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Gaming

Play mobile games with PC-class power.

Bring mobile titles onto a machine that can actually feed them: large displays, keyboard and mouse, controllers, and host GPU resources where the stack allows it.

High FPS potential is a design goal, not a published number. Frame rates depend on the title, the host GPU, drivers, and the guest graphics path. We will publish measurements with the public build — not before. Optional rooted access is a performance and instrumentation axis for titles and builds you are allowed to run that way — not a cheat layer and not an undetectability claim.

  • Large desktop displays
  • Keyboard and mouse
  • Game controllers
  • GPU acceleration (where supported)
  • Performance tuning
  • Custom resource allocation
  • Rooted performance axes (coming soon)
  • GrapheneOS-class guest (coming soon)
  • Multiple instances (planned)

Host allocation

Your PC. Fully unleashed.

Illustrative layout — not live telemetry. Allocation is configurable in the product; values here are visual only.

  • CPUassigned
  • GPUassigned
  • RAMassigned
  • SSDassigned

GrapheneOS environment

Coming soon

A GrapheneOS-class guest profile for privacy-hardened Android testing, hardened app behavior, and lab work that needs a locked-down mobile OS — not a stock OEM image.

This is an EMUDROIDX guest target, not an official GrapheneOS product. Hardware attestation, verified-boot, and Pixel-only GrapheneOS features are not claimed until a given build is verified. GrapheneOS is a trademark of the GrapheneOS project.

Rooted access

Coming soon

Optional privileged (rooted) device axes for maximum app performance tuning, instrumentation, package-level inspection, and authorized lab testing — including elevated shells, performance governors, and test hooks that a locked consumer image will not expose.

Root is a lab control, not a bypass product. It is intended for software you are authorized to test. Rooted profiles can change how apps, stores, and integrity checks behave. That is expected, not marketed as undetectable.

Mobile gaming on PC-class hardware

Coming soon

Run mobile games inside the virtual device using host CPU, GPU, display, and input devices.

Per-title compatibility and frame rates are not guaranteed and will be published as measured.

CPU and multi-core allocation

Coming soon

Assign host CPU resources to the virtual device instead of being limited to mobile SoC envelopes.

RAM allocation

Coming soon

Tune memory available to the virtual device according to the host machine and the workload.

GPU acceleration

Coming soon

Designed to use host GPU acceleration for rendering and high-resolution mobile workloads where the stack allows it.

Acceleration paths vary by GPU vendor, driver, and guest graphics API. No FPS figures are published until measured on release builds.

Storage performance

Coming soon

Host SSD-backed storage for the virtual device image, apps, and test artifacts.

Hardware-assisted virtualization

Coming soon

Intended to use hardware virtualization extensions on compatible hosts for a more faithful device environment.

Requires a host CPU and firmware configuration that exposes virtualization extensions.

High-resolution and high refresh displays

Coming soon

Drive the virtual device on large desktop displays, including high-refresh setups where supported.

Keyboard and mouse

Coming soon

Map desktop pointing and keyboard input into the virtual mobile environment.

Game controllers

Coming soon

Use host gamepads with mobile titles and input mapping where the guest app allows it.

Multi-monitor layouts

Planned

Place the virtual device and developer tools across multiple host displays.