Fork of utkarshdalal/GameNative with frame generation, external storage pipeline, and glassmorphism UI.
glassui-demo.mp4
Frame generation (libseifg)
Host-side Vulkan compute frame interpolation. The game renders at a capped base FPS and the host generates intermediate frames to hit the configured target. Runs outside the container in the Android app process, so it works with any game without per-title patching.
- Configurable per-game in Graphics settings: target FPS (30-120), multiplier (2-4x), quality (0-4)
- Real-frame cap is derived automatically (target / multiplier)
- Vsync-aligned pacing via AChoreographer
- Requires the SurfaceFlinger renderer. Frame images are AHardwareBuffer-backed, which only that renderer provides; the GL and Vulkan renderers won't generate frames.
SD card installs no longer crawl at 3 MB/s. Each file is assembled on fast internal storage then immediately copied to external and deleted, keeping internal usage bounded to ~1-2 GB regardless of game size. Bypasses the exFAT/FUSE metadata storm that throttled direct SD writes.
- Per-game storage target picker (Steam Deck-style)
- SD hot-plug detection with library availability reconciliation
- Bounded internal staging so small-internal devices still work
Full visual overhaul. Frosted glass panels over a single dynamic blurred backdrop driven by the focused game. Per-game accent color extracted from game art. Material Design surfaces eliminated.
Grab the APK from releases and sideload it.
Same as upstream. Android Studio, JDK 17. Native libs (libasurface_renderer.so) are prebuilt in jniLibs - gradle does not rebuild them.
GPL 3.0. See THIRD_PARTY_NOTICES for attributions.