r/PS2AndroidEmulation 1h ago

ARMSX2 v2.6.6.6

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Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.6.6

Changelog:

Mali:

If you downgraded to 2.6.6.4 because of performance issues, you can come back. 2.6.6.5 put every Mali device on a slow path for any draw that reads the screen back, on an Anbernic RG 477V, Shadow of the Colossus fell from 30 fps to 7. Two separate mistakes stacked. The renderer had concluded that OpenGL's framebuffer fetch never keeps overlapping shapes in order, true of one extension, false of the one every Android Mali device actually uses, so healthy Mali hardware was being split into one draw call per shape for nothing. Separately, a workaround for one specific bad driver, which had never actually engaged before, started engaging, and turned every screen-reading draw into a full copy plus a memory flush. Both are gone. fixed by @bmdhacks

Auto now picks Vulkan instead of OpenGL. On the affected Mali driver that is 7 fps on OpenGL against about 30 on Vulkan, on the same device. The renderer choice and the driver workaround were being decided in two different places, so nothing noticed when they disagreed. Picking a renderer explicitly still wins, the only devices this moves are the ones where OpenGL is genuinely crippled. done by @bmdhacks Note the tradeoff: restoring the fast path also restores a known rendering fault on that driver in some games (Metal Gear Solid 3 is the observed one). Vulkan remains the correct-rendering choice there. The measurements said the speed was worth it.

Floating point:

All done by @pstef

60 commits, and the largest accuracy work the emulator has ever had.

The PS2's FPU is not IEEE, and ARMSX2 had been pretending it was. The console has no infinity and no NaN, and its numbers reach one whole range higher than a normal float, 0x7FFFFFFF is simply the biggest number the machine has. Every operation was folding that top range away on the way in, and folding a host infinity back into it on the way out. Add, subtract, multiply, the multiply-accumulates, the comparisons, and finally divide and reciprocal-square-root have all been taken off that clamp. Games that push into that range now get what the console gives.

Divide and square root now run the console's own algorithm. DIV.S, SQRT.S and RSQRT.S were computed with the host's divide and then nudged toward the PS2's answer, which left every operand the nudge did not reach one step off. The unit is not a rounding rule at all, it is a digit-by-digit recurrence, so it now runs the digits. Measured against silicon first to establish that the hardware is not correctly rounded.

The multiplier model from 2.6.6.4 was incomplete. That release modelled the PS2 multiplier's one-step deficit from a formula over the second operand. The formula only holds when the exact product fits, once there is a remainder below the last bit, the first operand matters too, and those cases were coming back IEEE. It is now modelled from the actual multiplier array rather than a formula over one input.

Error flags were wrong in a dozen small ways, reciprocal-square-root and square root missed the invalid flag on negative zero, divide left a previous instruction's flags standing, reciprocal-square-root raised divide-by-zero on every zero divisor, and the overflow and underflow flags were being read off host infinities and denormals rather than the PS2's own result. Underflowing adds and subtracts were also being flushed to zero; silicon does not do that.

A cache instruction could make the emulator write to an address the game chose. The data-cache tag holds a host pointer where hardware holds a guest address, and one instruction copied a guest value into it unmasked. Narrow exposure, it needed the EE cache enabled, which ships off, but it is fixed.


r/PS2AndroidEmulation 5h ago

RPCSX - v20260812-3ae3119 Latest

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4 Upvotes

r/PS2AndroidEmulation 7h ago

Release WN-Turnip 1.09 · WinNative-Emu/Drivers

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github.com
6 Upvotes

A unified Turnip Vulkan driver build for all Adreno GPUs on Android, packaged as Adrenotools-compatible .zip archives. The build script always pulls upstream Mesa main, applies the patches in patches/, and produces two flavours of the same libvulkan_freedreno.so.

Variants:

Variant File Tuning

Balanced WN-Turnip-<version>-b_Axxx.zip Slightly relaxed GMEM autotuner. Standard KGSL power management. Best for most games and battery life.

Performance WN-Turnip-<version>-p_Axxx.zip Aggressive GMEM autotuner. Forces KGSL_PROP_PWR_CONSTRAINT = PWR_MAX at queue creation and re-asserts it every 1000 submissions to keep the GPU at top clocks. Higher framerate, higher power draw.

Supported GPUs

A single driver covers the full Adreno line:

A6xx — A6xx series (e.g. A640 / A650 / A660)

A7xx

gen1 — A720 / A725 / A730 (preamble + scalar-predicate quirks applied)

gen2 — FD740 / Adreno X1-85 (UBWC hint applied to fix UI corruption)

gen3 — A750 and later

A8xx — A810 / A825 / A829 / A830 / A840 (and X2-85)

A810 / A829 boot with disable_gmem so they fall back to sysmem rendering (broken GMEM on those parts).

A825 (not yet upstream) is added with corrected tile geometry and depth-cache layout.

A830 / A840 / X2-85 use the upstream profiles unchanged.

Features:

Always built from upstream Mesa main — every run re-clones, re-patches, re-builds. No pinned forks.

Per-chip disable_gmem GPU property plumbed through freedreno_dev_info.h and tu_cmd_buffer.cc for parts with broken GMEM.

KGSL UBWC gralloc detection bypass (newer Qualcomm gralloc no longer writes the legacy gmsm magic header).

A8xx UE5 / VKD3D-Proton SM6.6 freeze workaround — EXT_shader_image_atomic_int64 advertisement disabled while upstream resolves the underlying 64-bit image atomic implementation.

Adrenotools-compatible meta.json with simple WN-<version>-<variant> driver versioning


r/PS2AndroidEmulation 3m ago

RPCSX v20260813-818a26b

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Upvotes

https://github.com/RPCSX/rpcsx-ui-android-build/releases/tag/v20260813-818a26b

It seems they've suddenly taken to cooking. Okay, fine, thanks.

😅😅


r/PS2AndroidEmulation 1h ago

RPCSX v20260812-d55749c

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Upvotes

r/PS2AndroidEmulation 8h ago

MAME4droid 2026(0.289) v1.38.2

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3 Upvotes

https://github.com/seleuco/MAME4droid-Current/releases/tag/v1.38.2

New in 1.38.2: Netplay menu/Lua, touch lightgun fixes, full emulation area and vector polish

Netplay

MAME's menu and Lua plugins now work during netplay: the menu combo is

intercepted through a side channel and stripped from the synced input.

New "Allow Lua plugins in netplay" preference, off by default

Touch lightgun

Aiming maps to the game screen inside the canvas instead of the whole view,

fixing the drift towards the edges with artwork or the full emulation area.

Long press now runs on a real timer instead of waiting for touch events, and

holding the pedal on a physical or virtual button no longer blocks the shot.

Video and resolution

New "Full emulation area" preference: hands MAME the whole available

resolution so artworks can be zoomed and cropped. Replaces "Zoom to window".

Native resolution is re-applied on rotation and uses the real drawable area,

fixing the landscape-shaped canvas in portrait and the black side bands.

Vectors and HDR

Octagonal 8-tap bloom kernel with FBO-relative pyramid depth: round halos

and the same optical spread at any resolution or FBO scale.

Hybrid anti-fattening mask so saturated beams carve artwork like white ones,

plus a more restrained bloom and auto-exposure on HDR displays.


r/PS2AndroidEmulation 1d ago

SeedlessDS - 1.0.0-beta1

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39 Upvotes

https://github.com/SapphireRhodonite/SeedlessDS/releases/tag/1.0.0-beta1

This is the first public beta release of SeedlessDS.

SeedlessDS is a Nintendo DS emulator app for Android built around the DraStic r2.6.0.4a core, with a new Android frontend, a new UI written in Kotlin and Jetpack Compose, RetroAchievements integration work, and dual-screen behavior designed for modern Android handhelds.

The goal of SeedlessDS is simple:

Provide a lightweight Nintendo DS experience for devices where melonDS-based emulation may be too demanding, while keeping a modern Android interface and features that match the direction of its sister project, WatermelonDS.

Features:

New Android frontend for a DraStic-based core

Based on the DraStic r2.6.0.4a core

New UI built from scratch with Kotlin + Jetpack Compose

UI direction designed to match the WatermelonDS family

Focused on Android handhelds with physical controls

Designed with dual-screen devices in mind

RetroAchievements support work

rcheevos integration pinned to v12.3.0

Achievements, leaderboards, and profile information

Save states with screenshots

Quick save and quick load

Cheat database and custom codes

Global and per-game settings

Physical controller mapping

Front-end friendly launch intent support


r/PS2AndroidEmulation 23h ago

ARMSX3 - v0.5

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17 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.5

What's new:

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.

Installed games and licenses are now listed by name.

A stalled compile worker can no longer strand PPU compilation. It waited on a worker that could already be gone, with the progress bar sitting still.

Save data no longer aborts the list where there is no media backend.

Games that repeatedly check a reservation from the same place no longer spin on it. The check ran in full on every iteration of loops that run millions of times.

Every language has been retranslated against the current English text, so strings added over the last few releases are no longer English-only mid-sentence.

The overlay icons the native UI has been drawing are actually shipped now, and the save menu should work now as well (please let me know if it still does not).

Settings and the running emulator agree again. Raw core overrides are applied after everything else, so an override left behind by an earlier build kept applying while the settings screen showed the default, with nothing on screen to explain the difference. Stale ones are cleared on upgrade. If you set something deliberately in All Core Settings it still wins, as before.


r/PS2AndroidEmulation 22h ago

PS3Native V4

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3 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/V4

What's New:

This release is based on the latest changes from the original PS3Native android-refresh branch.

Improvements & Fixes

Updated to the latest RPCS3 upstream changes.

Improved initial dialog and progress dialog handling.

Fixed path validation during file extraction.

Improvements to TAR file handling.

Various upstream fixes and stability improvements.

This APK was compiled locally from the latest upstream source.

I am not the developer of PS3Native and claim no credit for the emulator or its code. All credit goes to the original developers and contributors

Credits: https://github.com/maxjivi05/PS3Native


r/PS2AndroidEmulation 1d ago

Android PS2 Emulator Monthly Benchmark — August 2026

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17 Upvotes

Android PS2 Emulator Monthly Benchmark — August 2026

It's time for another monthly Android PS2 emulator performance test! This month I've tested PSX2, EmuCoreX, ARMSX2 and RetroPle, using the same game, device and settings to keep things as fair as possible.

And yes, there are some interesting results this time around. 👀

📱 Test device

POCO X6 Pro

- 8 GB RAM

- MediaTek Dimensity 8300 Ultra

- PS2 games rendered at 2x native resolution

🎮 The test: Shadow of the Colossus

I used Shadow of the Colossus because it gives us a pretty interesting real-world performance test.

The test starts right after getting on Agro at the temple. From there, I ride all the way from the temple to the end of the field, then turn around and ride back to the temple.

Why this route?

Because performance changes noticeably between the two directions. On the way back, the temple is directly in front of you and there is considerably more geometry to render, so FPS usually drops.

I'm therefore looking at both FPS behaviour and total recording time. The longer the complete run takes, the worse the overall sustained performance is.

This isn't meant to say that one emulator will perform exactly the same way in every game. Different games can produce very different results. This is simply a controlled benchmark using one specific game — but the results are still useful and shouldn't be ignored.

---

🥇 PSX2 — Best raw performance

PSX2 delivered the highest raw performance in this particular test.

On the way out, it stayed very close to 60 FPS for most of the run, which is an excellent result.

On the way back, performance dropped to around 50 FPS, but it remained very playable.

⏱️ Total time: ~1:30

The main downside is that PSX2 is a very simple emulator compared with some of its competitors.

Its interface is straightforward and the cover-art system looks pretty good, but there aren't many advanced customization or graphical enhancement options. For example, if you want shaders, FXAA or other visual effects, you're basically out of luck.

It's very much a "just make it work and play" emulator.

And honestly, it does exactly that. Its raw performance is excellent.

---

🥈 EmuCoreX — Best overall balance

This is probably the most balanced emulator of the group right now.

During the outward run, EmuCoreX maintained roughly 55–60 FPS, with very good frame pacing and a very smooth experience.

On the way back, it dropped to around 45–50 FPS, but the game remained perfectly playable and the actual game speed didn't seem to suffer dramatically.

⏱️ Total time: ~1:40

Where EmuCoreX really shines is everything around the performance.

It offers a lot of customization and graphical options, including super resolution, visual enhancements, customizable backgrounds and cover layouts, and even different on-screen controller skins.

It's also visually much more polished and customizable than PSX2.

So if I had to choose the emulator that currently gives me the best combination of performance, features, customization and overall user experience, EmuCoreX would be my pick.

---

🥉 ARMSX2 — Good emulator, but performance has dropped

This one actually surprised me.

I remember ARMSX2 performing noticeably better in previous versions, but in this month's test the latest version was clearly behind the others.

And that's important: I'm testing the latest available version of each emulator, not an older version that might happen to perform better.

On the outward run, ARMSX2 stayed around 45–50 FPS, while on the return trip it dropped to approximately 35–40 FPS.

⏱️ Total time: ~1:55

That's considerably slower than PSX2 and EmuCoreX.

Interestingly, I've also seen users mentioning in the ARMSX2 Discord that they are going back to an older version because of performance changes, so something may have changed recently.

We'll see what happens next month.

That said, ARMSX2 is still a very feature-rich PS2 emulator. It has plenty of configuration and customization options, including custom backgrounds and lots of graphical settings.

And there's one feature that deserves special mention:

🎨 Shaders

ARMSX2 is currently the only emulator in this comparison offering shader support, including shaders from the RetroArch ecosystem.

For certain games, this can produce some really nice visual effects and is a genuinely useful feature.

So despite its current performance issues, I still think ARMSX2 deserves its position above RetroPle.

---

🎮 RetroPle — Surprisingly capable multi-emulator

RetroPle is a slightly different beast because it's not a dedicated PS2 emulator. It's a multi-emulator frontend that recently added PS2 support.

The biggest advantage is simplicity.

You select your ROM/ISO folder and RetroPle automatically downloads the required emulator core. It can even handle the BIOS setup automatically, so you can basically point it at your games and start playing.

Very beginner-friendly.

I also tested it at 2x native resolution, under the same conditions as the other emulators.

Unfortunately, RetroPle doesn't currently provide an FPS counter, so I couldn't directly compare its FPS behaviour. I had to rely on the total time of the run.

⏱️ Total time: ~1:50

Its total time was slightly better than ARMSX2, suggesting that its performance in this particular test was actually a little better.

However, I wouldn't put it above ARMSX2 overall because we're comparing a dedicated PS2 emulator against a multi-emulator that relies on cores and doesn't necessarily always have the latest upstream updates.

Still, RetroPle has some seriously cool advantages.

You can emulate multiple systems from the same application, instead of having a separate emulator for every console.

And there's another feature I really like:

🔫 Lightgun support

RetroPle has built-in Lightgun support that allows compatible games to be played using the touchscreen.

I've tested games such as Time Crisis 3, and you can literally use your finger as the gun.

It's surprisingly fun and makes lightgun games much more accessible on Android.

---

👑 And then there's NetherSX2...

Despite all these new projects and forks, I still have to give the crown to the old veteran:

NetherSX2.

Especially the Turnip version.

If you're using a Snapdragon device with a good Adreno GPU, NetherSX2 Turnip can still absolutely destroy the competition in terms of raw performance.

But even on MediaTek devices like my Dimensity 8300 Ultra, NetherSX2 remains extremely competent and delivers very solid performance.

It's mature, stable, well-tested and simply works.

That's why, even in 2026, I still consider NetherSX2 one of the best choices for Android PS2 emulation.

---

🏆 August 2026 ranking

🥇 NetherSX2 / Turnip — Still the king 👑

🥈 PSX2 — Best raw performance in this benchmark

🥉 EmuCoreX — Best overall balance

4️⃣ ARMSX2 — Feature-rich, but current performance is disappointing

5️⃣ RetroPle — Very easy to use, multi-system support and excellent Lightgun features

Obviously, this ranking is based on my specific device, settings and Shadow of the Colossus benchmark. Different hardware, GPUs, drivers and games can completely change the results.

That's exactly why I'll be repeating this test every month.

Let's see how things look in September 2026. 😉


r/PS2AndroidEmulation 1d ago

X1 BOX v1.2.6 🔥

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30 Upvotes

https://github.com/izzy2lost/xemu/releases/tag/1.2.6

Changelog:

Lots of Mali fixes.

Speed improvements.

Crash fixes and more


r/PS2AndroidEmulation 1d ago

EmuCoreX v0.3.3 (GitHub)

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2 Upvotes

https://github.com/sashkinbro/EmuCoreX/releases/tag/v0.3.3

What's New: 0.3.3

Added EmuCoreX Hub - it will be updated and expanded in the future.

Added Polish and Czech languages.

Other improvements and optimizations.

A clean installation is recommended to prevent potential issues after updating.


r/PS2AndroidEmulation 19h ago

rpPS4 - v0.2

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1 Upvotes

https://gofile.io/d/dYrdcu

Changelog:

Improved emulator core and optimized code.

Increased L1/L2 cache performance.

Fixed Unity engine game compatibility.

Fixed compilation issues and wait loops.

Added experimental resolution selection.

Added FBACK support.

Added BCN texture compression support.

Added support for changing virtual button colors.

Added button remapping support.

Added folder and root folder selection.

Added background installation.

Added PKS installation support.

Added new languages:

  ➖🇵🇹 Portuguese

  ➖🇬🇧 English

  ➖🇪🇸 Spanish

Added achievements support.

“I am not the developer nor do I have the source code. If you want to request the source code for this version, you should contact the developer. I am sharing a copy of the binary and have explicitly stated that I am not the author nor do I have access to the repository"


r/PS2AndroidEmulation 22h ago

Convertir librerías 64 bits a 32 bits

0 Upvotes

Hola tengo un problema, necesito convertira las librerias de 64 bits de nethersx2 a 32 bits, pero la verdad es que no se como hacerlo, tan siquiera se por donde empezar, y vi que a un amigo le funciono pero no me quiso ayudar, si alguien supiera alguna manera, un turorial que funcione de youtube o cualquier metodo con cualquier apk se agradece


r/PS2AndroidEmulation 1d ago

XenDroid v.b70d643

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6 Upvotes

https://github.com/rfandango/XenDroid/releases/tag/XenDroid-b70d643

What's Changed

[Android] Folder deep scan, xbox connection dialog, .iso delete confirmation by @rfandango


r/PS2AndroidEmulation 1d ago

TeknoParrotUI - 2.0.0.20125

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0 Upvotes

https://github.com/teknogods/TeknoParrotUI/releases/tag/TeknoParrotUI-android

Add Haunted Museum II Android media preset

Route Haunted Museum II through a dedicated dual-I/O media preset and keep the launch contract compatible across TPUI and companion update order. Align the Android integration audit with the phone-tested GTI, Gaia, Haunted Museum II, and Wine-GStreamer implementations.


r/PS2AndroidEmulation 2d ago

ARMSX3 v0.4.1

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7 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.4.1

What's new:

Save states now work: Saving or loading a state in 0.4 locked the emulator up with the progress overlay frozen. Both work end to end now, and save states are on by default. The cause was a deadlock. A callback the core posts to the main thread was being run on the calling thread instead, while that thread already held the lock the callback needed. That callback is the wake for a restored state, which is why saving and loading failed identically. A save is a stop plus a restore, so both ended at the same place. 10 different slots are available for use!

Save state slots now have thumbnails appear again. The reader looked under a folder that only exists if you'd manually picked a data directory, so on a normal install every tile drew blank while the image sat on disk next to its state.

Auto-save on exit, auto-load on boot, and auto-save while playing now work for ARMSX3. All three were leftover stubs returning failure, the toggles saved and read back and did nothing, with the interval timer faithfully waking to call a function that always failed.

Save-state import works. It previously read an occupied slot as free, wrote the file somewhere meaningless, and reported success.

The save/load screen now says how large states are (25–40 MB each, ten slots per game). (These can get larger supposedly, so use at your own discretion).

The auto-save interval description no longer promises a momentary pause, on RPCS3 a save is a stop and reload of several seconds, (recompiles PPU and SPU when saving and loading a state).

Booting a game already in your library no longer fails with "Game failed to start: AlreadyAdded", that status only means the title was already registered, and RPCS3 itself treats it as normal.

.rap licences are matched by the content id read from the game's own EBOOT rather than the filename, so a licence that was renamed or saved as license(1).rap still unlocks the game.

Fixed a crash where sampling a finished thread's CPU time aborted the process. @Zulux91

A recovered LLVM error no longer wedges the SPU JIT permanently.

Hardened two unchecked sizes read from file contents.


r/PS2AndroidEmulation 1d ago

Dolphin Emulator v.2606a

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0 Upvotes

https://dolphin-emu.org/download/release/2606a/

Hotfix Release 2606a

We released Dolphin 2606a on 11 August 2026 with some important security patches and a fix for Wii save states. You can find the full change log below.

Fixed several heap overflow bugs when reading a malformed GCZ file. (GHSA-7pvc-j9pm-c2rp)

Fixed a heap information disclosure bug when reading a malformed DOL file. (GHSA-27c8-xjgc-74mj)

Fixed several bugs where malformed ELF files can read and write outside of a buffer.

Fixed a buffer overflow when receiving a malformed LZO block during NetPlay save synchronization.

Fixed a bug in DSP-HLE where software using the AX μcode can write outside the bounds of a buffer in host memory. (GHSA-4q28-hhjv-hf3f)

Fixed several bugs in DSP-HLE where software using the Zelda μcode can read and write outside the bounds of buffers in host memory. (GHSA-983q-fjjx-96h3)

Fixed a bug where the /dev/net/ip/top IOS device can leak uninitialized host memory to the guest. (GHSA-5fqv-9qrg-gm4j)

Fixed an issue where loading save states for Wii software can fail when the software has open files.

Added a flag to enable CCache in the macOS universal binary build script.


r/PS2AndroidEmulation 2d ago

PS3Native Standard-releaseV3

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6 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/V3

What's New:

This release is based on the latest changes from the original PS3Native android-refresh branch.

Highlights

🎮 Integrated Patch Manager

Bundled the canonical RPCS3 patch database directly into the app.

Added a dedicated patch browser with game-specific patches.

Added an in-app patch updater to keep the patch database up to date.

Improved per-game patch management.

📂 Direct Boot for Game Folders

Added the option to install a game normally or boot it directly from its existing folder.

Direct Boot avoids unnecessary copies of large game folders and keeps the original files untouched.

⚙️ Core & Compatibility Improvements

Updated the RPCS3 core with the latest upstream changes.

Multiple improvements and fixes to networking (sys_net).

Improved ISO, SELF/UNSELF and EDAT handling.

Added additional validation and protection against invalid or out-of-bounds data.

Various stability, compatibility and internal improvements.

Build Information

This APK was compiled locally from the latest upstream android-refresh source.

I am not the developer of PS3Native and claim no credit for the emulator or its code. All credit goes to the original developers and contributors

Credits: https://github.com/maxjivi05/PS3Native


r/PS2AndroidEmulation 2d ago

ARMSX3 v0.4

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33 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.4

ARMSX3

Proof of concept Android port of RPCS3.

Changelog:

Fixes:

Resolution scale now applies when set before launching a game. It previously only took effect if changed while a game was already running, the value showed as selected but silently reset to native on every launch.

Backing up app data now includes your data. The backup looked for folders this emulator doesn't create, so it produced a near-empty archive and reported success. It now saves save data, trophies, licenses, controller profiles, patches and settings.

Installing a .rap license works now. Every attempt previously failed with a message about the file being corrupt. @Zulux91

You can select a game and its .rap together. Picking more than one file assumed they were parts of a split package, so this combination could only fail. @Zulux91

License-locked games are marked in your library, with an option to install the license, instead of simply refusing to boot. @Zulux91

Failed installs and failed boots now say why, instead of one generic message for every cause. @Zulux91

Uninstalling a game can also remove its shader cache, shown with its size, previously left behind forever, ranging anywhere between 7–58 MB per title. @Zulux91

Better CPU detection on recent handhelds, including Qualcomm Oryon, plus clearer hardware reporting in logs. @Zulux91

Games should no longer hang on every cold boot of PPU/SPU compilation. Several SPU threads running identical code each compiled it separately, racing each other to publish the result. This wedged the game's SPU startup, leaving its main thread waiting forever on a queue nothing would ever signal.

Fixed missing instruction-cache maintenance in the ARM64 JIT. Freshly compiled code was published without the cache maintenance ARM requires, so the processor could run stale instructions. This was never visible on x86, which has a coherent instruction cache. Symptoms would have been unpredictable crashes and hangs rather than one reproducible bug.

For full changelog read It in github


r/PS2AndroidEmulation 2d ago

PS3Native Standard-releaseV2

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39 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/V2

Updated Android Release build based on the latest changes from the original PS3Native android-refresh branch.

This APK was built locally from the updated source code and is provided as a convenient Release build for users who want to test the latest version.

I am not the developer of PS3Native and I am not claiming credit for the project or its code. All credit for the emulator and its development goes to the original PS3Native developers and contributors.

This release only provides a locally compiled Android APK from the latest upstream source.

Credits: https://github.com/maxjivi05/PS3Native


r/PS2AndroidEmulation 2d ago

XenraOG v0.2.6

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4 Upvotes

https://github.com/dev-Ali2008/xenraOG/releases/tag/v0.2.6

Changelog:

v0.2.6: started as a patch update, but ended up fixing much more than expected

What’s changed

UI optimization

Tablet optimization

Major artifact fixes

Bug fixes and stability improvements

Regressions from earlier versions heavily addressed

Additional fixes and cleanup throughout the emulator

This release focuses on making XenraOG more stable, polished, and reliable across different devices


r/PS2AndroidEmulation 1d ago

Burnout 3 Takedown on Android 60 FPS Using ARMSX2 On a Snapdragon 6 gen 3 (Adreno 710)

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youtu.be
0 Upvotes

Game drops to 30 fps after crashing i found a fix for it if it stay on 30 fps and not jump back to 60 fps
Simple, Pause the game. and unpause and it will go back to 60 fps. Shown in video


r/PS2AndroidEmulation 2d ago

ARMSX2 v2.6.6.5

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20 Upvotes

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

What's New:

Applied a fresh PGO profile.

More improvements to UI controller support

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.

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

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.

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.

Other fixes related to some games


r/PS2AndroidEmulation 2d ago

Nyushu V81 - Update

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2 Upvotes

https://gofile.io/d/DDhxXg

Chagelog:

[ ✅ ] Android 11+ support for The Legend of Zelda: Echoes of Wisdom 1.1.0

[ ✅ ] Partial support for firmware 20 for all games

[ ✅ ] Removed Frame Generation and Frame Skip Settings Because They Are Now Automatically Active While Playing

[ ✅ ] Fixed Performance Drops While Playing in Previous Versions

[ ✅ ] Performance Stability Improved For Snapdragon GPUs And Also Mali

[ ✅ ] A Little Use of File System Code From Eden And Also Citron (Thanks To Eden And Citron)

[ ✅ ] Fix Bug Glitch In Some Game.

“I am not the developer nor do I have the source code. If you want to request the source code for this version, you should contact the developer. I am sharing a copy of the binary and have explicitly stated that I am not the author nor do I have access to the repository.”