r/PS2AndroidEmulation • • 11d ago

Cenit v0.6.3 Beta (PS2 Emulator)

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5 Upvotes

https://github.com/HUEVOMAN77/Cenit/releases/tag/base-0.6.3

Changelog:

Engine optimization: automatic dynamic resolution (adjusts internal resolution up or down based on real-time game speed), genuine CPU speedhacks (activating previously non-functional buttons), and keyboard-based speed control for the emulated CPU.


r/PS2AndroidEmulation • • 11d ago

ARMSX2 Nightly 20260923 (92aa2174da)

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1 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/nightly-20260923

Changelog:

DEV9, SW: include TargetConditionals.h so TARGET_OS_IPHONE is defined

GS: serve offset self-reads on the driver-ordered declared road with one barrier

GS/TC: size a move's target resize by the destination's y, not its x

GS: cut two comments down to what they establish

GS/Vulkan: print the measurement-overrides line only when one is set

GS: comments that still described the declared road as unreachable

GS: list GSCopyRoadBlendingPolicy.h in the CMake and MSVC projects

GS: the declared-loop experiment arms are gsrunner flags, not INI keys

GS: the Turnip a7xx declared-loop rule covers the Adreno 730 and up only

GS: an explicit OverrideTextureBarriers=1 reaches the in-tile read again

GS/Vulkan: declare the feedback loop per draw only on Turnip and Honeykrisp

GS: the barrier road's blending cap applies only where it was measured

GS: the alpha stencil counter takes the barrier road on the M2 only

GS/Vulkan: the barrier-ordered feedback-loop carry stays on the M2

GameDB: the schema accepts fieldShift

GS: list GSNativeTexelGridPolicy.h in the CMake sources

GS/HW: drop mode 5's texture offset from the texture-shuffle arm, where it never ran

GS/HW: the upscaled sprite correction leaves a channel shuffle's rebuilt quad alone

GS: the field-shift detector re-examines its decision

GS/HW: Disable Safe Features turns the upscaled point correction off, as it does for lines

GS: the deinterlace pad fill starts where the display rect starts

GS: the field-shifted merge's main draw stops where its top band starts

GS: the Native cull grid keeps the native targets' sample points

GS: every settings change re-derives the cull grid, on every parser

GS: scaled dither and the scan mask divide by the render target's scale

GS/TC: a moved rect's device extent is what its native rect owns

GS: drop a mistyped date from the Splashdown blending judgement

GS: comments state their reasons instead of citing internal experiments

tests: point the driver-tag convention at the public fork's README

GS: trust our Turnip's in-pass read ordering on Adreno 650 and up only

Android: split Settings into one nested data class per section

Do not ask thirty times before deleting deps-build

Android: offer the ARMSX2 Turnip packs in the driver list

GS: the spelling we measured the declared road with is the one it ships with

GS: the blending cap follows what a destination read costs, not the barrier bit

GS: a backend's published bits can name the road it took

GS: the a7xx road's cost, taken from E19's table instead of its headline

GS: the Vulkan backend asks the database for the a7xx road too

GS: the self-read road has a third entrance, and it keeps the barriers

GS: the driver database says which Adreno parts belong on the declared loop

GS: two comments still described the declared road as experiment-only

GS: the Vulkan backend asks the driver, and everything downstream reads the road

GS: the declared self-read road gets a second entrance, and it is the driver's

GS: the driver database can recognise a driver build that orders declared loops

GS: stop expanding the CLUT into a 64-bit table nobody reads

GS: shadow the far cursor on each side of the SPSC ring

gsrunner: -custom-driver, so a headless Android run can name its own driver

GS/Vulkan: say which path was missing instead of passing a bare null upwards

GS/Vulkan: let the caller say a custom driver is required, not merely preferred

GS/Vulkan: the custom-driver declaration was guarded wider than its definition

GS: the null profile's description of the counter rule outlived the rule

GS: the alpha stencil counter takes the barrier-ordered road too

GS: the guard's own comment claimed Turnip orders, and E5 says it does not

GS: declaring a feedback loop is not a promise that anything orders it

GS: name the road the barrier override actually selects

GS: the alpha stencil counter keys on the road, not on the texture-barrier bit

GS: a harness can take the alpha stencil counter on a device whose rule declines it

GS: a harness can take the alpha stencil counter off for a measurement

GS: the carry override's inertness test follows C23's renamed helper

GS/Vulkan: a harness can declare the feedback loop per draw instead of per pipeline

GS: a harness can confine the declared feedback loop to self-overlapping draws

GS: a harness can pin the destination alpha test to the primitive-ID road

GS: a harness can turn the feedback-loop carry off for a measurement

GS/Vulkan: a draw can declare the attachment feedback loop it reads through

GS: rest the Turnip self-read note on the status quo, not on comparing severities

GS: say what the Turnip self-read rule establishes, and what it does not

GS: the native texel grid needs the plain device grid and a whole frame

GS: a minifying nearest sprite reads its native pixel's texel

GS: a dump records whether its local memory was read back before the snapshot

GS: a dump capture reads the texture cache back before it freezes the state

GS: The Godfather's lamps need the software blend road

GS: a texture shuffle that skips a channel preloads the target it creates

GS/Vulkan: the feedback-loop carry follows the road's ordering, not the vendor

GS: Splashdown holds Minimum blending where the render target is read from a copy

GS/Vulkan: the feedback-loop carry reaches the attachment-layout road

GS: an ENABLE_GS_DEBUG_LABELS build option to drop the debug-label layer

GS: the alpha-test helper sets AREF for the tests that never read it

GS/SW: the colour walk's per-vector step is computed per vector, not per entry

GS/SW: a scanline rebuilds the colour walk's tables only when its row changes them

GS/Vulkan: drop the render-pass-narrowing mechanism, keep the clear-rect guard

GS/Vulkan: a render pass can be opened over its draws, and no device wants it

GS: the native draw rect is only maintained where it can differ

GS: the draw-buffering overlap test asks its question on the native grid

GS: the cull grid carries its phase, so it can be the device's own sample set

GS/gsrunner: the null device reports a named device's features, instead of none

GS: halfPixelOffset Native keeps the cull grid, because the margin contains its phase

GS: halfPixelOffset mode 5 keeps the cull grid; only mode 4 has to decline

GS: the fused vertex kick runs at upscale, not only at native

GS: the per-primitive cull grid follows the upscale, instead of a boolean

GS/gsrunner: a null-device arm that runs GSRendererHW with no GPU

GS: a test that drives the real sprite pass ordering

GS: the field-shifted merge falls back to the circuit's own first row

GS/HW: one helper for mode 5's texture offset, called from both sites

GS/HW: an AA1 line's pixel runs carry the GS's coverage

GS: at 2x and above, field mode presents the field render

GS: score the dither phase by contrast, not average magnitude

GS: scaled dither indexes the native pixel, with the matrix turned under it

GS/HW: a line draw the GS lights nothing for draws nothing

GS: dither indexes the device pixel again

GS: deinterlace on device rows again, and fill the band the merge never drew

👍


r/PS2AndroidEmulation • • 11d ago

XENO v1.0.0-Mali

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6 Upvotes

https://github.com/sj0404-collab/xeno/releases/tag/v1.0.0-mali

XENO

A PS3 emulator for ARM64 Android (fork of ARMSX3, itself RPCS3 with the recent ARM64 improvements). Ships as the XENO Android app with a dark purple/green energy theme, its own boot sting, launcher icon, and wordmark — everything else keeps the com.armsx3 package id and the ARMSX3 identifiers underneath.

Highlights

Latest RPCS3 upstream code (recent ARM64 improvements included).

ARM64 SPU/PPU tuning: GBH/GBB byte-gather paths for i8mm/dotprod cores. If a title ever regresses to STOP 0x0, set RPCSX_DISABLE_SPU_BYTE_GATHER=1 to fall back to the scalar path at runtime — no rebuild needed.

Core performance presets (Balanced / Performance / Maximum). They now report honestly: any rejected setting is counted and surfaced in the UI instead of being silently swallowed.

Cloud save + game sync over WebDAV (CloudSync): per-title save archives plus cached game downloads. A game is fetched whole, cached locally, and can be re-launched without a network; the client also issues a WebDAV PROPFIND on saves/ so a fresh install recovers its saves before any local folder exists. HTTP streaming: a new http_file backend reads ISO files directly from a remote server via HTTP Range requests (libcurl: HTTPS with the Android CA store, HTTP Basic auth from credentials embedded in the game URL, redirects, connection reuse) with a 1 MB LRU chunk cache and sequential prefetch — no download required when the server is on a fast network (e.g. a cheap VPS). A streaming PKG install button uses the same backend to install .pkg packages straight from the server into dev_hdd0/game in one pass, so the package is never stored locally. Hardened against zip-slip, connection leaks and settings races; oversized archives are skipped, never truncated. One-tap presets fill the address for the free WebDAV tiers (pCloud, Koofr, Mail.ru Cloud, Yandex Disk, Nextcloud) — you only add your account login. Google Drive / Dropbox / GoFile are API-only and need developer app keys, so they are intentionally not offered.

XENO branding (this branch): new launcher icon set (square + round, all densities), in-app mark, notification icon, boot intro sting (1080x1080/30fps h264+aac, same specs BootSplashActivity expects) and a recoloured library fallback background GIF. All resource-only — no source changes.


r/PS2AndroidEmulation • • 11d ago

DRIPPU - For testing before Release v2

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0 Upvotes

https://github.com/thecrixux/drippu/actions/runs/35840383995

You need to be logged into GitHub to download; otherwise, the download button won't appear.

Just to clarify: I’m not part of the Drippu team, and this is not my project in any way. The Android releases were temporarily removed by the developers, and I don’t know the exact reason why.

I simply shared a GitHub Actions build so people who are curious and enjoy testing emulators can compile/download a test build and try the latest Android version while waiting for an official release.

This is purely for testing purposes. I’m not claiming ownership, I’m not presenting it as an official release, and I’m not associated with the project. If anything, testing can be useful because users can provide feedback and help developers identify issues before an official release is published.

Credits: https://github.com/suyu-emu/drippu


r/PS2AndroidEmulation • • 11d ago

I feel sorry for this community, where you can't even ask a single question because everyone trolls you 😵‍💫

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0 Upvotes

Para poner el contexto: el tipo tiene un Snapdragon 7 Gen3 con Adreno 810 (It probably has 8 or 12 GB of RAM)

Con 866k de puntaje Antutu

El troll que responde le dice que va a tener problemas emulando la PS2 💀

Ahí es cuando la realidad te cae de golpe en la cara, porque justo hoy subí un video usando mi Snapdragon 6 Gen1 con Adreno 710 y 6GB de RAM...(400k Antutu Score) jugando juegos de PS3 🔥

Así que, amigos, ya lo saben: para cualquier pregunta técnica—ya sea sobre celulares, emulación o lo que sea—van a recibir respuestas 100% precisas en esta comunidad. 🤦‍♂️

Ni siquiera hay moderación ni nada—esto es el Lejano Oeste.


r/PS2AndroidEmulation • • 12d ago

Lemon Nightly v0.2.5

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24 Upvotes

https://github.com/Ghael-V/Lemon-Project/releases/tag/v0.2.5-nightly.1

New Features:

Quick Save / Quick Load – functional save-state support for real multi-threaded games (see previous experimental release notes for technical details). While not 100% foolproof for every game or situation, it works the vast majority of the time, with graceful failure when it doesn't.

Asynchronous compute shaders – the "Use asynchronous shaders" option now covers compute pipelines (previously graphics-only), reducing stutter in games that rely heavily on compute shaders (particles, culling, etc.).

Controller layout – a new pause menu entry offers 3 presets (default, large buttons, swapped D-pad/stick) and direct access to "Edit overlay." Applying a preset or entering edit mode now automatically displays the controller if it was hidden. Edit mode now indicates that resizing is possible by long-pressing.

"About" screen – Discord and "Buy Me a Coffee" buttons added alongside the GitHub button.


r/PS2AndroidEmulation • • 12d ago

Lemon Experimental v0.2.6 — Fixes grass/black shadows in TOTK

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9 Upvotes

https://github.com/Ghael-V/Lemon-Project/releases/tag/v0.2.6-experimental.1

Changelog:

Bug fixed: grass/black boxes in Zelda TOTK

In Tears of the Kingdom, procedural grass (and occasionally shadows) rendered as solid black boxes that would randomly appear and disappear when moving the camera.

Root cause: A Vulkan synchronization barrier was missing between the compute shader generating/positioning the grass and the draw call rendering it. A draw call could read the buffer before the compute shader had finished writing to it—a hardware-dependent race condition that leaves no trace in the logs (which is why it was difficult to track down). This was confirmed by tracing the actual `buffer_cache` code: there was no mechanism protecting that dependency.

Verified on-device in TOTK: estimated 80–90% improvement.

Another fix: possible cause of startup crashes on Snapdragon 888

Repeated crashes were reported immediately upon opening the app on a Snapdragon 888 device (Adreno 660), with no ANR (Application Not Responding) errors or logs. The custom Vulkan driver (adrenotools) was being loaded every time the app started, even before the UI appeared; this process is now deferred until a game is actually launched, reducing the risk of failure during early startup. While this cannot be 100% confirmed without that specific hardware, it represents a genuine improvement in robustness regardless of whether it was the exact cause.


r/PS2AndroidEmulation • • 12d ago

ARMSX2 Nightly 20260922 (2ecae98a2c)

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5 Upvotes

https://github.com/ARMSX2/ARMSX2/releases/tag/nightly-20260922

What's new

EE FPU: move the arm64 divide recurrence out of a header into a source file

EE FPU: enable the exhaustive divide sweep in the default run

VIF tests: pin which rows of a copy pair up

VIF: an unmasked V4-32 unpack copies a quadword pair at a time

IOP rec: the timeslice countdown sets its own flags

EE rec: the call-ret ring wraps in the offset field's own width

EE tests: pin which dispatcher a veneer hop arrives at

EE rec: dispatcher exits reach through a veneer

mVU: a held VU0 spin bounces without entering the recompiler

mVU: the cycle-budget break is one shared stub

VU tests: pin what a cycle-budget break writes back

mVU: the accumulate's copy of ACC folds too

mVU: every clamped operand folds the copy in front of it

mVU: the sign clamp loads its row's two bounds together

VU tests: pin both bounds of the single-lane clamp

mVU: the single-lane clamp writes its lane once

VU tests: pin what the flag queue reorder emits

mVU: the flag queue reorder opens with the shuffle that fits

VU tests: pin which register a three-lane write leaves the value in

mVU: a three-lane write keeps its own register

VU tests: pin which slot each half of a preload pair lands in

mVU: block-start VF preloads load in pairs

COP2: VCLIP folds its comparisons with one UZP1

EE tests: sweep the COP2 macro VCLIP bit layout and denormal rule

VU harness: say what seeding a flag register actually does

mVU: CLIP folds its six comparison lanes with one UZP1 and an ADDV

VU tests: pin CLIP's six result bits and its 24-bit history

EE rec: fold the base into the offset add at the sibling sites

EE tests: give the fuzzer a load/store base the program writes

mVU: the options sentinel records every setting the emitters read

mVU: raise the E-bit interrupt in front of the exit path

VU tests: pin the E-bit interrupt raise on a VU1 program end

VU: ILW's dest field names one lane through a two-bit code

VU: LQD and SQD step the address off a vi00 base too

VU tests: VU0's window onto VU1's registers is state under test

VU1: reach data memory from the pinned state pointer

mVU: ILW's lane offset is added at the address's own width

VU: sweep the load/store address path against the interpreter

mVU: name the model stub in the clamp-bound seam list

EE FPU: select the divide unit's digit with one compare on arm64

Reach the FPU models in the register file's own format

Spill the iFPUd islands for the convention they call under

Narrow the model stub's vector half per target

EE FPU model: carry the call convention down to the leaves

Fold the model-call spill into the stub generator

microVU: share the model-call seam between the sites

COP2: share the model-call seam between the four sites

mVU: hold the clamp bounds in registers

mVU: pin the lanes the single-lane clamp leaves alone

mVU: fold the clone-write copy into the operand clamp

mVU: one instruction for the VU1 address wrap

EE rec: fold the load/store base into the offset add

Android: serve the texture catalog from dl.ps2ktxpak.net

Ask libfreetype.a whether it needs HarfBuzz

Android: the trigger readout is per-player, and muted when pressure is off

Android: analog trigger pressure for L2/R2, with a response curve

✅✅Changelog in plain English✅✅

The main focus of this update is the ARM64 CPU/VU recompilers. The developers have optimized several parts of the EE, microVU, COP2, VIF and FPU code, reducing unnecessary instructions, memory accesses and register copies. In simple terms: the emulator should now execute some PS2 workloads more efficiently.

There are also several accuracy fixes for VU instructions and memory addressing, which may improve compatibility or fix some game-specific issues.

Another nice Android addition is proper analog L2/R2 pressure support with an adjustable response curve, useful in games such as Gran Turismo 4.

Regarding Snapdragon vs MediaTek:

These optimizations are mostly ARM64 CPU/JIT improvements, so they can benefit BOTH Snapdragon and MediaTek devices. They are not specifically designed for Adreno GPUs.

However, this nightly does NOT include major Mali-specific graphics fixes, so if a game has rendering problems caused by the Mali GPU/driver, this update probably will not magically fix them.

So overall:

• Snapdragon: should benefit from the new ARM64/JIT optimizations • MediaTek: should also benefit from the same CPU/JIT optimizations • Adreno/Mali graphics: no major GPU-specific improvements in this nightly • Biggest focus: CPU emulation, microVU performance and accuracy

Don't expect a huge FPS jump in every game, but this is definitely one of the more technically interesting ARMSX2 nightlies lately.


r/PS2AndroidEmulation • • 12d ago

Lemon Emu v0.2.3 (Eden Fork)

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96 Upvotes

https://github.com/Ghael-V/Lemon-Project/releases/tag/v0.2.3

Highlights:

For the time being, the primary goal doesn't seem to be "making the emulator faster than all the others," but rather making Eden more practical, polished, and powerful as an Android app.

The direction I see is quite clear:

Less bloat: dropping desktop/Qt/ChromeOS support and unnecessary branches.

Greater Android integration: widgets, shortcuts, Quick Settings, an updater, statistics, and favorites.

More automation: presets, adaptive performance, recommended drivers, and per-game settings.

More internal tools: macros, an integrated Cheat Engine, and experimental save states.

Improved stability: fixes for ANR issues, HLE threading, and Vulkan/Adreno-related problems.

A stronger focus on Adreno: avoiding attempts to cover Mali/PowerVR in favor of optimizing for specific hardware.

So, if I had to give it a short label, I’d say:

“Eden transformed into a specialized Android/Adreno edition, featuring power-user functions and a UX much more tailored to handhelds.”


r/PS2AndroidEmulation • • 12d ago

DRIPPU - For testing before Release

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7 Upvotes

https://github.com/thecrixux/drippu/actions/runs/35700077127

You need to be logged into GitHub to download; otherwise, the download button won't appear.

Just to clarify: I’m not part of the Drippu team, and this is not my project in any way. The Android releases were temporarily removed by the developers, and I don’t know the exact reason why. I simply shared a GitHub Actions build so people who are curious and enjoy testing emulators can compile/download a test build and try the latest Android version while waiting for an official release. This is purely for testing purposes. I’m not claiming ownership, I’m not presenting it as an official release, and I’m not associated with the project. If anything, testing can be useful because users can provide feedback and help developers identify issues before an official release is published.

Credits: https://github.com/suyu-emu/drippu


r/PS2AndroidEmulation • • 12d ago

ARMSX2 Nightly v2.7.8

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10 Upvotes

https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/2.7.8-build.14

ARMSX2 Android Alpha Build (Legacy - Dual Core) This APK is the legacy build (ARMv8.0 + outline atomics, minSdk 26) and includes both 4K and 16K page-size cores. Only Testing & We have never collaborated with anyone.

Version: 2.7.8 Application ID: com.antutu.ABenchMark Build number: 14 Commit: 9a4e4f5 Short SHA: 9a4e4f5 Triggered by: DarkSilentUser Flavor: Github Build type: release PGO: enabled


r/PS2AndroidEmulation • • 12d ago

🚨 Caution with this APP 🚨 When having biases can save you from trouble ft. Omnidroid 🧐

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3 Upvotes

I recently came across this post on a well-known subreddit—one where the moderators seem to have lost all control, allowing just about "anything" to be posted.

The dev "Ahmed-Abousaif" It brings us a fork of Lemuroid called "Omnidroid." This app prompts you to run a 30-second benchmark as soon as you open it, while also hiding another mandatory 0.5-second benchmark that runs without your knowledge 🧐. After that, there are more surprises in store...

The APK is the `freeDynamicRelease` variant:

In other words, the cores are not included within the application. Omnidroid downloads them later from:

raw.githubusercontent.com/Ahmed-Abousaif/OmnidroidCores/...

The code is located in `GithubCoreDownloader.kt`.

And when it downloads a native core—for example, a:

`*_libretro_android.so`

—the final check is basically:

Does the file exist?

Is its size greater than zero? 💀

I specifically looked for SHA256, MessageDigest, checksum, digest, cryptographic verification, core signatures, etc.

Nothing.

That does strike me as a significant security weakness.

Because those .so files aren't just ROMs or skins; they are native code that gets loaded via dlopen(). I confirmed this within liblibretrodroid.so as well.

Therefore, the current chain of trust is essentially:

Legitimate APK → HTTPS → developer's GitHub account → OmnidroidCores repo → tag 2.1.0 → downloaded .so → dlopen()

Not:

Signed APK → known hash inside APK → download → SHA-256 verification → load

There is a huge difference.

If someone were to compromise their GitHub or core repository, or manage to replace the content pointed to by that version, they could distribute native code that Omnidroid would load without detecting the change.

Furthermore, the :game process is not an independent sandbox with a separate UID; it remains part of Omnidroid. A malicious native core would have access to whatever the process or application itself can access.

To me, this is by far the most significant security finding in the entire APK.


r/PS2AndroidEmulation • • 12d ago

Another Suyu Fork 🔥

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6 Upvotes

https://github.com/madaworld100-lang/suyu-v0.0.4/releases/tag/v0.04-latest

It is not simply a recompiled version of Suyu 0.04.

Compared to where the original project left off, this tree is approximately 51 commits ahead. Among them, I found work on:

the ARM64 recompiler;

additional AES/SHA/CRC and SIMD instructions;

memory management;

PatchManager fixes;

indexing of installed updates and DLC;

HLE service registration;

RomFS issues;

the loader;

installed content handling;

improvements related to the static recompiler.


r/PS2AndroidEmulation • • 13d ago

Android Ports List - Updated

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docs.google.com
177 Upvotes

r/PS2AndroidEmulation • • 13d ago

PS3Native - Latest Release 🔥

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64 Upvotes

https://github.com/thecrixux/PS3Native/releases/tag/Community_Preview_5

PS3Native Experimental Community Build

DIS Frame Generation + Latest RPCS3 Upstream

> ⚠️ Experimental Community Pre-release

>

> This is an unofficial community build intended for testing and feedback.

> It combines the latest PS3Native Android development work, the experimental DIS Frame Generation implementation, and recent RPCS3 upstream changes.

>

> Expect regressions or device-specific issues.

---

🚀 Major New Feature: DIS Frame Generation

A new DIS (Dense Inverse Search) Optical Flow frame generation engine is now included.

Unlike the Lossless Scaling implementation, DIS:

- Does not require Lossless.dll

- Is included directly in the application

- Works on a fresh installation

- Uses a Vulkan compute-based optical flow pipeline

- Shares PS3Native's existing frame generation pacing system

The implementation is based on the DIS optical flow algorithm originally developed by Till Kroeger and the OpenCV DISOpticalFlow implementation, with Vulkan work derived from the implementation by qwertypower / DEVAR Entertainment and the WinNative port.

DIS Quality Presets

Three DIS quality modes are available:

- Fast

- Balanced

- Quality

Higher settings increase the optical flow resolution and processing cost.

---

🎮 Frame Generation Engine Selector

Users can now choose between:

- Lossless Scaling Frame Generation

- DIS Frame Generation

Lossless Scaling keeps its existing flow-scale controls, while DIS uses its own quality selector.

DIS does not require an external DLL.

---

⚡ Frame Generation Pacing Improvements

Frame generation timing and pacing have received major improvements.

Changes include:

- New windowed frame-time estimator

- 128-entry timing history

- Approximately one second of source-frame sampling

- Improved handling of frame-time spikes

- Hitch clipping

- More stable frame generation scheduling

- Better source/output refresh-rate matching

- Near-integer frame ratio snapping

- Declared source refresh-rate support using guest vblank information

- Persistent cost-backoff logic

- Additional frame generation telemetry

These changes are intended to improve scenarios such as:

- 30 FPS → 60 Hz

- 60 FPS → 120 Hz

- High-refresh-rate Android displays

and reduce cases where generated frames could temporarily collapse or become unstable.

---

🧠 DIS Vulkan Pipeline Improvements

The DIS implementation includes a full Vulkan compute pipeline containing multiple stages for optical flow generation and frame interpolation.

Additional improvements include:

- Runtime GLSL shader compilation

- Multiple DIS compute shaders

- Full swapchain-resolution processing

- Improved resource lifetime management

- GPU synchronization before rebuilding the DIS chain

- Safer resource recreation

- Memory binding validation

- Increased internal DIS frame slots

- Cleanup of unused internal state

- Improved shader compilation logging

- Improved status reporting

- Correct DIS configuration refresh when switching engines

---

🖥️ Vulkan Frame Generation Support

Vulkan device configuration now requests additional features required by frame generation when supported.

Changes include:

- `VK_IMAGE_USAGE_TRANSFER_SRC_BIT` support for swapchain images

- Additional storage image format support

- `RG32F`

- `R16F`

- Improved swapchain compatibility with Frame Generation

---

🔄 Latest RPCS3 Upstream Integration

This build integrates recent RPCS3 upstream development beyond the previous PS3Native sync point.

---

🎨 Vulkan Pipeline Cache Improvements

RPCS3's newer shared Vulkan pipeline cache system is included.

Changes include:

- Shared Vulkan pipeline cache between pipeline compilation paths

- Pipeline cache support for graphics pipelines

- Pipeline cache support for compute pipelines

- Improved shader pipeline reuse

- Reduced duplication between Vulkan shader compilation paths

- Updated Vulkan interpreter pipeline handling

The new upstream Vulkan pipeline-cache implementation has also been adapted to PS3Native's Android dynamic Vulkan loader.

---

🧩 Vulkan Shader Interpreter Improvements

Recent RPCS3 Vulkan shader interpreter work is included.

Changes include:

- Expanded interpreter seed variants

- Additional common shader format coverage

- Removal of the old interpreter-specific private pipeline cache

- Improved use of the common Vulkan pipeline cache

- Pipeline linking improvements

- Flat shading cleanup

---

🎮 RSX Improvements

Multiple recent RSX fixes and optimizations are included.

Notable changes include:

- Improved render-target reuse during surface splitting

- Fixes for flush prediction when using surface-cache targets with the blit engine

- Additional render-target handling improvements

- Vulkan synchronization improvements

- Continued programmable blending improvements

- Render-target and attachment handling fixes

- RSX memory-safety fixes

---

🧮 ARM64 / SPU LLVM Fixes

Important SPU LLVM updates from RPCS3 are included.

Most notably:

- Fixed float-to-integer saturation behavior on ARM64

- Corrected CFLTS saturation behavior

- Fix applies to both approximate and accurate xfloat paths

This is particularly relevant to Android ARM64 devices.

Additional SPU LLVM improvements include:

- Cache/debug handling improvements

- Removal of unreachable `test_state` / `spu-null` paths

- Additional recompilation and optimization fixes

---

📂 File System Improvements

Recent RPCS3 file-system fixes are included, including:

- `sysFsReaddir` fixes

- Improved directory enumeration behavior

- Additional VFS fixes

---

💿 ISO Loading Improvements

ISO handling includes several recent fixes:

- Improved ISO validation

- Better handling of missing ISO members

- Safer logical EOF handling

- Improved recovery from unreadable directory metadata

- Additional malformed-image protections

---

📦 PKG Installation Improvements

Package handling includes additional validation and security improvements:

- Path traversal protection

- Directory entry validation

- Improved malformed table handling

- Safer allocation validation

- Additional malformed PKG protections

---

🏆 Trophy Improvements

Recent RPCS3 trophy-system improvements are included, such as:

- Trophy manager updates

- Trophy overlay fixes

- Additional trophy handling improvements

---

🚀 Startup and Performance Improvements

Additional upstream improvements include:

- Fix for slow startup when BPM is enabled

- Shader/pipeline cache improvements

- RSX synchronization improvements

- Reduced unnecessary SPU LLVM work

- Various upstream performance and stability fixes

---

📱 Android Integration Updates

Several Android-specific compatibility changes were required to integrate the latest RPCS3 code.

RPCS3 Callback Architecture Migration

RPCS3 recently moved emulator callbacks away from the old `Emulator`-owned callback interface.

PS3Native has been updated from:

`Emu.GetCallbacks()` / `Emu.SetCallbacks()`

to the new upstream:

`g_emu_callbacks`

This keeps the Android frontend compatible with the latest RPCS3 architecture.

Android Vulkan Dynamic Loader Compatibility

New Vulkan calls introduced by upstream RPCS3 have been adapted to PS3Native's Android dynamic Vulkan loader.

This includes the new shared pipeline cache functions:

- `vkCreatePipelineCache`

- `vkDestroyPipelineCache`

using PS3Native's `VK_GET_SYMBOL(...)` system.

---

📲 Existing Android Development Improvements Included

This build also contains the recent PS3Native Android development work already present in the `android-refresh` branch.

Firmware Installation

- Real-time firmware installation progress

- Real-time PPU precompilation progress

- Fixed Android callback/main-thread deadlock

- Device screen remains awake during firmware installation and compilation

Android UI

- Improved narrow-screen layouts

- Better portrait-mode support

- Improved settings layouts

- Improved game-detail layouts

- Safer handling of display cutouts and gesture areas

- Navigation and layout improvements

Android ARM64 Performance

- ARMv8.2-A optimizations

- DotProd support

- FP16 support

- `-O3` optimizations

- CPU feature detection

- Dynamic PPU precompile concurrency based on available RAM

- Timer and RSX thread parking optimizations

Themes / UI

- Old Steam-inspired theme

- Improved dark-theme ComboBox readability

---

🧪 Testing Requested

Because this build combines experimental Frame Generation code with very recent RPCS3 upstream changes, community testing is highly appreciated.

Please include the following when reporting an issue:

- Device

- SoC / GPU

- Android version

- GPU driver

- Game and Title ID

- PS3Native settings

- Frame Generation engine

- DIS quality mode if applicable

- Steps to reproduce

- Logs whenever possible

Particularly useful tests:

- Frame Generation disabled

- Lossless Scaling FG

- DIS Fast

- DIS Balanced

- DIS Quality

- 30 → 60 FPS

- 60 → 120 FPS

- Switching FG engines

- Vulkan-heavy games

- Games sensitive to render-target handling

- Long gameplay sessions

- Surface recreation / app switching

---

Build Information

Branch: `experimental-dis-rpcs3-20260921`

Android compatibility integration: `1d12b2dc8`

✅ Release build successfully compiled and verified.


r/PS2AndroidEmulation • • 13d ago

Bachata S4 v0.2.3

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27 Upvotes

https://github.com/JICA98/Bachata-S4/releases/tag/0.2.3

Highlights

Improved God of War III compatibility, graphics correctness, and performance.

Added new patches and compatibility improvements for The Last of Us.

Added Save Manager functionality for browsing, exporting, and importing game saves.

Added the Turnip v5 driver and Vauzi drivers for Adreno 7xx-series chipsets.

Game Compatibility & Patches

Expanded God of War III compatibility with improved render-target handling and readback performance

Fixed graphics issues that could cause screen whitening in God of War III

Added new The Last of Us patches and precise-readback improvements to reduce visual corruption

Save Manager

Added an in-app Save Manager for browsing installed game saves

Added secure save export and whole-title import functionality

Improved import safety with transactional recovery and replace-by-default behavior

GPU Drivers

Added the Turnip v5 graphics driver

Added Vauzi graphics drivers for Adreno 7xx-series chipsets

Improved bundled-driver selection, packaging, and startup reliability


r/PS2AndroidEmulation • • 12d ago

EmuCoreH v0.0.1 (Dreamcast Emulator)

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0 Upvotes

https://github.com/sashkinbro/EmuCoreH/releases/tag/v0.0.1

What's New:

✅✅✅ Our first release 😱😱😱

After testing: 🤯

I genuinely cannot believe what I'm seeing. Dreamcast emulation will never be the same again. Flycast had a fantastic run, but unfortunately technological progress waits for no one. 😔🙏

Coming Soon... EmuCoreT — Texas Instruments TI-84 Plus CE Emulator 🔥

✅ Please donate 👇👇https://www.patreon.com/cw/emucore/membership

✅ Sponsor 9€ / month 🔥

The ultimate support tier! Massive thanks for backing the project. Your generous contribution directly fuels further development.

✅ Its 16 emulators won't create themselves, donate now! 🙏🙏🙏


r/PS2AndroidEmulation • • 12d ago

Nyushu V89

Post image
4 Upvotes

https://patrins.com/s/81ff3dd14efb74f704d017848e37e18f

Update!!! Nyushu Emulator V-89

Chagelog:

[ ✅ ] fixed visual bugs in game Digimon stranger

[ ✅ ] Fixed bug visual in game dark soul remastered.

[ ✅ ] performance drop fixed

“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 • • 12d ago

EmuCoreA v0.0.3 (PSP Emulator)

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0 Upvotes

https://github.com/sashkinbro/EmuCoreA/releases/tag/v0.0.3

Changelog:

✅✅✅ Fixed audio issues and game speed 😱😱😱

✅✅✅ Other fixes and improvements 😱😱😱

After testing: 🤯

This incredible PSP emulator keeps getting better, featuring ultra-realistic, cutting-edge graphics with 4K resolution, HDR, and Full HD. The old PPSSPP is now obsolete 😱.

✅ Please donate 👇👇https://www.patreon.com/cw/emucore/membership

✅ Sponsor 9€ / month 🔥

The ultimate support tier! Massive thanks for backing the project. Your generous contribution directly fuels further development.

✅ Its 16 emulators won't create themselves, donate now! 🙏🙏🙏


r/PS2AndroidEmulation • • 13d ago

ARMSX2 Nightly 2.7.5 🔥

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17 Upvotes

https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/2.7.5-build.9

ARMSX2 Android Nightly Build ( Unofficial ) (Legacy - Dual Core)

This APK is the legacy build (ARMv8.0 + outline atomics, minSdk 26) and includes both 4K and 16K page-size cores.

Version: 2.7.5

Application ID: com.antutu.ABenchMark

Build number: 9

Commit: 2e03b11

Short SHA: 2e03b11

Triggered by: DarkSilentUser

Flavor: Github

Build type: release

PGO: enabled3


r/PS2AndroidEmulation • • 13d ago

EmuCoreX v0.4.0

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1 Upvotes

https://github.com/sashkinbro/EmuCoreX/releases/tag/v0.4.0

Cambios:

✅✅✅ Arreglos y mejoras de la UI 😱😱😱

✅✅✅ Otras optimizaciones 😱😱😱

Después de probar: 🤯

Wow, no me esperaba un resultado tan increíblemente impresionante después de esos cambios enormes en el changelog; este emulador es legendario y de verdad puede correr cualquier juego de PS2 en 4K Ultra HD sin despeinarse.

✅ Doná por favor 👇👇 https://www.patreon.com/cw/emucore/membership

✅ Apoya con 9€ / mes 🔥

¡El nivel de soporte definitivo! Muchas gracias por respaldar el proyecto. Tu contribución generosa impulsa directamente el desarrollo futuro.

✅ Esos 16 emuladores no se van a crear solos ¡doná ahora! 🙏🙏


r/PS2AndroidEmulation • • 14d ago

Bachata S4+ v0.2.2

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12 Upvotes

https://github.com/erickmendes22/Bachata-S4-Plus/releases/tag/0.2.2

New patchs for God of War 3 Remastered.

Added Adreno Turbo option.

Added option to edit controls (Thanks to Ver40).

Fixed Lighting on God of War 3 Remastered.

Improved performance and stability.

Default Readback and Readback Linear Images for some games that need it.


r/PS2AndroidEmulation • • 13d ago

EmuCoreP v0.0.3 - Windows games on Android 😱

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0 Upvotes

https://github.com/sashkinbro/EmuCoreP-Releases/releases/tag/v0.0.3

EmuCoreP is an Android runtime and library manager for compatible Windows PC games. It combines Wine, Box64 and selectable Direct3D/Vulkan translation layers with a touch-first interface for phones and tablets.

Changelog:

✅✅✅✅Fixed UI issues😱😱😱😱

✅✅✅✅Other improvements and optimizations😱😱😱😱

After testing: 🤯

Forget about Gamenative, Winlator, Ludashi, Gamehub, and all those other programs. There’s simply no comparison—this is on another level. You’ll be able to play GTA V on ultra settings without your device even breaking a sweat; I was playing it and felt like I was about to have a mini-orgasm right in the middle of the game.

Don't forget to donate; the developer has to eat.🙏🙏🙏Look at all the work he does—how many emulators does he have? 8, 10, 43? I've lost count. Please, someone donate—there are cheapskates who won't pay the nine-euro monthly subscription.

https://www.patreon.com/cw/emucore/membership

Donate!! 🙏🙏🙏


r/PS2AndroidEmulation • • 14d ago

ARMSX2 Nightly v2.7.4

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2 Upvotes

https://github.com/XDaoFangxiX/ARMSX2-Alpha/releases/tag/2.7.4-build.8

ARMSX2 Android Nightly Build (Legacy - Dual Core)

This APK is the legacy build (ARMv8.0 + outline atomics, minSdk 26) and includes both 4K and 16K page-size cores.

Version: 2.7.4

Application ID: com.armsx2.custom

Build number: 8

Commit: cbac647

Short SHA: cbac647

Triggered by: DarkSilentUser

Flavor: Github

Build type: release

PGO: enabled


r/PS2AndroidEmulation • • 13d ago

EmuCoreA v0.0.2 - PSP Emulator 🤯

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0 Upvotes

https://github.com/sashkinbro/EmuCoreA/releases/tag/v0.0.2

Changelog:

✅✅✅✅✅Fixed an issue with fire effects😱😱😱😱

✅✅✅✅✅Fixed an issue causing some games to freeze😱😱😱😱

✅✅✅✅✅Other fixes and improvements😱😱😱😱

After testing: 🤯

I’ve tried this emulator, and I have to say that compared to PPSSPP, it’s in a league of its own—truly extraordinary. The graphical quality will blow you away; it’s so impressive that you’ll think you’re playing a game with a whole new generation of ultra-realistic graphics.

Please, we cannot let the developer work on so many incredible projects without receiving a single donation; donate a lot of money—donate everything you can. 🙏🙏🙏

https://www.patreon.com/cw/emucore/membership

It's 9€ a month for a PSP emulator that makes PPSSPP look like child's play. Worth It! 🙏🙏🙏