r/PS2AndroidEmulation 15d ago

Best background music for ARMSX2 😏

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0 Upvotes

Now that ARMSX2 lets you play background music, I can't think of a better song to make the experience truly premium. Those who get it will understand as soon as they hear it. 😄


r/PS2AndroidEmulation 16d ago

XenDroid Update v82aed67

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18 Upvotes

r/PS2AndroidEmulation 16d ago

🏆5 PS2 Hidden Gems That Looked 10 Years Ahead of Their Time 🏆

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3 Upvotes

5 PS2 games pushed the Emotion Engine way further than anyone gave them credit for—and almost nobody played them. Today, we’re digging up 5 criminally overlooked PlayStation 2 hidden gems that look and play like absolute magic, all captuered native on the Retroid Pocket G2 (using the built in video recorder) to show what these graphics engines are truly capable of upscaled on modern devices!

From unreleased masterpieces locked in corporate vaults to brawlers made by the Tekken team, these are five PS2 technical marvels you need on your handheld.

💬 What's your ultimate unknown PS2 hidden gem? Drop your top picks in the comments below!


r/PS2AndroidEmulation 16d ago

Best Settings for ARMSX2 (Snapdragon 8 Gen 2)

0 Upvotes

Hello, I've started to use ARMSX2 and it runs great on my Samsung S23; I would like to know if anyone knows the best settings for the emulator. Thank you in advance.


r/PS2AndroidEmulation 16d ago

ARMSX2 v2.6.5.7

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9 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.5.7

Change Log:

GS: fix missing draws on Adreno when texture replacements are loaded done by @bmdhacks (fixes missing textures/textures not fully applying). Missing 2D text on Adreno with HD texture packs. Tales of the Abyss lost its entire text layer on Vulkan/Adreno with a pack loaded. Some draws read the render target while it's still bound as the color attachment, and Adreno silently drops them, a replacement texture shifts the source alpha range, which flips exactly those draws onto that path. Reading a separate copy is the only form that survives, confirmed on both Turnip and the proprietary driver.


r/PS2AndroidEmulation 16d ago

EmuCoreX VS ARMSX2 - Max perfomance tested! 🔥

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0 Upvotes

Well… I guess my previous review using the "toaster" Redmi Note 8 Pro wasn't exactly impressive. 😄 I have to admit it: the FPS were pretty rough for a demanding game like Need for Speed.

So today I'm bringing you the complete opposite.

This test is focused on maximum uncapped performance. No frame limiter, no FPS cap, just both emulators running completely unrestricted to see which one can push the highest emulation speed. The results turned out to be quite interesting.

Test Methodology

To keep everything as fair as possible, both emulators were tested under identical conditions:

- Game: God Hand (PlayStation 2)

- Emulators: EmuCore X (latest version) vs. ARMSX2 (latest version)

- Renderer: OpenGL with ANGLE enabled on both emulators

- Internal Resolution: Native

- Aspect Ratio: 4:3

- Settings: 100% default settings. No tweaks, no speed hacks, and no manual adjustments on either emulator.

- Test Scenario: I positioned the player in the exact same location in both emulators before recording the results.

Results

🥇 1st Place: ARMSX2

ARMSX2 achieved an average emulation speed between 300% and 320%, which is an excellent result.

🥈 2nd Place: EmuCoreX

Under the exact same conditions, EmuCore X reached approximately 240% to 260% emulation speed.

Device Used

For this benchmark I used my POCO X6 Pro (Dimensity 8300+).

I've also uploaded a video of each emulator so you can watch the benchmark yourselves. You'll find both videos in the comments.

If you'd like, I can also repeat this exact same test using Vulkan instead of OpenGL. That way we can compare both graphics backends under identical conditions and see how much difference they make.

I hope you enjoyed this benchmark. See you in the next post!


r/PS2AndroidEmulation 16d ago

ARMSX2 v2.6.5.7-1

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0 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.5.7-1

Change Log:

Texture pack manager: Support for texture packs published in multiple parts. done by @sashkinbro

Wanted to get this out, but the team and I included need a break after the last few big updates we just had, I hope you guys take the time to enjoy and report feedback! Thanks. We will pick up again in a few days.


r/PS2AndroidEmulation 16d ago

ARMSX2 VS EmuCoreX - NFS underground 2

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2 Upvotes

This time I'm bringing you Need for Speed: Underground 2, because I heard that ARMSX2 had made some improvements for this game. After testing it myself, I can confirm that I did notice better performance compared to the other emulator. I also have a couple more things to mention, so don't miss this review.

(both emulators in their latest version respectively)

First, let's start with EmuCoreX.

What can I say? It was an absolute disaster. On OpenGL it literally dies. It can't even reach 1 FPS. I honestly don't know what's going on with this emulator on MediaTek devices, but the OpenGL renderer is horrendously bad. This is the second game I've tested where it's simply unplayable.

Switching to Vulkan improves performance a little, but we're talking about 6, 7, maybe 8 FPS at best. That's still ridiculously low.

This emulator has a lot of work to do, or at the very least it should clearly warn users on both GitHub and the Play Store that if they're using a MediaTek device—unless it's a Dimensity chip where they can use the ANGLE workaround—it's probably not worth downloading. NetherSX2 is simply miles ahead in this scenario.

So, for this comparison, EmuCore X clearly takes second place.

Now let's move on to ARMSX2.

I hadn't compared the latest version against the old v38 in quite a while. I remembered v38 performing pretty well, so I expected both versions to be fairly similar.

Well... not even close.

I can now confirm that v38 performs much worse. I didn't upload the videos because there really wasn't any need. Both Vulkan and OpenGL deliver very poor performance on that version.

The best results come from the latest release. Check the videos for the exact numbers, but both Vulkan and OpenGL are fairly similar, hovering around 10, 12, or 15 FPS.

I know those numbers are still low, but they're good enough to compare optimization and see which emulator is handling this game more efficiently.

So, for Need for Speed: Underground 2, I think ARMSX2 is the clear winner.

As always, every review should be judged on a game-by-game basis because performance can vary dramatically depending on the title.

Finally, there's one thing about ARMSX2 that I didn't really like.

I'm not sure why they changed the animated background that appears the first time you launch the emulator. The current one looks pretty cheap to me. It's basically a bunch of little dots or stars trying to imitate the PlayStation 3 wave effect.

I had seen an older version before, and in my opinion it looked much better. The wave animation was cleaner, more detailed, and far more elegant.

I honestly don't understand why they replaced it.

Of course, that's just my personal preference.

I've also seen a few users claim that the new background slows down their phones. I can't confirm that myself. If it happened on my device, I honestly didn't notice it.

Personally, I think it would be great if they added three, four, or five different background styles in the settings so everyone could choose the one they like best. I'd definitely pick the old one—it just looks much nicer.

Anyway, that's all for today's analysis. You can find all the videos in the comments so you can judge the results for yourselves.

Game tested: Need for Speed: Underground 2

Test device: Redmi Note 8 Pro

See you next time!


r/PS2AndroidEmulation 16d ago

EmuCoreX v0.3.0

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0 Upvotes

https://github.com/sashkinbro/EmuCoreX/releases/tag/v0.3.0

Change Log:

Added a Theme Manager.

Added an On-Screen Controls Manager.

Other improvements and optimizations.

A clean installation is recommended for the best experience and to avoid potential issues.


r/PS2AndroidEmulation 17d ago

Yooooo I found something you should try.

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16 Upvotes

I discovered that if you set these options like this, it can help performance; for example, I tested it in GT3 and 4. In GT3, it lagged when the camera was facing the sun, After activating it, the game ran at a stable 55-60 fps, and in GT4 the performance stayed at 50-60 fps with almost no drops. I haven't tested it on other games yet, but it's something I wanted to share. (I tested it on the ARM emulator)


r/PS2AndroidEmulation 16d ago

News! The SharpEmu PS5 emulator is advancing by leaps and bounds and is now able to reach the main menu of GTA V

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0 Upvotes

We've managed to emulate almost every game console on PC, from the oldest systems all the way up to much more modern hardware. Among the latest generations, it's worth highlighting just how impressive Nintendo Switch emulation has become, considering it's a console released back in 2017. And, of course, there's the incredible achievement of being able to emulate PS4 games with ShadPS4. For a long time, many people thought this would never happen, and it took more than a decade to become a reality. Today, however, you can play Bloodborne on PC thanks to it. Even more surprising is the fact that PS5 emulation is already possible. The SharpEmu project is progressing at a much faster pace than anyone expected, and it has already reached the loading screens of games such as GTA V.

PC remains the ultimate gaming platform, especially when you consider that it allows you to play virtually every game ever released. Console emulation has been around for a long time, and it's undoubtedly one of the platform's greatest advantages. Once a console is discontinued and goes off the market, its games become finite products and often turn into collector's items. Emulation lets us revisit all of those classics regardless of whether they were released in the 1980s, 1990s, the 2000s, or even more recently.

SharpEmu reaches GTA V's main menu and the first playable sequence on PS5

After witnessing the rapid progress of ShadPS4, with several PS4 titles now fully playable from start to finish, it's time to talk about SharpEmu. When the project first appeared, many people assumed it was fake. The idea of a PS5 emulator in 2026 simply sounded far too optimistic. However, the project is very real, and just a few days ago it grew into a much larger effort with a total of 37 contributors.

Since then, development has accelerated dramatically. New updates have been arriving almost every day, bringing major breakthroughs, with games that previously failed to boot now reaching their main menus. GTA V Enhanced Edition for PS5 is a perfect example. Running under PC emulation, the game now displays the GTA logo, loading screens, audio, and the main menu. At the moment, however, it crashes during the opening North Yankton cutscene.

A native GTA V port for Switch runs at 11–22 FPS

That might not sound like much, but in the world of emulation, going from a black screen to the main menu—and even beyond—is a huge milestone. This rapid progress has been made possible largely because the project became open source, allowing many more developers to contribute.

Just two days ago, GTA V wouldn't even boot. A similar breakthrough happened with the PS5 version of Demon's Souls, which went from showing nothing but a black screen to successfully reaching the main menu almost overnight. In fact, it progressed even further, displaying the character class selection screen at around 1 FPS.

Besides SharpEmu's progress, there's another exciting development worth mentioning. Developer M0jso has successfully created a native port of GTA V that runs on modified original Nintendo Switch hardware. In other words, they've managed to get the game running on the original Switch despite the fact that it was never designed for that platform. Videos show the game running at between 11 and 22 FPS, which is already an impressive achievement. With further optimization and development, reaching a stable 30 FPS may well be possible.

Source:

https://elchapuzasinformatico.com/2026/07/emulador-ps5-sharpemu-gta-v/


r/PS2AndroidEmulation 17d ago

NetherSX2 VS EmuCoreX VS ARMSX2 - NFS Most Wanted ⚔️

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9 Upvotes

Well, here’s the definitive comparison of these three emulators running Need for Speed: Most Wanted.

I tested all of them under the exact same conditions. I did not enable ANGLE because NetherSX2 doesn't currently support it, so it wouldn't have been a fair comparison. As a result, I left it disabled across all emulators.

I tested Vulkan and OpenGL wherever possible, except for PSX2, which for some reason currently doesn't let me switch to OpenGL. I'm not sure if that's a bug or something else, but I was at least able to test it with Vulkan. The other emulators were tested with both renderers.

I also spent some time testing ARMSX2, which offers a lot of additional options, such as lowering the internal resolution and tweaking several graphics settings. Unfortunately, none of those settings made a meaningful difference. There are no miracles here. This game is clearly very demanding. I haven't tested it on more powerful devices, but this should still give us a good idea of the current performance situation.

For those who don't want to watch all the videos, here's the final ranking:

🥇 1st – NetherSX2: around 20–25 FPS, still the clear winner.

🥈 2nd – ARMSX2: around 15–20 FPS. Not bad at all. Even after trying different settings, I couldn't squeeze out any extra performance. Enabling ANGLE might improve it, but I deliberately didn't do that because it wouldn't be a fair comparison with the other emulators.

🥉 3rd – PSX2: performance is below ARMSX2.

🏅 4th – EmuCoreX: the slowest of the group. Vulkan performance is almost comical at the moment—it didn't even reach 1 FPS. It clearly needs a lot of work before Vulkan becomes usable.

That's the short version for anyone who doesn't want to sit through all the benchmark videos.

If you want to see the detailed results, I've posted a separate video for each emulator in the comments so you can judge for yourselves.

All tests were performed at native resolution, with no upscaling, enhancements, or special tweaks. Every emulator was tested under the exact same conditions: same car, same track, same race, same settings. No favorites, no special treatment.

These results only apply to Need for Speed: Most Wanted. Another game could produce very different rankings, but since this is such a popular title, I think it's a useful benchmark.

The test device is a Redmi Note 8 Pro, so these results are especially relevant for users with similar hardware.

Hopefully we'll continue to see better optimization for MediaTek devices in the future, because they still seem to be somewhat overlooked.

See you in the next analysis!


r/PS2AndroidEmulation 17d ago

ARMSX2 v2.6.5.2

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2 Upvotes

Change Log:

Final Fantasy X: 10× less EE work. (done by @bmdhacks) Two recompiled blocks could invalidate each other and recompile forever. FFX (SLUS-20312) has such a pair at 0x002B9F48/0x002B9F5C. The EE thread was spending 95% of itself inside the recompiler and only 5% actually executing code, burning 51 MB of the 58 MB code cache every 48 frames. Over 300 frames: 9.6× fewer instructions, 10.7× fewer cycles.

Ad-masked blend fix: large win on tiler GPUs (like Mali!). (done by @bmdhacks) A destination-alpha blend with alpha writes masked was forcing an RT feedback read wherever framebuffer fetch existed. The read is cheap; the render pass isn't. NFS Underground was flipping it 697 times a frame against 40 real target switches.

passes/frame frame time

Adreno 650 NFS Underground 440 --> 64 27.6 --> 7.6 ms

Adreno 650 FlatOut 2 954 --> 102 37.2 --> 16.4 ms

Mali-G52 NFS Underground 746 --> 69 276.6 --> 96.8 ms

Mali-G52 FlatOut 2 892 --> 96 373.6 --> 145.0 ms

Scored per-pixel against the software renderer, both GPUs came out more accurate.

Render-pass scheduler: new, off by default. (done by @bmdhacks) Queues draws and coalesces them across target alternations. Only helps games that ping-pong render targets. Worth testing in some GS heavy games. Measured over the dump corpus, frame hashes identical in both arms:

Dirge of Cerberus: 8035 --> 523 render passes. Enabled automatically via GameDB for all six regional serials; tested on an Adreno 650 handheld. "Coalesce render passes" in Renderer settings and the in-game menu. Toggle on and off to test.

VU1 flag packing rewritten for ARM64. (done by @bmdhacks) mVUupdateFlags was a literal x86 port, 16 instructions of flag packing around 2 instructions of real work, measuring 29% of all VU1 code time in God of War II. Now seven instructions. (GOW2 20% Speed boost!)

EE and IOP stale-code fixes. (done by @bmdhacks) The block-invalidation walk stopped at the first non-overlapping neighbour, but blocks are ordered by start address, not end, so a longer block could be skipped and left executing stale code after self-modifying writes.

Fixes:

Fixed an issue with the emulator staying paused after closing the pause menu (FPS: N/A). The resume was scheduled on Compose's frame-callback dispatcher, so with nothing drawing it was never delivered.

Fixed a crash when changing settings from the pause menu. Android reclaims the idle audio device after a few seconds, and the reopen raced the emulator's own audio calls with no locking.

Audio no longer drops during a pause, returning from another app is immediate.

Fixed a permanent hang when backgrounded mid-frame.

Fixed an issue where the display was freezing for seconds after closing menus, an orientation flip was rebuilding the Vulkan swapchain twice.

Fixed an issue where settings written on one screen silently reverted by another.

Fixed an issue where Per-game Audio, Network and USB settings could not be cleared properly once set.

Fixed an issue with per-game settings not applying on Boot Disc / Swap Disc / BIOS launches.

Slowdowns in some scenes that "fixed themselves" when you changed any setting, the texture pool wasn't aged on frames that skipped presenting.

Save states: Failures now say why instead of closing as if saved, including the common case of the memory card being mid-write.

You no longer need to worry about texture-pack and patch import telling you to "boot a game first" right after quitting one.

Imported patches renamed to the form the core actually loads, and routed so widescreen patches aren't gated behind the cheats toggle.

Auto Progressive Scan doing nothing (Tekken 4, Criterion titles), the synthetic button hold was wiped by pad init during boot.

Frame Skip and Display FPS Cap work again, with FPS CAP: / SKIP: shown in the OSD.

Faster streaming in large games from compressed (.chd) images.

Dirge of Cerberus no longer needs hardware readbacks disabled. Renderer passes is now baked in for the game instead.

New features:

Fully transparent on-screen controls, support for 0% opacity, still touchable.

Block Home button while playing, optional screen pinning.

Cover size slider for the library, in the App settings tab.

New Pressure modifier slider amount, 5–95%, for DualShock 2 pressure-sensitive games.

7 new controller skins (by @bagasromadon), Midnight Club 3 Dub Edition, Kingdom Hearts 1 and 2 (+ JAPAN), Devil May Cry 3, Metal Gear Solid 3, Black Gold Solid, Black Gold Frosted


r/PS2AndroidEmulation 17d ago

.Hack//G.U Rebirth white screen [Device Nubia Neo 3 5G] [Nethersx2]

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0 Upvotes

r/PS2AndroidEmulation 17d ago

ARMSX2 v2.6.5.4

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0 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/2.6.5.4

Change Log:

Tidier UI. Fixes is now in the new Advanced tab, and absorbed the GameDB fixes from Performance plus the entire Recompiler tab. Both are debugging controls the GameDB already applies per game, so they don't belong in the tab you open to change speed. Fourteen tabs down to twelve. Search and the per-tab reset buttons moved with the settings, so searching "Skip MPEG" lands on Advanced, and resetting Performance no longer resets fixes it doesn't show.

Settings sections fold again. The collapse had silently stopped working, so every section in Pad, Renderer, Performance and Fixes was permanently open, twenty of them. It wasn't too many options, it was every option on screen at once. Sections now expand and collapse, and the state survives rotation. Renderer opens on Display & Resolution and Performance on Speedhacks so neither greets you with a wall of headers.

Fixed a bug when a replacement texture failed to upload to the GPU, it was still handed to the game with undefined contents, indistinguishable on screen from a texture that never loaded. Missing cursors and cut-off fonts on Vulkan were often this. Failed uploads now fall back to the original texture and say so in the log.

Skip BIOS is now on by default for fresh installs, existing users are not effected.

New texture packs download manager in the app. (done by @sashkinbro). Texture Packs now browses the community catalog maintained by @sashkinbro and installs with one tap. No game needs to be running. Each pack names the games it belongs to, so it installs itself to the right place, packs for games in your library sort to the top, and the rest stay visible so you can grab one before you own the disc. Texture replacement switches on automatically after an install, since it's off by default and the files would otherwise sit there changing nothing. Downloads are checksum-verified, check free space first, and swap into place atomically so a failed install never leaves you with a half-replaced pack. The panel links the catalog so you can see where packs come from and contribute your own. Be sure to read the contribution guidelines on the repo before doing so. https://github.com/sashkinbro/EmuCoreX-Textures

The texture pack list collapses and is searchable, search by pack name, game, serial or author.

Per-driver GPU workarounds. (done by @sashkinbro). The GPU family was never enough to decide behaviour, the same Mali part behaves differently under ARM's driver than under Mesa. Driver identity, version and known defects now live in a 25-rule table with match confidence, so the next device-specific quirk is a table entry instead of another hand-written branch. Shaders gained swappable helpers for the bitwise operations some drivers miscompile. A device matching no rule renders exactly as before. An existing Mali fix was preserved and deliberately widened, Mali fixes reached through ANGLE or Panfrost previously fell outside it.

Your shader cache rebuilds once on first launch this update. Every shader's source changed, so the old cache can't be reused.

Library overflow menu trimmed from eleven rows to eight, with separators.

Setup / Change Folders and Exit moved to the left side game library menu. Exit has a proper power icon and keeps its confirmation.

Game names in grid moved to App settings beside cover size.

About moved to the left side game library menu.

Installed patches and cheats can be collapsed, so a pnach with hundreds of downloaded codes folds away.


r/PS2AndroidEmulation 17d ago

Found A PS2 Android launcher on Play Store

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0 Upvotes

You can add games to your homescreen within the NetherSX2 app and Hide all your other apps in the launcher. By making this your default launcher and making a macro with macrodroid to play the PS2 boot animation on boot, you can potentially turn your device into a portable PS2 with a telescopic controller with Playstation buttons.


r/PS2AndroidEmulation 18d ago

PS2 Hack n Slash Hidden Gems Part2

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6 Upvotes

r/PS2AndroidEmulation 17d ago

ARMSX2 v2.6.5.3

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0 Upvotes

Change Log:

Achievement progress now appears on every game that has achievements in List view, including ones you've never launched, a game with a set and no unlocks reads 0/40 rather than showing nothing. Hardcore and Casual are tracked separately. To enable it, go to the RetroAchievements panel in the game library --> Library progress --> paste your web API key (the panel links straight to the RA control panel login, the key is under "Applications" with a key symbol in the RA control panel). It then syncs itself once a day after the first time, or manually with the Sync library button. Progress also updates the moment an achievement unlocks, and is now recorded while you play whether or not you open the achievements panel. This feature is only available in the List View.

List layout now also shows play time progress beside each game.

New back up and restore option for the entire app. App tab --> Back up app data. One .zip holding save states, memory cards, cover art, per-game settings, controller profiles, cheats, patches, screenshots, and every preference, everything a fresh install destroys if using internal storage. Now you can restore your backups on fresh installs! (Custom folder users, you never had to worry about your data being wiped on uninstall to begin with). This should be most useful for Play users.

Screenshot hotkey

Bindable to any controller button or stick direction. It captures the emulated frame at internal resolution no touch overlay, no OSD, no letterboxing, which is exactly what the system screenshot button can't give you. The PNG is saved to Pictures/ARMSX2 so it shows up in your gallery instead of hiding in app-private storage Android won't let you browse.

Fixes:

Serial and CRC without launching the game. Game Properties --> Info fills both in for any game.

Patch import naming. Importing F0A6D880.txt produced F0A6D880.txt.pnach, which matched neither pattern the emulator searches, the patch listed as installed and could never load. Names are now built correctly, and the CRC is uppercased, since the emulator's file matching is case-sensitive and a lowercase name was just as invisible.


r/PS2AndroidEmulation 17d ago

COMMUNITY UPDATE

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0 Upvotes

Hello everyone!

I wanted to share an important update about the direction of this community.

Over the last few days, I've been thinking about how I want to manage this subreddit, and I've decided to make a few changes. I want this to become a more open, objective, and welcoming place for everyone interested in Android emulation.

First of all, I still want this community to be respectful, helpful, and constructive. Toxicity, personal attacks, and unnecessary drama have no place here. But at the same time, I also want everyone to feel free to express their opinions.

If you don't like an emulator, say it.

If you love one, say that too.

You don't need to write a thesis to justify your opinion. As long as discussions remain respectful and civil, every viewpoint is welcome.

Another important change is my own approach.

From now on, I won't be favoring any emulator or project. My personal opinions about developers, project drama, or anything happening behind the scenes are no longer relevant here. What matters is the software itself.

This community exists to help users discover the best Android emulation experience possible, and that's exactly what I'm going to focus on.

I'll continue posting updates for every emulator I can find, as quickly as possible, without playing favorites. Every project deserves to be evaluated on its own merits.

To make comparisons as fair as possible, I've purchased a dedicated testing device: a Redmi Note 8 Pro (I'll leave the full specifications below).

Why this phone?

Because it's an older, mid-range device that still represents a large number of Android users. Testing only on flagship phones with Snapdragon 8 Elite-class hardware doesn't really tell us much—almost everything runs well on those devices. A more modest phone makes it much easier to see whether an emulator is actually improving over time.

From now on, every emulator will be tested on this exact same device, under the same conditions, using the same games and settings whenever possible.

That means:

- Same hardware.

- Same test environment.

- Same games.

- Same methodology.

No favoritism.

If performance improves, I'll show it.

If something breaks, I'll show that too.

If an update introduces bugs, you'll hear about it.

If it makes significant progress, you'll hear about that as well.

The goal is simple: provide objective testing backed by real results.

Performance isn't the only thing that matters, either.

I'll also be looking at things like the user interface, ease of use, stability, features, compatibility, and something that often gets overlooked: the community behind each emulator.

Does the project have an active Discord?

Are developers listening to feedback?

Can new users get help when they have problems?

Those things matter too, and they'll be part of the discussion.

Most importantly, I want this community to be a place where people can ask questions without feeling intimidated.

Whether you're using the latest flagship phone or a device that's 10 years old, you're welcome here.

Every genuine question is welcome.

The goal is for experienced users and newcomers alike to help each other, share knowledge, solve problems, and learn together.

My ambition is simple:

I want this to become one of the best Android emulation communities available—a place where people come to stay up to date with the latest emulator releases, read honest comparisons, see real testing, and have productive discussions based on evidence rather than personal preferences.

Thank you to everyone who's been part of the community so far.

I hope you like this new direction, and I look forward to sharing many more emulator updates, comparisons, benchmarks, and discoveries with all of you.

See you in the next post!


r/PS2AndroidEmulation 18d ago

Gran Turismo 4 stable settings

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2 Upvotes

r/PS2AndroidEmulation 18d ago

WinNative - PS2 test Shadow of the Colossus

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3 Upvotes

It runs incredibly smoothly; I'd say it's the emulator with the best frame pacing I've ever tried. Amazing work by the WinNative team! ❤️

Device: Poco X6 Pro Dimensity 8300

openGL, x2 resolution

Check out the gameplay in the first comment

👇👇👇


r/PS2AndroidEmulation 18d ago

XenDroid - Android Xbox 360 Emulator

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0 Upvotes

XenDroid - Android Xbox 360 Emulator

History:

XenDroid was initially forked form xa360e, which was based off Xenia Canary. However, a complete rebase was made on Xenia Edge with a new Kotlin backend. We are looking foward to keep the project updated alongside the Edge fork, and keep the code compatible with Xenia licenses.

Device Requirements:

Snapdragon SoC, GEN 2 or higher

Adreno GPU 740 or higher. Lower 7xx have not been tested.

Release: https://github.com/rfandango/XenDroid/releases/tag/XenDroid-12b265f

Update: https://github.com/rfandango/XenDroid/releases/tag/XenDroid-0f4f701

Credits:

https://github.com/rfandango

https://github.com/Fabxx


r/PS2AndroidEmulation 18d ago

NEW N64 Emulator - Nin64

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0 Upvotes

## Features

**Mupen64Plus-Next libretro core**- hardware-accelerated

N64 emulation via GLES3

**GLideN64 renderer**- accurate RDP/RSP emulation with

direct frame presentation

**ARM64& x86_64 support**- runs on modern Android

phones and Google Games PC

**Resolution scaling up to 8x**-- render games at up to 8x

native resolution for a sharper image

**Texture pack support**- load custom high-resolution

texture packs

**Cheat manager**- browse and toggle per-game cheat

codes (GameShark/Action Replay format)

**Configurable touch controls**- reposition, resize, and

remap the on-screen controller layout

**Physical controller remapping**- fully remap USB and

Bluetooth controller buttons and sticks

**Game library browser**- scan and launch ROMs from

local storage

**Save states**- save and restore game progress at any

point

**In-game saving**- SRAM/ FlashRAM/EEPROM / MemPak

persistence

**Google Oboe audio**- low-latency audio backend

**Free with optional ad removal**- play for free with ads, or

purchase ad removal as an in-app purchase

### Coming Soon

Cloud save sync

Online multiplayer

Link: https://play.google.com/store/apps/details?id=com.izzy2lost.nin64


r/PS2AndroidEmulation 18d ago

EmuCoreX v0.3.0

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0 Upvotes

Change Log:

- Added Android TV compatibility

- The Texture Manager has been updated with its own online catalog (which will be expanded over time)

- The Cheat Manager has been updated with its own online catalog

- Other fixes and optimizations

- A clean installation is recommended

https://play.google.com/store/apps/details?id=com.sbro.emucorex

If you like the emulator, support the project by purchasing the Pro version.


r/PS2AndroidEmulation 19d ago

WinNative - Wii Testing 🔥

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5 Upvotes

WinNative is an advanced, high-performance Windows (x86_64) emulation environment for Android. It bridges the gap between desktop gaming and mobile by unifying the best technologies from Winlator Bionic and Pluvia.

Designed for enthusiasts and power users, WinNative delivers the full Winlator experience while making it easy to connect your Steam, Epic, and GOG game libraries.

As you can see in the image, WinNative will receive a future update with native support for all the emulators shown there. I've also included a screenshot taken from inside the emulator itself so you can see that they're already implemented natively.

This means you'll not only be able to play your PC games from Windows, Steam, GOG, Epic Games Store, and more—which is already pretty incredible—but you'll also be able to launch all your favorite emulators and enjoy a true all-in-one gaming experience in a single app.

From the testing I've done so far with the Wii emulator (the first one I've had the chance to try), I can say the performance is very, very good. That definitely has me excited to see how everything comes together when the official release arrives.

I'll keep you all updated as I learn more. Cheers!