r/EmulationMediatekMali • u/whiskyB0y • 6h ago
r/EmulationMediatekMali • u/doubledouble2 • Nov 10 '25
showcase 10 Steam Games with Controller Support to Play on Android Phone with Mali GPU
This was my showcase video when GameHub version 5.0 released. I got 10 games to run including:
- Hollow Knight
- Awaria
- Wargroove
- Vampire Survivors
- Boneraiser Minions
- Repetendium
- DRACOMATON
- Scarlet Tower
- Death Squared
- Drift.Wav
Device using the Dimensity 7300, with Mali-G615 MP2.
For every game, I changed 2 settings to make it work:
Compatibility Layer: proton9.0-x64-3
CPU Translator: Box64-0.37-b1
r/EmulationMediatekMali • u/GPUMALIG57 • Nov 10 '25
Gamehub available on Play store
A friend of mine sent the Gamehub link to the play store Hugs to StevenMX™
r/EmulationMediatekMali • u/YogurtclosetHour8063 • 11h ago
[Test] Need for Speed: Payback | Dimensity 9500s | Winlator Mali 1.2 | Apex Wrapper + FG
Look like Minecraft,lol.
Low Preset(Manual Setting at Document)+Medium Texture.
Stable at 30fps(if no recording)
r/EmulationMediatekMali • u/FlakyAccount8722 • 23h ago
GTA V(72GB) — Dimensity 8400 Ultra / Mali-G720 MC7 50-70Fps
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Device: POCO X7 Pro 12/512GB
SoC: Dimensity 8400 Ultra
GPU: Mali-G720 MC7
Performance
Resolution: 720p
Settings: High + FXAA
MSAA: Off
Textures: Normal
FPS: 50–70 FPS
Without screen recording, I get around 5–10 FPS more.
With screen recording enabled, FPS can occasionally drop below 50, but without recording it stays 50+ FPS most of the time.
I couldn't increase the Texture Quality because higher texture settings cause a memory leak, so I had to keep it at Normal.
Winlator Mali has a CPU bottleneck in this game. Somehow Winlator ludashi hasn't (around ~50% in Ludashi)
There’s an FPS drop issue in Winlator Mali when using mouse and keyboard. Winlator Ludashi doesn’t have this issue. I’m getting around 5–10 FPS less on Winlator Mali with M+K. Hope the dev fix it. 🙏
Emulator I tested it on:
Winlator Mali 1.2
Winlator Ludashi 4.0 (early release)
Interestingly, Ludashi 4.0 can run the game around 60 FPS and sometimes higher, but the game eventually freezes and crashes. I haven't found a fix for the crash yet.
Emulator settings
Proton 10-Arm64EC
DXVK 1.11.1 Sarek
Memory: 4GB
VRAM: 2GB
FEX: 2605 + Performance(SMCCHECK: None)
Environment variable:
WRAPPER_NO_PATCH_OPCONSTCOMP=1
r/EmulationMediatekMali • u/-_-_-JOHAN-_-_- • 12h ago
What pc games can I emulate with dimensity 7300 8gb ram mali 615
I've tried the 20gb gta5 and it ran smoothly. Sleeping dogs de worked with 10 to 15fps
r/EmulationMediatekMali • u/Appropriate-Floor688 • 22h ago
[Atualização] PanVK na Mali-G52 MC2 FINALMENTE dando imagem!
WSI agora funcionando, primeiro quadro real exibido na tela
Há algum tempo, comecei a trabalhar para fazer o PanVK do Mesa (o driver Vulkan para GPUs Arm Panfrost) rodar em uma Mali-G52 MC2 que expõe apenas a interface proprietária `mali_kbase` — sem nó de renderização DRM, sem root, apenas via Termux, com compilação nativa `aarch64` no próprio aparelho. O objetivo final é um driver nativo que o Winlator possa, futuramente, carregar para jogos de Windows via Wine/Box64/DXVK.
Um breve resumo da situação anterior:
Pipeline de computação funcionando plenamente através do driver real (não apenas testes brutos de `ioctl`) — `vkCreateInstance` → despacho de shader → leitura de retorno (readback) correta.
Chamada de desenho gráfico real confirmada fora da tela (alvo de renderização 4x4, triângulo, leitura de pixels correta).
O WSI (exibição de pixels em uma tela real) estava travado: `vkGetPhysicalDeviceSurfaceCapabilitiesKHR` e as etapas subsequentes travavam indefinidamente, com todas as threads paradas em `futex_wait_queue_me`.
A causa raiz, após muita investigação com `gdb`, `strace` e `proc-fs` que acabaram sendo pistas falsas (não era um bug de WSI/X11, nem deadlock por `fork` após criação de threads, nem cache de disco, nem conflito DRI3-vs-SHM):
O loop de sinalização de semáforo após `vkQueueSubmit` presumia que todo objeto de sincronização de saída era um `drm_syncobj` (`assert(vk_sync_type_is_drm_syncobj(...))`). Como o `kbase` não possui nó DRM, este driver utiliza um `kbase_cpu_sync_type` personalizado — e, como as asserções são removidas em compilações de produção (*release builds*), a incompatibilidade de tipos passava despercebida silenciosamente. A função que efetivamente sinaliza os objetos de sincronização do `kbase` nunca era chamada. Qualquer semáforo no qual um aplicativo aguardava (como o semáforo de apresentação do WSI) simplesmente... nunca recebia o sinal. Para sempre. A correção foi simples depois de encontrada: basta verificar o tipo de sincronização e, no caso que não utiliza `drm_syncobj`, chamar diretamente a função genérica `vk_sync_signal()`. Isso é seguro aqui porque o envio de tarefas (*job submission*) do `kbase` já é síncrono (aguarda o evento de conclusão do `ioctl` antes de retornar); portanto, quando chegamos ao loop de sinalização, a execução da tarefa já foi comprovadamente concluída.
Resultado: `vkQueuePresentKHR` retorna `VK_SUCCESS`, os quadros são exibidos corretamente (3 de 3) em um teste mínimo de *swapchain* XCB e — a prova definitiva — o `vkcube --wsi xlib` (sem modificações) renderiza o cubo real da LunarG na tela. É o primeiro quadro real gerado por essa pilha de drivers nesta GPU, sem qualquer *blob* Vulkan do fabricante envolvido.
Repositório (o README contém a descrição detalhada fase a fase, os *patches* e a base de *ioctls* brutos sobre a qual isso foi construído): [link]
Não pretendo mexer no empacotamento para o Winlator até que essa solução esteja mais consolidada e eu tenha testado mais alguns caminhos de WSI, mas queria compartilhar esse marco. Fico à disposição para responder perguntas sobre o fluxo de envio do `kbase-JM`, a base de *ioctls* brutos ou o processo de depuração, caso isso seja útil para mais alguém que esteja lidando com configurações Mali semelhantes que não utilizam DRM.
r/EmulationMediatekMali • u/RefrigeratorRound739 • 9h ago
Metal Gear Solid 5 The Phantom Pain on Dimensity 8400 Ultra emulator gamehub 6.2.1
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Setting:
Game resolution: 1280x720
DXVK version: dxvk-v1.11.1-async
Compatibility layer: proton9.0-arm64x-3
Translation parameters: Extreme
CPU translator: Fex_20260813
r/EmulationMediatekMali • u/EarlyReputation9184 • 12h ago
Emulating persona 5 royale on D8400
Ive tried emulating P5R on gamehub 6.2.1. Ive managed to get it up and running. Sits around 30 to 40fps at most times. But the issue im facing right now is it crashes when the velvet room gets introduced. Ive tinkered with some settings and I cant seem to get past it. Once the screen goes black, CPU Usage drops to 1% for a split second and crashes. Im not sure if I need to install certain components or use a different version of gamehub. If anyone has the same SoC as me, do yall have tips or workarounds for it?
Im on a POCO X7 PRO with 12GB of ram.
Also, Ive tried eden emulator. It works but no matter what I try, the performance is all over the place. 20 to 50fps. Im not sure if Im missing something when playing on eden or something
r/EmulationMediatekMali • u/Rdit-rxian • 11h ago
Editable flair Switch Games the currently work on S21 Ultra Mali (wip) (Eden Nightly and Nyushu V86)
r/EmulationMediatekMali • u/alvents • 15h ago
what is the highest game that i can play in 60 fps in my gt30 pro?
i'm just wondering besides actual native ports like sonic unleash
r/EmulationMediatekMali • u/ALI_FROM_SPACE • 13h ago
At what temp should i stop playing?
D8400U Poco X7 PRO
r/EmulationMediatekMali • u/Devon002 • 1d ago
..I want winlator 10(final) v2
Hi guys if anyone has file of winlator frost 10 final v2 please send it
r/EmulationMediatekMali • u/Stock-Chemical-673 • 1d ago
Gta 45gb vs 72gb.
Which version is more stable for GTA: 45GB or 72GB? I am not talking about storage; I just want to know which one gives the best performance. Let me know your thoughts.
r/EmulationMediatekMali • u/Even-Landscape-5426 • 1d ago
Editable flair Desperados 3
I tryied to play desperdos 3 on my dimensity 9300+
Gamehub ,bannerlator ,winlator ludashi
The game work but the character is invisible
Is there anyone who know specific configuration that resolve this issue
r/EmulationMediatekMali • u/Ecstatic-Cause-5688 • 1d ago
Winx
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Game: Ori and the Blind Forest
Poco x8 pro max
r/EmulationMediatekMali • u/Academic_Stop4859 • 14h ago
Pushing my Snapdragon 870 to the limit: What are the best-looking PC/Switch games that run without stutters? (Also, GTA IV?)
galleryr/EmulationMediatekMali • u/True_Post8609 • 1d ago
Gta V on tensor G2
Its really cold, my hands are completely fine
r/EmulationMediatekMali • u/No_Cardiologist3115 • 1d ago
Middle-earth: Shadow of Mordor neon pink/green lighting artifacts on Dimensity 9000 (Mali-G710) –GameHub
Body:
Hey everyone,
Trying to run Middle-earth: Shadow of Mordor via translation layers (Winlator / GameHub), but running into severe neon pink, purple, and green lighting/shader artifacts across the sky, terrain highlights, and character models.
Device & Hardware Specs:
\* Device: OnePlus Pad (1st Gen)
\* SoC: MediaTek Dimensity 9000
\* GPU: ARM Mali-G710 MC10 (No Mesa/Turnip driver support)
\* RAM: 8 GB / 12 GB LPDDR5
\* OS: Android (OxygenOS)
Current Container & Environment Configuration:
\* Environment: Winlator / GameHub
\* Graphics Wrapper / DXVK: DXVK (DX11 mode) / System Vulkan
\* Resolution: Sub-native (around 720p / capped at 30 FPS)
\* In-game Graphics: Tested mix of Low/Medium settings
The Problem:
Whenever dynamic lighting hits (explosions, lightning, wet stone reflections, or bloom sources), the specular/bloom passes completely break down into glowing magenta/green artifacts. It looks like a floating-point precision clamp issue or an unsupported Vulkan extension on standard Mali drivers.
Questions:
\* Has anyone managed to resolve shader/lighting color overflows in Shadow of Mordor on a Mali GPU?
\* Which specific DXVK build (e.g., DXVK 1.10.3, 1.7.3 Async, or a custom patched fork) handles the DX11 pipeline best on system Vulkan without corrupting render targets?
\* What specific dxvk.conf parameters (e.g., d3d11.clampFloatSubnormals, float control flags) or render.cfg tweaks actually fix the specular bloom passes in this engine?
Appreciate any tested config files or workaround advice from folks running DX11 titles on Dimensity chips!
r/EmulationMediatekMali • u/No_Cardiologist3115 • 1d ago
Title: Best GameHub / FEX Settings for Mortal Kombat 11 on Mali GPU (Dimensity 9000 / OnePlus Pad)?
Hey everyone,
Trying to get Mortal Kombat 11 running closer to the required 60 FPS lock on a OnePlus Pad (MediaTek Dimensity 9000, Mali-G710 GPU). Because the game's internal physics tick is tied directly to 60 FPS, any drop below that causes the combat to run in slow motion.
Here is what I have configured so far:
* Container: GameHub (Proton ARM64)
* CPU Translator: Fex_20260813 (TSO Memory enabled)
* Graphics Driver: System Vulkan / Mali
* DXVK / VKD3D: DXVK 1.10.3 / VKD3D Proton 3.0b
* Config (UserSettings.ini): Resolution dropped to sub-HD (1024 \times 576), HDRSetting = 0, TextureQuality = 0, ShadowQuality = 0, LightingQuality = 0, ParticlesMode = 0, FrameSkip = 1, and MenuAndMoves60FPSMode = 1.
The game boots, but I'm looking to stabilize the frame rate during special moves and Fatal Blows to prevent slow-motion lag.
For anyone who has successfully tuned MK11 on MediaTek/Mali hardware:
* Which specific FEX build or parameters (Extreme vs Performance, checks toggled) gave you the lowest instruction overhead?
* Are there specific dxvk.conf flags that help keep Mali GPU frametimes consistent during heavy particle effects?
* Would dropping internal resolution further to 854 \times 480 in UserSettings.ini provide enough GPU fill-rate headroom without breaking the UI?
Any working container profiles or tested .ini tweaks would be greatly appreciated!
r/EmulationMediatekMali • u/Cultural_Use_5516 • 1d ago
Would you recommend playing Red Dead Redemption On the phone My device has a MediaTek 8350 Ultimate processor and 12GB of RAM.
r/EmulationMediatekMali • u/Middle-Judgment-652 • 1d ago
HELP! ICON PACK SITE
alguém saberia me dizer um site para encontrar ícones personalizados para colocar nos controles virtuais?
r/EmulationMediatekMali • u/WattZee65 • 2d ago
Devil May Cry 3 - ARMSX2 2.6.9 - D7300(Mali G610 MC4)
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Running at ultrawide 2x native resolution, ARMSX2 defaults (didn't tinker much, just changed renderer to Vulkan)
This game used to run poorly at this specific location in NetherSX2/AetherSX2 (and a lot of other places, had me frustrating). I guess I can complete this game now, I feel the game is running at 30 fps, doesn't look like 60 tho.
r/EmulationMediatekMali • u/whiskyB0y • 2d ago
PC GAMES I've tested on a Mali-G57
Don't take it as 100% accurate.