jpolo1224 6399e5f517 Refresh 2.5.3: perf port batch, memory-card export, live settings, global hardcore toggle, Optimal Frame Pacing, stick/UI fixes
Performance
- Ported the portable yaps2/bmdhacks arm64 + GS wins: microVU lane-indexed
  FMUL broadcast fold (less VU-thread time), CNTVCT_EL0 GetCPUTicks (reads the
  hardware counter instead of clock_gettime every frame, freeing EE-thread
  headroom on weak cores), call-free GS vertex-kick, a mid-frame Vulkan
  command-buffer submit on readback-heavy frames (GPU runs concurrently with
  recording), the SPU2 NEON mixer, a placement-new per-block assembler (no
  malloc/free per block), the RGB5A1 CPU pack, and an overflow-safe vtlb range
  check. Full-repo coverage audit: nothing portable remains for this backend.
- EE recompiler mixed-operand constant folding: when one source of a reg-reg
  ALU op is a known constant, fold it into an add/sub/logical immediate instead
  of loading it from memory. Gated to single-instruction encodings
  (IsImmAddSub / IsImmLogical) so it is never worse than the load it replaces.
- FIFO_RELAXED present mode (Vulkan): a late frame tears instead of stalling a
  whole refresh, avoiding the 60->30 cliff on borderline titles.
- Report the real display refresh rate to the throttle/pacing (was a blind
  60Hz assumption — a pacing source on 90/120Hz panels).
- Auto-apply the full Low-End preset at setup on detected low-end devices; the
  setup performance choice is now Optimal / Fast / Low-End.

Display / pacing
- "Optimal Frame Pacing" toggle (Fixes) forces the GS-thread frame queue to 0
  for the tightest pacing and lowest input latency, matching PCSX2.
- Sustained Performance toggle (Performance) holds a steady, thermally
  sustainable clock for long handheld sessions.

UI / settings
- Memory-card Export: save a card out to any location via the system file
  picker, for backup or migration to another device.
- Fix pref-backed settings not reflecting changes live (HW scaler, per-stick
  feel, sustained performance) — they were read unobserved by Compose and only
  caught up on menu re-entry.
- Fix custom-slider drag: a single gesture handler now does tap-to-position and
  continuous drag; the split tap/drag handlers fought for the pointer and
  stalled after the first jump.
- Global RetroAchievements Hardcore: enable it from the home screen with no
  game loaded. setHardcoreMode persists ChallengeMode; the enable path no
  longer resets (which booted the BIOS with no game), and the toggle reads the
  persisted setting instead of the always-off live rcheevos flag.
- Corrected OSD labels: Settings summary = bottom-right, Control inputs =
  bottom-left.

Input
- Fix an off-axis analog-stick bleed on both sticks ("up" also nudging "right")
  from the earlier per-axis -> radial deadzone change: drop the minor axis when
  it is a small fraction of the major one, restoring the off-axis cleanup the
  old per-axis zone did without reintroducing a square deadzone.

Cheats / GameDB
- Per-game cheats list now filters installed .pnach by the running (or library-
  previewed) game's serial/CRC instead of listing every game's files.
- GameDB (PCSX2 #14659): drop the superseded SoftwareRendererFMVHack from the
  Silent Hill 3 variants (SLES-51434, SLKA-25065, SLPM-65257/65622/66018,
  SLUS-20622); the deinterlace fix that supersedes it stays, fixing the FMV
  black screen.

Drivers
- Add StevenMXZ/Adreno-Tools-Drivers as an in-app GPU-driver download source.
2026-07-04 21:12:57 -04:00
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2024-01-14 14:18:03 -05:00
2026-04-03 12:41:47 -04:00
2026-06-09 18:31:52 -04:00

ARMSX2 is a free and open-source PlayStation 2 emulator for ARM devices, based on PCSX2, PCSX2_ARM64 for our OG versions that used x86 translation, and our own arm64jit with the new ARMSX2 refresh versions.

Its goal is to bring modern PS2 emulation to ARM platforms while staying aligned with upstream PCSX2 improvements. ARMSX2 now supports native ARM64 JIT/recompiler work alongside legacy x86-to-ARM64 translation paths, meaning it is no longer solely dependent on x86 translation. Development is ongoing, and the project continues to move toward deeper native ARM64 support as more of the emulator core is modernized.

ARMSX2 allows you to play PS2 games on Android, iOS, Linux, macOS, and Windows devices, with a focus on ARM-based mobile and desktop hardware.

Project Details

ARMSX2 began after years of there being no open source PS2 emulator for ARM systems, and so developer @MoonPower with the support of @jpolo1224 decided to try their hand at porting a new PS2 emulator for Android, forking from the repository PCSX2_ARM64 by developer Pontos. Moon has and will continue doing his best to fill in the gaps and make this into a complete emulator, with the goal to have version parity with PCSX2. This project is not officially associated with PCSX2, and we are not associated with any other forks made from the original repository. This is our own attempt at continuing PS2 emulation on Android, iOS, and MacOS. The emulator no longer operates as just x86 -> arm64, we now have native arm64 support in our refresh/2.0 builds.

System Requirements

ARMSX2 supports any ARM capable device, including Android, iOS, Linux, and Windows platforms (eventually, should work as well). Please note that performance will also depend on your devices hardware capabilities, we have done our best to optimize for low end devices and will continue to do so.

Please note that a BIOS dump from a legitimately-owned PS2 console is required to use the emulator.

Website

https://armsx2.net/

Any other website is not affiliated with ARMSX2.

Translation

Help translate ARMSX2

Download

ARMSX2 is available on the Google Play Store once released.

Get it on Google Play

Affiliation

We are NOT affiliated with ARM Holding LTD in any way shape or form. We chose the name ARMSX2 since it runs on ARM devices, and seek no commercial incentive from the emulator. The most we accept is voluntary donations. Thank you.

Additional Credits

PCSX2 - ARMSX2 would not be possible without the legendary work from the PCSX2 team and their patience and understanding regarding this project!

PCSX2_ARM64 - ARMSX2 originally started off as a fork of developer Pontos work.

Thank you to @Vivimagic for creating and working on the logo!

Thank you to developers @tanosshi @jpolo1224 @MoonPower for working on the ARMSX2 website!

Why are there .js and .jsx files?

Originally as a curious idea the react native screens were just an experiment i decided to keep they are extremely barebones and will either be finalized in a seperate branch (armsx2-rn) or removed altogether They do not affect performance as they are hidden by default and not executed. Any PR to them is welcome!

To start developing with ARMSX2 RN do the following:

  1. First install the deps:
(npm/pnpm/bun) install
  1. Compile ARMSX2 With the react native core:
./gradlew assembleDebug -PenableRN=true

And now you will have a new button appear on the top right of the game selector screen click it and start developing with hot reload and see your changes without recompiling (note: compiling RN switches the emucore from static to shared).

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