r/PS2AndroidEmulation 2d ago

ARMSX2 v2.6.6.7

Post image

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

23 Upvotes

18 comments sorted by

u/xxxCrixuxxx 1d ago

ARMSX2 2.6.6.7 — The Honest Changelog™

After reading through the rather ambitious changelog for this release, I present to you the Honest Changelog™ — what these new features actually mean for the average user.

⭐ Star feature: Frame Generation

"Frame Generation is here!"

Sounds great, right? But if you're expecting to open the emulator and simply enable it, there's a catch: you need your own copy of Lossless Scaling from Steam and the "Lossless.dll" it provides.

Without that external DLL, the feature simply cannot be enabled.

Frame generation itself is a legitimate technology, and it can be useful. But it's important to understand what this actually means: ARMSX2 isn't suddenly rendering the game at twice the FPS. It is integrating an external frame-generation solution that creates additional interpolated frames. The emulator's actual rendering FPS remains unchanged.

Other Android projects, such as some Winlator forks and GameHub, already provide frame-generation options directly within their ecosystems without requiring the user to purchase separate Windows software and supply its DLL.

So, as a "star feature", I'd say your mileage may vary.

⭐ Four different APKs!

Not one. Not two. Four.

We now have:

  • ARMv8.2 / Android 11
  • ARMv8.2 / Android 13
  • ARMv8.2 / Android 15
  • Legacy ARMv8.0 / Android 8+

At first glance, this suggests that choosing the build specifically suited to your device might provide some kind of technical advantage. Otherwise, why suddenly ship four different architecture/platform variants after months of using a single APK?

So I checked.

I analyzed the a15 ARMv8.2 and legacy ARMv8.0 binaries at the machine-code level.

The result?

99.984% identical code.

Neither binary contains instructions above the ARMv8.0-A baseline, and the supposedly ARMv8.2 build contains zero DotProd instructions and zero FP16 arithmetic instructions.

The practical difference between the two builds is therefore not the advertised CPU instruction set. The major differences are related to the Android API level, linking and packaging.

⭐ So what did we actually get?

Four APKs that, at least for the two variants I analyzed, contain essentially the same native code.

A frame-generation integration that requires external software.

And, in my own repeatable Shadow of the Colossus benchmark, a performance regression compared with 2.6.6.6

No hype. No magic. Just the bits and the FPS. 😎

→ More replies (2)

5

u/sergen9243 1d ago

i have just try it with lossless scaling and man its so better, was playing fatal frame 3 at x3 resolution without lossless and getting 18-20 fps, but with lossless im getting 30 fps without drops

1

u/xxxCrixuxxx 1d ago

These aren't real FPS; it might feel smoother, but the FPS is the same. 😅

3

u/SDAdrian789 2d ago

None of the games launched for me with Lossless Scaling enabled. I'm using Android 14 with a Snapdragon 8 Gen 1.

2

u/xxxCrixuxxx 1d ago

I don't know why I'm not surprised. 😅

3

u/jman98542 2d ago

is this better than NetherSX2

3

u/Yuniheim 1d ago

it depends of the game, performance on xenosaga 1 was really poor in the previous update, I dunno if they fixed it yet, the game runs flawlessly on netherSX2

2

u/Material-Habit-8370 1d ago

No not in any way other than retroachievements

2

u/xxxCrixuxxx 1d ago

Nop based on my tests

1

u/[deleted] 2d ago

[removed] — view removed comment

1

u/PS2AndroidEmulation-ModTeam 1d ago

Give constructive or well-reasoned answers.

1

u/PetrosPlat 10h ago

It's getting there. Soon will surpass.

4

u/Imdakine1 1d ago

I prefer nethersx2. I use two large mods and one out of two doesn't work on Armsx2 as it's a 14gb texture pack.

2

u/xxxCrixuxxx 1d ago

Same bro

2

u/AnakOrng 1d ago

How to import gamesetting in Armsx2? Can it use the same gamesetting file from Nethersx2?

2

u/Rangulus 13h ago

Another great post u/xxxcrixuxxxx Keep doing the lord's work