From the team
Engine notes and release updates
How the native engines actually work, what changes between releases, and why we made the trade-offs we did.
releaseandroid
Emulade now ships on Android 16
All three native engines have moved up to Android 16, the current stable release. Here's what changed and why we don't sit on older versions.
performanceframe-pacing
Chasing 240 Hz: how frame pacing actually works
Uncapping Android's frame rate is the easy part. Making those frames land evenly on a 240Hz panel is the part that actually matters for how a game feels.
enginearchitecture
Why we build a separate engine for every OS
Most Android emulators ship one build and translate it for each platform. Here's why Emulade does the opposite, and what it costs us to maintain three engines instead of one.