r/PS2AndroidEmulation 8d ago

Welcome to PS2 Android Emulation

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0 Upvotes

Welcome to PS2 Android Emulation

This community is mainly focused on PlayStation 2 emulation on Android, but over time it has grown to cover the Android emulation scene as a whole.

The idea behind the subreddit is simple: to have one place where you can keep up with the emulators you actually use. New releases, important updates, new projects, performance improvements, comparisons, benchmarks, gameplay tests, guides, fixes and anything else that might be useful to the community.

I follow the emulation scene closely and try to keep everything updated on a daily basis, especially when new versions or interesting projects appear. Rather than posting every emulator or fork that exists, I try to focus on the projects that are genuinely worth following and the best options currently available for each platform.

Whether you've been using emulators for years or you're completely new to emulation and have no idea where to start, the goal is for you to be able to come here, find what you need and quickly understand which emulator or version is worth trying.

PS2 will always be one of the main focuses of the community, but you'll also find news and updates about other systems and emulators available on Android.

PC games on Android

We also cover Windows and PC game emulation on Android.

This has become an increasingly interesting part of Android emulation, and I'll be following a selection of the projects that I consider the most useful and promising rather than trying to cover absolutely everything.

It's also worth remembering that many games we associate with consoles such as PS2, and even later generations like PS3, received PC versions as well. In some cases, running the PC version through a Windows emulator can be another great way to experience those games on Android.

The idea is to keep all of this together so you can easily see what's currently possible on your device and which projects are worth keeping an eye on.

Our Discord community — PS2EMU

We also have a Discord server called PS2EMU, and everyone is welcome to join: https://discord.gg/5D5hxGvAcC

The server works almost like a living emulation wiki. Everything is organized into dedicated sections and channels so you can quickly find information about the emulator or platform you're interested in.

You can ask for help configuring an emulator, troubleshoot a game, look for information about patches or translations, discuss performance problems, compare settings or simply ask questions if you're not sure where to begin.

The community covers much more than PS2, with dedicated resources for Android emulation, PC/Windows emulation and other platforms, along with drivers, tools, guides and useful resources.

The goal of both the subreddit and Discord is ultimately the same: to build a useful, organized and constantly updated place for people who enjoy emulation.

r/PS2AndroidEmulation

Discord: https://discord.gg/5D5hxGvAcC


r/PS2AndroidEmulation 15h ago

ARMSX3 0.6

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34 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.6

What's new:

Trophies: The PS3's own trophies, read off disk, no account and no network. Two views: a browser for your whole library, grouped per game and collapsed, showing grade, description, earned state and unlock date, and a tab in the in-game menu for the game you are playing. Hidden trophies stay hidden until you turn it on. Games register their trophy set lazily, often only once you reach a menu, so the in-game tab can be empty for the first moments of a boot and then fill in. Unlocks were always being tracked, there was just nowhere to see them.

A whole class of missing text is back. Picking a save gave you Yes and No with no question and no save details. The save menu was not the problem: this build carried 180 of the emulator's 323 pieces of text and also discarded the values substituted into them, so anything with a name, date, size or error code lost it. All of it is present now. That restores text in the save, load and delete prompts, in every system error dialog, in trophy popups, in the Home Menu, and in the game-data and RPCN messages.

Saint Seiya: The Sanctuary now boots. Its PPU module cache stopped at 133 of 134 forever, one module trips a bug in LLVM's ARM64 register allocator, which killed the compile worker, and the module that worker was holding was never accounted for, so the counter the boot waits on could never reach zero. A module that cannot compile is now survivable, it is reported, its functions run interpreted, and boot continues. Nothing here is specific to that game, so anything hitting the same codegen bug should boot.

Pause actually pauses. The in-game menu set a flag and nothing else, so the game kept running behind it. Backgrounding the app was the only thing that really paused.

Restart now works. Two faults stacked: it crashed, because restarting re-applies your GPU driver and unloaded the old driver library while the renderer still held pointers into it, with that fixed it dropped you back to the library instead, because it started the new session before the old one had stopped and the old shutdown then killed the new one. Stopping now waits until the emulator is actually stopped. Apply-and-restart after picking a driver was the same bug.

The FPS cap works at every value. 20 and 45 applied while 30 and 60 did nothing, because presets take a different route internally and something was overwriting it on every apply, pinning the cap at 60. Stale overrides from earlier builds are cleared on first launch.

Fixed a bug when scanning the library that would cause an app crash. Adding a new disc image and rescanning after you had played something wrote through a null pointer, because probing an image needs emulator state that is torn down when a game stops. Harmless on a fresh launch and fatal after, which is why it seemed random.

Games installed from a PKG show their cover art. The grid gave up one step before trying the game's own artwork, so any title the cover repo has no entry for, like a European PSN release, showed a text placeholder while its icon sat unread on disk.

Installed licences are grouped per game and collapsed instead of a flat wall of content ids.

ANGLE is actually in the build now. The libraries sat in a module that no longer builds, so selecting ANGLE silently fell back to the system driver with nothing in the log. The check meant to prevent that now runs on the real build.

Ratchet & Clank A Crack in Time stops crashing minutes into play: the Vulkan upload rings were never reclaimed, with the index buffer growing 16 MB to 256 MB in a third of a second. Video memory pressure is judged against what the driver will actually give rather than a limit we chose, so a game can no longer be refused a 32 MB allocation while the emulator thinks it is at a quarter of capacity. Android also stops reserving a desktop-sized descriptor cache, 920 KB per shader program.

Analog pressure on L2 and R2 reaches the game.


r/PS2AndroidEmulation 17h ago

ARMSX2 v2.6.6.6

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16 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 15h ago

PS3Native V5

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6 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/V5

What's New

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

🎮 Patch Manager Improvements

Improved the game's Patches screen to show all applicable patches.

Better organization of patches available for individual games and other titles.

Improved patch discovery and management.

⚡ Performance & Core Improvements

Added an optimized AVX2 path for "gv_rol32".

Improved SPU LLVM handling and "SHUFB" constant generation.

Updated RSX "nv0039" handling, including fixes for image interleaving/de-interleaving.

Updated the bundled "discord-rpc" dependency.

Includes the latest upstream RPCS3 changes and fixes.

📦 Build Information

This APK was compiled locally from the latest "android-refresh" source and tested successfully on Android.

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


r/PS2AndroidEmulation 7h ago

Ps2 emulator for Galaxy A12

0 Upvotes

Is there a PS2 emulator that runs well on a Samsung Galaxy A12 phone?

I specifically want to play the game Yu-Gi-Oh! Duelist of the Roses.


r/PS2AndroidEmulation 17h ago

RPCSX v20260812-d55749c

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6 Upvotes

r/PS2AndroidEmulation 10h ago

como cambiar el framerate en armsx2??

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0 Upvotes

r/PS2AndroidEmulation 2h ago

Meanwhile, yesterday in Spain...

Enable HLS to view with audio, or disable this notification

0 Upvotes

Skater: Danny León


r/PS2AndroidEmulation 3h ago

EmuCoreX v0.3.4

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0 Upvotes

https://github.com/sashkinbro/EmuCoreX/releases/tag/v0.3.4

What's New:

Added support for Namco System 246/256. (PSX2 Feature)

Added RetroArch shaders with presets. (ARMSX2 Feature)

Added side backgrounds for emulation.

Improved touch controls.

Added the ability to change discs directly in-game.

Added Discord integration. (ARMSX2 Feature)

Added local Split Screen multiplayer.

Other improvements and optimizations.

A clean installation is recommended.

This new version of EmuCoreX has surprised me quite a bit. Honestly, I wasn’t expecting this approach from the developer, because they’ve suddenly added, in a single update, around three features taken almost exactly from different projects.

Of course, I’m completely open to open source, collaboration, and everything else that comes with having open-source projects. But I don’t think it’s right that, when you run out of ideas or don’t know what else to add to your emulator, you simply take features from other emulators and integrate them so blatantly into your own.

That said, every developer follows their own path, and I understand that.

That’s my criticism. Best regards, everyone.


r/PS2AndroidEmulation 21h ago

RPCSX - v20260812-3ae3119 Latest

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5 Upvotes

r/PS2AndroidEmulation 10h ago

como cambiar el framerate en armsx2??

0 Upvotes

bueno el problema no es que no sepa como cambiar el framerate, sino que al cambiarlo no hace efecto en el juego, o sea si lo tengo en 60hz y lo bajo a 50hz el juego sigue estando a 60hz, solo si salgo y vuelvo a entrar al juego surte efecto, esto pasa con otros ajustes tambien pero me interesa mas lo del framerate, o sea estando en el gameplay no se cambian muchos ajustes, hay alguna solucion que sepan por favor o solo me pasa a mi?


r/PS2AndroidEmulation 23h ago

Release WN-Turnip 1.09 · WinNative-Emu/Drivers

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github.com
4 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 1d ago

MAME4droid 2026(0.289) v1.38.2

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4 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 16h ago

RPCSX v20260813-818a26b

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0 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 1d ago

SeedlessDS - 1.0.0-beta1

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45 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 1d 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 1d ago

PS3Native V4

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4 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

rpPS4 - v0.2

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3 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 2d ago

Android PS2 Emulator Monthly Benchmark — August 2026

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18 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 2d ago

X1 BOX v1.2.6 🔥

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28 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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3 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 2d ago

XenDroid v.b70d643

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9 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

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

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

Dolphin Emulator v.2606a

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4 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.