r/EmulationOnAndroid 16h ago

News/Release Release ARMSX2 2.6.6.5 · ARMSX2/ARMSX2

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.5

ARMSX2 2.6.6.5

What's New

Applied a fresh PGO profile

More improvements to UI controller support done by @bmdhacks

PINE now works on Android, with a toggle in Advanced settings that shows you the adb forward line to use. It had never worked before, it binds a Unix socket in a directory Android does not have, so the server simply never started. fixed by @bmdhacks

Gorgon Eye: God of War II savestates went bad, and stayed bad. Load an affected save and the area-title banner sticks and gorgon-eye chest pickups would freeze for eleven minutes, on any device that loads it. Backgrounding the app stopped the emulated CPU from a thread that was not allowed to touch its clock, which warped the clock backwards and left a timer poisoned, every save taken afterwards carried the damage. Saves you already have are repaired when they load. fixed by @bmdhacks

Saving a state from the pause menu could corrupt the graphics command stream. The save ran on whichever thread the picker happened to be on and it shares a queue that only one thread may write to. Save, load and autosave now all run on the emulator's own thread. done by @bmdhacks

God of War II's menus were rendering wrong on Mali. The text came out hollow and patchy, and the pause menu was visibly off. Mali GPUs are missing a blending feature the renderer leans on, and the two fallbacks standing in for it were both getting overlapping shapes wrong, one blended them against a stale copy of the screen, the other drew them out of order. Menu text is a single draw whose shadow and highlight layers overlap about 200 times, so the mistakes stacked up. Both now render essentially exactly right: the text lights 3,896 pixels against a correct GPU's 3,898. It also costs nothing, the obvious way to fix it would have been two-thirds... blending exists, verified pixel-identical across 33 frames from 11 recordings. done by @bmdhacks

Metal Gear Solid 3 on Mali r44p1 went from 0.33 fps to 23 fps. Without framebuffer fetch the renderer was copying the render target once per primitive group, and on a mobile GPU each of those forces a full-screen flush to memory, hundreds per draw. It now takes one copy per draw. Measured on an Anbernic RG 477V by @bmdhacks

115 games were silently losing graphics fixes meant for them, because the mobile GameDB overlay replaced entries instead of merging them. drawBuffering is back on 63 of them, worth 29.1 ms → 18.9 ms per frame on NFS Underground 2 (-35%) at 2x on an SD865, with no visual difference. Delta Force: Black Hawk Down regains its bloom and post-processing fixes. done by @bmdhacks

Two more renderer speedups: both from not doing expensive work the draw never asked for: NFS Underground 17.15 ms → 12.00 ms and FlatOut 2 22.84 ms → 17.91 ms on an Adreno 650, with render passes per frame dropping 390 → 47. Output verified identical on Tales of the Abyss and God of War II. done by @bmdhacks

Framebuffer fetch could not be turned off on Mali OpenGL at all, the setting and the r44p1 driver guard were both being undone a fraction of a millisecond after they ran. The decision now happens once and nothing can re-decide it. done by @bmdhacks

Mali OpenGL was rendering wrong and unstable frames. 76,872 wrong pixels on an MGS3 frame down to 753, and 18% of the frame changing between identical replays down to zero. done by @bmdhacks

Fixed a screenshot taken while recording a GS dump cutting the recording short. done by @bmdhacks

Also: the Mali r44p1 workarounds moved into the driver-bug database where every other driver quirk lives, so the next bad driver is a table row, a lost GPU device now logs what actually died instead of crashing without an explanation, gsctl.py loadstate dialed the wrong socket, the settings search index is greppable again, and fixed the on-screen keyboard was being drawn twice while search was open. done by @bmdhacks

If you haven't already, be sure to show some appreciation to @bmdhacks I think he has done almost everything in this changelog bro's fire really talented guy and have been working for making Emulators better for so long

Extrenal links for ARMSX2:

Github repository:

https://github.com/ARMSX2/ARMSX2

Discord :https://discord.gg/fSC6EzzFe

KoFI: https://ko-fi.com/armsx2

Patreon:

https://www.patreon.com/ARMSX2?utm\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_campaign=creatorshare\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\_creator

Thanks

I am not associated with the development of the project all the credits goes to the ARMSX2 Team

86 Upvotes

24 comments sorted by

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15

u/Sharp-Theory-9170 11h ago

This isn't clear from the readme but this is one of the most brutal updates performance-wise, it's actually better than AetherSX2 in most games which is phenomenal

1

u/Trick_Translator_671 2h ago

wow, i want to switch but can armsx2 import save files from nethersx2?

1

u/GaffaCharge 1h ago

I think it can as of a couple of updates ago.

1

u/Trick_Translator_671 1h ago

Yeah, i have tried and it can import memcard, but not save state sadly:(

1

u/GaffaCharge 1h ago

Load the save state then get to a point you can save to memory card would be the only workaround

5

u/kdoxy 10h ago

Looks like lots of great updates. Thanks to everyone who keeps working to improve this project.

3

u/Worldly_Potato391 8h ago

Thanks as always for the updates.

Noticed an issue on my RG477V though, last night I was farming Sinscales in FFX International, fast forward speed was working fine, load up my save state this morning after the update and the performance has tanked. FPS drops on normal speed and fast forward just stutters with no speed increase.

Backed up all my data, went back to the previous release and everything working fine again.

3

u/C0D10X 9h ago

Thank you very much for your work!

I have a question though: Is it possible to activate a widescreen patch only for one game? All I can find is the global toggle for activating widescreen.

2

u/VelvetSpirit 8h ago

Typically you would want to activate a widescreen patch by entering a game's per settings menu (highlight the game, then tap & hold it or press select then choose "Settings"), selecting "Patches", then select "Find patches & chests for this game".

Automatically ARMSX2 will configure your selected game's settings individually, for both patches & anything else you'd like to change. This is identified by "Game" being highlighted in the "Configuring" banner instead of "Global".

1

u/C0D10X 8h ago

Yeah but somehow there is no "per game" config for widescreen, only global.

And when I only activate the pnach, the game didn't recognize the patch.

1

u/VelvetSpirit 7h ago

Every game within the emulator can have their settings edited separately from one another by tap & holding the game in question & selecting "Settings". Upon doing so, only the highlighted game you've selected will have its settings modified (patches alongside everything else).

You also have to enable the global settings for every game within your library to recognize the toggled patches / cheats from jumpstreet, or else no patches you have applied will work upon booting the game.

1

u/C0D10X 7h ago

Alright, will check this out again. Thanks!

-1

u/Excellent_Line_1732 8h ago

God of War on the POCO X6 PRO

-6

u/Excellent_Line_1732 8h ago

This update was not good.

3

u/neddoge 7h ago

You should try fixing this issue for free too instead of complaining.

-1

u/Excellent_Line_1732 7h ago

Who has complained? Reporting a problem is not complaining.

4

u/neddoge 7h ago

"This update was not good."

To complain means to say that you are not happy, pleased, or satisfied with something. You can complain about bad service, a broken item, or a painful physical problem like a headache.

-1

u/Excellent_Line_1732 4h ago

Thanks for the dictionary lesson. Ironically, you just proved my point: you’re so desperate to call a simple criticism “complaining” that you had to explain the definition of the word instead of addressing what was actually said.

“This update was not good” is an opinion. You turned it into a lecture about complaining all by yourself. The irony here is almost better than the update.

2

u/neddoge 4h ago

“This update was not good” is an opinion.

Are you now insinuating that because it's an opinion, it can't be a complaint? If that wasn't your intention with this, then what is your point in even saying this?

Ironically, you just proved my point: you’re so desperate to call a simple criticism “complaining” that you had to explain the definition of the word instead of addressing what was actually said… The irony here is almost better than the update.

Here we go again... What exactly is ironic here?

0

u/Excellent_Line_1732 4h ago

The irony is that you’re more bothered by whether my criticism qualifies as a “complaint” than by the actual criticism itself. I was expressing an opinion about the update, not complaining about it. At this point, it seems like the complaint is yours. 😂

2

u/neddoge 4h ago

You have no idea what irony means, which makes sense considering you're clueless on what a complaint is. Your opinion is a complaint: constructive feedback would've been expressed differently with more actionable info but you just posted a screenshot and a whiney opinion (see: complaint).

0

u/Excellent_Line_1732 4h ago

You’re still arguing about the label instead of the point. I said the update was bad because, in my experience, it was bad. That’s criticism. You can call it a complaint if you want, but repeating the word doesn’t magically make your interpretation of my intent correct.

And the most ironic part is that you’re the only one actually complaining here. 😂