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CamilleLaVey 1b4a79c7ee
[android] QoL changes to Android Phase - 1 (#3832)
This pr content and goal is to provide following to Eden's user base issues with settings, adjust default values on settings and refactor some handlings to improve the plug-and-play factor:

-> Combo-box for ASTC Recompression Method Removed: The removal of this toggle was due to the redundant process inside Android devices, most drivers do suppot ASTC handling natively and meanwhile this option provided some benefits to some older Mali devices, the specifications from those and the real compatibility doesn't pay the need for this setting, unless something else is provided to be wrong, the default setting will be uncompressed and no longer available in UI to change. Removed some dead code along with it.

-> Removal of ASTC Decode Method ifdef block for Android: Since Yuzu's, the handling for this option was strangely set on CPU, having a specific block for Android in settings, possibly due to the constant spikes on GPU usage that wouldn't be good to load GPU with the whole flow of operations; but since then and until today, Eden's constant effort to make operations more accurate and smartly resolved, have marked the difference that now CPU default on Android no longer provides the benefit to relief GPU stress than reducing performance in some heavy draw commands on some games; the default will be set to GPU to keep parity with PC configuration aiming for a global configuration with all platforms. The setting will be kept to user range, unless is proved to no longer be needed, right now low end devices could still have benefit from CPU/Async, but requires testing from community to show real potential.

-> Adjusted default value of ExtendedDynamicState: Currently we're facing some issues of logic inside of ExtendedDynamicState implementation, that makes it a bit unstable when it comes to use the disabled mode, right now we jump to ExtendedDynamicState1 for more stability, meanwhile we fix the remaining issues in future updates (currently one fix will be presented - or would be merged along this pr, the 1st Global Vulkan Maintenance which has some fixes for this situation), so stock drivers and other mobile drivers will behave and benefit from this.

-> Exposed hidden and defaulted settings to user's UI: Yuzu implemented some settings that were available on PC's UI but weren't presented on Android's UI or wasn't something expected to do, either way there are some strange behaviors due to this default settings and each of them do something different, i'm not gonna dive into a deep explanation, but to make it short, they stablish asynchronous operations for GPU operations, like Async GPU Emulation (to use a CPU thread to boost performance with GPU emulation, currently a performance hack), Asynchronous Vulkan Presentation this does something a like to disperse draw's/ syncing from TimelineSemaphores and set a thread of CPU to help in running some Vulkan operations (another performance Hack), meanwhile most of the Desktop drivers are mostly nice with this setting, Nvidia aren't due to the nature of the hack, so provokes black screen or failing into initialize games. Mostly Asynchronous operations are fast-paths/ hacks to improve performance to the cost of some graphical issues like the pop-in with Asynchronous Shader Building during the shader compilations, sometimes the trade-off could give random crashes and other issues. Android it's not the exception and currently by disabling GPU Async Emulation user's will be able to fix some strange flickering on Zelda - Link's Awakening (NCE) and other games suffering from similar issues, may also fix random crashes on games that are supposed to work. These settings will be exposed for a short amount of time, meanwhile I receive feedback of the usefulness of having them active or the whole operation being used on Android, aside that, disabling them or one of them will inevitable reduce performance a bit, not so notorious, but it will be up to user's decision now to use them or not.

-> AMD FidelityFX's Super Resolution UI handling (a personal request): Now the slider default value will be 0% and will only appear whenever FSR is choosed among other window adapting filters, this will also work with the quick setting menu during runtime.

-> Fixed the issue of changing drivers removing all games compiled shader cache: Currently our implementation to safeguard users from unknown issues when a different driver tries to load/ read compiled shaders from another version of Turnip/ QCOM driver, that will delete shaders if the driver is removed or changed; deleted all games compiled shader cache, which increased the annoyance on Android users along with adding unneeded complexity, this used to happen whenever a driver was changed in global settings or per-game settings. Now no longer will happen if the driver is changed on global settings and changing drivers in per-game configuration will only delete current game where the driver was change without affecting others, from here, I'll apologize for this unneeded situation.

-> Refactored the input controller detection (another request of mine, hehehe...): This implementation will work to reduce the burden on a new installation (since I have to test everything personally, cuz testers are lazy ass mfs), the input detection is now more accurate to what kind of input a device has, whether is in-built or wireless gamepad, will map it once Eden detect's physical input by reading the controllers inputs that OS provides natively and set or disable touchscreen controllers automatically:

   - If in-built is detected (Ayaneo, Ayn, Retroid or any Android handheld), Eden will map it automatically and will disable touchscreen controller.
  - If Wireless gamepad is detected, the same behavior as described above will happen with the extra to recover touchscreen controller whenever the gamepad goes off.

It was quite funny to do this, cuz Xiaomi and some other manufacturers always do strange shenanigans with how the inputs are detected (wasn't funny).

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3832
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Co-authored-by: CamilleLaVey <camillelavey99@gmail.com>
Co-committed-by: CamilleLaVey <camillelavey99@gmail.com>
2026-04-08 23:42:55 +02:00
.ci [cmake] Fix macOS frameworks, and icon set usage (#3782) 2026-03-26 07:59:53 +01:00
.forgejo [ci] Add CPMUtil dependency update workflow (#3838) 2026-04-08 05:15:27 +02:00
.patch [dynarmic] nuke mcl dependency (#3777) 2026-03-27 01:11:49 +01:00
.reuse [docs] troubleshoot section, release policies, gpu documentation (#3078) 2025-12-12 18:36:19 +01:00
.tx [cmake] feat: FFmpeg CI, allow 16kb android builds, update translations for transifex (#2543) 2025-09-23 19:38:11 +02:00
CMakeModules [cmake] switch nightly auto updater to forgejo (#3807) 2026-04-01 02:08:46 +02:00
dist [dist, android] Update translations from Transifex for Apr 07 (#3834) 2026-04-07 19:18:07 +02:00
docs [docs] add instructions to build older commits (#3826) 2026-04-06 19:12:10 +02:00
externals [externals] Require httplib >=0.18.7 (#3830) 2026-04-07 00:03:45 +02:00
hooks chore: make yuzu REUSE compliant 2022-07-27 12:53:49 +02:00
LICENSES general: fix trailing whitespace 2024-01-08 09:34:32 -05:00
src [android] QoL changes to Android Phase - 1 (#3832) 2026-04-08 23:42:55 +02:00
tools [dynarmic] fix GetDecoderTable() making the compiler nervous due to the big table that gets made into the stack (#3799) 2026-04-01 07:05:42 +02:00
.codespellrc core: refactor emulated cpu core activation 2023-12-04 10:37:16 -05:00
.git-blame-ignore-revs Skip git blame 2023-11-04 18:26:49 +00:00
.gitattributes chore: make yuzu REUSE compliant 2022-07-27 12:53:49 +02:00
.gitignore [gitignore] add *.tar.zst (#3663) 2026-03-02 05:28:26 +01:00
.shellcheckrc [tools, cmake] refactor: update/hash check scripts, use tags for some more deps, proper CPMUtil separation (#2666) 2025-10-05 03:04:53 +02:00
CMakeLists.txt [dynarmic] nuke mcl dependency (#3777) 2026-03-27 01:11:49 +01:00
CONTRIBUTING.md [meta] remove stale/dead links in help/about (#3064) 2025-11-22 21:08:55 +01:00
cpmfile.json [externals] Use Eden mirrors for llvm-mingw and tzdb (#3766) 2026-03-23 17:05:40 +01:00
Doxyfile chore: make yuzu REUSE compliant 2022-07-27 12:53:49 +02:00
LICENSE.txt chore: make yuzu REUSE compliant 2022-07-27 12:53:49 +02:00
README.md [docs] Obtanium, installing mods, external ES-DE config, section about CFW and settings (#3678) 2026-03-07 18:16:05 +01:00
shell.nix [ports] Remove ENABLE_OPENSSL and mbedtls nixos remnants (#3638) 2026-03-01 01:53:04 +01:00


Eden
Eden

Eden is a free and opensource (FOSS) Switch 1 emulator, derived from Yuzu and Sudachi - started by developer Camille LaVey. It's written in C++ with portability in mind, with builds for Windows, Linux, macOS, Android, FreeBSD and more.

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Compatibility | Development | Building | Download | Support | License

Compatibility

The emulator is capable of running most commercial games at full speed, provided you meet the necessary hardware requirements.

A list of supported games will be available in future. Please be patient.

Check out our website for the latest news on exciting features, monthly progress reports, and more!

Packaging status

Development

Most of the development happens on our Git server. It is also where our central repository is hosted. For development discussions, please join us on Discord or Stoat. You can also follow us on X (Twitter) for updates and announcements.

If you would like to contribute, we are open to new developers and pull requests. Please ensure that your work is of a high standard and properly documented. You can also contact any of the developers on Discord or Stoat to learn more about the current state of the emulator.

See the sign-up instructions for information on registration.

Alternatively, if you wish to add translations, go to the Eden project on Transifex and review the translations README.

Documentation

We have a user manual! See our User Handbook.

Building

See the General Build Guide

For information on provided development tooling, see the Tools directory

Download

You can download the latest releases from here.

Save us some bandwidth! We have mirrors available as well.

Support

If you enjoy the project and would like to support us financially, please check out our developers' donation pages!

Any donations received will go towards things such as:

  • Switch consoles to explore and reverse-engineer the hardware
  • Switch games for testing, reverse-engineering, and implementing new features
  • Web hosting and infrastructure setup
  • Additional hardware (e.g. GPUs as needed to improve rendering support, other peripherals to add support for, etc.)
  • CI Infrastructure

If you would prefer to support us in a different way, please join our Discord and talk to Camille or any of our other developers.

License

Eden is licensed under the GPLv3 (or any later version). Refer to the LICENSE.txt file.