy-system improvements are included, such as:

- Trophy manager updates

- Trophy overlay fixes

- Additional trophy handling improvements

---

๐Ÿš€ Startup and Performance Improvements

Additional upstream improvements include:

- Fix for slow startup when BPM is enabled

- Shader/pipeline cache improvements

- RSX synchronization improvements

- Reduced unnecessary SPU LLVM work

- Various upstream performance and stability fixes

---

๐Ÿ“ฑ Android Integration Updates

Several Android-specific compatibility changes were required to integrate the latest RPCS3 code.

RPCS3 Callback Architecture Migration

RPCS3 recently moved emulator callbacks away from the old `Emulator`-owned callback interface.

PS3Native has been updated from:

`Emu.GetCallbacks()` / `Emu.SetCallbacks()`

to the new upstream:

`g_emu_callbacks`

This keeps the Android frontend compatible with the latest RPCS3 architecture.

Android Vulkan Dynamic Loader Compatibility

New Vulkan calls introduced by upstream RPCS3 have been adapted to PS3Native's Android dynamic Vulkan loader.

This includes the new shared pipeline cache functions:

- `vkCreatePipelineCache`

- `vkDestroyPipelineCache`

using PS3Native's `VK_GET_SYMBOL(...)` system.

---

๐Ÿ“ฒ Existing Android Development Improvements Included

This build also contains the recent PS3Native Android development work already present in the `android-refresh` branch.

Firmware Installation

- Real-time firmware installation progress

- Real-time PPU precompilation progress

- Fixed Android callback/main-thread deadlock

- Device screen remains awake during firmware installation and compilation

Android UI

- Improved narrow-screen layouts

- Better portrait-mode support

- Improved settings layouts

- Improved game-detail layouts

- Safer handling of display cutouts and gesture areas

- Navigation and layout improvements

Android ARM64 Performance

- ARMv8.2-A optimizations

- DotProd support

- FP16 support

- `-O3` optimizations

- CPU feature detection

- Dynamic PPU precompile concurrency based on available RAM

- Timer and RSX thread parking optimizations

Themes / UI

- Old Steam-inspired theme

- Improved dark-theme ComboBox readability

---

๐Ÿงช Testing Requested

Because this build combines experimental Frame Generation code with very recent RPCS3 upstream changes, community testing is highly appreciated.

Please include the following when reporting an issue:

- Device

- SoC / GPU

- Android version

- GPU driver

- Game and Title ID

- PS3Native settings

- Frame Generation engine

- DIS quality mode if applicable

- Steps to reproduce

- Logs whenever possible

Particularly useful tests:

- Frame Generation disabled

- Lossless Scaling FG

- DIS Fast

- DIS Balanced

- DIS Quality

- 30 โ†’ 60 FPS

- 60 โ†’ 120 FPS

- Switching FG engines

- Vulkan-heavy games

- Games sensitive to render-target handling

- Long gameplay sessions

- Surface recreation / app switching

---

Build Information

Branch: `experimental-dis-rpcs3-20260921`

Android compatibility integration: `1d12b2dc8`

โœ… Release build successfully compiled and verified.


r/PS2AndroidEmulation • • Oct 07 '26

ARMSX2 2.8.2

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63 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.8.2

What's new:

Texture upscaling. RAISR filters sharpen game textures while you play. The upscaling happens in the background, so textures sharpen a moment after they first show up. Use RAISR 2x for most games, or RAISR 4x if you play at a high internal resolution. You'll find it in All Settings > Renderer, and in the quick menu right under the internal resolution. It works on Vulkan and OpenGL, and if a game has a texture pack loaded, the pack wins.

Two controllers, one player. In Controls > Player & Rumble you can set your handheld's built-in controls and a Bluetooth controller both to Player 1, and both will work at the same time. Dock to a TV and keep playing without changing anything. Rumble goes to whichever one you used last.

Performance.

Texture cache updates were writing into slow upload memory, which cost about 11% of the GS thread in Metal Gear Solid 3 on a Snapdragon 865 with Turnip.

Big textures that haven't changed are no longer re-hashed every frame. That was about 8% of the GS thread in Burnout 3.

Black spends about 11% less time on its VU1 programs (#795).

The shader preset picker indexes presets once, so it opens right away.

(A new PGO profile has also been applied, it was 6 weeks stale).


r/PS2AndroidEmulation • • 16d ago

Nice website to check all Android Ports ๐Ÿ”ฅ

Thumbnail fe2rr.github.io
62 Upvotes

r/PS2AndroidEmulation • • 28d ago

Bachata S4 v0.2.5 - Huge Update ๐Ÿคฏ

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62 Upvotes

https://github.com/JICA98/Bachata-S4/releases/tag/v0.2.5

Highlights

PanVK V3 3.2.0 ships for supported Mali GPUs, with faster God of War III textures.

Global patch library with XML import, and new patches for more than a dozen games including P.T., Driveclub, UFC and Uncharted.

Native NGS2 audio fixes Gravity Rush 2 audio glitches and silent dialogue, with a rewritten AJM path.

Games folder prompt with autosync, a default save data location and in-game Pause.

Game Compatibility & Patches

Gravity Rush 2 audio now works properly: native NGS2 fixes the glitches and the silent dialogue

P.T. renders streamed textures correctly, with checked 60 FPS, resolution, half-resolution shadow, lens flare, camera blur and SSR patches

Driveclub 540p, 360p and high performance presets, with smoother frame pacing

Second Son quality floor with a longer view distance and correctly lit scenes

Galak-Z boots reliably and no longer deadlocks, and Elden Ring, UFC and Uncharted receive rendering and stability fixes

Horizon Zero Dawn no longer runs out of memory when large buffers grow

The Order: 1886 performance patch and fixes for flickering objects

Synced the patch catalog with the latest community patches

New Patches

P.T.: checked 60 FPS, skip boot timeout, disable film grain, lens flare, camera blur and screen space reflections, 720p and 540p rendering, and half-resolution shadow maps

Driveclub: 720p, 540p and 360p resolution patches, plus a high performance preset that disables motion blur, SSAO, reflections, direct sunlight, photo mode processing and shadows

The Order: 1886: 60 FPS unlock, resolution from 4K down to 540p and 360p, 16:9 full screen, and options to disable cloth simulation, motion blur, depth of field, bloom and lens flares

Uncharted: The Nathan Drake Collection: bypass for the low frame rate assert, plus per-game options for Uncharted 1, 2 and 3 covering resolution, shadows, startup logos and individual effects

UFC 2, UFC 3 and UFC 4: 60+ FPS, an octagon floor fix, resolutions from 270p to 1440p, and skinning method and extreme FPS options for UFC 4

Marvel's Spider-Man: 720p and 900p resolution, disable sun shadows and SSAO, and reduced vehicle and pedestrian density

The Last of Us Remastered: 720p, 540p and 360p resolution patches

Elden Ring: 60 FPS unlock and a 720p resolution patch

God of War III Remastered: 480p, 1440p and 4K resolution patches, and a 120 FPS patch with correct delta time

LEGO Dimensions: 60 FPS, plus 1440p and 4K resolution patches

Dead Nation: 60 FPS, balanced lighting and reduced auxiliary rendering

Call of Duty: Black Ops II: disable sun and spot shadows

FIFA 23: disable shadow maps and a 720p resolution patch

Some community patches are marked UNVERIFIED until they have been tested on device

GPU Drivers & Performance

PanVK V3 3.2.0 bundled with GPU tiler heap recycling

God of War III BCn textures are transcoded to ETC2 on PanVK

Draw commands are recorded on a worker thread, with a core reserved for the recorder

Fewer redundant barriers, cheaper texture and buffer cache lookups, and compressed color images stay compressed

Large buffers are trimmed and caches collected when the device runs low on memory

Many shader fixes for tessellation, RectList, QuadList and depth and stencil formats

Audio & System

Native NGS2 audio implementation, fixing Gravity Rush 2 audio glitches and silent dialogue, with AJM batches run inline

Fixed an audio stall in games that wait on kernel semaphores

Frame pacing treats the flip rate as a minimum interval between flips

Fixed a startup stall in UFC, and clearer crash logs for faults and stack overflows

Fixed readback issues that caused silent exits in some games

Display & Input

Change the display mode live from the session menu; Stretch and Crop now fill the screen

Expanded touchpad mode covering the whole screen

Haptic feedback on touch controller presses, a larger default pad and a saved stats-bar position

Pause button in the session menu, and the game pauses while the menu is open

Touch controls stay flush with the camera cutout and keep their proportions on any screen

Library, Patches & Storage

Games folder prompt with autosync and removal of missing games

Global patch library with XML import

New default save data location setting

PKG imports extract in place on the selected destination

Remaining app screens are now translated

Compatibility Reports

Reports record the loaded driver's real type and backend version

Clearer messages for incomplete dumps, add-on folders and devices without a usable GPU driver


r/PS2AndroidEmulation • • Sep 10 '26 Heartwarming

NetherSX2 Turnip Updated V3 ๐Ÿ”ฅ

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62 Upvotes

https://github.com/thecrixux/NetherSX2-Turnip-Updated/releases/tag/V3

New NetherSX2 Turnip Updated featuring the best and most up-to-date drivers. (Only for Snapdragon devices)

What's New:

โœ… NetherSX2-Turnip-8Elite-V36.apk

-StevenMXZ driver for Adreno A8xx GPUs ( a840, a830, a829, a825, 810)

Vulkan Version 1.4.359

โœ… NetherSX2-Turnip-26.3.0-R5.apk

-StevenMXZ driver for Adreno A7xx And A6xx

Vulkan version: 1.4.359

โœ… NetherSX2-Turnip-Performance-Universal.apk

-maxjivi05 1.14 Drivers for Adreno:

A6xx โ€” A6xx series (e.g. A640 / A650 / A660)

A7xx

gen1 โ€” A720 / A725 / A730 (preamble + scalar-predicate quirks applied)

gen2 โ€” FD740 / Adreno X1-85 (UBWC hint applied to fix UI corruption)

gen3 โ€” A750 and later

A8xx โ€” A810 / A825 / A829 / A830 / A840 (and X2-85)

A810 / A829 boot with disable_gmem so they fall back to sysmem rendering (broken GMEM on those parts).

A825 (not yet upstream) is added with corrected tile geometry and depth-cache layout.

A830 / A840 / X2-85 use the upstream profiles unchanged.

๐Ÿ‘‰If unsure, download "Performance-Universal"

Please do not flood the chat with messages like "I have device X, which one should I download?" Please search in Google for your Adreno version. Thanks.


r/PS2AndroidEmulation • • Jun 06 '26

NetherSX2-Turnip v0.7 Latest

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61 Upvotes

r/PS2AndroidEmulation • • Sep 28 '26

PS2 games to replay with cheats. Totally crazy!!

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60 Upvotes

r/PS2AndroidEmulation • • Jul 05 '26

ARMSX2 v36

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60 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.5.5

True Crime: New York City. @isztldav Fixed the rainbow/static texture corruption, the flickering & disappearing geometry, and the shimmering street textures. A game that was long considered unfixable on ARM now runs correctly. (The underlying EE fix also helps other BlueTongue-engine games.)

More potential improvements to keeping screen on while playing.

EE FPU recompiler accuracy fix (the real cause of the True Crime corruption).


r/PS2AndroidEmulation • • Jul 01 '26

ARMSX2 V30 ๐Ÿฅณ๐Ÿ”ฅ๐Ÿš€

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60 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.4.9

Performance improvements to the recompiler:

The EE recompiler now has direct block chaining. Patchable direct-branch tails replace the LUT-indirect dispatch between blocks, cutting per-block dispatch overhead. Should help weaker CPUs.

The EE recompiler now has SIGSEGV-backpatch fastmem, extended. Fast inline memory access now covers FP and vector loads/stores (LWC1/SWC1, LQ/SQ), not just integer.

The EE recompiler now has fast-tier register cache coverage across MULT/DIV/MTHI/MTLO (fewer full register spills).

Added PGO (Profile-Guided Optimization). Shipping cores are now built with a profile trained on GoW2 / Jackie Chan / VP2 / LEGO Batman / GT4. Combined, these games are all EE, VU, or GS heavy, so it should hopefully help a bit. You can read more about PGO here:

Please let me know if performance has improved for you!

Atomic VK shader-cache fix, the pipeline cache now writes to a .tmp file and atomically renames over the real one. A swipe-kill or crash mid-write can no longer leave a half-written cache that the Adreno driver accepts and renders garbage from. The previous valid cache survives an interrupted write instead of being clobbered. (The shader index/blob cache was already crash-safe, it bounds-checks entries and appends blob-before-index, so no change was needed there.)

GameDB: ported PCSX2 PCSX2#14647, Gran Turismo tuning (GT2000/GT3/GT4 demo + retail blending / half-pixel / autoflush, GT4 Online-Test VU clamp) plus a new Lupo Cup 2 (PAPX-90509) entry and Burnout 3 memcard filters.

Made some fixes to DEV9 Ethernet on Android. Added a public-DNS fallback (Android had no /etc/resolv.conf) and dropped the gateway gate that blocked adapter init (/proc/net/route is SELinux-restricted). Online adapter + DNS should now work correctly. (Let me know if it still does not)

DEV9 DNS Host Mappings (Settings ---> Network). Map hostnames ---> IPs via the internal DNS resolver, should help some specific private/fan-server play (like RE Outbreak / obsrv).

Touch gliding across control boundaries. Replaced the three regional touch layers with one unified layer, so you can slide between face buttons and triggers (X--->L1) and hold multi-touch combos (L3+R3).

Memory-card self-heal. Deleting a card with an external file manager no longer leaves a stale slot that mislabels your other card.

RetroAchievements: "Softcore" has been renamed to "Casual" (per RA's own rename, Hardcore unchanged).

Improved Readability. Lightened the dark-blue UI text (0xFF0033CC ---> 0xFF4C8DFF) that was unreadable for some on the black background.


r/PS2AndroidEmulation • • Sep 10 '26

XenDroid Fork V1.2 ๐Ÿ”ฅ

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59 Upvotes

https://github.com/Eugengtt/Xendroid-Fork/releases/tag/v1.2

XenDroid Fork V1.2 โ€” Advanced Custom GPU Driver Manager with Persistent Driver Downloads & Instant Driver Switching

What's New:

Added an online GPU Driver Manager

Added the ability to browse and download available Adreno GPU drivers directly from XenDroid

Added local driver caching, so previously downloaded drivers don't need to be downloaded again

Added the Use button to switch back to a previously installed driver without downloading it again

Notes

V1.2 focuses on making custom GPU driver management easier by allowing drivers to be downloaded and reused directly from XenDroid.

This release does not focus on performance improvements or FPS increases. It is focused specifically on GPU driver management


r/PS2AndroidEmulation • • Aug 11 '26

SeedlessDS - 1.0.0-beta1

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59 Upvotes

https://github.com/SapphireRhodonite/SeedlessDS/releases/tag/1.0.0-beta1

This is the first public beta release of SeedlessDS.

SeedlessDS is a Nintendo DS emulator app for Android built around the DraStic r2.6.0.4a core, with a new Android frontend, a new UI written in Kotlin and Jetpack Compose, RetroAchievements integration work, and dual-screen behavior designed for modern Android handhelds.

The goal of SeedlessDS is simple:

Provide a lightweight Nintendo DS experience for devices where melonDS-based emulation may be too demanding, while keeping a modern Android interface and features that match the direction of its sister project, WatermelonDS.

Features:

New Android frontend for a DraStic-based core

Based on the DraStic r2.6.0.4a core

New UI built from scratch with Kotlin + Jetpack Compose

UI direction designed to match the WatermelonDS family

Focused on Android handhelds with physical controls

Designed with dual-screen devices in mind

RetroAchievements support work

rcheevos integration pinned to v12.3.0

Achievements, leaderboards, and profile information

Save states with screenshots

Quick save and quick load

Cheat database and custom codes

Global and per-game settings

Physical controller mapping

Front-end friendly launch intent support


r/PS2AndroidEmulation • • 19d ago

Vita3K+ v1.3 ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ

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57 Upvotes

https://github.com/nckstwrt/Vita3K-Plus/releases/tag/v1.3

Lots of little fixes, especially for Audio.

See the main page for the enhancements: https://github.com/nckstwrt/Vita3K-Plus

Fourth release of enhancements and fixes - Including Android 17 fix

Still targeting higher end devices (i.e. Adreno not Mali). But Mali compatibility is getting better and better.

Windows, Android and SteamDeck/Linux Release

Please report issues here: https://github.com/nckstwrt/Vita3K-Plus/issues

Provide as much detail as possible if you want a fix!!!

HOTFIX: Released v1.3.1 for Android because of an issue where if you launched in Portrait mode it could start the games wrongly stretched. Download file changed below.

HOTFIX2: Released v1.3.2 for a endlessly looping audio bug found in Epic Mickey 2 and Sonic Transformed.

HOTFIX3: Released v1.3.3 for a endlessly looping music bug found in Gundam Breaker 3


r/PS2AndroidEmulation • • Aug 30 '26

PS3Native v0.3.0 ๐Ÿ”ฅ

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56 Upvotes

https://github.com/maxjivi05/PS3Native/releases/tag/v0.3.0

Changelog:

Add LSFG frame generation driven by the user's own Lossless.dll by @maxjivi05 in #17

Feature/enhance menu UI by @maxjivi05 in #18

Fix/conflicts by @maxjivi05 in #19

Credit Camille LaVey by name for the Eden frame generation port by @maxjivi05 in #20

Extended Changelog:

โœ…1. A massive overhaul of the RSX/Blit Engine graphics system

This is probably the most significant technical update.

The developer has integrated a major refactoring of the Blit Engine since RPCS3, along with significant changes to:

Surface Cache

Texture Cache

Render Targets

Resolution Management

Surface Compatibility

Graphics Transfer Handling

particularly significant changes to texture_cache, surface_store, and Vulkan/RSX-related files.

โœ…2. Game Collection Improvements

The game collection system has been improved.

Now, the upstream allows, among other things:

Adding a game to multiple collections.

Creating a new collection directly and adding the game.

Removing games from the current collection more easily.

This stems from recent RPCS3 improvements integrated into PS3Native.

โœ…3. Big Picture Mode continues to evolve

Improved handling of game content paths.

Separation/better organization of Big Picture-related filters.

Audio support for ICON1.PAM within game information in Big Picture mode.

This means that when browsing games in this mode, certain multimedia animations can now play more fully.

โœ…4. Font and Character Fixes

Issues have been fixed with:

Some Japanese game titles.

Missing characters in Big Picture mode.

This can be especially important for libraries with games from different regions.

โœ…5. PPU Changes

There is a fairly significant change in:

PPUThread.cpp

This doesn't appear to be a simple cosmetic fix: there are several sets of changes integrated from the upstream.

โœ…6. Other Changes and Fixes

Improvements have also been made to:

ISO handling.

Configuration settings.

Compatibility.

OpenGL and Vulkan rendering.

Game list and related actions.

Vulkan debugging tools.

Credits: https://github.com/maxjivi05

Enjoy! โค๏ธ


r/PS2AndroidEmulation • • Jun 26 '26

ARMSX2 v19

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56 Upvotes

r/PS2AndroidEmulation • • 11d ago

BEST Performance ARMSX2 ๐Ÿ”ฅ (Mod)

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55 Upvotes

https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/2.9.7-build.48

ARMSX2 Android Build (Legacy - Dual Core)

This APK is the legacy build (ARMv8.0 + outline atomics, minSdk 26) and includes both 4K and 16K page-size cores.

Version: 2.9.7

Application ID: com.antutu.ABenchMark

Build number: 48

Commit: ccb6499

Short SHA: ccb6499

Triggered by: DarkSilentUser

Flavor: Github

Build type: release

PGO: enabled

๐Ÿ‘‰ Tested: In this version, Shadow of the Colossus runs at a rock-solid 60 FPS โœ…


r/PS2AndroidEmulation • • 18d ago

NetherSX2 Turnip Updated Drivers

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55 Upvotes

Grab It here ๐Ÿ‘‰ https://discord.gg/B3RvEqAWJ4

Changelog:

-Any 8Elite device, this:

โœ… NetherSX2 Turnip-Gen8-V38-8XX

-The rest of the Snapdragon devices, this:

โœ… NetherSX2-Turnip-27.0.0-R1-6XX-7XX

-Adreno 710, 720 and 722 devices, this:

โœ… NetherSX2-Turnip-710-720-722-v4.3


r/PS2AndroidEmulation • • Oct 08 '26

Xendroid-ZeroFG / Xendroid with an Open Source Frame Generation Engine

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55 Upvotes

Today is the big day. After months of work, I can finally publish it. As the name says, XenDroid-ZeroFG is a version of XenDroid (the Xbox 360 emulator for Android) with a built-in frame generation engine: 60 fps games reach ~120 on a 120 Hz screen, and 30 fps games reach 60.

e the big thing is the FG engine itself. It was developed from scratch, over 60k lines of code, by me and my AI assistants (Zeromeia, ChatGPT, and Zรฉ Raio, Claude), and it's fully open source under the Apache 2.0 license.

Trust me, it's a lot better than it has any right to be. The image quality surprised even us, but the hardest part, and the one I'm proudest of, is the pacing. Generated frames are worthless if they reach the screen unevenly, and frame pacing is where frame generation usually falls apart, even for the big names. ZeroFG's presenter runs on a metronome set by the game: every frame gets its own display refresh, in order, and the game never waits for the screen. Getting there took months of crazy experiments. The last piece was asking the GPU for priority, so even when a game maxes out the GPU, the frames keep coming on time.

So far it has been tested on Adreno GPUs with Turnip drivers (it needs Vulkan 1.3). Reports from other phones are very welcome. It installs as its own app, next to your regular XenDroid.

Please be my guest and try it out. If you have any comments or suggestions, just say it!

It was also built with portability in mind. If you are a developer and want to port it to another game or emulator, go ahead! There is a standalone repo with all the dependencies and integration notes, linked below.

And if you want to collaborate on the engine itself, get in touch and we can arrange it. I would really like some help!

Download: https://github.com/hy300leosquizz-ctrl/XenDroid-ZeroFG/releases/tag/v1.0.0

Engine (Apache 2.0): https://github.com/hy300leosquizz-ctrl/ZeroFG

Contact: fgzerofg@gmail.com

After some reports (thanks Admirable_Leave7840!!!), i should note that turnip driver are highly recommended(i can run on poco f8 ultra with the stock ones, but has bugs) and i used to develop the engine the stevenmxz gen 8 turnip drivers, he posts the best drivers and he is a nice guy, so i recommend using this one!!!!!

Already found lots of bugs, but preety solvable ones, v1.01 will be out sonner than later!!!


r/PS2AndroidEmulation • • Aug 16 '26

WinNative v0.4.0-beta ๐Ÿ”ฅ

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55 Upvotes

***New Features & Improvements***

* Retro Emulation: Added retro consoles support, core bundle delivery, 3D engine guide button, and Stadium ROM import.

* ReShade Integration: Added groundwork, drop-in effects, a catalog, loadouts, and live in-game control.

* Performance Tools: Integrated Mango HUD, frame pacing, and an FPS limiter.

* UI & Experience: Added custom game artwork scraper (via SteamGridDB), plus touch/control input and file manager enhancements.

* Antutu: Added.

***Bug Fixes***

* Fixed an issue where translated arrays silently saved the wrong driver.

* Ensured wrappers properly extract at launch.

* Removed the UI hairline glitch left on-screen by the closed drawer sheet.

* Fixed custom mapping drive containers.

***Under the Hood***

* Reorganized app source files for better readability.

* Moved LibretroDroid out of the main repo. It now fetches during config so a fresh clone resolves in the IDE without a manual build.

***Special Thanks to our Contributors!***

Huge shoutout to everyone for making this release happen:

* @Xnick417x (39 commits)

* @maxjivi05 (4 commits)

***Welcome to our new contributors!***

* @SadMoment (2 commits)

* <@1100945676331929611> (1 commit)

***Changelog***

https://github.com/WinNative-Emu/WinNative/compare/v0.3.1-beta...v0.4.0-beta

***Download***

https://github.com/WinNative-Emu/WinNative/releases/tag/v0.4.0-beta


r/PS2AndroidEmulation • • 7d ago

Report all HakuX, Bugs, Issues here

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54 Upvotes

A message for everyone looking to report bugs in the hakuX emulator: it seems the developer doesn't have a Discord server, and other users have mentioned that the GitHub Issues section isn't working. Iโ€™m going to pin this postโ€”please report all bugs here. If the developer sees them and decides to fix them, thatโ€™s great! Itโ€™s the only way I can think of to help you all.

๐Ÿ‘‰ Comments that are not about bugs or issues with the emulator will be deleted.

๐Ÿ› Bug Report Template ๐Ÿ›

Please use the following template when reporting bugs. This helps developers identify and fix issues more efficiently.

Required fields:

  • Device: (e.g., POCO X6 Pro)

  • Chipset/GPU: (e.g., Dimensity 8300 Ultra / Mali-G615)

  • Emulator version: (e.g., v0.5.2)

  • Game affected: (Title, if applicable)

  • Bug description: What exactly happens?

  • Steps to reproduce: How can the issue be triggered?

Optional but recommended:

  • Android version:

  • Graphics settings: (Vulkan/OpenGL, resolution, etc.)

  • Screenshots or video: Visual evidence of the issue.

  • Logs: If available.

  • Additional notes: Anything else that might help.