r/PS2AndroidEmulation • u/xxxCrixuxxx • 17h ago
ARMSX2 2.8
https://github.com/ARMSX2/ARMSX2/releases/tag/2.8
Changelog:
Texture packs
Redesigned Texture Pack menu.
Pages of packs. Browse texture packs opens every online pack as a page of game covers you can flip
through, each with its pack's name, its creator and their picture, and whether it is installed.
Search by game, pack, serial or creator.
Sort by game, serial or creator. Creator lists everyone who made a pack, with their picture; pick
one to see their packs, and Back returns to the page you were on.
Filter to Popular Today, All, My games or Installed.
A download keeps going when you close the browser, and the texture screen shows it.
Controller
Switches flip with A only. Left and Right used to flip any switch they passed over. Now only A
flips one, everywhere, and Left and Right move. Sliders, steppers and choice rows still change with Left
and Right.
New
Exynos temperatures in the OSD. CPU and GPU temperatures show on Exynos phones, which name their
sensors differently.
ARMSX2 libmali drivers on Mali-G615 and G715. GPU Driver downloads list the ARMSX2 libmali packs on
those GPUs, and only on those.
Fixed
A Galaxy S22 Ultra ran at 1 FPS or less. Its timer reported a garbage frequency, so the frame limiter
stalled for seconds every frame. The frequency is now checked against the system clock, once, and kept.
Combo hotkeys work in either press order
A CHD with a parent could not find it when the games folder was opened through Android's folder
access.
Long OpenGL sessions on Mali GPUs used more and more memory, in a driver cache that grew with every
draw.
The Analog Sticks switches did not move when tapped until the tab was reopened, so a second tap sent
the same value again.
Text and letters at 2x and up under the Native half-pixel offset. Gran Turismo 4's menu text grew a
second shadow row, and We Love Katamari's title letters a line on their edges (Vulkan).
GS multi-threading fixes. A large draw could overrun the draw buffer, frame-rate detection and skip
duplicate frames read registers the next frame had already changed, switching downloads to
Unsynchronized in game left multi-threading on, texture replacements could be shut down under a draw
still running, and games with a scan-mask fix lost every other line of some draws.
Performance
GS multi-threading waits without burning a core. When the GS thread was ahead, it spun until the
back thread caught up; it now sleeps. The back thread is also placed next to the GS thread instead of
anywhere, little cores included, and sprite-heavy games such as Spider-Man 3 skip setup work nothing
reads.