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.