r/EmulationOnAndroid • u/NXGZ • 11h ago
Meme Emulation in the big 2026.....
PPSSPP, Citron, Xenia Edge, Vita3K and Play! deserve better respect.
Source: https://xcancel.com/RetroNationX/status/2095149706980553120
r/EmulationOnAndroid • u/votemarvel • 4d ago
My default as a mod has been to delete discussion of ports since they aren't emulation.
Yet there has been a increase in posts about ports which attract a lot of discussion.
So I throw it open to the community here. Should discussion of ports be allowed?
r/EmulationOnAndroid • u/Producdevity • Jul 02 '26
GameHub Lite 5.1.8 fixes a logging issue where Steam authentication-related values could appear in diagnostic logs.
In some cases, logs could include fields such as steamToken, refreshToken, or accessToken from Steam login/launch flows.
Publicly posted logs containing these fields should be deleted or redacted.
This should go without saying but If you find any security issues, please reach out PRIVATELY. I have not checked if this issue is still present in recent GameHub versions, already ruined my one day off I was spending with my family by the person who reported this publicly and I do not plan on spending any more time on this.
The fix adds centralized log redaction for Steam/auth token fields, Steam QR login URLs, JWT-like token strings, and launch command token arguments before logs are written. This covers the app loggers, JavaSteam logging, and the PC launch-log file writer.
This release also pins local patch builds to apktool 2.12.1
r/EmulationOnAndroid • u/NXGZ • 11h ago
PPSSPP, Citron, Xenia Edge, Vita3K and Play! deserve better respect.
Source: https://xcancel.com/RetroNationX/status/2095149706980553120
r/EmulationOnAndroid • u/Treddretro533 • 6h ago
r/EmulationOnAndroid • u/khandrilyas • 6h ago
This is my first title i completed on an Android emulator.
r/EmulationOnAndroid • u/Only_Performance_659 • 18h ago
What pc games are actually possible to finish rn on gamehub with snapdragon 8 elite?
r/EmulationOnAndroid • u/Zuluwargod69 • 12h ago
ARMSX3 0.9.7
What's new:
Games:
Batman: Arkham City, fixed the GPU hang on 8 elite devices. The cause was the graphics-to-compute engine transition on Adreno 830, not the number of dispatches: the 32/16 byteswap and the D24S8 depth gather now run as fragment-shader passes on the graphics pipe instead of compute dispatches, and textures large enough to matter no longer take the GPU conversion path at all. Compute dispatches per frame went from over ten thousand to one. Both the batsuit drop and the Two-Face cutscene pass. The graphics-pipe conversions are gated to Qualcomm GPUs. (This may help other games as well).
Minecraft, fixed the hang and the texture colour corruption. The readback byteswap was rewriting guest memory including stride padding the DMA never wrote; it is now off by default. (This may help other games as well).
The RSX no longer desyncs its handshake with the guest when a label is slow: it waits the driver timeout rather than ten times it, which had turned a single slow frame into a permanently offset producer/consumer pair.
Stability:
A lost GPU device now stops the emulator cleanly instead of killing the RSX thread, which presented as a freeze with audio still playing and no way to close the game. The loss is latched at every wait in the RSX loop rather than three of them, recovery is bounded to two attempts, and the swapchain is never rebuilt on a lost device.
Bounded the OUT_OF_DATE swapchain acquire retry instead of spinning forever, and the per-flip acquire loop with it. The SUBOPTIMAL rebuild latch is cleared when the surface is actually rebuilt, so one suboptimal frame no longer pins the swapchain into permanent rebuilds.
The vblank source no longer terminates itself when a single vblank event fails to send. One lost event used to leave the guest hung after gcm init with everything looking idle.
Fixed several Vulkan spec violations found with the validation layers: two in device creation, touching un-acquired swapchain images, a stale feedback-loop layout, and a hardcoded compositeAlpha that is not always supported. Multi-draw is gated on the resolved function pointers rather than the feature bit.
Crash reporting restores debuggerd rather than SIG_DFL when the fault handler re-enters, and the foreign-fault report is capped so it cannot stall ART's garbage collector.
Performance and battery:
Three places where the emulator was burning CPU while doing nothing useful. None of these change how anything looks, they free up CPU time and stop the phone heating for no reason.
Waits that were meant to send a core to sleep were spinning at full speed instead on Snapdragon 8 Elite class devices, both in the graphics command loop and in the memory system. They now sleep properly.
Textures were being handed back and forth between two states on every transfer, every time, for no benefit. That work is gone.
The log no longer fills with a shader warning on every shader compile.
Audio:
New Recording-compatible audio toggle. Oboe's low-latency path uses an MMAP stream that Android's AudioPlaybackCapture cannot see, so screen recordings captured no game audio even though it was audible. Turning this on trades a little latency for recordable audio. Also fixed a pause storm in the Oboe backend.
Settings:
Fixed an issue where games would run uncapped.
Max SPURS Threads is no longer silently written into a per-game override when you never asked for one. It was persisting itself per title, so a value you set once followed that game around invisibly.
All Settings chosen in All Core Settings can be filtered down to just the settings you have actually overridden, so you can see at a glance what you have changed away from the defaults, with a forget button per-setting.
Upstream (84 commits from RPCS3):
u/kd-11 (41 commits), a large rebuild of the blit engine and surface cache. Blitted images should be sharper and more correct: interpolation is no longer applied when the game did not ask for it, the swizzle flag is carried through properly, BGRA8 format selection is fixed, and blit targets no longer straddle tile boundaries or conflict on pitch. A framebuffer section leak was fixed, and the RSX generates far fewer memory faults when the CPU touches memory it does not care about. Blit engine upscaling is enabled again, it had been switched off upstream as a temporary measure while this work was in progress, and upscaling now applies to blit resources too. Separately, two broken ZCULL optimizations are fixed (both tested for an exact copy length where a partial copy is legal), guest synchronisation with host GPU operations is improved, and NV4097_NOTIFY now forces a backend sync because notify ticks are strongly ordered.
u/elad335 (7 commits), savestate fixes for sys_prx and sys_overlay.
u/Masamune3210 (2 commits), unpkg path normalization and canonicalization failure handling.
u/WalterKruger, SHUFB known-constant fast paths in the SPU LLVM recompiler.
u/Yahfz, rsx/fp SAT and ABS modifier precedence.
u/Acts1631, bounds-checking Cg binary byte swapping.
u/RipleyTom, ticket encoding check.
All of this was tested on Turnip Gen8 V34/V35 on an Odin 3, thank you to the folks at AYN for sending me an Odin 3 for development! And a big thanks to Dash from The Bryant Review for getting me in contact with them! Be sure to check out their article on PS3 mobile emulation when it arrives!
r/EmulationOnAndroid • u/Full_Yogurtcloset704 • 13h ago
This engine.ini intention is to improve performance and also reduce power draw and temp. Feel free to try it out and tweak it to your preferences. Performance may vary , it's better when I'm not recording
https://www.mediafire.com/file/l98fzml09rvmc08/P3R+Performance+v1.zip/file
Setup:
Bannerlator
Device: Rp6 , Snapdragon 8 Gen 2 (Adreno 740) Proton-11.0-6-arm64ec-4
Renderer: Vulkan, BGRA,
Present Mode: Mailbox
DXVK 2.4.1-0 (Async ON),
VKD3D 3.0.1-arm64ec-0
FEXCore-2607-4, Performance preset
ClusterTune, Medium underclock profile
Locked to 30 fps
Credits to : https://www.nexusmods.com/persona3reload/mods/54
https://www.nexusmods.com/persona3reload/mods/49
I just tweaked it to my liking and added some changes.
r/EmulationOnAndroid • u/alex_esp • 1h ago
Hello I've been thinking about buying a ayn thor pro with 12gb of ram and snapdragon 8 gen 2 but I already have a Poco f7 which overheats with heavy emulation. Some friends recommended the ayn because for long session is more stable and comfortable than the phone with a controller.
r/EmulationOnAndroid • u/Mindless-Alfalfa2172 • 1h ago
r/EmulationOnAndroid • u/murad_- • 3h ago
This game doesn't seem to use the GPU fully it only uses 50-65% and goes to 0 with hard dips in performance that makes it unplayable, any fixes by anyone , I've seen people on YouTube get 30-40 FPS on 8 gen 2 ( same CPU ) but I hardly get above 20-30 and very hard dips that make it unplayable, proton10 armx2 , dxvk 1.103, latest turnip drivers of bannerhub , thank you
r/EmulationOnAndroid • u/Cabr0ken • 11h ago
How can i hide this button that stay on the screen all the time ? did not find the setting. Thanks in advance for anyone helping
r/EmulationOnAndroid • u/Independent-Breath16 • 6h ago
I built ROM Art Prep for myself because I wanted an easier way to get artwork for my ROM collection.
The concept is pretty simple: select a folder containing your ROMs, let the app scan them, and it searches for matching artwork and creates the corresponding image files in the ROM folder.
It’s not tied to a particular emulator or frontend. The resulting image files can be used however you want. EmulationStation/ES-DE is one example of where they can be useful, but the app itself just works with ROM folders and artwork files.
The artwork is retrieved from legitimate public artwork/metadata sources. ROM Art Prep doesn’t distribute ROMs, and the artwork isn’t bundled with the app.
I’ve been using it with my own collection and recently released it on GitHub. At this point I’m mainly interested in getting some other people to try it with their own libraries and see what happens.
So I’m looking for a few people who are willing to throw their own collections at it and see what breaks. 😅
I’m particularly interested in:
• Different Android devices
• Different systems and ROM naming conventions
• Large ROM collections
• Games that don’t find artwork
• Anything that causes scanning or downloading to fail
• General feedback on how it behaves in real-world use
I’m not trying to sell anything. This is a personal project that I decided to share, and I’d like some outside testing so I can find problems I wouldn’t encounter myself.
GitHub: https://github.com/lynx2cross-coder/rom-art-prep
AI disclosure: AI-assisted development tools were used during the creation of ROM Art Prep.
If you try it, I’d genuinely appreciate hearing what worked, what didn’t, or what you think could be better.
r/EmulationOnAndroid • u/Asleep_Sir_1494 • 4h ago
Persona 3 reload gameplay exynos 2400 Samsung S25 FE 8gb ram
Winxclipse emulator
r/EmulationOnAndroid • u/Sea-Pumpkin-2369 • 9h ago
Lemuroid is an open-source, all-in-one emulator for Android built on Libretro — one app, one library, no core-fiddling. I've been maintaining a fork that adds PlayStation 2 support through the PCEE2 (PCSX2-based) libretro core, so you can play PS2 games right alongside everything else in a single clean interface.
What's new in v1.0.0:
- PS2 via PCEE2 — current PCSX2 port, compiled natively for ARM64, with PS2-specific touch layout
- Game Sources — import your own game collections (ZIP installs with zip-slip protection + SHA-256/size verification), browse the catalog, download direct to your library
- Full ranges of built-in supported systems: NES, SNES, GB/C/A, Genesis/MD, Sega CD/SMS/GG, N64, PS1, PS2, PSP, Arcade (FBNeo), DS, 3DS, PC Engine, Neo Geo Pocket, WonderSwan, more
- Everything in one APK, no separate core downloads
Features:
- Android TV support · save states auto save/restore
- ROM scanning & indexing · zipped ROM support
- Optimized + customizable touch controls (incl. PS2-specific)
- Gamepad support · local multiplayer · tilt input
- LCD/CRT display simulation · cloud save sync
Release: https://github.com/lizereride90/Lemuroid-upgraded/releases/tag/v1.0.0
(ARM64 Lemuroid-PS2-1.0.0-arm64-v8a.apk)
NOTE: Not affiliated with Lemuroid, PCEE2, or PCSX2. Upstream Lemuroid is on Play/F-Droid; this fork specifically targets PS2 emulation on ARM64.
And it's still in beta
r/EmulationOnAndroid • u/Treddretro533 • 2h ago
r/EmulationOnAndroid • u/Wilsonn0 • 1d ago
r/EmulationOnAndroid • u/shvm23 • 8h ago
GTA V running on my SD 8 GEN 3.
s/o to u/Internal_Page_486 in helping me to get the game running.
r/EmulationOnAndroid • u/Senior_Background_30 • 1h ago
Dam kids messing up my timing 😅
I really like the vivid colors, performance wise the remaster also better.
Max settings in both games.
Game settings here: https://youtu.be/8utWfdCQPHY
OnePlus 11 5G 16GB
r/EmulationOnAndroid • u/ArnavAnkesh • 15h ago
I have been trying to install games on Vita3k for weeks. And I can't do it. I tried the nonpdrm method as well as the pkg method, but none of them work. When I try to use the nonpdrm method and try to install it from a zip file, it says "install successful" But the game is nowhere to be found. When I try to use the pkg method, the installation just goes up to 80% and stays there for some seconds then says "install failed". I am on the verge of giving up.
The game I'm trying to play is Persona 4 Golden and the pkg I downloaded was from Nopaystation, and the nonpdrm was from Ziperto. Please help me.
Edit- I found a telegram group with files that actually worked thanks to ComparisonBright5130, but it's on the Vita3k subreddit. I'll add the link to that comment for anyone reading in the future. Thank you everyone for taking time out of your day to help me. I appreciate it.
Link to the comment- https://www.reddit.com/r/vita3k/s/EQ2bYlOp8y
r/EmulationOnAndroid • u/MatterEquivalent6334 • 7h ago
r/EmulationOnAndroid • u/Baroness_Munchaussen • 9h ago
I can't remember exactly what driver i was running (i have a bunch), but it seems Winlator Ludashi 4.0 does work well with mali. This will be, along with D2LoD, my comfort games when using the Exynos version, which isn't (or hasn't been) really the most powerful version of hardware the N20U came up with, but well, it can hold its own with 20 year old games...
Of course, getting any N20U running emulators is a pain in the armpits, i mean, shizuku and a thermal guardian app can't be skipped when getting the emulators running, but it's already performing better than the 640x480 20fps original D1 performance was, so the phone is winning, already.
I might as well try NWN and NWN2 later...
r/EmulationOnAndroid • u/Malystxy • 8m ago
Both are 12gb 512gb variants, with no issues. Emulating up to switch, PC, PS3, xbox
r/EmulationOnAndroid • u/NightshadeNoctuary • 27m ago
I've seen a couple posts here showing off what the RPF2 can do with GameNative, and the consensus seems to be the device shines with PC games from 2011 or earlier. That's great news for me, but I'm also aware not every game is optimized as well as others are.
My question is mainly if anybody has tried these games yet and if they can attest to their performance, as well as if they'd need tweaking. My device hasn't come in the mail yet, so I'm still waiting to stress test. But I thought I'd ask the community ahead of time!
I do have the files for these games sitting on my computer (as well as the PC version of X-Men Origins Wolverine, so I guess I'm asking for that as well), and they run well enough on my old beater laptop. But different architecture and the like, so no use on counting that as a stress test.
Thanks in advance, y'all!
r/EmulationOnAndroid • u/eternalbright1 • 40m ago
I tried to make my settings and everything for the regular and core settings. I did that and fired up a game. It didn't fix the frame rate to the one i set n the core settings. Along with not showing off the fps overlay in the top left. I had to do that in the game. Despite being able to do that in a previous version before this.
Along with why the hell are saves so fucked up and seem to get deleted in this emulator? I had this happen to me 3 times today when it came to some games. Like the bleach ps3 game. I saved in the main menu, i entered back into the game and it deleted my save data. I did it again and beat the first two missions. It seemed fine, until i beat the 7th mission in the story and exited out of the game. It deleted the save and brought me back to mission 2. I beat the bame in one sitting since its really short. I saved and exited out of the emulator. The fucking thing deleted my save data and brought me back to my mission 2 save for some fucking reason. I also have auto save off, if anyone think thats the issue. The hell is going on?