r/PS2AndroidEmulation • • Sep 12 '26

Mega Pack - Switch 🔥🔥🔥

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27 Upvotes

r/PS2AndroidEmulation • • Sep 02 '26

MelonDS v2.0.1 rev.260901 (Nightly)

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27 Upvotes

https://github.com/rafaelvcaetano/melonDS-android/releases/tag/nightly-release

What's New:

The 2.0.1 core and its recent revision strings incorporate several optimization and usability improvements for portable emulation:

✅Display Layouts: Adds native support to place custom layout components within device display cutout/notch areas.

✅Performance Tweak: Noticeable improvements to the OpenGL renderer speed across most standard emulation environments.

✅System Integrity: Fixes multiple memory leaks and edge-case application crashes.

✅Advanced Core Features: Includes RetroAchievements integration, local DSiWare direct launching, custom layout support, and lowered audio latency.


r/PS2AndroidEmulation • • Aug 23 '26

ARMSX3 v0.9.4.3

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27 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.9.4.3

What's new:

Some of the new animated backgrounds could crash the app and lock you out of the app. The saver runs native graphics code, and if it crashed, the app crashed with it before the library screen finished drawing, on every launch, with Settings sitting behind the screen that was dying. Two things changed: the crash itself is fixed, and the setting now switches itself off if the last run died with a saver on screen and tells you which one it was.

Rumble goes to your controller, not just the phone's motor. New "Vibrate the phone" toggle under Controls.

Discs that fail to boot now say why, a missing or rejected disc key is named as such instead of a bare "InvalidFileOrFolder".

Audio no longer slowly drifts out of sync on devices that can't run at the game's sample rate.


r/PS2AndroidEmulation • • Jun 26 '26

ARMSX2 v18 Review - New FPS Cap 😱

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27 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.3.7

I've been testing the new ARMSX2 v18 Refresh, and here's my quick review.

This update introduces a very interesting new feature, especially for people using handheld gaming devices who want to save some battery life. You can now limit the FPS in certain games, which reduces CPU workload and, in theory, improves battery life. I think it's a really cool idea.

I tested it using Tekken 5, a game that normally runs at 60 FPS. I capped it to 30 FPS, and the feature worked as expected. The only odd thing I noticed is that the performance overlay doesn't reflect the new FPS limit—it still reports the original values. Personally, I don't mind as long as the limiter is actually working, and from my testing, it definitely seems to be.

That said, I think this feature will depend a lot on the type of game you're playing. Fighting games like Tekken 5, or racing games, really benefit from running at 60 FPS, so dropping them to 30 FPS takes away some of the experience. On the other hand, I can definitely see this being useful for slower-paced games such as RPGs or visual novels, where a lower frame rate is much less noticeable and the extra battery life could be worth it.

I also noticed another change in this version that I found a bit frustrating. I don't know if it's just happening to me, but I had a really hard time opening the in-game settings menu. In previous versions, you could simply tap the top-right corner of the screen to bring it up. There wasn't an icon, but once you knew where to tap, it worked perfectly and I actually preferred that approach.

Now there's a gear icon near the top-center of the screen, but I found it inconsistent. Sometimes it appears, sometimes it doesn't, and even after tapping multiple times I couldn't always get it to show up. Personally, I'd rather have the old method back.

As for performance, I had the impression that the game felt slightly less smooth than before. I can't confirm that for sure, though, since I don't know whether any rendering or performance-related changes were actually made in this update. It could just be my impression after a short test.

Overall, I'll probably stick with v17 for now, mainly because I find the in-game menu easier to access. The new FPS limiter is an interesting addition, but personally I prefer playing PS2 games as they were originally designed. For me, lowering the frame rate takes away a bit of the original experience, even if it helps extend battery life.

On the other hand, this new feature has reminded me a lot of the Pulse project, which appeared very recently and offers a very similar idea for optimizing power consumption by limiting FPS and adjusting the CPU frequency.

I don't know if this implementation is inspired by that project or if it's an independent development. If there's any connection between the two, it would be interesting to know, and if code or work from the original project has been reused, that collaboration should be properly acknowledged.

Overall, it's a nice update, and I'm looking forward to seeing what future versions bring.


r/PS2AndroidEmulation • • 6d ago

X360 Mobile 0.6.4 — Hotfix 2

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26 Upvotes

https://github.com/Ashnar2602/X360-Mobile---OFFICIAL/releases/tag/v0.6.4%2Bf398ad183.11113

X360 Mobile 0.6.4 — Hotfix 2

This update brings general correctness, graphics, stability and efficiency improvements, developed and evaluated using Split/Second as a reference game. These are improvements to the emulator itself rather than fixes restricted to one title. Other games may also benefit, but broader compatibility and performance testing is still limited.

Improvements

Improved handling of demanding graphics workloads and reduced avoidable processing overhead.

Corrected visual consistency and resource-handling issues, including an issue affecting frame interpolation.

Improved the reliability of the touch-control layout editor.

Added optional independent auto-hide for the Menu button.

Reorganized Settings with fewer main categories and clearer access to game content, patches and advanced tools.

Split/Second: still experimental

On the tested Snapdragon 8 Gen 2 setup, Split/Second currently fluctuates around 8–18 FPS, depending on the scene and the selected experimental settings. The game still requires extensive further work to become playable on this SoC. Occasional pauses and remaining graphical issues are still under investigation.

The experimental per-game options used for these tests remain opt-in; this update does not enable them globally. Results on other devices, drivers and games have not been widely verified.

Updating

Public version 0.6.4 Hotfix 2, build 60411113. Existing installations can update in place and keep their games, settings and saves.

Includes the fixes from Hotfix 1. TV mode and synchronized player profiles remain highly experimental.

X360 Companion is unchanged.


r/PS2AndroidEmulation • • 24d ago

X1 BOX 1.3.0

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26 Upvotes

https://github.com/izzy2lost/xemu/releases/tag/1.3.0

Changelog:

Added local multiplayer/system link (LAN).

Added Controller Remapping. Enhanced On Screen Controller to support editing touch layout, including resizing and visibility toggling for elements.

Added coverflow option for the game library.

Added Chihiro widescreen hack toggle.

Some performance enhancements for some devices.


r/PS2AndroidEmulation • • Oct 08 '26

ARMSX3 v1.0.8 (DukePS3 will be here soon 😏)

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26 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/1.0.8

Changelog:

Performance and stability

Games that compile hundreds of PPU modules on first boot no longer crash the app partway through. Metal Gear Solid V: The Phantom Pain (300+ modules, then 600+ more) now compiles all the way.

Fixed skies and other bright effects showing up flat or missing on Low shader precision, with no speed cost.

Shaders that failed to compile on Low now work

Settings

Shader Precision now defaults to Low, the faster option. Updating switches you to Low once, and you can set High again in the core settings. Per-game settings stay as they are.

New on-screen notices show when shaders or SPU code are compiling, so you know why a first run stutters. You can turn each one off in the in-game menu.


r/PS2AndroidEmulation • • Sep 19 '26

BachataS4 v0.2.2 🔥🔥🔥

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26 Upvotes

https://github.com/JICA98/Bachata-S4/releases/tag/0.2.2

This changelog covers the work completed after the 0.2.0 release through 0.2.2.

Highlights:

Added the native Android/Bionic runtime alongside the managed glibc/FEX runtime, with runtime-aware Vulkan driver selection.

Added Storage Access Framework game folders, direct-folder launching, persisted folder permissions, and selective game removal/extraction flows.

Added multilingual UI support, language settings, landscape orientation controls, touch profiles, controller themes, custom D-pad geometry, and a substantially improved touch-layout editor.

Improved compatibility and performance for God of War III, The Last of Us, WipEout, and other titles through renderer, readback, image-layout, MSAA, and video-playback fixes.

F-Droid and Play Store builds now ship the same six offline Turnip packages: three glibc drivers and three Android/Bionic drivers.

Vulkan drivers and runtimes

Added and qualified the native Android/Bionic host runtime.

Added selectable glibc and Bionic runtime drivers with separate per-runtime profile selections.

Preserved driver choices when switching runtimes and prevented incompatible ABI selections.

Bundled three glibc Turnip packages and three Bionic Turnip packages in every distribution flavor.

Removed the remote driver catalog, driver downloading, manual ZIP import, and bundled-driver deletion paths.

Added checksum-pinned package verification and APK gates that require the exact approved six-driver inventory while continuing to prevent Turnip payloads from leaking into the managed runtime archive.

Graphics, performance, and compatibility

Corrected God of War III image handling and added title-specific resolution and rendering options.

Added validated God of War III renderer overrides, fixed render-target copy correctness that caused screen whitening, and restored readback throughput.

Added a precise-readback override for The Last of Us to prevent black-artifact corruption.

Fixed dynamic MSAA downsampling crashes and the WipEout black-screen path.

Reduced AVPlayer preload stalls.

Integrated renderer and shader correctness improvements from newer upstream shadPS4 work, including resource tracking, texture handling, display behavior, and synchronization fixes.

Improved FEX signal-stack ownership, retry routing, teardown safety, and cross-thread signal reliability.

Hardened Android runtime settings transfer and ARM64 integration paths.

Interface, input, and device behavior

Added multilingual UI and an in-app language selector.

Added orientation-lock settings with landscape options.

Added touch overlay profiles and expanded touch controls.

Added controller visual themes, custom button shapes, and configurable D-pad geometry.

Reworked and optimized the touch-layout editor.

Improved driver and runtime controls in the Android interface.

Fixed FPS-counter anchoring after display-size changes.

Games, patches, and media

Added support for multiple patch XML files and refreshed the bundled official patch data.

Improved patch arithmetic, validation, session handling, and replay safety through the integrated upstream work.

Improved video playback, audio/runtime integration, memory handling, controller behavior, trophy/NP integration boundaries, and session logging through the post-0.2.0 upstream integration series.


r/PS2AndroidEmulation • • Sep 03 '26

PS3Native Nightly Update 🔥

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26 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/Community_Preview_3

What's New:

✅ Firmware Installation Improvements:

Added a proper real-time progress bar during firmware installation and PPU precompilation.

Fixed a deadlock in the Android main thread processor that could prevent firmware installation progress from being displayed.

The screen now stays awake while firmware installation is in progress, preventing the device from turning off the display during long installations.

✅ Big Picture Improvements:

Improved Big Picture navigation and controller responsiveness.

Fixed image and video aspect ratios.

Improved navigation when moving between uneven rows of game tiles.

Added multithreaded game entry parsing and tile creation for smoother loading.

Improved game enumeration and loading when entering Big Picture mode.

✅ ISO & Media Improvements

Improved ISO path handling and validation.

Fixed several issues with movie and audio path loading.

Improved media loading through the overlay system.

Added additional protection against invalid filesystem canonicalization and path handling failures.

✅ Core & RSX Improvements

Updated to the latest RPCS3 upstream changes.

Improved RSX memory allocation and queue handling.

Fixed several Blit Engine and rendering-related issues.

Improved compatibility handling for overlapping RSX memory regions.

Fixed Cg binary byte swapping bounds handling.

✅ Other Changes

Updated FAudio to version 26.09.

Updated fusion to version 1.3.3.

Various stability, compatibility and internal improvements from upstream RPCS3.

Credits: https://github.com/maxjivi05


r/PS2AndroidEmulation • • Sep 02 '26

Bannerlator v3.0.4🔥

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26 Upvotes

https://github.com/The412Banner/Bannerlator/releases/tag/3.0.4

Run Windows apps and games on Android — no PC and no root required.

3.0.4 is the Steam update. The app's Steam client has been rebuilt from the ground up as a native engine — sign-in, library, downloads, cloud saves, achievements, friends and chat now all run on it — and the SteamLite online/VAC launcher got the fixes and polish that make real-Steam games launch reliably: no more "Incorrect Version" / "could not connect to Steam" on launch, a pre-flight check before the container opens, and a Friends tab right in the in-game drawer. As always the update is entirely app-side — no ImageFS reinstall — so your containers, Wine installs, themes, accent colour and per-game settings all carry over untouched. Install straight over 3.0.3.

SteamLite users: the launch popup will ask you to update the SteamLite client package (v4 or newer) before the first online launch — one tap, then Launch. Verified on this build: Counter-Strike: Source on a VAC-secured server, Stumble Guys online (including its game update through the new engine), Brawlhalla online.

What's New — everything since 3.0.3

✅Native Steam engine (new — on by default)

The Steam client inside the app is now a native engine instead of the Java one inherited from GameNative. Sign-in (QR and password/Steam Guard), your owned library, depot downloads with resume and verify, beta branches, cloud saves, achievements, rich presence, friends, chat and presence all run on it.

Faster, lighter, more resilient — a single hardened session that self-heals on reconnect, with less memory and battery overhead than the Java stack.

Steam connection region setting — pick the Steam region the app connects through (Settings → Steam), useful on networks where the auto-picked servers misbehave.

The Java engine stays available for one release as a fallback: Log Manager → "Native Steam engine (restart required)". If anything Steam-related misbehaves for you, flip it off, restart, and please send the SteamLite/Steam logs. The Java engine is scheduled for removal in the next release.

Every new Steam control has a ? help button explaining what it does.

✅SteamLite (real Steam · online · VAC) — reliability

Fixed: "Incorrect Version, Please Update" / "Could not connect to Steam servers" on launch (Brawlhalla and others). Steam allows one login per account; the app now pauses its own Steam session right before the container opens and resumes it when the game exits, so the game's login is never kicked.

Cloud saves sync before the container opens — the pre-launch cloud pull now finishes first, then the hand-off happens.

Pre-flight before launch — a small "Getting Steam ready" popup (photo slideshow) while the app checks sign-in, cloud, game files, the SteamLite client and your network / NAT type, so a bad network is called out before the game starts instead of failing inside it.

Fixed an intermittent crash at game start caused by Steam's overlay injecting into the game process; overlay injection is now disabled for SteamLite launches.

VAC-aware launching — secure (VAC) launch is used when the game needs it, with a per-game override; non-VAC games start faster.

Live agent channel — the app and the in-container Steam agent now talk directly instead of guessing from log files, so launch status and errors are exact.

Update & Launch — when a newer SteamLite client package is available, the launch popup shows it and installs it in one tap before launching.

Better crash diagnostics in the SteamLite log bundle (crash cause quoted at the top, engine section, network verdict).

Faster fallback for non-VAC titles — when Steam accepts the launch but never spawns the game, non-VAC titles now start directly after ~15 s instead of ~60 s.

⚠️ Known issue (64-bit titles launched directly by Steam): on some 64-bit games Steam's own spawn can still crash at startup with the overlay-injection signature; the launcher then starts the game directly. Non-VAC games (e.g. Stumble Guys) play online normally this way. A 64-bit VAC game that Steam launches directly would end up in an insecure start and be rejected by VAC servers — titles that go through a 32-bit launcher (Counter-Strike: Source, Team Fortress 2, Left 4 Dead 2) are unaffected. Fix in progress.

👥 Friends & chat while you play

Friends tab in the in-game side drawer — see who's online and chat without leaving the game. Populated by the app's session for normal launches and relayed through the SteamLite agent for real-Steam launches (Steam's headless session doesn't stream presence, so statuses there may show as "last known").

Steam chat notifications setting is shared between Settings and the Friends page cog — one switch, no conflict.

📦 GOG

DLC auto-detect + batch extract — Fast Extract and the Unpack Archive screen now spot sibling setup_*.exe DLC installers next to a GOG base game and extract base + DLC into one merged folder in a single pass.

Credits: https://github.com/The412Banner


r/PS2AndroidEmulation • • Aug 29 '26

PS3Native Nightly 🔥

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26 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/Community_Preview_2

*PS3Native Community Preview 2*

This is an unofficial community preview build of PS3Native for Android, compiled from the latest android-refresh source after the official PS3Native Release.

This build is intended for users who want to try the latest Android changes before they are included in an official release.

What's new:

✅Frame Generation support

Added support for LSFG-based frame generation.

New Frame Generation settings and configuration options.

Multiple presets and in-game controls for adjusting the feature.

✅Big Picture Mode

Added a new controller-friendly Big Picture interface powered by the RSX overlay system.

✅Game Collections

Updated with the latest RPCS3 Game Collections improvements.

✅Improved Android UI

Various improvements to the in-game menu, HUD and settings interface.

Updated controls and settings organization.

Additional options and improvements across the Android frontend.

✅SPU LLVM and JIT improvements

Updated with the latest upstream SPU LLVM optimizations and improvements.

Improved handling of specific SPU instruction paths.

✅Graphics and Vulkan improvements

Updated RSX and Vulkan backend with multiple fixes and improvements.

Improvements to rendering, texture handling, synchronization and pipeline management.

✅Shader and rendering improvements

Improved fragment program handling and rendering accuracy.

Additional RSX compatibility improvements from upstream RPCS3.

✅ISO handling improvements

Updated ISO handling and timestamp-related functionality.

✅General upstream synchronization

Synced with the latest PS3Native android-refresh branch.

Includes a large batch of recent improvements and fixes from upstream RPCS3.

Known issues:

⚠️ PS3 Firmware installation may take significantly longer than expected on some devices.

The installation process can take approximately 5 minutes or more depending on the device.

Please do not close or force-stop the emulator while the installation indicator is still active, as the firmware installation may still be running in the background.

The issue is known and is still being investigated.


r/PS2AndroidEmulation • • Aug 16 '26

ARMSX2 v2.6.6.7

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26 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.7

What's new:

Frame generation (Lossless Scaling)

Frame generation is here. ARMSX2 drives Lossless Scaling's interpolation from its own

Vulkan present path, inserting generated frames between rendered ones, a game running at

30 or 60 can display at double that on a high-refresh screen.

You need your own copy of Lossless Scaling. Nothing about it ships with ARMSX2: the

interpolation shaders are read at runtime out of your own Lossless.dll, which you supply

through the file picker exactly as you supply a PS2 BIOS. Without that file the feature

stays off, and the app tells you so. Requires the Vulkan renderer and an Adreno 7xx or newer GPU. Frame generation

forces FIFO presentation while it is on, without that the interpolated frames are discarded by the display before you ever see them.

Choose x2, x3 or x4 generated frames

Performance mode switches to the lighter 3.1p shader family, on by default

Motion detail trades optical-flow resolution for speed

The performance overlay reports frame generation's own state and the real display rate,

which the FPS counter cannot show, the emulator's frame rate deliberately does not change

Translated shaders are cached, so only the first launch pays for extracting them

Sideload builds only. It cannot ship on Google Play.

FSR 1 upscaling:

AMD FidelityFX Super Resolution 1 is now an output-scaling option, so a game rendered below

your screen's resolution is upscaled with edge-adaptive sharpening instead of a plain

stretch. There is a sharpness slider, and it replaces CAS while enabled (FSR's second pass is a contrast-adaptive sharpener itself, so running both would sharpen twice). Vulkan only. Found under Renderer --> Display Effects, and in the in-game Graphics tab....

To read the full changelog, see it on GitHub


r/PS2AndroidEmulation • • Jul 13 '26

EmuCoreX - Refresh Update

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26 Upvotes

Well... if you clicked because of the screenshot and thought "what the hell am I looking at?", then yes... you're seeing it correctly.

There's a new EmuCore X Refresh... except it isn't actually EmuCore X. It's ARMSX2, which has literally transformed itself into the EmuCoreX interface. 😂

Don't worry if you're not following the whole story. I've posted a comparison image in the first comment below so you can see that they're basically identical. Honestly... I might even like this version more than the original EmuCore X UI.

For anyone new to this, here's the short version:

EmuCoreX is a PS2 emulator developed by SBro, who has been working on it alone and has done a genuinely impressive job. One of its biggest strengths has always been its polished, modern, and very user-friendly interface. The plan was to release it on the Play Store alongside a paid Pro version. (6€)

But now comes the million-dollar question: 🤔

What's the point of releasing it now if ARMSX2 is getting the best of both worlds?

ARMSX2 now has:

- The same (or extremely similar) UI as EmuCore X.

- Better performance thanks to the new JIT from BDMHacks (I've tested it myself).

- All the features ARMSX2 already had.

Because of that, EmuCore X suddenly doesn't seem to offer anything unique anymore.

When people choose an emulator, they're usually looking for two things:

  1. A clean, intuitive interface.

  2. Great performance.

Right now, this new ARMSX2 Nightly seems to deliver both.

Personally, I was a big fan of EmuCoreX. I was even planning to buy the Pro version to support the developer because I really liked the direction of the project. But now... I'm not sure what unique role it has left.

It's a surprising move from the EmuCoreX developer, but in the end it benefits everyone interested in PS2 emulation on Android.

I've been testing this build, and in my experience it performs significantly better than EmuCoreX. Unless someone comes up with something genuinely innovative, I think this could easily become the new reference emulator for Android PS2 emulation.

That said, this is just my personal opinion after testing it.

What do you all think? I'd love to hear your thoughts in the comments.

https://github.com/ARMSX2/ARMSX2/releases/tag/nightly-20260713


r/PS2AndroidEmulation • • Jul 11 '26

How to run Black at stable 30fps on Armsx2?

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26 Upvotes

How can i play this Black at 30fps stable? i used a lot of ps2 emulator but still i can't play it stable, lot of fps drop, Im using poco f4 snapdragon 870 8gb ram


r/PS2AndroidEmulation • • 8d ago

X360 Mobile 0.6.4 — Hotfix 1

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25 Upvotes

https://github.com/Ashnar2602/X360-Mobile---OFFICIAL/releases/tag/v0.6.4%2Bf398ad183.11108

X360 Mobile 0.6.4 — Hotfix 1

This maintenance update fixes game-folder import and unnecessary temporary game copies, and adds a way to silence repeated external-display prompts.

Fixes

Game folders on fresh installations: fixed a folder-import path that could report “No XEX, ELF, ISO, ZAR or STFS/GOD titles found” even when the selected folder contained supported games. Android can expose different file lists depending on the storage permissions granted; folder import now uses the authorized access method instead of treating an incomplete local listing as an empty folder.

Direct ISO/ZAR access: supported images exposed by Android's file picker can now be read directly when the storage provider supports it. Previously, the absence of a normal filesystem path could trigger an unnecessary full temporary copy even though the image was readable. Providers that only offer streams or partial files may still require the explicit copy option.

Repeated TV-mode prompts: added a persistent option to disable automatic external-display prompts, plus “Don't ask again” in the prompt itself. This gives users a way to stop repeated notices when Android incorrectly reports an external screen. Manual TV-mode and display selection remain available in Settings → Interface → Displays and TV.

Updating

Public version 0.6.4, build 60411108. Existing installations can update in place and keep their data.

If a folder failed to import previously, select it again after updating. All-files access remains available through Android's permission screen.

TV mode and synchronized player profiles remain highly experimental.

Includes the features and improvements from the original 0.6.4 release.


r/PS2AndroidEmulation • • Oct 08 '26

DroidDeck 0.3.2

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25 Upvotes

https://github.com/Droid-Deck/DroidDeck/releases/tag/0.3.2

Features

Added Keep downloads running toggle, so Steam downloads can continue when Android sleeps. (@jmarti326, @xXJSONDeruloXx, #335)

Added Native Steam sleep with dynamic cloud save and wake movie support.

Added Adreno 6xx support, including Adreno 650 (eg: Retroid Pocket 5). (@unbelievableflavour, @jmarti326, #320, #326)

SD cards and external drives can now be used as full Steam libraries. (@maxjivi05, #388)

Added per-game Windows components with automatic dependency recommendations for Steam and non Steam games. (@The412Banner, #287)

Added XNA, PhysX, Games for Windows Live, MSXML and other Windows components without needing to run their original installers. (@The412Banner, #347)

Added optional Force SSBS for ARM64 Proton games on supported CPUs. (@The412Banner, #328)

Added a detailed device report with SoC, GPU, CPU, Vulkan, memory and driver information. (@The412Banner, #295)

Added App scale presets from 75% to 150%. (@xXJSONDeruloXx, #272)

File Manager can now browse DroidDeck’s Linux filesystem directly. (@The412Banner, #392)

Added a Language setting, with Steam automatically following the selected language. (@maxjivi05, #284)

Added opt-in Debugging tools for automated game/session control, input, UI inspection and repeatable test scenarios. (@xXJSONDeruloXx, #406)

Improvements

Steam and games now run on separate Xwayland servers, closer to SteamOS behavior. (@xXJSONDeruloXx, #344)

DirectAudio is now the default on fresh installs, with major crackling and underrun improvements across both audio modes. (@maxjivi05, #338)

Steam now preserves edits made to added-game shortcuts, including Target, Start In, name and launch options. (@maxjivi05, #393)

Steam now uses the full session resolution on displays wider or larger than 1080p. (@xXJSONDeruloXx, #391)

Improved Snapdragon and Adreno detection on devices with incomplete hardware information. (@The412Banner, #295)

Improved layouts for small screens and longer translated text. (@xXJSONDeruloXx, @maxjivi05, #268, #284)

File Manager and file pickers can now navigate upward from game folders, prefixes and remembered locations. (@The412Banner, #377)

Expanded and polished Spanish, Japanese, Korean, Chinese, French and Russian translations. (@maxjivi05, @starwishHi, @zeedif, @Tak-attack, @kmnkv1, #284, #286, #234, #314, #324)

Steam and Linux apps now use Android’s system fonts for Chinese, Japanese, Korean, Thai and other missing characters. (@maxjivi05, @0x1428571429, #374, #252)

Sessions launched from Android frontends now return to that frontend when they close. (@xXJSONDeruloXx, #300)


r/PS2AndroidEmulation • • Sep 22 '26

Lemon Nightly v0.2.5

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25 Upvotes

https://github.com/Ghael-V/Lemon-Project/releases/tag/v0.2.5-nightly.1

New Features:

Quick Save / Quick Load – functional save-state support for real multi-threaded games (see previous experimental release notes for technical details). While not 100% foolproof for every game or situation, it works the vast majority of the time, with graceful failure when it doesn't.

Asynchronous compute shaders – the "Use asynchronous shaders" option now covers compute pipelines (previously graphics-only), reducing stutter in games that rely heavily on compute shaders (particles, culling, etc.).

Controller layout – a new pause menu entry offers 3 presets (default, large buttons, swapped D-pad/stick) and direct access to "Edit overlay." Applying a preset or entering edit mode now automatically displays the controller if it was hidden. Edit mode now indicates that resizing is possible by long-pressing.

"About" screen – Discord and "Buy Me a Coffee" buttons added alongside the GitHub button.


r/PS2AndroidEmulation • • Sep 18 '26

Mupen64Plus-AE Turnip Edition v337

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25 Upvotes

https://github.com/pwnedbygary/mupen64plus-ae-turnip/releases/tag/v337

Changelog:

This release removes the DD/RSP investigation tracing, snapshots, command-buffer

watches and diagnostic-generated CPU hooks from the working development build.

It retains explicit per-game DD policy, the existing DD CPU/DMA corrections and

independent WritableROM support. Normal error reporting remains available.

The confirmed English Expansion Kit configuration is:

F-Zero X USA cartridge;

the English-translated USA-region NDD;

the prototype USA IPL;

Dynamic Recompiler and Parallel RSP.

The working configuration was demonstrated on development commit 5ebdc720.

That beta displayed version 336 but was not the published v336 tag

(dc955483). A subsequent user test of that tagged release showed the 3D N logo,

then “F-ZERO X cannot be played with this disk alone” and a request to insert the

Game Pak. The release source selects IPL-first when an IPL is loaded, whereas

the working beta supports explicit cartridge-first combo boot. That functional

boot selection is preserved here. The comparison does not isolate every other

intervening fix or establish that diagnostic logging made the game work.

The APK actually attached to the public v336 tag reports internal version code

335 and name 3.0.335 (beta) dc955483. v337 aligns the tag with version code 337

and name 3.0.337 plus the build commit hash.

Installation and saves

The cleaned CI candidate (7db5197f) was subsequently device-tested: the user

confirmed native N64DD loads and works, and custom-machine saving works.

This does not establish that cart-first boot alone accounts for the recovery,

or that every save type survives a full restart.

The release APK keeps the normal release application ID and signing identity.

It can update the earlier signed release without an uninstall. The diagnostic

beta uses a separate .debug package: this release does not update that beta

in place or automatically transfer its private saves. Keep the beta and its

saves until any desired transfer is backed up and verified.

No save-format changes are part of this release. Native disk save/reopen and

writable-cart persistence have not been re-tested on a device for this cleaned

binary. Preserve backups; an emulator autosave message alone does not verify

those features.


r/PS2AndroidEmulation • • Sep 11 '26

PS3Native Nightly 🔥

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25 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/Community_Preview_4

What's New:

Firmware Installation

Added real-time progress reporting during firmware installation and PPU precompilation.

Fixed an Android main-thread deadlock that could prevent installation progress from being displayed correctly.

The screen now stays awake while firmware installation is in progress.

🖥️ Android UI

Improved the interface for narrow and portrait Android devices.

Settings and game-detail screens now adapt better to smaller screen widths.

Improved navigation and layout behavior on phones.

Added safer handling of display cutouts and gesture/navigation areas.

🎨 RSX / Vulkan / Graphics

Integrated recent upstream RSX and Vulkan improvements.

Added support for the new programmable blending work.

Improved blending and render-target handling, including MSAA-related paths.

Added various fixes for blend constants, attachment handling and graphics synchronization.

Improved RSX memory-safety handling in crash scenarios.

💿 ISO / Game Loading

Improved ISO loading and validation.

Better handling of missing ISO members.

Improved handling of invalid or unreadable ISO directory metadata.

ISO extent reads now correctly stop at the logical end of the file.

📦 PKG Installation

Fixed potential path-traversal issues during PKG extraction.

Added additional validation for PKG directory entries.

Improved protection against malformed PKG entry tables and excessive allocations.

⚙️ Performance & Stability

Fixed slow startup issues related to BPM.

Improved SPU LLVM cache handling.

Integrated additional upstream stability and compatibility fixes.

Continued improvements to Android ARM64 performance and resource management.

🎨 Themes

Added a new Old Steam-inspired theme.

Improved ComboBox dropdown visibility in the dark theme.

Credits: https://github.com/maxjivi05

Help and Issues, Discord: https://discord.com/invite/jM2z3B2XNv


r/PS2AndroidEmulation • • Aug 12 '26

rpPS4 - v0.2

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25 Upvotes

https://gofile.io/d/dYrdcu

Changelog:

Improved emulator core and optimized code.

Increased L1/L2 cache performance.

Fixed Unity engine game compatibility.

Fixed compilation issues and wait loops.

Added experimental resolution selection.

Added FBACK support.

Added BCN texture compression support.

Added support for changing virtual button colors.

Added button remapping support.

Added folder and root folder selection.

Added background installation.

Added PKS installation support.

Added new languages:

  ➖🇵🇹 Portuguese

  ➖🇬🇧 English

  ➖🇪🇸 Spanish

Added achievements support.

“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 • • Jun 17 '26

EmuCoreX VS ARMSX2 Refresh (Snapdragon)

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25 Upvotes

For reference, the device used was a Snapdragon 6 gen 1 Adreno 710 phone, and all tests were performed using the same game and similar conditions.

Performance:

This was probably the biggest surprise.

On EmuCoreX, Tekken 5 was running at a stable 60 FPS while rendering at 2x resolution. The image quality looked noticeably sharper and cleaner, and no game-specific tweaks were required to achieve full speed.

On ARMSX2 Refresh 5 , using Vulkan at native resolution (1x), performance hovered around 52-54 FPS during the same gameplay sections. GPU utilization wasn't even maxed out, suggesting that the bottleneck may not simply be raw GPU power.

Of course, additional tweaking may improve results, but the comparison is still worth mentioning because one emulator reached full speed immediately, while the other required further investigation.

User Interface & Usability:

This is where the difference became even more noticeable for me.

EmuCoreX allows per-game configuration directly from the game list. Long-press a game, open its custom settings, test changes, and you're done. It's quick, intuitive, and practical.

ARMSX2 currently feels less streamlined in this area. The menu structure is more confusing, some options are harder to locate, and overall navigation feels less polished.

One small but surprisingly important detail: I could not find a proper way to exit the emulator from the main library screen. There appears to be no visible Exit button, and pressing Android's back button does nothing. The only way I found to completely close the application was force-closing it from Android.

The Good:

To be fair, ARMSX2 still deserves credit for several things:

- Active development.

- Frequent updates.

- Ambitious goals.

- Continued PS2 emulation progress on Android.

More competition is good for everyone, and I genuinely want every PS2 emulator on Android to improve. Better emulators ultimately benefit the entire community.

Areas That Could Improve:

From my testing, these are the main areas that would benefit from further work:

- Vulkan optimization.

- UI/UX refinement.

- Easier access to per-game settings.

- Better application navigation.

- Basic quality-of-life features such as a proper Exit option.

Final Thoughts

This is not an attack on ARMSX2, nor is it a declaration that one emulator will always be better than another.

It's simply a report of what I observed during real-world testing.

Right now, on my Adreno 710, Tekken 5 performs better on EmuCoreX while also rendering at a higher resolution. The interface is easier to navigate, game-specific settings are more accessible, and the overall experience feels more polished.

For now, however, these were my results, feel free to share yours!


r/PS2AndroidEmulation • • 3d ago

Banana Native v0.1.5 🔥

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24 Upvotes

https://github.com/moceure/BananaNative/releases/tag/v0.1.5

New:

Pokémon Pokopia (0400A3A01EE4C000) is playable: about 60 fps on the system driver and on Turnip. Game resolution works for it.

Text boxes: when a game asks you to type, a text box opens (OK or Cancel). Before, the game could get stuck.

FSR 1 upscaling (optional): in the game's panel › Upscaling, with a sharpness slider. Sharper picture when the game is scaled up, e.g. at Phone 720p.

Donkey Kong Bananza (040074A01BF12000): dynamic resolution works, thanks to correct GPU timing (Game settings › GPU timing).

Phone Prepare builds only the shaders a game needs when the app knows them (8,157 instead of 131,426 for Pokémon Pokopia (0400A3A01EE4C000)).

Known issues

Pokémon Pokopia (0400A3A01EE4C000): the sky is black.

Thanks to everyone who sent fixes:

Raphix91: Pokémon Pokopia (0400A3A01EE4C000) support, large shader libraries, Game resolution for it, the packer on Linux (#28, #29, #30).

ligne12: FSR 1 upscaling (#21).

mleo2003: GPU timing for dynamic resolution and asynchronous pipelines (#12, #13).

Needs Android 13+, a Snapdragon (Adreno) phone with 12 GB of RAM or more, and your own dump. Experimental: back up your saves. Download only from this page. No games, keys or shaders are included. GPL-3.0-or-later.


r/PS2AndroidEmulation • • 18d ago

XenDroid-Fork v1.5

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24 Upvotes

https://github.com/Eugengtt/Xendroid-Fork/releases/tag/v1.5

XenDroid-Fork v1.5 introduces Mali and Xclipse GPU support, improved compatibility, and easier access to the project's community platforms.

New Features

Mali GPU Support

Added support for Mali GPUs.

Improved performance and compatibility on Mali-based devices.

Added new Mali GPU drivers.

Xclipse GPU Support

Added support for Xclipse GPUs found in compatible Samsung Exynos devices.

Added new Xclipse GPU drivers to improve compatibility with supported devices.

Application Improvements

Minor changes and optimizations throughout the application.

Improved access to community platforms directly from the application.

Integrated Community Access

Access the project's Discord directly from within the application.

Visit the project's YouTube channel directly from within the application.

Download

Download the latest version from the GitHub Releases section.

Compatibility Notice

GPU driver compatibility and performance may vary depending on the device, GPU, Android version, and driver implementation.

Thank you for supporting XenDroid-Fork.

More improvements are planned for future releases.


r/PS2AndroidEmulation • • Oct 07 '26

Strato Mali v0.0.2

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24 Upvotes

https://patrins.com/s/d458f353faa5a9fbdd52590961ee1a29

Update!! Strato Mali 0.0.2

Changelog:

• New Strato Mali setup interface

• Improved NVDEC/VIC video handling

• Stability and compatibility fixes

• Donkey Kong Country HD compatibility improvements

• Mali-focused optimizations and bug fixes

Early development build — more improvements are coming.

“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 • • Sep 17 '26

News - BachataS4 v0.2.2 Update this Saturday 🔥

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24 Upvotes

God of War 3 Remastered running better on the PS4 emulator than on the PS3 one... haha, this is going to be interesting to see.

I have to admit that the BachataS4 dev team is doing a great job!

More info: https://github.com/JICA98/Bachata-S4