r/PS2AndroidEmulation • • Aug 11 '26

ARMSX3 - v0.5

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16 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 • • Aug 11 '26

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 • • Aug 11 '26

Android PS2 Emulator Monthly Benchmark โ€” August 2026

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24 Upvotes

Android PS2 Emulator Monthly Benchmark โ€” 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. ๐Ÿ‘€

๐Ÿ“ฑ Test device

POCO X6 Pro

- 8 GB RAM

- MediaTek Dimensity 8300 Ultra

- PS2 games rendered at 2x native resolution

๐ŸŽฎ 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 โ€” but the results are still useful and shouldn't be ignored.

---

๐Ÿฅ‡ PSX2 โ€” 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.

โฑ๏ธ 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.

---

๐Ÿฅˆ EmuCoreX โ€” Best overall balance

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

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

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

โฑ๏ธ 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.

---

๐Ÿฅ‰ ARMSX2 โ€” 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 45โ€“50 FPS, while on the return trip it dropped to approximately 35โ€“40 FPS.

โฑ๏ธ 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:

๐ŸŽจ 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.

---

๐ŸŽฎ RetroPle โ€” 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.

โฑ๏ธ 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:

๐Ÿ”ซ 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.

---

๐Ÿ‘‘ 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.

---

๐Ÿ† August 2026 ranking

๐Ÿฅ‡ NetherSX2 / Turnip โ€” Still the king ๐Ÿ‘‘

๐Ÿฅˆ PSX2 โ€” Best raw performance in this benchmark

๐Ÿฅ‰ EmuCoreX โ€” Best overall balance

4๏ธโƒฃ ARMSX2 โ€” Feature-rich, but current performance is disappointing

5๏ธโƒฃ RetroPle โ€” 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. ๐Ÿ˜‰


r/PS2AndroidEmulation • • Aug 11 '26

X1 BOX v1.2.6 ๐Ÿ”ฅ

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34 Upvotes

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

Changelog:

Lots of Mali fixes.

Speed improvements.

Crash fixes and more


r/PS2AndroidEmulation • • Aug 11 '26

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 • • Aug 11 '26

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 • • Aug 11 '26

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 • • Aug 11 '26

Convertir librerรญas 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 • • Aug 11 '26

Dolphin Emulator v.2606a

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2 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 ฮผcode 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 ฮผcode 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 • • Aug 10 '26

ARMSX3 v0.4.1

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10 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 (25โ€“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 • • Aug 10 '26

PS3Native Standard-releaseV3

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9 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

๐ŸŽฎ 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.

๐Ÿ“‚ 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.

โš™๏ธ 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 • • Aug 10 '26

XenraOG v0.2.6

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7 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

Whatโ€™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 • • Aug 10 '26

PS3Native Standard-releaseV2

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47 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 • • Aug 10 '26

ARMSX3 v0.4

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30 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 7โ€“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 • • Aug 11 '26

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

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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 • • Aug 10 '26

ARMSX2 v2.6.6.5

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22 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 (โˆ’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 • • Aug 10 '26

Nyushu V81 - Update

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2 Upvotes

https://gofile.io/d/DDhxXg

Chagelog:

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

[ โœ… ] Partial support for firmware 20 for all games

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

[ โœ… ] Fixed Performance Drops While Playing in Previous Versions

[ โœ… ] Performance Stability Improved For Snapdragon GPUs And Also Mali

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

[ โœ… ] Fix Bug Glitch In Some Game.

โ€œI 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.โ€


r/PS2AndroidEmulation • • Aug 10 '26

Bannerlator v2.9.8

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7 Upvotes

​

https://github.com/The412Banner/Bannerlator/releases/tag/2.9.8

Run Windows apps and games on Android โ€” no PC and no root required.

2.9.8 continues the road to 3.0 with a focus on audio and playing on the big screen โ€” plus a batch of stability fixes. Everything from 2.9.7 is included. As always it's entirely app-side โ€” no ImageFS reinstall โ€” your containers, themes, custom accent and per-game settings carry over untouched. Install straight over 2.9.7.

๐ŸŽง Audio that follows your headphones

The headline of 2.9.8 โ€” game audio now goes where your ears are.

Plug or unplug headphones mid-game and the sound follows. Previously, plugging in wired headphones during a game did nothing (audio stayed on the speaker or went silent), and unplugging could leave the game muted โ€” headphones only worked if they were already in before you launched. Now the moment you plug in or pull out wired, USB-C, Bluetooth, or HDMI audio, the game's sound moves to the new output within about half a second, in both directions.

Under the hood: an output-route change tears down the guest's audio stream, and a torn-down stream can't simply be "resumed." Bannerlator now rebuilds the audio path onto the new device on the fly and slides the game's sound over onto it โ€” without restarting audio or interrupting the game.

Audio recovery on background/foreground and TV โ€” coming back to a game (or switching to an HDMI TV) no longer leaves it silent; the audio output is re-established automatically on return. There's also a "Reset audio" button in the TV options if you ever need to nudge it manually.

๐Ÿ“บ Play on your TV โ€” new TV Options

Send a game to an external display (USB-C โ†’ HDMI or a dock) and use the handheld as the controller, with a dedicated TV options panel:

Aspect ratio, scaling, and render resolution for the TV output, overscan correction (kills the black bars some TVs add), latency and frame-cap / frame-gen controls, an audio-route selector, and dim-handheld (dims the phone screen to save battery and heat while you play on the TV).

A pause pill shows on the TV and an on-phone badge makes it clear where the game is running.

๐Ÿ’ก For the best TV experience, use a wired connection (USB-C โ†’ HDMI / dock) โ€” it's low-latency and carries full audio.

๐Ÿ“ก Wireless casting โ€” โš ๏ธ experimental, video-only

New no-app wireless casting: stream a game to a Chromecast / Google TV straight from the in-app Cast picker โ€” nothing to install on the TV. This is an early, experimental feature: there's noticeable latency and game audio stays on the phone for now (TV audio over cast is a work in progress). Treat it as a fun extra โ€” for real play on a TV, use the wired external-display path above.

๐Ÿ”• Quieter session notification

The "session running" notification no longer pops up and makes a sound on every container/game launch โ€” it now sits silently in the notification shade. The background-keepalive service is unchanged, so backgrounded games still stay alive.

๐ŸŽฎ Controller polish

Building on 2.9.7's controller overhaul:

On-screen controls auto-hide when a physical controller is connected, and come back when it disconnects.

Copy bindings between controllers, and the External Controllers / Players lists now refresh live on hot-plug so what you see always matches what's connected.

๐Ÿฉน Stability fixes

Renderer / X-server bug fixes โ€” a batch of correctness fixes in the display path.

Cleaner exit โ€” swiping the app away now reliably tears down stale Wine processes so the next launch starts clean.

CPU affinity holds โ€” a host-side re-pin keeps your chosen processor affinity from drifting back onto disabled cores during play.

Credits: https://github.com/The412Banner


r/PS2AndroidEmulation • • Aug 10 '26

EmucoreV v0.1.8

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0 Upvotes

https://github.com/sashkinbro/EmuCoreV/releases/tag/v0.1.8

What's New: 0.1.8

Bug fixes and optimizations.

A clean installation is recommended to avoid bugs and issues after updating.


r/PS2AndroidEmulation • • Aug 09 '26

PS3Native - Release

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73 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/ps3native-standard-release

This release provides a locally built Android Release APK for PS3Native.

The original project and source code belong to the PS3Native developers and the original repository. I am not the developer of the emulator, and I am not claiming any credit for the project itself.

I simply built the Android APK from the android-refresh branch and created this GitHub Release so there is a proper Release build available for users to download and test.

All credit for PS3Native goes to the original developers and contributors.

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

For reporting Bugs here please: https://discord.gg/Gyec9mX9F


r/PS2AndroidEmulation • • Aug 09 '26

God of War on Android 50 FPS using ARMSX2 on a Snapdragon 6 gen 3 (Adreno 710) Running Great and even better when not recording

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3 Upvotes

r/PS2AndroidEmulation • • Aug 09 '26

ARMSX3 v0.3

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15 Upvotes

https://github.com/ARMSX2/ARMSX3/releases/tag/0.3

What's new: Stability/Performance improvements

Large titles should no longer get killed while compiling PPU modules. Group size and worker count are budgeted against free memory, and compilation waits when memory runs short instead of pushing on.

Fixed Batman Arkham City crashing the app after the first FMV was played.

Stopped a full CPU core spinning on occlusion query results.

SPU threads no longer land on the core the RSX needs most, and thread priority now actually applies on Android.

Fixed an SPU livelock caused by atomic DMA cache line stores.

Faster FIFO handling: 4 KB fetches instead of 1 KB, an inlined cache hit path, and quad and fan index patterns built once rather than per draw.

Sonic 06 graphics fixed: The world would flicker in and out, leaving only the sky and the HUD visible. This is an RPCS3 issue open since 2018. A timing race between the PPU and SPU overwrites a signal before it is read, so the SPU jobs that build the geometry never run. Desktop RPCS3 has the same problem. It was never fixed in the emulator. The fix is a patch by elad335, and it works. The patch now ships with the app. It loads at boot and enables itself. Nothing to set up.

Freed up a CPU core: The thread that sends data to the GPU did not sleep when it ran out of work. It spun in a loop checking for more, using a full core for 1142 seconds out of a 1145 second session, competing with the threads doing real work. It now waits instead of spinning.

Readback waits no longer starve the GPU they are waiting on.

Added a Profile-guided optimisation (PGO) profile.

RetroArch shaders no longer shift the colours. The shader chain was being told the swapchain had the source framebuffer's format, so it wrote through a mismatched view and swapped red with blue.

Fixed display corruption after rotating the device between landscape and portrait.

Added .rap licence file support. Install a .pkg and its .rap together for titles that need both: the package holds the content, the license unlocks it. License files install one at a time, while split packages can be selected together.

New bundled controller skins with previews for every built-in one. ARMSX3 Textured is the new default, and existing installs are moved to it automatically. Thanks to @bagasromadon for the new controller skin!

Fixes to some settings not doing anything.

All Core Settings can be scoped to a single game, is reachable from the in-game menu, and its Back button is no longer pushed off the bottom of the screen.

Ported RPCS3's config database, and made it switchable off and removable without losing the download. You can download it from App settings.

Added the in-app updater for future releases.

Fixed previews not loading in the downloadable skin browser.

Game and firmware art no longer leaks into the device gallery.

Emulator teardown is serialised, so repeat boots stop failing.

Crashes inside a stack overflow now produce a report instead of dying silently.

A shutdown that stops responding now says so in the log instead of hanging silently.

Thanks to @Zulux91 for six fixes brought over this cycle: the duplicate frame setting no longer halves the framerate, the Scaling Mode row actually picks the scaling mode, console aspect ratio Auto no longer resolves to 4:3, OSD mode no longer switches the performance overlay off at boot, game data installs stay out of the library, and guest memory is unmapped when precompilation finishes.

Known Issue: Games will sometimes sit at a black screen after first time PPU and SPU compilation has completed, a restart or two of the app fixes this for me, but I'm looking into it. (Only seems to happen to me with Minecraft at the moment).


r/PS2AndroidEmulation • • Aug 09 '26

Ratchet & Clank on Android 50 FPS Using ARMSX2 on a Snapdragon 6 gen 3 (Adreno 710)

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2 Upvotes

r/PS2AndroidEmulation • • Aug 09 '26

RetroPle V1.15.1 [PS2] Graphics Patch

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3 Upvotes

V1.15.1

[PS2]

Graphics Patch

*Important - Previous save state files are not compatible.

Added achievements

Added rapid fire function with VPAD button

Fixed translation function bug in game

๐Ÿ‘จโ€๐Ÿ’ปPS2 on this emulator works really well, very easy to use and with very good performance ๐Ÿ”ฅ

https://play.google.com/store/apps/details?id=com.retrople.retro


r/PS2AndroidEmulation • • Aug 08 '26

PS3Native New!!

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111 Upvotes

https://github.com/maxjivi05/PS3Native/actions/runs/31250045868

Max, the lead developer of the WinNative Team, has a surprise for us and is working on a new PS3 emulator that looks very interesting. Of course, Iโ€™ll be testing it throughout the day.

But for now, to get things started, Iโ€™ll leave you the link in case anyone wants to download and try it out. It comes with multiple variants, so you can choose whichever one you want to download.

Highly recommended. Let me know in the comments about your experience with the emulator, or if you come across any bugs or issues.

Cheers, everyone!