Bannerlator 2.9.3
🎉 2,000 members & 400,000+ downloads — thank you
Two milestones landed at once. Our Discord has officially crossed 2,000 members, and Bannerlator — only 45 days old, first commit June 18th — has already passed 400,000 downloads. None of this is mine; it's ours. To everyone who reports bugs, tests build after build, adds games and configs to BannerHub & Bannerlator, and especially everyone on Mali devices that we're still working out and adjusting for daily — thank you. The app is still young and there are absolutely still bugs to iron out; I appreciate your patience and everyone debugging right alongside me. This is only the beginning. 🚀
Bannerlator 2.9.3
Run Windows apps and games on Android — no PC and no root required.
2.9.3 is a feature release over 2.9.2, headlined by a full Save Manager — one screen built so you never lose a game save again. It also retunes lsfg-vk frame generation to smoother, faster defaults out of the box, and hardens the in-game performance HUD. Everything from 2.9.2 is included. As always it's entirely app-side — no ImageFS reinstall — your containers, themes, custom accent and per-game settings carry over untouched. Install straight over 2.9.2.
💾 Save Manager — Steam Cloud sync + never lose a save
A whole screen dedicated to protecting and moving your game saves — reach it from the side menu (under Library), the Steam store toolbar, or any game's ⋮ menu or detail page.
- Three tiers, kept in sync. It manages your saves across Steam Cloud, your local Library, and the container (the per-game Windows prefix), and moves them between those places for you — uploads are incremental (only the files that actually changed).
- Steam Cloud sync — both directions. Pull a game's saves down from Steam Cloud into any container, so a title you played on another device (or before a reinstall) picks up right where you left off — then push your local progress back up to the cloud, incrementally (only the files that actually changed). It reads each game's real Steam Cloud layout (UFS config) to map saves to the correct place instead of guessing, so it's genuine two-way sync, not just a local copy.
- Cloud honesty. Some games advertise Steam Cloud but don't actually keep your saves there (FlatOut 2 is the poster child). The Save Manager checks for this and, when a game's cloud won't retain your files, backs them up locally instead and tells you plainly — no silent "uploaded" that vanishes later.
- Auto-Collect. Turn it on and your saves are grabbed automatically when you exit a game and before you uninstall one — so removing a game never takes your progress with it. Per-type toggles and clear confirm/info prompts keep you in control.
- A universal vault for custom games too. It isn't Steam-only. Any imported EXE or folder game gets the same backup, restore, and auto-snapshot on exit, stored in per-game folders under
Downloads/Bannerlator/game saves/— and you can restore a save into whichever container you choose. - Nothing slips through. A "played but never synced" flag surfaces games you've run but never backed up, and a live Steam connection badge + auto-connect means the manager wires itself up the moment you open it.
- Safe by design. It only ever touches files it created, and restores go exactly where you point them.
📖 Want the full picture? Read the complete, plain-English walkthrough: Save Manager — Complete Guide.
🎞️ Frame generation — smoother by default (lsfg-vk)
The lsfg-vk frame-generation defaults are retuned to match the settings that get the best real-world results on mobile GPUs — the same ones the wider scene has landed on:
- Performance mode is now ON by default — a lighter interpolation model that costs the GPU less, which on Adreno is the difference between frame-gen raising your FPS and it dragging the base rate down.
- Flow scale defaults higher (0.80) for cleaner motion and fewer artifacts on the generated frames.
- New per-container "Auto-enable at launch" (ON by default) — frame generation now starts live at your saved multiplier from the very first frame, instead of loading silently and waiting for you to switch it on in the drawer.
Every one of these is still a toggle. Prefer the old behavior? Flip Auto-enable at launch off for that container and frame-gen goes back to starting off until you enable it in-game. (Defaults ported from GameNative — see Credits.)
📊 Perf HUD — right API, right game
On dual-API builds the in-game overlay now reads the active DirectX API straight from the engine log and pins it to the running game, so the DX version it reports is the one actually in use.
➕ Everything from 2.9.2, carried forward
All of 2.9.2 is included — the Log Manager off-state fix (turning recording off now actually stops logging), and through it the whole Log Manager (folder-per-game, rotation, the 521-channel browser, the built-in viewer, redaction, Report a problem), non-root GPU max clock on Adreno, the drawer & library controls, Vulkan 1.4 by default, and everything from 2.9.1 and 2.9.
📦 Where to get Proton 9
The APK does not bundle Proton 9 — Wine installs from the in-app catalog on first run.
⚠️ A fresh install ships with no Wine at all. On first run, open Containers → the download icon and install a Proton before creating a container. Updating from 2.9.2 changes nothing — your existing containers and Wine installs are untouched.
Proton 9.0 arm64ec — not bundled, download it if you want it:
https://github.com/The412Banner/Nightlies/releases/download/Proton/wine/proton-9.0-arm64ec.wcp
66.7 MB · sha256 f8a99fed387f1b097009129dc49368c8f500927640a9d4c7a192d850b1b2068c
Install it via Containers → download icon → install the .wcp. It also appears in the in-app catalog. (Compiled as a wcp by Xnick417x.)
🙏 Credits
- GameNative — the proven lsfg-vk frame-generation defaults adopted in this release, and the present-pacing groundwork Bannerlator's FG limiter is built on.
- isygold — Vegas DXVK, the community DXVK builds that so much of our performance rides on.
- D4V1Z0N and everyone filing Mali reports and issues with logs attached — the Save Manager was hardened through round after round of real-device testing, and it shows.
- @arro000 — Virtual Controller Pro (#156), carried forward.
- Xnick417x — the working Proton 9.0 arm64ec
.wcplinked above. - And 2,000 of you — for the reports, the patience, the configs, and for sticking with a 45-day-old project through its rough edges. ❤️
ℹ️ Root is only needed for the root-gated performance tier (governor/CPU-clock/thermal/fan). Everything else — including non-root GPU max-clock on Adreno — needs no root. The root tier stays opt-in, gated behind an explicit "use at your own risk" agreement, and every change auto-reverts when you leave the game.
