framegen treats flowScale as a DIVISOR -- flowExtent = inputExtent / flowScale in v3.1_src/shaders/mipmaps.cpp -- which is why upstream's own layer passes 1.0f / conf.flowScale rather than the value itself. We passed value / 100 from a 25..100 setting, so every position below the default asked for a LARGER optical-flow pyramid instead of a smaller one: 100 -> 1.00 -> full resolution (correct, 1.0 being its own reciprocal) 64 -> 0.64 -> 1.56x per axis, 2.4x px 25 -> 0.25 -> 4x per axis, 16x px So a user turning "Motion detail" down to find speed got sixteen times the flow cost at the bottom of the range, and the slider got slower the further it was turned down. Only the default was ever right, which is why this survived testing. Now 100 / value. The ~10% of real framerate frame generation already costs is not this: that was measured before the setting existed, when the call site passed a hardcoded 1.0f. Anything measured since, at a non-default value, was carrying the inflated cost.
ARMSX3
Uses the latest RPCS3 upstream code (the recent ARM64 improvements included).
Building
Only arm64-v8a is supported. You need the Android SDK with NDK r27 or newer, CMake 3.30 or newer, and a JDK 17. Android Studio ships all of these.
Clone with submodules, then fetch the two third party checkouts that are not submodules:
git clone --recursive https://github.com/ARMSX2/ARMSX3.git
cd ARMSX3
git clone https://github.com/SnowflakePowered/librashader 3rdparty/librashader
git clone https://github.com/bylaws/libadrenotools android/armsx3-ui/app/src/main/cpp/libadrenotools
Build the core. This is the long part and produces an unstripped library of around 1.3 GB:
export ANDROID_HOME=$HOME/Library/Android/sdk
cmake -B build-android -G Ninja \
-DCMAKE_TOOLCHAIN_FILE=$ANDROID_HOME/ndk/<version>/build/cmake/android.toolchain.cmake \
-DANDROID_ABI=arm64-v8a -DANDROID_PLATFORM=android-31 \
-DCMAKE_BUILD_TYPE=RelWithDebInfo
cmake --build build-android --target rpcsx-android -j8
Strip it and put it where the app expects it:
llvm-strip --strip-unneeded build-android/android/libarmsx3-core.so
cp build-android/android/libarmsx3-core.so \
android/armsx3-ui/app/src/main/jniLibs/arm64-v8a/
Then build the app:
cd android/armsx3-ui
export JAVA_HOME="/Applications/Android Studio.app/Contents/jbr/Contents/Home"
./gradlew :app:assembleRelease
The apk lands in app/build/outputs/apk/release/.
Note that the core library has to be rebuilt and copied again whenever anything under rpcs3/ or android/src/ changes. Gradle does not build it for you.
The Discord Social SDK is proprietary and is not redistributed here. Get it from Discord's developer portal and drop it in app/libs/ and app/src/main/cpp/discord_sdk/ if you want that feature. The build skips it otherwise.
Running it needs PS3 firmware, which is not included. License
GPL-2.0-only, the same as RPCS3. See LICENSE. Some files may be licensed differently, check the file headers.
Based on RPCS3, https://github.com/RPCS3/rpcs3