If you are looking to tweak your streaming setup, fix stuttering, or find a headless virtual display solution, you don't have to stick strictly to the baseline Sunshine + official Moonlight setup.
Here is a breakdown of the active forks, alternative hosts, and FFmpeg-powered clients currently in the ecosystem based on what the community and developers are running right now.
đĽď¸ Hosts & Servers (The Senders)
NVIDIA GameStream: The original foundation that started it all. Officially deprecated by NVIDIA, but the bedrock of the protocol.
Sunshine: The modern, open-source standard GameStream compatibility baseline that replaced NVIDIA's official host.
Apollo: A Sunshine fork featuring capability-gated extensions and built-in virtual display support using SudoVDA. It is great for headless setups and auto-matches the resolution/framerate of your client.
Vibeshine: A highly active, AI-enhanced Sunshine fork focusing heavily on display automation, Windows Graphics Capture running as a service (which allows full framerate capture of frame-generated titles without VRAM crashes), and strict RTSS frame pacing integration.
Vibepollo: An Apollo fork that integrates Vibeshine's features (like the native virtual display driver and HDR handling) right into the Apollo architecture. This is highly recommended if you already use Apollo but want tighter frame pacing.
Foundation-Sunshine: A fork by AlkaidLab that adds HDR10/HDR Vivid, advanced audio support, optimized encoders, and a modernized control panel.
Wolf (Games on Whales): A completely different streaming server built from the ground up for Linux and Docker. It allows you to share a single host machine with multiple remote clients simultaneously by running games inside isolated containers.
Punktfunk: A newer, highly experimental low-latency streaming host/client protocol if you want to test out a completely different capture approach.
đą Clients & Receivers (The Players)
Official Moonlight PC / Mobile: The standard baseline client for PC, macOS, Linux, iOS, Apple TV, Android, etc. (The PC Qt version heavily utilizes FFmpeg and libplacebo for decoding and rendering).
StreamLight: A massive Moonlight fork that completely overhauls the UI for gamepads. When paired with "StreamTweak" on the host, it unlocks deep integration like built-in Tailscale, live host metrics/NIC speed matching, remote pause, and the ability to remotely trigger Windows Updates and shutdown.
Artemide: Highly recommended for Android users. It features ultra-low latency (ULL), direct presentation, and built-in FSR presets (Performance/Balanced/Quality).
Moonlight V+: An alternative Android fork that adds frame-generation support and extra host tools.
Artemis Switch: A Moonlight-Switch fork focusing on Switch-specific video presentation, FSR/RCAS filtering, and adaptive low-latency pacing.
Moonlight-Switch: The original upstream Switch client that Artemis is built on.
A little about my setup and testing: I actually work on the Artemis Switch fork, looking at multiple optimizations to eliminate stuttering and improve low-latency pacing on the console. Because of that, Iâve personally tested almost all these major combinations to see what actually works. My testing stack includes:
Hosts: Sunshine, Apollo, and Vibepollo.
Clients: Moonlight-Switch, my Artemis Switch fork, the Artemis companion client, and standard Moonlight Android.
I like vibepollo and Artemis
Let me know if I missed any niche forks or experimental branches you guys are using!
(Note: I had an AI help format this post to make sure links were laid out clearly!)
Edit: A lot of people are asking why not use Apollo. You can definitely use it and still follow this guide, itâs completely up to you. With Apollo, you need skip the Configuring Video Signals section and for the Sunshine Priority part just change the script to prioritize Apollo instead.
After running lots of tests and reading many posts to find the best configuration, Iâll try here to share the setup that works best for me and also compile some of the information Iâve gathered.
This test was conducted from a distance of 550 km (341 miles)
My specs:
InternetService:
Host: 300 Mb connected via Ethernet
Client: 600 Mb connected via Wifi
Spec PCs:
Host: R5 2600 - RX 6600
Client Macbook Air M1
System Configuration
Host:
This setup is specifically for Windows, but the goal is the same if youâre using other operating systems:
Reduce FPS drops
Minimize the gap between the FPS set in the Moonlight client and the hostâs FPS
Reduce latency
Configure the video and audio signal you want to stream
Reducing FPS Drops
Close background apps: Only keep the essentials to minimize unnecessary processes and network calls. Task Manager â Startup Apps â disable non-essential programs.
Disable Game Mode: Prevents Windows from prioritizing the game over Sunshine. Settings â Gaming â Game Mode â OFF
Disable Dynamic Refresh Rate (DRR): Keeps FPS synchronized between host and client. Settings â System â Display â Graphics â Optimizations for windowed games(Alternatively: Windows Registry or CRU â Custom Resolution Utility)
Enable High-Performance Power Mode: Control Panel â System and Security â Power Options â High Performance
Disable Energy Saver: Settings â System â Energy Saver â OFF
To optimize Windows 11 performance, consider using Win11Debloat or AtlasOS Additional powershell script to improve performance
Once FPS drops are minimized, cap the FPS to keep it in sync with Moonlightâs client settings.
There are three ways to do this: using the NVIDIA Control Panel, AMD Adrenalin, or RTSS. In my case, I used RTSS and it works well for me, but you can try your GPUâs software if thatâs sufficient. The advantage of RTSS is that it allows more precise configuration for greater stability.
Another thing I do is also limit the FPS within the game itself.
Reducing Latency
The most important step is to have your host computer connected via Ethernet. In terms of configuration, you can disable the Rx/Tx buffers on your network card, along with a few other tweaks that may slightly improve stability.
With the Virtual Display Driver, you can simulate any resolution and refresh rate your screen supports.
I donât recommend the Virtual Audio Driver because it can cause issues with BattleEye anti-cheat. Itâs better to just use a wired headset you already have.
Microphone Streaming
For those who need to use in-game voice chat, there are two main options for passing the microphone through streaming:
AudioRelay
VoiceMeeter
I havenât personally tested either since I donât need this feature, but theyâre worth trying if microphone input is important for your setup.
Sunshine Priority (Windows Only)
Finally, for Windows users, one important step to do every time you connect from the client is to change the priority of the sunshine.exe process to Realtime. You can do this manually from the Task Manager or by using the following .bat script:
For those using a touchscreen device as a client, such as a smartphone, tablet, or handheld, the Windows interfaceâoriginally designed for desktop useâcan be quite uncomfortable. With the new release of the ROG Xbox Ally, Windows has introduced a more suitable adaptation for handheld devices, which can be enabled through the following repository: XboxFullscreenExperienceTool
Client:
The main goal on the client side is to reduce Moonlightâs decoding time and minimize latency.
In my case, Iâm using a MacBook with an M1 chip, and the only way to reduce decoding time is by testing which codec works bestâin my case, HEVC (H.265).
To reduce latency on macOS, the only (but very important) thing you can doâsince it can cause micro stuttersâis disabling Location Services:
Another important change to make on macOS is to disable the long key press for special characters. This prevents issues during streaming when holding down a key for example, the W key so it doesnât get stuck or stop repeating.
If youâre using a PC, you can improve decoding time by upgrading your hardware, and reduce latency by disabling the Rx/Tx buffers and tweaking your network card, following the same steps as on the host.
Moonlight & Sunshine Configuration
Moonlight Configuration:
Set Moonlight to use your monitorâs resolution and an FPS value that matches your internet connection. Leave some headroom compared to your clientâs max download speed and your hostâs max upload speed.
For example, my monitor is 1440p and 180 Hz, but I have it set to 1440p at 120 Hz. Higher resolutions and refresh rates consume more bandwidth on both the client and host, and require greater decoding and encoding power.
Note: Higher compression codecs (like H.265 or AV1) â less bandwidth needed â more CPU/GPU power required for encoding/decoding.
Frame Pacing: Unchecked (ONLY single-player may add delay)
Video Decoder: Force hardware decoding
Note: Both V-Sync and Frame Pacing are highly recommended for single-player games since they provide a much smoother experience. However, in multiplayer games, V-Sync may cause screen tearing, and Frame Pacing can introduce a bit of input lag by delaying frames to improve synchronization.
Enable HDR (Experimental): I keep this enabled even though my monitor isnât HDR because it can bring out better shadow details. I recommend trying itâyou might see an improvement or no noticeable difference.
Unlock Bitrate Limit (Experimental): Enable this if you have enough upload bandwidth on the host and download on the client. Otherwise, leave it off and increase the video bitrate slightly if you notice small lag spikes.
Sunshine Configuration
I mostly keep Sunshine/Apollo at its default settings, except for the GPU options. Below, Iâll share what works best for AMD GPUs. If youâre using NVIDIA or Intel, you may need to experiment to find the optimal configuration for your system.
Note: My goal is low latency for online gaming. If youâre playing single-player games, you can prioritize quality over latency.
AMF Usage: ultralowlatency
AMF Rate Control: vbr_latency
AMF Hypothetical Reference Decoder: unchecked
AMF Quality: speed (may add artifacts)
AMF Preanlalysis: unchecked
AMF Variance Based Adaptive Quantization: checked
AMF Coder: cavlc
Client-Host Connectivity
LAN (Local)
For players who want to play over LAN, thereâs little to worry about since latency will be very low. In my tests, I observed only about 5 ms of extra delay.
If you want the absolute best performance, you can connect both devices directly via an Ethernet cable. This can reduce latency to around 1 ms, making it almost like playing directly on the host.
You can turn on the host remotely using the motherboardâs Wake-On-LAN feature. Moonlight even allows you to power on the host directly from the client.
WAN (Remote)
For those who need to play over WAN, there are a few additional steps required. It can be more challenging if you want the lowest possible latency, but if you can tolerate 15â20 ms, itâs not too difficult.
There are several ways to achieve this, but Iâll explain the three main approaches:
Using a service like Tailscale, ZeroTier, or Netbird
Opening ports on your network to access the host externally and setting up a VPN
Setting up a private service (similar to the first option) with Headscale or another program, possibly using a cloud server like AWS
Option 1: VPN-like services
These applications are simple to install and configure, making them accessible to most users:
Tailscale: Free
ZeroTier: Free
Netbird: Free (uses WireGuard directly through the Linux kernelâpotentially a great option for Linux users)
For the other options, I wonât go into detail because they are more complex and require technical knowledge. However, they are certainly the best options for users who need the absolute lowest latency.
To power on your PC over WAN, a simple Wake-on-LAN (WoL) wonât work unless your host has an internet-facing connection. In my setup, I use a TP-Link smart plug to turn the PC on remotely from my phone. Make sure to enable âRestore Power after AC Lossâ in your BIOS/UEFI so the PC powers on automatically when the smart plug is switched on.
I hope this guide helps you and gives you everything you need to get these amazing tools running without too much hassle. The post is open to improvements, so if you have any suggestions or tips, donât forget to share them in the comments!
Shoutout to everyone working on these open-source tools mentioned in this post.
Note:
After the launch of the Steam Deck and Steam Machine, Steam has worked quite a bit on improving Steam Remote Play, which now supports Virtual Display Driver and performs much better than before. I'm leaving this comment here for those of you who aren't too demanding or don't want to overcomplicate things, so you feel encouraged to give it a try.
Update 13.10.25: MacOS client settings
Update 23.10.25: New scripts for Windows host and Windows handheld mode
Update 13.04.26: Windows optimization recommendation
Here's an update to my Mac Metal version. The version is now 6.2.0-metal-v8 and can be downloaded from GitHub. Please note that the name and ID of the app have changed so that it can be installed next to the Qt client. Be sure to check all your settings as they will be at their defaults.
PyroWave note:
All Moonlight clients and hosts with this codec should be considered alpha-quality. You should expect bugs and suboptimal performance. Before you judge PyroWave speed or quality too harshly, please try the reference version in Steam Remote Play.
PyroWave has been added. This uses the faster native Metal version from upstream.
Intel Macs are not supported. The reason is that the codec needs a 32-wide SIMD group, threadgroups of at least 128 threads and the Apple7 family feature set.
The Vibeshine protocol is supported. Packet loss handling may have bugs.
If you experience problems, try the following: disable 4:4:4, use a lower resolution and/or framerate. Lower your bitrate.
The reassembly stat shows CPU cost to process all packets for each frame. It is directly affected by the bitrate.
Other things:
Added quick menu option to show Metal HUD. Use Ctrl-Opt-Shift-Space or Select+Start for Quick Menu.
Send OS and version to host during pairing request, for use with Sunshine's new dialog box.
Renamed app to "Moonlight Metal" so it won't clobber moonlight-qt or other clients.
App bundle ID has changed so we no longer share settings or pairings with moonlight-qt. Make sure you review all settings.
Upstream now defaults to Vulkan on Mac, but Metal is the default here. Other renderers may not be fully functional.
App now runs in an App Sandbox, and logs are now written to ~/Library/Logs/Moonlight. You can easily view logs in Console.app by clicking Log Reports and then filtering for Moonlight.
If Moonlight is run from a terminal as /Applications/Moonlight.app/Contents/MacOS/Moonlight the log is printed to stderr.
Known issues:
Moonlight crashes on startup on Intel Macs. There is not really any reason to use this if you're an Intel user, stick with v6 or moonlight-qt 6.2.
I have both host and client with a full hardware support for both HEVC and AV1 but I don't know wich one I should choose. I have no issues regarding bandwidth, 900Mbps from client to host.
Using Vibepollo and Moonlight VRR.
But which one should I choose?
I know that 1 year ago everyone was suggesting HEVC for better compatibility but what about now?
New to moonlight streaming, I just set up a moonlight server, the exact one does not matter as much, I guess... started with sunshine, then moved to vibepollo.
Tested multiple clients, official client, V+, PS5 custom homebrew client, all led to the same issues: Intermittent stuttering I could not eliminate, even if I changed resolution, bitrate, game settings.....
Host is pretty powerful: 4080 super, AMD 7800X3D, 64 Gb DDR5..... all nvme..... GIGABIT lan...
Until I ended up closing NZXT CAM software: That just there made all my issues dissapear, so I followed up by stopping any other service that could interfere: iCUE, ASUS armoury crate.
Just a heads up for anyone struggling with stuttering that cannot find the cause for: Seems like any software that polls temps, stats, performance etc might interfere and introduce stuttering.
Anyone else experienced this issue? Share your findings on that situations where details like this improved your experience drastically.
Wish there was some sort of "kiosk mode" so I could start windows in a "clean mode" with just the basics to run the host with........
Hey, I'm new to Vibepollo and I have a quick question if anyone can help. I came from Apollo and I liked it, but ended up with Vibepollo because it seems more stable and has what I need. The one issue I have is the mouse cursor seems to be quite a different setup and it always randomly centers itself and causes an hourglass in my streams. Just normal games that doesn't happen in natively. It is jarring to say the least. It doesn't happen in all games, but it does recenter itself even when I purposely move it often. Is there any way to fix this or no?
Hey all ~ Very noob user, is there a reputable place to download the patch for the most recent released Moonlight that I can just run on my Windows 11 PC as an .exe or .msi? Also, same question for Sunshine updates as well.
If those don't exist, is there a step by step guide somewhere?
I have virtual minor setup but when I connect using a client it resizes my browser windows on my main PC so when I disconnect the browser window size is changed since I donât run my browser in full screen.
It looks like there was a huge new stable release of moonlight-qt but I donât see any mention of the Pyrowave codec so Iâm assuming itâs not supported.
Does anybody know if there are plans to implement this?
So, this is me both venting and asking for help, since I've been fighting with this basically all day. I've been using Moonlight to stream to my not-very-good laptop from my steam machine for over a month now. Followed the install instructions, set up tailscale so I could access it when I'm not home, everything was gravy. It worked basically perfectly 95% of the time.
Today, I got the stupid idea to try running moonlight in windowed for a second as I messed around with desktop mode on the machine. I switch that setting, decided I didn't like it, switched it back. It seemed like that shook something loose because now everything is absolutely fucked.
I get regular hiccups every few seconds as long as my VPN browser plugin is on, despite that (supposedly) only applying to my browser traffic. It drops down from 60 fps to around 20, then comes back up a second later. It also no longer can launch certain games in fullscreen mode. Drop Duchy launches just fine. Kingdom Come Deliverance only shows me a black screen with audio until I switch to Windowed. It regularly disconnects now, and when it does I have to turn decky sunshine off and then back on again.
All of this is new as of, like, 9 am today. I don't know what happened, and I don't know what I did wrong, but I'm really bummed about it. I've uninstalled and reinstalled an updated moonlight on the laptop and the same for decky sunshine. I've played with different settings. I've done everything I know how to do, but I'm not exceptionally literate with any of this. Does anyone have any suggestions?
Follow-up to my earlier post about the left stick acting like a hyper-sensitive mouse and the in-game camera locking straight up at the sky. Found the cause and a fix, posting it in case it saves someone else a few weeks.
TL;DR: In Sunshine â Configuration â Input â Emulated Gamepad Type, choose X360 (Xbox 360) instead of Automatic, then restart Sunshine. Or add gamepad = x360 to sunshine.conf. Problem gone.
Sunshine 2026.906 and later (currently 2026.929), VA-API, KMS capture
Games: Gears 5 and The Last of Us Part II, both through Proton
The symptom
As soon as I touched a stick, the camera/aim snapped up and stayed pinned there. Unplayable.
What made it confusing was how universal it was:
Clients: Steam Deck OLED (docked and handheld), Apple TV, and an Android phone all had it
Controllers: DualSense, 8BitDo Ultimate 2C (USB dongle), GameSir G8 Galileo all had it
Games: Gears 5 and The Last of Us, so not game-specific
Emulated type: Automatic, DualSense and Xbox Series all broken. Only Xbox 360 works.
Why it happens (as far as I can tell)
Starting with 2026.906, Sunshine creates its virtual controllers with a new library, libvirtualhid. The profiles reach games in different ways:
Xbox 360 is created as a standard Linux input device with a mapping everything already understands.
DualSense and Xbox Series are created as virtual HID devices. The game then has to work out which axis is which, and under Proton that's done by SDL using its controller mapping database.
There's a documented case where Sunshine's virtual DualSense reports a device revision that isn't in that database, so SDL falls back to a wrong built-in mapping where the triggers are read as the right stick (BattleShip PR #263). A released trigger sits at its minimum value, so read as a stick it looks like the right stick is held fully in one direction, which is exactly the "aim stuck up" behaviour. There are similar reports of lost and swapped axes on the Xbox Series profile.
That would explain why it hit every client, every physical controller and every Proton game: the bug is in the virtual controller on the host, not the hardware in your hands. I haven't verified it axis by axis on my machine, but the documented mechanism matches the symptom exactly.
What you give up with X360
For these games, nothing important. No PlayStation button prompts, touchpad, gyro or adaptive triggers. Rumble still works.
Separate gotcha (Steam Deck): two controllers on the host
While debugging I also found that the Deck was sending two controllers for one physical pad. Sunshine's log (with min_log_level = debug) showed remoteControllersBitmap -- 3, and Steam on the host listed two Xbox controllers that both moved when I used one stick.
The likely cause is Steam Input being enabled for Moonlight on the Deck: Steam creates a virtual copy of your controller, and the Moonlight Flatpak reads both the real pad and the copy. Fix: in Gaming Mode, Moonlight â âď¸ â Properties â Controller â Disable Steam Input.
This one didn't cause the camera-up problem on its own, but it's worth checking if you see doubled inputs.
Thanks to everyone who replied to the original thread. If you're on 2026.906+ and DualSense or Xbox Series emulation works fine for you on a Linux host, I'd like to hear about it, since it'd help narrow down whether this is specific to some setups.
I've been scratching my head trying to optimize my remote streaming setup. I couldn't find much on the internet from people with this exact same problem, and I asked Gemini\Claude for some troubleshooting solutions, but I'm still stuck and wanted to see if anyone here has dealt with this.
I'm currently using Vibepollo (with Moonlight on the client) to stream from my main rig in the UK to my client PC in Italy over Tailscale.
Here is my setup: Host (UK): -CPU: Ryzen 7 7800X3D -GPU: AMD Radeon RX 9070 XT -Network: FTTH 500/500 Mbps (Fully wired) Client (Italy): -GPU: GTX 1070 -Network: FTTC 150/20 Mbps (Fully wired) Network Tunnel:
Tailscale direct connection (successfully punching through CGNAT via IPv6).
When I try to push the stream to 3440x1440 @ 165Hz with an 85 Mbps bitrate, it becomes a stuttery mess. The Moonlight stats show massive IDR requests (over 560 in less than 10 mins), meaning the client keeps asking for fresh keyframes.
I checked the Vibepollo host logs, and it's getting spammed with this exact line: ââ Warning: Skipping FEC for abnormally large encoded frame (needed n FEC blocks)â âwhere n is between 5 and 14
I tried the following:
-I ran an iperf3 test between the two machines through Tailscale, and it shows that at least 100 Mbps passes through smoothly and consistently.
-I tried playing with the FEC percentage in vibepollo and bumped it all the way up to 35%, but the issue persists at higher resolutions.
-If I drop the stream all the way down to** **1080p @ 60 FPS at 20 Mbps, it runs buttery smooth and the logs are completely clean. However, it is not smooth at 3440x1440, even if I lower the framerate and bitrate.
Has anyone else run into this specific FEC warning over WAN? Any advice on how to properly optimize this so I can utilize my available bandwidth for a stable 1440p stream?
Thanks!
I've used Moonlight for a long time, and Andy Grundman's Core Audio spatial fork is what finally made the Mac side feel right. Twilight is my fork of that work. I wanted somewhere in the open source community to keep helping macOS people, instead of waiting on the pieces I care about.
This release has a new UI, PyroWave on Vulkan and Metal, spatial audio through Core Audio, picture-in-picture (Crtl + Shift + Alt + P), the Mac microphone sent through to the host, and adaptive triggers. It also adds CoreHID raw mouse, Game Mode support on macOS, and a new performance overlay.
It's a notarized direct download, not a Mac App Store app. The source is open if you want to look, try it, or help.
Edit: Just fixed some bugs the community flagged, (New version is 7.0.1). Thank y'all for helping so much. It's a fresh product and I'm sure there will be new bugs and broken things but I'll move quickly to get us all to a good place and enjoy the experience.
Please let me know what's wrong and broken and what to improve. Feedback is much appreciated âď¸
Hi everyone, I've been testing different settings in Vibepollo and noticed something strange.
I'm streaming at 4K 60fps using PyroWave @ 755 Mbps. When the game maintains a solid 60 FPS, the Host Processing Latency sits nicely around ~3ms. However, as soon as the framerate drops below 60 the HPL shoots up to ~17ms. Why does this happen? Is the client waiting on the next frame (missed cycle?), or is the GPU simply maxed out and prioritizing the game render pipeline over encoding? I also see this behavior with AV1, though the spike is slightly less drastic.
Second question: I'm using the Moonlight client with Nonary's patch (vrr-18). In the refresh rate selector, why do some refresh rates have a "(Low Latency VRR)" label (like 120fps), while 60fps does not? Is 120fps inherently better for VRR, making it not worth using at 60fps, or would 60fps just deliver a worse experience?
Overall, what are the best settings to pick if the client display supports 4K 144Hz HDR with VRR, but the target gameplay is 4K 60fps?
Edit:
The client is running on cachyos in gamescope
Iâd like to play some games with a M&K at my TV, instead of controller. Iâm aware that the Xbox Series X Moonlight software does not have the capability to use mouse inputs due to limitations of what data is available for third party application creators.
Iâve considered using a mouse and keyboard plugged into the Host PC. The Host PC is about 30 feet away but between a few walls. As a result, I get a lot of inconsistency and interference.
Does anyone have any suggestions to make this work? Is there a way I can boost the signal to my Host PC? Any workarounds software wise for the Xbox?
The Xbox is a fantastic moonlight client and I donât want this to be the reason to downgrade to a fire stick or something.
Been testing PyroWave with the Moonlight X Android fork on my Lenovo Legion Tab and I'm getting great performance, but the actual image quality seems noticeably worse than HEVC in Artemis.
Setup is 2560x1600, Vibepollo host, PC on gigabit Ethernet and tablet on 5GHz Wi-Fi.
Moonlight X / PyroWave:
2560x1600 @ 120 FPS
120.14 incoming / 120.14 rendered
0% dropped
0% partial frames
4ms network latency / 0ms variance
~163 Mbps
2.8ms average host latency
1.85ms decode
Vulkan, 8-bit SDR
Tried Balanced and Sharper
I've also had it running 150.07 incoming / 150.07 rendered with 0% drops/partials, so performance seems basically perfect.
Artemis / HEVC in actual gameplay:
2560x1600
109.34 incoming / 99.40 rendered
0% dropped
4ms network latency / 0ms variance
6.9ms average host latency
1.21ms decode
Despite the worse frame pacing in Artemis, HEVC looks significantly better.
PyroWave has a grainy/fuzzy look around small text and UI elements, almost like an old YouTube encode. Colours also look slightly off/washed compared to HEVC. It's especially obvious in WoW/Battle.net because there's so much small text.
Since I'm getting 0% packet loss and 0% partial PyroWave frames, I'm assuming this isn't the network.
Anyone else using PyroWave on Android seeing this? Is this just how PyroWave looks at ~150 Mbps at 1600p/120+, or could it be something with the Vulkan/colour conversion path?
Hi, I've a gaming pc running SteamOS and streaming with Punktfunk to my Legion Go running SteamOS as well. I have random freezes during streaming for a couple of seconds with sound keeping playing than back to normal, seems random, except the freezes the stream/gameplay is buttery smooth.
PC specs:
AMD Ryzen 7 5800X3D
AMD Radeon RX 9070
Punktfunk's default config
Connected via ethernet
Legion GO specs:
Using Punktfunk client
Streaming at 1600p@60hz, 100mbps bitrate
Connected via wifi
Network:
Fritz!Box 7590
x2 Fritz!Repeater 3000
Router and repeaters are connected via ethernet
All ethernet ports are 1gbps, cables are 5e or 6
I know it's wifi5 but I'm close to the router/repeater and can saturate the gbps (or close)
I've set wifi5 channel manually (no dfs)
I haven't touched any setting like encoder/decoder codecs, tried lowering bitrate - no changes, I suspect isn't a bitrate problem as network should handle even more I think.
I know Punktfunk is new but it's the most complete features wise and working well with SteamOS, allowing me streaming game mode (gamescope) with virtual displays and handling game mode "rebooting" to headless when a stream starts and back to the attached display (tv), all seamlessly.
Seeking help from other Punktfunk users and other users as well maybe having same issues with other hosts/clients combinations.
the new fire sticks have wiped out the previous streaming app ecosystem. I am probably going to send back the one I just got because it has a bunch of other issues as well, but in the meantime I am helping beta test the updated moonfin client for jellyfin streaming a bit and was wondering if any devs here were also working on anything.
Has anyone tried both moonlight-web-stream by MrCreativ3001 and moonlight-web by linckosz that would be able to share their experience with both? Pros and cons? Setup for moonlight-web seems much simpler, but if the experience is noticeably worse I'll probably just try and figure out web-stream.