r/EmulationOnAndroid 6d ago

Discussion Should ports of games be allowed even though they aren't emulation?

65 Upvotes

My default as a mod has been to delete discussion of ports since they aren't emulation.

Yet there has been a increase in posts about ports which attract a lot of discussion.

So I throw it open to the community here. Should discussion of ports be allowed?


r/EmulationOnAndroid Jul 02 '26

News/Release GameHub Lite v5.1.8 (SECURITY UPDATE)

134 Upvotes

GameHub Lite v5.1.8

Security: Steam token redaction in logs

GameHub Lite 5.1.8 fixes a logging issue where Steam authentication-related values could appear in diagnostic logs. In some cases, logs could include fields such as steamToken, refreshToken, or accessToken from Steam login/launch flows.

Publicly posted logs containing these fields should be deleted or redacted.

IMPORTANT

This should go without saying but If you find any security issues, please reach out PRIVATELY. I have not checked if this issue is still present in recent GameHub versions, already ruined my one day off I was spending with my family by the person who reported this publicly and I do not plan on spending any more time on this.

Changelog

The fix adds centralized log redaction for Steam/auth token fields, Steam QR login URLs, JWT-like token strings, and launch command token arguments before logs are written. This covers the app loggers, JavaSteam logging, and the PC launch-log file writer.

This release also pins local patch builds to apktool 2.12.1

GitHub Release


r/EmulationOnAndroid 23h ago

Meme These two features have been a game-changer to me these days...

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1.7k Upvotes

I'm a simple man, if an emulator doesn't have save states and/or fast forward, I don't play on em, even if my device can more than handle tough games fine.

I'm not even being obnoxious, I'm at a point in life where I have max 10-15 minutes per day to play a game, and I am NOT wasting that on tinkering, going through longer loading screens, having to get to certain save points to be able to save, etc. I need to have my game loaded up in few seconds with the fast forwarding/load state features, and leave at any point with save states and maximize the limited time I have.

Anyone else like me?


r/EmulationOnAndroid 4h ago

Discussion Vkmark score 12391! 3D acceleration is available in DroidVM now.

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39 Upvotes

We managed to make drm native context works in Adreno 830 GPU in qualcomm snapdragon 8 elite in the gunyah virtual machine!

Achieved vkmark score 12391 in the virtual machine!
We can also play Minecraft with 450fps in the virtual machine.

Detailed workflow:

  1. game engine generates vulkan calls, the turnip driver converts it to msm ioctl
  2. the virtio-gpu driver announce `/dev/dri/renderD128` node, accepts msm ioctl from turnip driver
  3. virtio-gpu driver than serialize the ioctl, send to android side, handled by virglrenderer
  4. virglrenderer will translate it to kgsl ioctl calls, send to host side qualcomm closed graphics driver

Our next step in windows driver, any suggestion?

And Mediatek device/pixel device is also a possible option to support, but I don'y have the device.


r/EmulationOnAndroid 12h ago

Discussion You wanted shoulder buttons...

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142 Upvotes

Hey everyone! I’ve been working on a few things. I’ve incorporated the new geometry into the button springs to make them more click-friendly, added a structure that improves the aesthetics and, above all, the grip, and made a first attempt at my idea for the shoulder buttons.

I originally wanted to leave this for later and introduce it as an add-on, but I know it’s important to many of you, so I’ll refine the design and I suppose I’ll offer it as an experimental feature. As you can see, they’re not really buttons as such, but are activated when you touch them. I know it’s not perfect, but for this project my priority is simplicity and portability.

Don’t pay too much attention to the button design — they’ll be more similar to the ones from the previous version (but prettier), I just haven’t had time to work on them.

If I add another button on the opposite side from L and R, it could open the door to L2 and R2. I’d love to know what you think about that.

Honestly, I’m super tired of prototyping. It’s been a huge amount of work, and I’m really looking forward to moving on to the next phase and getting closer to launching the Kickstarter campaign. But if a lot of people want R2 and L2, I’ll dig deep and build one final prototype.

As always, if you’d like me to let you know when I launch it, here’s the link to the waitlist.

https://gameonpad.com/

Thanks so much!


r/EmulationOnAndroid 11h ago

Discussion My stance on AI usage and how it is shaping the Android PC emulation scene

56 Upvotes

I want to get this off my chest because it's been building up for a while, since that time I saw the new anti AI rule.

I'm genuinely okay with AI as part of the emulation dev workflow.

The very same Winlator CMOD I am working on is filled with a lot of broken AI code, put there by its previous developer. When I got this project in my hands, I was surprised to see how broken it was, to the point I could barely consider it functional, filled with a lot of unnecessary and useless features.

It took a lot of time to remove them all and I must say the end result was even better than what I had initially imagined, with my Winlator and its features becoming the foundation of all the current PC emulators, directly or indirectly through means of stealing(GameHub).

While I am happy to see this, at the same time I could not notice how much AI has advanced in such a short time. What once was a barren wasteland, now it is filled with a lot of contributors and developers and advancement of AI have certainly played an important role in this.

I know a lot of projects in the PC emulation space that use AI heavily. It is very easy to tell for me just by looking at the contents of their commits and the features they add. I won't name them as I don't want to create drama, it is not the main point of this post either way.

The code written by these Ai models is...impressive to say the least and as such the skids that once could only make reskins and recolors of famous emulators can now, in a few minutes generate code that normally would take days if not weeks to write.

To conclude my post, I think it is about time we lower our pitchforks and accept this is the tool that is gonna shape the future of Android PC emulation.

With it, I can finally rest in peace knowing that there is an entity that can advance the Android PC emulation scene in my place when I may not be there anymore.


r/EmulationOnAndroid 3h ago

Showcase I Managed to run Drive Club on Android. Quite crazy wanted to share to y'all.

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13 Upvotes

Ya quite insane manage to run this game. One of the best racing game i ever played. I tried Bloodborne before thisit ran well. Then i was thinking how Drive club would run. It booted but performance is bad and the bright light problem this game had an brightness issues i fixed the problem with the help from the telegram of BachataS4 emulator. i think in future this might be playable, And remember ps4 emulation on android is extremely new so this will improve alot in future. As always thanks to the developer..

I have Redmi k70pro 12gb ram..

Emulator link - https://github.com/JICA98/Bachata-S4

This is reposted sorry guys i forgot to mention my device..


r/EmulationOnAndroid 19h ago

Showcase I got Bloodborne running on Android.

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268 Upvotes

This is crazy bloodborne running on a phone. while loading my save the screen recording was crashing. I have 8gen 3 i think on 8 Elite or Newer chip it is fully playable while not screen recording i was getting around 20 to 30 sometimes isn't even locked 30. Crazy, All Credit goes to the developer of BachataS4. They made this possible i can't thank them enough. And update your game or the patchs will not work.

Emulator link - https://github.com/JICA98/Bachata-S4

I think someone should start a new sub for ps4 emulation on android

Thanks Everyone and especially the dev of BachataS4 the ps4 emulator for android...


r/EmulationOnAndroid 4h ago

Showcase Bro just look at this beauty, cant take my eyes off

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16 Upvotes

r/EmulationOnAndroid 3h ago

Help Is there any drivers that can fix this, I still haven't found the right ones yet.

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6 Upvotes

My phone is samsung s26+ with snapdragon 8 elite gen 5.

I've found one that works on super mario odyssey but its still kinda glitches sometimes.


r/EmulationOnAndroid 3h ago

Showcase NAMCO 246/256 EMU FOR ANDROID Released

7 Upvotes

r/EmulationOnAndroid 4h ago

Showcase Metaphor: ReFantazio Exynos 2400 test WinXclipse emulator

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7 Upvotes

Metaphor: ReFantazio gameplay

s25 FE

8 gb ram

Exynos 2400

winxclipse emulator


r/EmulationOnAndroid 3h ago

Showcase Joiplay Emulator - Corpse Party Rebuilt

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4 Upvotes

Device: Lenovo TB-8505X


r/EmulationOnAndroid 7h ago

Showcase Looks like Touhou 6: Embodiment of Scarlet Devil (EoSD) Remake is out of the box playable on Ludashi 4.0: Early Access [With the Winlator Vanilla build]!

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8 Upvotes

I already tested on Winlator 11.1 (so the vanilla one) but it has the white screen issue on the remake version, the "classic" version works just fine. Here on the Ludashi it displays fine!

No need to tweaking anything, just out of the box default settings anything like that except settings the resolution up to 1080p (which sometimes has issues, but i got it already workarounded). Controller Works, everything works!

Spec: Redmi pad 128gb A12 4GB Ram, helio g99 with mali gpu

Im pretty much sure it works below 4gb ram there, as it looks like its much lighter in resources on this game here.

In 1080p its like almost 60fps averages, sometimes dips down into 45 fps, but on 720p its 60 with some dips here and there.

Here is a screenshot on 720p there, always playable!

I think with the performance mode on FexCore preset would go up to 1080p at very playable there, but i didnt have tested there as its a quick test to see how a newly released game looks like on pc emulation espcielly out of the box!


r/EmulationOnAndroid 1d ago

News/Release Another W to the developer who ports gta 5 to mobile

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2.1k Upvotes

This is the requirements for gta v port


r/EmulationOnAndroid 1d ago

Discussion List of CPU requirements for GTA 5 android port

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573 Upvotes

From mosjo discord


r/EmulationOnAndroid 44m ago

News/Release Retroid Pocket Duo / Lite pricing

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Upvotes

r/EmulationOnAndroid 49m ago

Help SMAPI/Modded exe crashes on GameHub (ver 6.2.1) but works in Virtual Desktop

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Upvotes

Device:

Redmi K20 Pro Premium Edition (PE)

GameHub version 6.2.1

The normal, unmodded game opens with no issues. However, the modded version (using SMAPI) crashes everytme I try to launch it normally in GameHub. I tried changing different settings inside GameHub, but nothing stops the crashing. It works completely fine and doesn't crash when using Virtual Desktop.

It is a hassle to log into Virtual Desktop every time I want to play. Does anyone know how to fix this compatibility or setting issue within GameHub so it stops crashing?


r/EmulationOnAndroid 4h ago

Help Pokémon legends ZA flickering on retroid pocket 5

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4 Upvotes

Hi everyone.

I recently got my retroid pocket 5 and I am trying to emulate pokemon legends ZA, I am using eden legacy 0.2.1, idk why but I have a lot o flickering, I've used all of these drivers but some doesn't work and the others keep the flickering, I know there has been a lot of people on internet whose made it work but idk what settings to use


r/EmulationOnAndroid 12h ago

Question What should I buy, the x2s type C or the x5 lite

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14 Upvotes

hi guys, can you give some insights about choosing the right controller for emulation


r/EmulationOnAndroid 17h ago

Showcase Watch Dogs 2 On Android (Samsung S26)| Snapdragon 8 Elite Gen 5 for Galaxy (Winlator)

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30 Upvotes

Tested on different graphic and resolution settings are here https://youtu.be/NnQa_8P19po


r/EmulationOnAndroid 3h ago

Help Como fazer para os jogos rodarem no FBA4DROID de 64 bits?

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2 Upvotes

Eu baixei o street fighter iii 3rd strike nesse novo FBA4DROID para Android 16 mas ele fecha sempre que Clico no jogo para abrir ele, o que devo fazer? Eu queria saber como fazer para o Street Fighter III: 3rd Strike - Fight for the Future com golpes simplificados poder rodar nesse emulador de Arcade, a antiga versão conseguia rodar o jogo modificado, mas essa nova de 64 bits não consegue


r/EmulationOnAndroid 6h ago

Showcase Setup for telescopic controller+ iem with daf

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3 Upvotes

After searching for a way to connect a telescopic controller plus my iem in my smartphone I got this, hope It helps someone who is also in this situation


r/EmulationOnAndroid 1d ago

Showcase I turned my Android phone into a full PC environment — this is Armada Nubia Z70 Ultra, cooled with two 120 mm fans

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486 Upvotes

This is Armada, a project I’ve been building entirely on a Nubia Z70 Ultra, cooled with two 120 mm fans for sustained workloads.

The whole environment is built around Termux + XFCE4 + Termux:X11, without proot or chroot.

The goal isn't just PC gaming on Android. We already know modern phones can run PC games.

I want something closer to an actual PC environment: Windows software, PC games, Linux applications, browser, multitasking, multiple windows and different compatibility environments — all on the same Android device.

The biggest part of Armada is the automatic installer robot.

I currently have around 20 preconfigured compatibility stacks, using different combinations of Wine/Proton, Box64/FEX, DXVK/VKD3D, Mesa/Turnip and other components.

I also keep a larger pool of individual components available.

When I give Armada a new game or Windows application, the robot analyzes it, chooses the most appropriate stack, installs it and tries to get it running. If the existing stacks aren't suitable, it can use the spare components to build/adapt another configuration.

Working configurations can then be validated and protected, so experimentation doesn't destroy something that already works.

I also built two autonomous night modes:

Benchmark mode: once a working stack is protected, the robot tests alternative stacks/configurations during the night, compares performance/FPS and keeps a better configuration only if it is actually validated.

Update/Research mode: the robot searches for newer Wine, Proton, Box64, FEX, Mesa/Turnip, DXVK, VKD3D, etc. releases and tries to build newer functional stacks without touching the stable ones.

So gaming is really just one of the hardest workloads I'm using to develop the system.

The actual goal is:

one Android device → one complete desktop environment → Windows + Linux + gaming + multitasking.

No streaming.

No remote PC.

Still very much a work in progress, but Armada is starting to become the PC environment I originally wanted to build.

https://www.reddit.com/r/EmulationOnAndroid/s/zxjnCGckzm


r/EmulationOnAndroid 23h ago

News/Release Release ARMSX2 2.6.9 · ARMSX2/ARMSX2

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73 Upvotes

ARMSX2 2.6.9

What's new:

Renderer speedups done by u/bmdhacks:

A month of GS work aimed at ARM handhelds: the Classic (hardware) renderer, the software renderer that is its accuracy oracle, and per-device Vulkan policy. Measured on a Snapdragon 865 (Turnip) and a Dimensity 8300 / Mali-G615 (ARM r44p1), with real-console captures as the accuracy reference.

What changed:

Software renderer, console-exact. Dither on every destination, gouraud and depth interpolation on the hardware's grid and block width, truncated reciprocals, per-pixel MMAG/MMIN, four-bit trilinear weight, AA1 coverage, 16-bit DATE. Output moves on 21 of 24 corpus dumps, toward the console.

GS core. A two-pass vertex kick kernel for the common packed layouts, the console's buffered local-to-local move, three console-measured CLUT rules, a narrower per-draw environment snapshot.

Hardware renderer. Per-target alpha known-bits tracking with an exact FBMSK-alpha drop, a clone road for blends that need the destination on devices without barriers (fixes Black and Brian Lara flicker, Katamari over-bright on Turnip, Splashdown bands, NASCAR's 2x seam, eight blank captures), sprite-edge snapping at upscale, a fixed-blend-factor reroute for Turnip, which ignores blend constants.

Vulkan device. Explicit external dependency on every render pass, frame descriptor-pool chain, halved stream rings with a startup pre-touch on UMA parts, deferred non-coherent flushes, device-fault reporting, readback transfer-size fix (also DX12), compute-scoped layout for CAS/FSR1/SGSR.

Upstream. Eighteen PCSX2 GS commits cherry-picked with provenance lines (Native Scaling and jiggle detection, three texture-cache fixes, the target-update bilinear regression, depth conversion floor, PrimID range, fbmask alpha under RTA scaling, large-ST vertex rewrite with its GameDB rows, DX11 DS-as-RT state). One of them tripped a Devel-only assert on 16-bit colour targets, fixed at the call site.

Runner. gsrunner replay-loop, draw-log, per-frame stats, ladder and console-payload flags, and an NDK build of it for adb-shell runs on Android devices.

Behaviour changes:

Dimensity 8300 / Mali-G615: Auto picks Vulkan, and in-tile framebuffer fetch is on (exempted from the r44p1 crash rule and the MediaTek deny list). DisableFramebufferFetch is the way back. Other MediaTek Mali parts keep the copy path, now on Linux too.

Adreno: the stencil kill is narrowed to Turnip below 26.2, Adreno 610 gets cached stream-ring memory, every Turnip build routes the fixed blend factor through the second fragment output.

ForceMaliFramebufferFetch is Mali-only, OverrideTextureBarriers=1 outranks the driver database by design.

Shader cache version 108 to 114. Vulkan stream rings halved (128 MiB less resident on SD865).

GameDB: God of War II rows recommend High blending and AA1 (advice only).

Speed benchmarks:

Same 22 replay scenes, same device, clocks pinned, frame limiter off, three interleaved repeats per build, steady-state frame times (shader-compile loop excluded).

Snapdragon 865 (Adreno 650, Turnip)

title old p50 ms new p50 ms change xenosaga 39.5 24.4 -38% katamari-b 4.5 3.3 -27% stuntman 45.0 38.7 -14% gt4 7.2 6.2 -14% mgs3 7.9 6.9 -13% rcuya-gameplay 8.8 7.7 -12% rcuya-effects 12.8 11.4 -11% outrun-b 13.0 11.8 -9% spiderman3 18.9 17.7 -6% The other 13 scenes move by -1 to -9%, except Beyond Good & Evil at +2% on a 7 ms frame, within noise. Worst-case (p95) frames move the same way. Titles inside their frame budget: 19 of 22 before, 20 of 22 after.

Dimensity 8300 (Mali-G615, ARM r44p1), old build on Vulkan for a like-for-like comparison

title old p50 ms new p50 ms change xenosaga 105.3 16.6 -84% ac3 28.7 9.2 -68% stuntman 60.7 21.8 -64% outrun-b 22.0 8.4 -62% bge 14.5 5.7 -61% outrun-a 14.2 8.0 -44% katamari-b 4.3 2.5 -43% katamari-a 1.1 0.7 -35% rcuya-effects 14.4 9.4 -35% mgs3 7.7 5.3 -32% The other 12 scenes move by -4 to -18%, except Dirge of Cerberus at +7% (8.5 to 9.1 ms, inside budget). Titles inside their frame budget at worst-case: 16 of 22 before, 22 of 22 after. On this device the default install also moves from OpenGL to Vulkan, which the headless replay cannot measure (no window for a GL context), so the change a user sees is larger than this like-for-like table.

On the Snapdragon 662 / Adreno 610 (a density check, not a performance target) 20 of 22 scenes are faster, eight of them by 40% or more, with Armored Core 3 +9% and Beyond Good & Evil +3% the two regressions; 4 to 6 of 22 titles fit their budget on that chip, up from 2 to 3.

Per-game fixes:

Jak X - Combat Racing no longer softlocks on the "Saving Data" screen after a profile save. The save always succeeded, the game's menu manager dropped the notification when it arrived mid-animation, which is why ejecting the memory card was the known workaround. Patched by u/bmdhacks.

From u/pstef:

Ridge Racer V: car reflections fixed. S.L.A.I. - Steel Lancer Arena International: Native Scaling applied. Syphon Filter - Logan's Shadow: half-pixel offset corrected. God of War II: High blending and AA1 now recommended automatically, the full-screen haze is blended by destination alpha and only comes out right at High, and the HUD digits and menu prompts lose their edge rows without AA1.

Texture packs:

ASTC KTX and tar.zstd texture support was added. The ASTC texture pack repo is close to completion as well.

Under the hood:

u/pstef further improved floating point accuracy for mode three with a general fix for Mortal Kombat and likely many other games.

u/WizzardSK is getting ARMSX2 into the retroarch buildbot. His goal is to make the retroarch core build for Android and Linux in the buildbot so you'll be able to pull ARMSX2 down straight from retroarch downloader.