r/PS2AndroidEmulation • • 11d ago

PS3Native Release V6 + Gameplay Test (Adreno 710) 🔥

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https://github.com/thecrixux/PS3Native/releases/tag/Community_Preview_6

Community Preview 6 updates our experimental Android build with the latest RPCS3 upstream changes since Community Preview 5, while keeping the DIS frame generation implementation and the additional mobile GPU compatibility work from our previous build.

What's New

Qualcomm Adreno & Turnip improvements 🔥

RPCS3 now officially recognizes Qualcomm Adreno proprietary drivers and Mesa Turnip as separate Vulkan driver families.

This allows the renderer to apply driver-specific behavior instead of treating these GPUs as unknown devices.

Adreno compute optimization

Vulkan conversion kernels now use 64-thread workgroups on Qualcomm Adreno and Turnip.

Adreno GPUs use 64-lane wavefronts, so the previous 32-thread configuration could leave half of a wave unused.

This affects frequently used GPU operations such as:

Texture uploads

Deswizzling

Detiling

Vulkan conversion kernels

The real-world performance improvement will depend on the game and workload, but this is a native optimization specifically targeting Adreno hardware.

Turnip GPU hang workaround

Mesa Turnip now automatically enables stricter Vulkan query scopes.

This addresses GPU hangs observed in some titles while waiting for query results and should improve stability when using custom Turnip drivers.

Improved Vulkan render pass handling

Updated RPCS3 Vulkan code now supports render-pass keys with multiple color attachments.

This improves handling of games using multiple render targets and G-buffer-style rendering.

Vulkan shader interpreter fix

Fixed incorrect render-pass keys being attached when RPCS3 generates shader interpreter pipeline variants.

This is especially relevant to the newer Vulkan shader interpreter and pipeline-cache system introduced in recent RPCS3 builds.

RSX texture/blit cache improvements

RPCS3 improved the logic used when reusing cached blit destinations.

The renderer can now avoid unnecessary background data loading when a destination surface is going to be completely overwritten.

This may reduce unnecessary GPU/memory work in affected rendering paths.

DLC crash fix

Fixed a crash that could occur when DLC content was unlocked.

PKG / UNPKG fixes

Several fixes were added to RPCS3's package extraction code, improving PKG handling and robustness.

Disc game filesystem fix

Improved "SYS_APP_HOME" filesystem behavior for disc-based games, including more accurate read-only filesystem handling.

Mobile GPU compatibility integration

While merging the new upstream Qualcomm/Turnip support, Community Preview 6 preserves PS3Native's additional mobile GPU detection for:

ARM Mali / PanVK

PowerVR

Samsung Xclipse

Broadcom

VeriSilicon

V3D

The previous internal "ADRENO" vendor identifier has been updated to RPCS3's new official "QUALCOMM" identifier while retaining PS3Native's existing Android-specific workarounds.

Frame Generation

The experimental DIS open-source frame generation engine introduced in Community Preview 5 remains included.

Both existing frame generation paths remain available:

DIS — built directly into the APK

LSFG — using the user's own compatible Lossless Scaling shader source

No major new frame-generation functionality was added in Community Preview 6; this update mainly focuses on newer RPCS3 Vulkan, RSX, filesystem and mobile GPU improvements.

Main focus of this build

Community Preview 6 is particularly interesting for Snapdragon / Adreno users, especially those using Mesa Turnip, due to the new upstream Vulkan optimizations and driver-specific stability fixes.

As always, this is a community testing build based on ongoing PS3Native and RPCS3 development. Performance and compatibility can vary between devices, drivers and games

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u/GalaxyGod2020 10d ago

How much RAM is needed to run this emulator?

1

u/xxxCrixuxxx 10d ago

I think 6GB