SPU: the ARM64 block checksum folded two thirds of every block through absolute difference, which is not injective, so adding the same value to two words left the checksum unchanged and similar job binaries hashed alike. Plain summation now. This is what Precise SPU Verification was working around, and that setting is exposed properly instead of only being reachable by hand editing the config. SPU: a block is no longer marked permanently failed when the trampoline rebuild fails. The compiled function was live, the state was not recoverable for the rest of the session, and the claim could never be retaken. RSX: render pass churn cut in heavy scenes, roughly 113 to 85 passes per frame. On a tile based GPU every pass boundary is a full tile store and reload. Two Vulkan specification violations fixed, and a read/write hazard on the render pass path. RSX: the FIFO no longer burns a core on sched_yield while idle. Android: ADPF is implemented rather than an inert setting, logcat no longer allocates and makes an IPC call per line, and Silence All Logs is available for playable titles. Audio: Oboe backend, for the per device quirks database and stream recovery on disconnect and route change. Ported from ouroboros420/rpcsx: GPU Turbo, power and thermal handling, the crash and freeze fixes, savestate and WSI surface lifetime, honest RAM VRAM budgeting, the persistent SPU object cache design, occlusion query and RSX fixes, frame pacing and tiler tuning. Ported from rfandango/rpcsx: the Turnip ZCULL deadlock fix and ARM64 SPU checksum handling. Individual commits are credited in comments at each site.
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