This repository is a curated list of collections of pre-packaged .wcp files for the Winlator Android emulator. All packages are generated using the tools from the Winlator-WCP-Toolkit project.
NOTE: THIS REPOSITORY IS MAINLY FOR WINLATOR BIONIC FORKS
.wcp is the file extension for add-ons. It is compressed using XZ or Zstd and includes a profile.json file as a manifest. You can create your own add-on files containing various contents. Since these files often include executable programs, make sure to verify that add-ons from other sources do not contain malicious software before installation.
All packages are organized into "Collection Releases." This means there is a single, living release for each category that is continuously updated with new versions.
Click the link below to go directly to the Releases page:
On the releases page, you will find collections like:
- DXVK (Official) Collection
- DXVK-Sarek Collection
- DXVK GPLAsync Collection
- vkd3d-proton Collection
- FEXCore Collection
Simply find the collection you need. All downloadable .wcp files are in the "Assets" section of that release.
- Get the latest release of Winlator Cmod (Bionic)
- Get the
.wcpfiles. - Open Winlator Cmod (Bionic) on your phone.
- Navigate to "Contents", and choose which type to install.
- Tap the "Install Comntent" button.
- Select your
.wcpfile from the file picker. It will be installed soon. - The new component will now be available to select for your containers!
| DXVK Version | Primary Purpose | Best For... | Potential Downsides |
|---|---|---|---|
| Official DXVK | The standard, stable version. | Most users. This should always be your starting point. | Can have noticeable stutter the first time a new effect or area is shown in-game. |
| Nightly/Dev Builds | The absolute latest, unreleased code with bleeding-edge fixes. | Testing a fix for a specific game that is broken on the stable release. | Potentially unstable and may introduce new bugs. Use for troubleshooting only. |
| DXVK-Async | Reduces stutter by compiling shaders on a background thread. | Games with heavy, constant stutter (e.g., Unreal Engine games). | Can cause graphical glitches or pop-in as it's technically a "hack". Less common now. |
| DXVK-GPLAsync | Modern, more efficient stutter reduction using a proper Vulkan extension. | A more stable alternative to regular Async on supported drivers. | Requires newer drivers that support the VK_EXT_graphics_pipeline_library extension. |
| DXVK-Sarek | Backports new game fixes to an older DXVK base for maximum compatibility. | Mali & SD8 Elite users, Users with older hardware/drivers that don't support modern Vulkan features. | Lacks the latest performance optimizations from the newest official DXVK versions. |
-
Official DXVK: This is the baseline. When a game needs to show a new visual effect, it has to compile a "shader" for your GPU. This can cause a brief pause or "stutter." Official DXVK does this as needed, so you might see stutter the first time you play through an area.
-
DXVK-Async: This is the classic "stutter fix." It moves that shader compilation to a separate, parallel thread. The game doesn't have to wait for it, which makes gameplay feel smoother. However, because the game doesn't wait, a shader might not be ready in time, causing visual glitches like textures popping in late or flickering objects.
-
DXVK-GPLAsync: This is the modern successor to Async. It uses an official Vulkan feature (
Graphics Pipeline Library) that is designed for this exact purpose. It's much more stable and less "hacky" than the original Async, resulting in fewer visual bugs while still reducing stutter. If your device supports it, this is generally better than the old Async. -
DXVK-Sarek: Think of this as a Long-Term Support (LTS) version with benefits. It sticks with an older, very compatible DXVK version (like 1.10.3) that works on a wide range of hardware and then adds specific, targeted fixes for newer games. It prioritizes "it runs" over "it runs at the absolute maximum possible FPS." Suggested for not much supported hardware, such as SD8 Elite & Mali
This project follows a two-tier licensing system to respect all creators' work.
- This Repository: The original content of this repository (this
README.md, etc.) is licensed under the MIT License. You can find it in theLICENSEfile in the root directory. - The WCP Files: Each
.wcpfile is a redistribution derivative work of another project's work and is governed by its original open-source license. To comply with these licenses, a full copy of each component's license is permanently available in the LICENSES/ folder of this repository.
By downloading and using a .wcp file, you agree to the terms of its original license.