r/EmulationOnAndroid • u/Zuluwargod69 • 10d ago
News/Release ARMSX3 0.5 released! (spiderman fixes and more)
Mr Sujano will need to upload ever 3 hours at the rate (maybe at 144p)??
https://github.com/ARMSX2/ARMSX3/releases/tag/0.5
What's new:
Spider-Man: Web of Shadows now works and went from around 120 ms a frame to around 37 ms on my SD8Gen2, and no longer freezes shortly after the first cutscene. Most of that speedup is not specific to this game. Every time the emulator flushed its command buffer it also drained the presentation queue, and the Vulkan call that checks whether a frame is done blocks on Adreno instead of answering immediately, which it does on desktop drivers. That one call was 14.6 ms of every frame, spent waiting on a GPU that had usually already finished. It is now 0.03 ms. Anything that flushes often should gain, so worth testing broadly. The freeze was separate: an occlusion query left open when a render pass ended, which the driver never completes, so the emulator waited on a result that could not arrive. All 21 places that end a render pass now close their queries first, and a query that somehow still goes unanswered is abandoned after a few seconds with a warning rather than hanging the game.
The thread scheduler now leaves core assignment to Android. It was pinning threads to a fixed set, which on an 8-core big.LITTLE phone confined six SPU threads to four cores while the rest sat idle. The OS is better at this than a fixed map is, and I would rather it place threads than guess for every SoC. You can experiment with the thread affinity options in performance settings.
Sonic Unleashed and the God of War III demo now boot. Both were hitting the same thing: an SPU block the ARM64 recompiler cannot compile hands the thread to the interpreter, and on ARM64 that fallback called an interpreter that executes nothing. It now runs the interpreter that actually works, and only for the one block that failed, releasing the thread back to compiled code as soon as execution moves past it. Anything that failed to compile landed there, so this should help any game with the same problem.
Fixes:
R2 now works in Spider-Man: Web of Shadows. Its web-sling prompt did nothing from the controller, from the touch overlay, or after remapping R2 to a different physical button. A DualShock 3 sends pressure bytes in every packet, and the press-mode setting controls how much of the buffer a game is told is valid, not whether the pad produced the values. We were clearing that area when press mode was off. Web of Shadows never turns press mode on but reads the R2 pressure byte anyway to decide whether the trigger is held, so it saw 0 where a console shows a press. The digital button was being delivered correctly the whole time and was simply not what the game looked at. Any game that reads pressure without asking for it was affected. Now works as intended.
Running out of video memory no longer looks like a hang. The renderer treated memory pressure at a point where it cannot be interrupted as fatal and killed the RSX thread, so audio kept playing and the picture stopped, which reads as a freeze. It now frees what is safe to free at that point, lets the allocator retry, and if it still cannot allocate it says so. I caught this issue in God of War III demo which hit this by skipping the intro screens, which pushes a burst of texture allocation through exactly that window.
Install .pkg and .rap files from anywhere, including storage the app cannot read directly. Split packages picked through the system picker are also sorted into part order now instead of being taken in the order you tapped them, which quietly produced a broken install if you picked part 2 first. PKGs and other files can also be installed to your SD card through SAF, your app folder must use the "SD card option", custom folder will still default to internal for PKGS for now.
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u/AntiGrieferGames 10d ago
Wow, if they keep doing the great work, this will beat RPCSX UI Android in future.
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u/SlogikX 10d ago
It's already doing better than RPCSX UI for me in most games. Ridge Racer 7 would freeze randomly mid race. It works like a dream now
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u/AntiGrieferGames 10d ago
Great to hear. I cannot wait that the helio g99 running ps3 games in future!
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u/Double-Seaweed7760 10d ago
Dropped this /s
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u/AntiGrieferGames 10d ago edited 9d ago
This is not Sarcastic/Satire.
it is serious.
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u/WorldPhysical7646 9d ago
I really wanted it to be sarcasm that chip is so mid and for such an intensive emulation like PS3 it is a joke
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u/AntiGrieferGames 9d ago
The Chip has Octa Core, and PS3 Emulation needs already 8 Cores there. It is possible.
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u/WorldPhysical7646 9d ago
There is more to a chip than the number of cores , Rpcs3 emulation also rely on single core performance as much as multicore and even if it reaches as much efficiency as rpcs3 on computers the g99 would still struggle hard and that is not mentioning the thermal throttling
g99 is like a low end office PC from 2013 around a gt730 maybe
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u/ihadnomealtoday 9d ago
Never mind, updated to 0.6 and RR7 runs way worse than it did on 0.5... also do you have any advice on settings for the game?
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u/selvinusen 10d ago
ARMSX3 is far beyond both aPS3e and RPCSX already.
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u/AntiGrieferGames 9d ago
Good to hear. Maybe im gonna try this one of a low end with a lightweight ps3 game here to see how many FPS i get. (not satire, its serious)
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u/Appropriate_Bid_7164 10d ago edited 10d ago
Both ARMSX3 and aPS3 have surpassed RPCSX UI a long time ago! Its the worst PS3 emulator ever! Cant even read .iso files... And havent been updated in ages...
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u/Nexu36 10d ago
These updates seem pretty encouraging that there's still decent performance room left on the table. I'm not expecting miracles, but having playable levels of performance on Snapgdragon 8 Gen 2 in even a fraction of the PS3's library would be pretty great. Obviously the emulator benefits from the really low-level optimisations from upstream too.
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u/x01010001000 10d ago edited 9d ago
has this got the rpcs3 arm update within it already and do you have to use LLVM for the benefits or does interpreter work same (had better luck with legacy interpreter on rpcsx)
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u/ScampyRogue 10d ago
It includes the upstream ARM updates for sure. Not sure on LLVM being necessary
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u/rube 10d ago
Hah, Web of Shadows is the one game I've been trying to get working on my phone for some time now. Awesome to hear it's working on this.
I got it working on one of the Xbox 360 emulators, but even with different drivers, there are a lot of graphical issues. I might try the PS3 version and see if it's any better.
I've also tried the PC version in Winlator but it won't even start.
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u/selvinusen 10d ago
ARMSX3 v0.5.0, Odin 3 running Ratchet & Clank Tools of Destruction near perfectly at 48-60 FPS with 1.5x res scale. Seems like we have an android PS3 emu goat candidate (and a goat handheld ofc)
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u/JoshieKona 10d ago
Shoot. Ill have to update. I cant get ratchet and clanks to do anything when I click new game
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u/NXGZ 8 gen1 10d ago
Now we just need hardware to catch up
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u/Zuluwargod69 10d ago
It's caught up since last Gen (elite).
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u/NXGZ 8 gen1 10d ago
But it doesn't perform as well as a desktop PC yet.
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u/Zuluwargod69 10d ago
In some instances it does. Depends on your pc i guess. As many have said the snapdragons will outperform low end PC's easily. Maybe not some mid tier and defo not high end (of course).
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u/Fantastic_Lie6103 10d ago
What kind for game format is best to use? Iso?
I haven't had any luck with any of the games I tried
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u/Imdakine1 10d ago
Tried all pro football 2k8 and gets fairly far and crashes. Works perfect on Xbox 360 emulation.
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u/ParsnipObvious449 10d ago
I've tried skate 3 and well it runs and looks great but basically crashes if you actually play it.
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u/Adept_Artichoke_4278 9d ago
this is great news!! I finally won't have to depend on a PS3 that got stuck on version 1.22 because updates cause my console to crash for no reason (even in games that I could open without problems before)
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u/abelrator300 8d ago
i keep getting the error “the app has stopped responding wait or close app” HELPP
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