Frame generation's state is file-scope global and had no teardown path. shutdown() only finalised the old dlopen'd library, and release_shared_images() was never called at all, so at emulation stop the fences, command pool, command buffers, allocator, queue and the whole pass chain stayed live as children of a destroyed VkDevice. The reachable consequence is worse than the leak. On the NEXT boot in the same process g_native.valid() was still true, so build_native_stack() was skipped and generate() waited on a fence from the dead device, reset freed command buffers and submitted to its queue. g_shared_w/h still matched too, so the output images were not recreated either. That is boot -> stop -> boot, and it is deterministic rather than intermittent. It is the likeliest explanation for frame generation working in one game and then failing immediately in the next one launched without restarting the app, which is exactly how it was reported. release_device_resources() destroys the stack and the images and resets the state that gates rebuilding, including g_disabled -- a new device may not fail where the last one did. Called from ~VKGSRender after vkDeviceWaitIdle, while the device is still alive. Found by a Vulkan lifetime audit. Not verified on device; the hardware was unavailable.
ARMSX3
Uses the latest RPCS3 upstream code (the recent ARM64 improvements included).
Building
arm64-v8a and armv8.2 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