utkarshdalal

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11posts
Nov 70 posts
  1. GameNative v1.4.0 is officially out. The biggest addition is Gamescope for lower latency and built-in upscaling. See video below, and get it here: github.com/utkarshdalal/GameNative/releases/downl… t.co

    218 likes · 5 reposts · 5,378 views
  2. Reddit · · r/EmulationOnAndroid · u/Confident_Ice_4507 · utkarshdalal/GameNative

    How to Play COD Black Ops 1,2,3 on Android (straightforward guide) Recommended Chipsets: Snapdragon 8 Gen 2 / Snapdragon 8 Elite Recommended minimum RAM: 8-12gb RAM Difficulty to set up: BO1 > BO2 > BO3 Lets Start. COD BO1 with plutonium: On a windows PC, make a folder called Plutonium and put the downloaded plutonium.exe inside it: plutonium.pw Right click on the folder and click on "open in terminal". Put this inside the terminal so that the plutonium files are downloaded and only stored in this specific folder: " .\plutonium.exe -install-dir . " After plutonium runs and completes its install process, close the app and create a folder inside the initially user created Plutonium folder. I usually name this folder "Pluto-Games" Our legally obtained bo1 game folders need to put in there. After you are done with this, copy this Plutonium folder inside the internal storage of your gaming device (recommended) or and sd card to be inserted into the device. Now that the Plutonium folder is inside our device, lets install DroidDeck for the best cutting edge android gaming experience: Droid-Deck/DroidDeck Follow RetroGameCorps' video in order to set this whole app up: youtube.com (installation starts at minute 6) When you are done with the DroidDeck installation, go to Library and press the + button in the top right corner. Find the Plutonium folder and select it. VERY IMPORTANT: From here, select "plutonium-launcher-win32.exe". DO NOT select plutonium.exe or plutonium-bootstrapper-win32.exe. Press on the new appeared Plutonium game, inside the library. When you press the pen (customize) button, it should say: Target: plutonium-launcher-win32.exe Start in: Plutonium (important) And when you press the "game files" button, it should open the Plutonium folder, not a sub folder or another folder. Lastly, press the "launch" button and from this sub menu, select windows components, and install "XAudio 2.7" Now, launch DroidDeck inside desktop mode and under files app, open your plutonium-launcher-win32.exe manually. Select play offline, give yourself a nickname and go to bo1 zombies tab. Press set up and here you will have to find your game folder. We are looking for the game folder inside the "Pluto-Games" we recently created. If you put your game in internal storage, go to /storage/emulated/0/ and you will see your internal storage here. If you put your game in an SD card, you need to find your games via searching it in the folders. You are done. Plutonium will appear under Non-Steam games. Run it, select play offline, give yourself a nickname and go to bo1 zombies tab. Run your game, enjoy. Side note:: I recommend CT5 for any kinds of movement bug fixes and a better experience. Create a folder inside Plutonium folder, named "plugins" and put ct5.dll there. It just works. COD BO2 Android Port: Install T6Requiem through github. Install Turnip Gen8 V38, or the latest Turnip Gen8 VX as a .zip Run the T6Requiem app, go to settings and press the "Vulkan driver" button. From here, import the driver as a .zip and select it as our driver. Select the legally obtained game folders from the settings menu and you are good to go. Tweak the in game settings as you please. COD BO3 via GameNative: Install GameNative through github or from the Play Store. Link your steam account, download BO3, and apply the known config. Enjoy. NOTES - I tested these in my Ayn Odin 3 Ultra (24GB ram), but they should work fine with 12-16GB. - With Ayn Odin 3, my results are: BO1 1080p 60fps stable BO2 1080p 90fps stable BO3 720p 60fps mostly, dipping down to 40fps on some instances. But its quite playable. - If you are using a Snapdragon 8 Elite gaming handheld, definitely use ClusterTune

    86 points · 13 comments
  3. Reddit · · r/ProjectHighrise · u/GuitarinTexan · utkarshdalal/GameNative

    I got the PC version of Project Highrise running on my S23 Ultra, it looks incredible I've played quite a bit of Project Highrise on PC, but I always thought it felt like the kind of game that would be perfect for mobile. So, naturally, I tried the mobile version. Unfortunately, it was pretty lackluster. Some of the pieces I wanted were missing, and it just wasn't the same experience as the PC version-especially the mods. So I went down a rabbit hole; eventually got the Steam version running on my Samsung Galaxy S23 Ultra using GameNative. Honestly, I'm still a lil' impressed with how well it works. Since Project Highrise uses mostly vector-style graphics, it looks fantastic on the S23 Ultra's 3088 × 1440 display. Everything scales beautifully, and the game's visuals translate surprisingly well to a phone screen. It's pretty much the experience I wanted in the first place. If you have issues playing the mobile version this may be worth the try to play a better version.

    10 points · 2 comments
  4. @Gothalion GameNative#2157 Merged into GameNative - should work!

    1 like · 17 views
  5. @DoubleHitzPL @sz_a_m_a_n no nie wiem utkarshdalal/GameNative

    2 likes · 17 views
  6. @LittleArcanine_ utkarshdalal/GameNative Just buy it on Steam and then install it on your phone.

    2 likes · 9 views
  7. Reddit · · r/GyroGaming · u/ErifEciMaets · utkarshdalal/GameNative

    Gamenative (Steam games on Android) now supports gyro input I haven't seen anybody mention this here yet, so I want to bring attention to it. Gamenative is an Android app that emulates your Steam (and other launchers, like GOG & Epic) library, with cloud save support. It's not 100% compatibility with all games, but it's been quickly growing that compatibility list over the past year and has gained a lot of traction within the Android community for letting you play Steam games on smaller and lighter ARM devices than the Steam Deck. Steam games on your Android phone is an obvious example, but this has been a popular topic in high end Android gaming handhelds like the AYN Thor and AYN Odin 3. The most relevant news to this subreddit is that the latest v1.3.0 update added gyro support. It doesn't have real world sensitivity (and this no flick stick) at the moment, but it does have vertical sensitivity sliders, 3DOF options, activation type, deadzone, etc. I gave it a go yesterday with Half-Life 2 on my phone, and it's... decent? Leagues better than touch input only, at least. I'm planning on trying this out more with a telescopic controller (but still relying on the phone's IMU) on other older FPSs. But this was part of my wishlist for any PC emulation on Android, and it's nice to see progress on this front for ARM devices.

    13 points · 4 comments
  8. 他の環境では動かなかったり、動作がもっさりさんだったものが綺麗に動いたりする。 なかなかの優れもの!いわばお手盛りゲーム環境アプリ!w github.com/utkarshdalal/GameNative/releases ここのAssetsというセッションの「gamenative-v1.3.0.apk」というのが本体 お試しあれ!

    1 like · 60 views
  9. Reddit · · r/EmulationOnAndroid · u/dadabhai_naoroji · utkarshdalal/GameNative

    GameNative v1.3.0 is released. GTA V now works via headless Steam + Rockstar Launcher Updated granular compatibility labels + sorting Container size reduction (courtesy @Neapolitan) - requires hitting \"Play\" for the game Thanks for all the feedback on the 1.3.0 prerelease. Here's the full release, and we're aiming to move to a biweekly release cadence - the next one will focus on massively increasing compatibility. Get it here: github.com/utkarshdalal/GameNative/releases/downl… Changelog: Added since prerelease: - Steam Controller (2026, "Triton") — full wireless support (BLE, no dongle, no root) by u/JonahSimon in #1706 and #2123 - In-app support can now generate and apply new versions of Turnip, FEX, Proton, etc to fix bugs in #2088 - Fix Steam cloud saves that require empty folders in #2063 - Ask users to accept Steam agreements before a game launches in #2069 - Improvements to the Japanese Translation by u/Tak-attack in #2066 - fix: stop double-applying sRGB gamma to the VR picture by u/moi952 in #2067 - Ship 64-bit native WMA/WMV decoders in the wmdecoder component - fixes missing cutscenes in #2085 - Updates to OpenComposite, fix 32-bit OpenVR games, Pico headset support in #2108 - Don't delete a game while its close-time cloud upload is running by u/jeremybernstein in #1962 - Fix mapping of physical controller to mousein #2125 - Add Turnip Gen8 V37 and ARM64-only DXVK 2.4.1 wowfix to the manifest (for World of Warcraft) in #2132 - XR: VR games launch in VR mode out of the box in #2133 From prerelease: - Added new Steam client in headless mode, fixing online multiplayer in several games (eg AoE II, CS), input in various games (eg No Man's Sky) and fixes DRM for games that were not working in #1937 - Added EA games support (tested with NFS: MW, Sims 4, Titanfall) - requires headless Steam client enabled - Added Rockstar games support (tested with RDR2, GTA V Legacy, GTA IV, LA Noire) - requires headless Steam enabled - Added Native Rust download engine (gn-download) + one-at-a-time download queue - should significantly speed up downloads by u/joshuatam in #1913 and a few other PRs - Significantly reduce container sizes by sharing components across containers (press Play on games to shrink their containers by up to 2GB each) in #2024 - Add native LSFG pipeline as default - should fix LSFG on most devices by u/david-kalbermatten in #1968 - Added more accurate and granular compatibility labels by u/Nightwalker743 and me in #2048 - Add microphone input support by u/Catpotatos and u/joshuatam in #1963 - Improve Nexus mod placement and FOMOD installation by u/Nightwalker743 in #1927 - Fix EOS online multiplayer: gethostname() localhost and missing Wine root certificates by u/colemccarren in #2009 - Add Import Files and Export Files to the game menu in #1992 - In-app AI support chat with automatic apply and run of recommended settings in #2047 - Fix custom games not working for some devices on modern/Play Store build in #1977 - Fix continuous scrolling with trackpad wheel bindings by u/Nightwalker743 in #1991 - Add storefront details to library game pages by u/Nightwalker743 in #1965 - Fix for custom game cover images retention. by u/Catpotatos in #2016 - Add physical controller deadzone, sensitivity, and direction tuning by u/Nightwalker743 in #1909 - Add control profile library by u/Nightwalker743 in #1982 - Add Steam Playtest support by u/Smithsonian1974 in #2034 - Fix installs on adopted primary storage by u/danielbuva in #1821 - Add gyro conversion styles by u/Nightwalker743 in #2054 - Automatically configure Wine DLL overrides for game mods by u/Nightwalker743 in #2008 - feat: add spoilers zone in HLTB section by u/RomainFoucher in #1866 - Added update, verify files and language change to Epic in #1969 - add VR game filter for VR headsets by u/moi952 in #1989 - Add option to keep portrait mode below the camera hole in #2032 - Hide adult games from GOG recommendations in #2056 - Allow on-screen button opacity below 10% by u/Nightwalker743 in #1952 - Reset clocks and fan after the app is force killed in #2022 - Add close/opt-out button directly to sponsor cards in addition to settings in #2001 - Improve GOG and Epic downloads by u/joshuatam in #2007 - fix: power control pserver cpu freq detection by u/joshuatam in #1934 - Fix import saves for some games in #1935 - Fix Steam Cloud saves resolving to the wrong folder for some root tokens by u/jeremybernstein in #1957 - Gamefix for Half-Life 2 with -game hl2_complete so it starts the full game, not the demo in #1941 - Gamefix for saved games for FF XII in #1954 - Gamefix for Trover Saves the Universe (Epic) by u/Wavewash in #1953 - Fix hltb search api by u/xXJSONDeruloXx in #1966 - Removed aspect ratio validation for custom resolution by u/lennyomg in #1950 - Fix prefs deadlock when read from IO threads by u/jeremybernstein in #1956 - Don't preload container files under Robolectric by u/jeremybernstein in #1964 - Groundwork for improving known configs in #2010 and several others - Fix some GOG games not launching by u/butilly in #2020 - Fix GOG script interpreter on bionic - fixes "File not found errors" in #2026 - Fix language and offline mode for Epic games by u/butilly in #2029 - Match GOG Galaxy's cloud upload format by u/jeremybernstein in #1960 - Remove unsupported deck_emu from default ZINK_DEBUG by u/ygordreyer in #1987 - fix: head-of-line dispatch rescue for the Steam byte-budget download deadlock by u/joshuatam in #2039 Full disclosure: AI was used to assist development of some features of GameNative.

    245 points · 124 comments
  10. Reddit · · r/Googlebook · u/Tsuki4735 · utkarshdalal/GameNative

    Random thoughts on what I think Googlebooks needed on day 1 In my opinion, Googlebooks needed a "killer app" that is appropriate for the premium hardware, even if people wouldn't actually use that "killer app". The unique selling points of Googlebooks are features you can also have on a $600 device, or aren't really a strong "killer app" in the first place. None of these features require high-performance premium hardware. Selling points of Googlebooks: - Desktop-class Chrome app - this is a hard baseline requirement for any "desktop". It's the price of entry, not a killer app. - Native Android apps - we already know Android apps can run on $200-400 cheapo tablets, you don't need a $1000 device for it - Android device sync - this doesn't need a $1000+ device, stuff like Android notification sync has been done a long time ago already on cheaper Chromebooks. - Local AI - how many everyday normal people actually care about local AI right now? I'm assuming not many, besides some technically savvy users. - Linux apps - In my opinion, Developers may find this to be a "killer app", but most typical everyday users would not. Also, Google's implementation of Linux on Googlebooks is crappy right now. Basically none of these features actually need the high performance hardware that's currently shipping in Googlebooks. Meanwhile, even if most Macbook and premium Windows users actually use their devices like glorified Chromebooks, manufacturers can sell a "dream" of what the device can do, such as "professional apps", "software development", or "video editing", etc. I'd bet that if Google had even 1 "premium killer app" that matches the premium hardware, people would be more forgiving of the price premium. One example of a potential "premium killer app" is "PC Gaming on Android". We already have community efforts like GameNative or DroidDeck, and they work surprisingly well on Android. All these Android apps are based on Valve's open source Proton; Google could've wrapped up these literally free open source gaming tools and heavily supported PC gaming on Googlebooks. It would also take advantage of the Intel hardware these devices currently use, since PC gaming is native to x86. PC Gaming is resource-intensive enough for to justify premium hardware. And that would make all of GooglebookOS's unique features far more valuable. e.g. Native Android apps + "native" PC gaming would be a very unique value proposition that could justify premium pricing. Of course, the "premium killer app" could be something else, gaming is just the easy example that comes to mind for me. Anyways, apologies for the long rant/post. Thank you for reading this far, if you made it to the end. I'm personally hoping for Googlebooks to not end up in the Google graveyard, I actually enjoy using Android apps on my laptops. But in my opinion, Google really hasn't done itself any favors with it's initial rollout so far.

    8 points · 31 comments

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