r/MoonlightStreaming

Lenovo Y700 gen 3 Stuttering Artemis/vibepollo/Apollo
▲ 5 r/MoonlightStreaming+1 crossposts

Lenovo Y700 gen 3 Stuttering Artemis/vibepollo/Apollo

Can anyone share their exact settings for the Lenovo Y700? I’ve tried many configurations, but I always run into stuttering during gaming sessions with Artemis; after a few minutes, the network frame rate and render rate drift apart, causing stuttering. My goal is a smooth 60 fps. My PC has an RTX 4070, Ryzen 7 5800X3D, and 32GB of RAM; if anyone has a precise setup, it would be a huge help.

My configuration is as follows:
Tablet in standard mode (60Hz)
Game Assistant disabled

Artemis: Resolution: 1600p
Frame rate: 60fps
Bitrate: 44Mbps
Frame pacing: Balanced or PLL (no difference)
LFR: On Ultra-low latency: On
Tight VSync: On
Enforce display: On and Off (no difference)
Codec: HEVC or AV1 (no difference)

On the host: Refresh rate: 60Hz or 120Hz (depending on double refresh rate)
Nvidia App: Low latency mode: On
VSync: Off
Power mode: Performance
RTSS: 60fps

u/Fair_Masterpiece1259 — 22 hours ago

Best 8/8.8 tablet?

I am looking for the best way to stream from my pc. It needs to be max 8.8 and the most important for me is to have low latency.
I am considering the Lenovo Legion Tab gen 3 and the iPad mini (but 60hz sucks).
What is the best? Is there any other very good options?
Thanks

reddit.com
u/Moust4ki — 22 hours ago

Anyone using VirtualHere with bluetooth controllers? Mine don't show up

Got my server running where my DS5 is connected. Regardless of the client settings or anything, my server log does not show me ever detecting the controller. I've tried both emulating it as an X360 as well as keeping it showing up as my Dualsense. Neither appear in the log.

Do I NEED to be plugged in or something for this to be detected?

reddit.com
u/Ardbert_The_Fallen — 16 hours ago

Best frame pacing configuration for 4K streaming

Hey everyone! I am streaming to an LG 120Hz OLED TV and need to cap my RX 9070 XT around 90-100 FPS using RTSS. This keeps my GPU usage below the 100% mark and ensures my encode latency stays at a rock-solid 5ms.

What would be the absolute best configuration to achieve perfect frame pacing and the lowest latency?

Here is what I am currently debating:

  • Cap the GPU at 90.0 FPS via RTSS, set the stream to 90 FPS, and use V-Sync + VRR on the Moonlight client. This way, the TV seamlessly adapts to 90Hz (or lower if the framerate drops).
  • Set the TV to 100Hz, stream at 100 FPS, and cap RTSS at 100 FPS as well.

Is there a better approach? Should I be considering a fractional RTSS cap (like 89.5 FPS) instead of a flat 90.0 for streaming?

Any insights would be hugely appreciated. Thanks!

reddit.com
u/8akina — 1 day ago

Dualsense support has arrived

Full wireless DualSense support for Moonlight on Android and Windows

UPDATE: The post has been updated. On Android 12 and newer, an external Bluetooth adapter is no longer required for wireless DualSense functionality. A new testable Artemis Extended release is now available.

The currently attached video was recorded before native Android Bluetooth support was added, so it still demonstrates the external USB Bluetooth adapter setup. I’m planning to upload an updated video showing the new adapter-free connection and its functionality soon.

I would like to introduce my current project, which brings full wireless DualSense support to Android and Windows Moonlight clients without requiring any additional programs.

The project consists of modified versions of:

  • The Moonlight Windows client
  • The Artemis Android client
  • The Apollo host

The full source code for all three projects is available on GitHub. Ready-to-use builds can be downloaded from the Releases section of each repository.

How does it work?

Apollo Extended creates a virtual DualSense controller on the host, while the client handles the physical controller.

Instead of reducing everything to standard gamepad input, the stream carries DualSense-specific input and feedback in both directions. This allows the controller’s advanced features to keep working remotely.

Windows client

This is the simple part.

Connect the DualSense through Bluetooth or USB, connect to the host, and start streaming.

The Windows client also supports microphone forwarding to the host, including audio from the DualSense built-in microphone.

Additional controller-related options are available in the Extended section of the client settings.

Android client

On Android 12 and newer, the DualSense can now connect directly to the Android device through the normal Bluetooth settings.

No external Bluetooth adapter is required anymore.

The process is simply:

  1. Pair the DualSense with the Android device.
  2. Open Artemis Extended.
  3. Connect to the Apollo Extended host.
  4. Start streaming.

The controller is detected and exposed to the host as a virtual DualSense. Input and feedback are then carried in both directions through the stream.

A wired USB connection is also supported.

What works?

The current Android and Windows implementations support:

  • All buttons and analog sticks
  • Analog triggers
  • Adaptive triggers
  • Multi-touch touchpad input
  • Gyroscope and motion sensors
  • Conventional rumble
  • Native HD haptics
  • Built-in controller speaker
  • Headphone jack
  • Player LED control
  • Lightbar color control
  • Microphone LED and mute control

The controller speaker uses a dedicated audio path. DualSense speaker effects are sent separately from the normal game audio, so they are played through the controller instead of being mixed into the phone, tablet, or PC speakers.

Connecting headphones to the DualSense jack is also supported. Stream audio is automatically routed through the connected headset and returns to the previous output when the headset is unplugged.

The DualSense mute button can be used as a global client microphone mute switch in every connection mode.

Microphone support

The Android device microphone can be forwarded to the host while using a directly connected wireless DualSense.

The DualSense built-in microphone currently requires either:

  • A wired USB connection, or
  • The optional USB Bluetooth HCI bridge

Direct access to the DualSense microphone through Android’s standard Bluetooth HID connection is the only major limitation of the new adapter-free route.

On Windows, the DualSense built-in microphone is available through the supported controller connection.

Apollo Extended presents the forwarded microphone to Windows through a virtual Steam Streaming Microphone device.

Optional USB Bluetooth HCI bridge

Artemis Extended still includes the USB Bluetooth HCI bridge developed for earlier releases. It is no longer required for normal wireless DualSense functionality on Android 12+, but it remains available as an optional connection method.

The bridge is also currently required if you want to use the DualSense built-in microphone wirelessly on Android.

Supported adapter chipsets include:

  • CSR
  • Realtek
  • Actions ATS2851

The chipset alone does not guarantee compatibility. Firmware differences between Bluetooth dongles can affect pairing, connection stability, or individual controller features.

Apollo Extended

Apollo Extended uses VIIPER to emulate a fully functional DualSense controller on the host.

DualSense-specific data is transported between the physical controller and the virtual controller instead of being translated into generic gamepad input.

This includes:

  • Adaptive trigger feedback
  • Native haptics
  • Controller lighting
  • Touchpad input
  • Motion sensor data
  • Controller speaker audio
  • Microphone control and supported microphone audio

The result is essentially a complete DualSense connection transported through the Moonlight/Apollo stream.

Demo

The currently attached video shows the earlier Android setup using the optional USB Bluetooth HCI bridge.

A new video demonstrating direct Android Bluetooth pairing and adapter-free DualSense functionality is coming soon.

The latest testable release already includes the new direct wireless implementation.

Credits

Thanks to Idkiamaguy645 and the CloudPad-Android-Dualsense-Wireless project for demonstrating the Android wireless HID approach used by the new adapter-free DualSense connection.

Their existing implementation made adapter-free DualSense support in Artemis possible and much faster to integrate.

My brother calls it stupid now got me overthinking

So, I have a gaming PC and a gaming laptop. My PC is the more powerful one of the two and can play games at ultra and high settings, but I have a hard time getting comfortable playing in the room it’s in. My laptop can run the games, but at medium settings. So, I was like, “I can stream my PC to my laptop and just game comfortably and at ultra” But my brother was like, “Are you ret4rded? Why do that when you can game on one or the other?”

So what do you guys think?

Edit:

Thank you guys will be doing it! I was enjoying gaming while watching movies today especially on survival games that more slow paced!

And as well for people wondering I had my gaming laptop before my pc

reddit.com
u/Emergency-Low-5068 — 2 days ago

Artemis vs Moonlight V+

I use Vibepollo+Moonlight V+ (S24 Ultra client)

Host PC:

-Ryzen 5 7600X

-RX6700 XT

-32GB DDR5 6000MHz CL30 16x2 RAM

It's in a different room than my router, over wifi (gets 300-600mbps upload and download, I'll soon switch to ethernet)

I know that Vibepollo is usually paired with Artemis and Moonlight V+ is paired with Foundation Sunshine but when I tried to use it once before it kept crashing with Vibepollo even after I reinstalled the app. So I just stayed with Moonlight V+, I get good latency:

-Decoder Time (Snapdragon 8 Gen 3): 2-3 ms HEVC

-​Network Latency LAN: 1.0 – 2.5 ms (with zero packet jitter)

-​Total Host Processing Latency: < 4 ms

-​Frame Drops: 0.0% across sessions

-​Total Input-to-Display Lag: 12 – 18 ms

Tomorrow when I'm free I'll try to see if Artemis works or no.

I was wondering about your experiences with them. If you've used both, which one did you like the most? I use ABR mode, it fixed a lot of my issues with latency and lag when streaming over Tailscale (5G). I'm not sure if Artemis has that.

I'm planning to get an AP (TP-Link Archer AX72 Pro) and put it in my room (connected via ethernet from my main router) so I can stream to my room because I don't really get Wi-Fi signals here lol

My Wi-Fi can do 10GBPS/10GBPS, so in a few months I'll run ethernet on host with an adapter so it can actually run around that speed, which will be great. I don't think it'll improve the experience much other than it being via ethernet but still nice.

I also stream on my Surface Pro 11 with Moonlight QT, which also decreases decoding time and latency by a lot. Gets a lot better decoding time than the S24U (0.50ms decode aprox with total input lag being between 8 and 14ms). I don't think there's a better Moonlight fork on PC than this? Especially for ARM devices.

Well, this post was just me asking some questions and my overall setup, since I see people usually ask these types of questions in comments anyways. Thanks!

reddit.com
u/EaZerly — 1 day ago

Suspending Steam Machine via Sunshine Application

I've been struggling for the last days with implementing a sleep button as a Sunshine Application to suspend my Steam Machine (host). My client is steam deck and I'm running Moonlight.

Currently, I can wake my steam machine via moonlight, but I would like to have an application next to desktop called Sleep Cube so I can send my Machine to sleep when I'm doing playing.

I'm not very technical but I've researched a lot and my understanding is that this can be done via detached commands on sunshine. I've tried systemctl suspend, then realised that for flatpaks I need to use flatpak-spawn -- for sunshine to be able to execute the command. No matter what I try, every time I click on sleep cube the stream starts again and the machine won't go to sleep.

I even tried making the script send an API to moon deck buddy, which has a sleep function that works, but still no luck.

Something very important is that all my scripts work on Konsole and they sleep the Machine successfully. I just can't get it to work via sunshine.

This is very fun, but I'm losing my patience as it seems very easy but I can't get it to work. Most tutorials are based on Windows.

Any idea?

Maybe some of you have Linux experience with sunshine.

reddit.com
u/MEchoPark — 1 day ago
▲ 82 r/MoonlightStreaming+1 crossposts

Moonlight Hosts, Clients &amp; Forks

I’ve been testing a bunch of different Moonlight/GameStream projects lately while working on Artemis Switch, so I figured I’d put the main ones I’ve come across in one place.

If you’re trying to fix stuttering, improve frame pacing, use a virtual display, or just try something beyond the usual Sunshine + Moonlight setup, there are quite a few interesting forks and alternatives now.

Hosts

  • NVIDIA GameStream The original implementation everything grew out of. NVIDIA discontinued it, but it’s still the foundation of the protocol Moonlight uses.
  • Sunshine The standard open-source GameStream host and probably still the best baseline if you just want something stable and widely supported.
  • Apollo A Sunshine fork with much better virtual-display integration. It can automatically create and match a display to the client resolution and refresh rate, which makes it really nice for headless setups.
  • Vibeshine A more experimental Sunshine fork focused on Windows capture, display automation, frame pacing, RTSS integration, and other latency/performance tweaks.
  • Vibepollo Basically brings a lot of the Vibeshine ideas into Apollo. This has been one of my favorite hosts so far. I already liked Apollo’s virtual-display setup, and Vibepollo adds a lot of the capture and frame-pacing work I was looking for.
  • Foundation-Sunshine Another Sunshine fork with things like additional HDR support, audio improvements, encoder changes, and a redesigned web UI.
  • Wolf / Games on Whales A very different approach. It’s focused on Linux and Docker, with games running in isolated containers and support for multiple remote clients using the same physical machine.
  • Punktfunk I recently tried Punktfunk too, and so far I’m pretty impressed. It feels really good and honestly might be even better than Vibepollo for my setup. I haven’t tested its custom protocol yet though, so I don’t want to make a full latency or quality comparison until I’ve tried that part properly.

Clients

  • Official Moonlight Still the baseline. Available basically everywhere and usually the first client I use when comparing performance.
  • StreamLight A Moonlight fork with a much more console/gamepad-oriented interface. Together with StreamTweak it also adds host monitoring, Tailscale integration, remote controls, shutdown/update commands, etc.
  • Artemide Android-focused Moonlight fork with things like ultra-low-latency modes, direct presentation, and FSR presets.
  • Artemis / Moonlight Noir Apollo’s Android-oriented companion client. It works really nicely with Apollo-style virtual displays and host management.
  • Moonlight V+ Another Android fork experimenting with things like frame generation and extra host-side tools.
  • Artemis Switch This is the fork I’m currently working on. It’s based on Moonlight-Switch but focuses specifically on improving the native Horizon OS experience: presentation timing, lower latency, FSR/RCAS filtering, adaptive pacing, and reducing the small stutters that become really noticeable on the Switch.
  • Moonlight-Switch The original Switch client and the upstream project Artemis Switch is based on.

Separate alternative: Parsec

Parsec is worth mentioning too, although I’d put it in a separate category since it isn’t really part of the Moonlight/GameStream ecosystem.

It uses its own streaming stack, but if the main goal is simply low-latency remote gaming, it’s still a useful comparison point.

What I’ve personally tested

I’ve spent a decent amount of time switching between:

Hosts: Sunshine, Apollo, Vibepollo, and Punktfunk
Clients: Moonlight-Switch, Artemis Switch, Artemis Android, and regular Moonlight Android

That testing is actually one of the reasons I started working on Artemis Switch.

On the Switch, tiny differences in decoding, presentation timing, buffering, network behavior, and frame pacing can make a surprisingly big difference.

For a while, Vibepollo was probably the host I liked the most, mainly because I get Apollo’s great virtual-display workflow together with the newer capture and pacing improvements.

After trying Punktfunk, though, I’m not as sure anymore. So far it looks really good, and I might actually prefer it, but I still need to test the custom protocol before comparing them properly.

And on the client side, I obviously have a soft spot for Artemis. 😅

My goal with Artemis Switch is basically to bring more of that polished Apollo/Artemis experience to the native Switch client while continuing to squeeze as much smoothness and as little latency as possible out of Horizon OS.

There isn’t really one universally “best” setup though. Hardware, GPU, network, display refresh rate, decoder, client OS, capture method, and even the game itself can change what works best.

If I missed a Sunshine/Apollo/Moonlight fork, experimental client, or some obscure streaming project you’re using, drop it below. I’d genuinely like to try more of them.

Links:

u/antoinebou13 — 2 days ago
▲ 24 r/MoonlightStreaming+1 crossposts

moving across the world in a week and I think my Tailscale just broke :(

Hi,

I'll be moving across the world in a week and I think my Tailscale just broke :(

hoping you guys can help me solve this issue.

(Pretty sure this is a Tailscale issue but please correct if I'm wrong)

So I was running a Moonlight + Sunshine + Tailscale Streaming Setup pretty regularly last year but didn't really touch it in the last 6 months. Now I will be moving across world in a week leaving my PC behind but thinking that I can just stream it to my laptop wherever I'm at. Well... it seems my setup just broke somehow.

Streaming with Moonlight and Sunshine still works like a charm as long as I am on the same wifi. However, as soon as I switch wifis and try to connect via Tailscale the moonlight client is 'Unable to connect to the specified PC.' regardless of whether I'm using the Tailscale ip, ts dot net hostname or whatever else. I can directly ping both devices via Tailscale without any issue and also see both of them on tailscale status and admin console.

What I thought was weird was that doing

>Test-NetConnection <PC-Tailscale-IP> -Port 47989

always worked on the PC itself (routing traffic on the Sunshine port through Tailscale). However, doing

>Test-NetConnection <PC-Tailscale-IP> -Port 47989

never worked on the laptop but maybe thats not where the problem is.

Stuff I tried:

  • I tested the ports and also tried it with a disabled firewall and any other idea the AI had the last 2 days but nothing worked.
  • I didn't set up any ACLs or anything that goes beyond the basic necessary Tailscale configurations as per the Moonlight-Tailscale setup docs.
  • I have completely removed and reconnected both devices to Tailscale as well as freshly reinstalled the Tailscale app.)
  • Also I got a pretty new x64 Windows PC and a Qualcomm Snapdragon X Elite Arm64 Asus Laptop if that matters.

Perhaps I'm just blundering but I'm really out of ideas on what to try next and just hoping someone here might have an idea on what I could do so that I don't have to abandon my beloved computer

I'm no expert and still pretty new to this so any help is much appreciated! :)

reddit.com
u/Ecstatic_Benefit4506 — 2 days ago

My gaming PC lives in the attic and I was sick of running up and down just to turn it on — so instead of buying a Steam Machine, I built a Wake‑on‑LAN app (another one, but maybe different)

warning up front: I'm not really a seasoned developer. I know some perl, php and python but I built this with a lot of AI help — and it's exactly the tool I wanted it to be, and I use it on a regular bais.

BTW I know that many of you hate AI as a tool to develop - but in my experience it is not only the coding but the concept which also is of some importance.

All I wanted was to game from the couch. I almost bought a Steam Machine for it — then didn't, because for the money it was too expensive and not powerful enough, and I already had a solid PC. So I found moonlight/Sunshine and it is gorgeous. Moonlight is running on my appleTV in the livingroom.

The one problem I had: MyPC sits up in the attic. So every session meant running upstairs to switch it on, coming back down to the living room… and half the time something still hadn't worked, so back up I went.

I know Moonlight does try to send a WoL packet, but on my Apple TV it worked maybe half the time - and yes - I have the newest version - and I value the hard work of the developers of moonlight and sunshine. As I said before. Great tools!!!

So to address my problem I built MagicPing — a small app that does just the wake/sleep part, properly, on every device I actually use. The app

  • Sends the magic packet from iPhone, Mac, Apple TV, Apple Watch — and Android. Across my Apple devices the machine list mirrors over iCloud (no account, no sign‑up).
  • Apple TV launcher: wake the PC straight from the TV, and it shows you when the Sunshine port is actually responding — so you don't open Moonlight two seconds too early and get a black screen.
  • Shuts the machine back down over SSH when you're done (Linux/macOS/ Windows w/ OpenSSH) — the part Moonlight doesn't do as far as I know.
  • Live status for multiple PCs/NAS/servers, and it auto‑formats MAC addresses as you type.

Full disclosure: It's free, no ads, no tracking, no backend — your machine list lives in your own private iCloud, SSH passwords only in the keychain. It is an addon that works for me, nothing more ...

Despite the name of the app magicping obviously can't do magic — WoL still has to be enabled in BIOS/UEFI and the network adapter, and shutdown needs SSH access. B

Would love feedback from people with trickier setups (multiple hosts, wired vs. Wi‑Fi, Apple TV quirks).

One more thing: there's also an Android version in closed testing. If any Android folks want early access, drop a comment and I'll add you — I need a handful of testers to get it into the Play Store, and I'd rather have real streaming users than random ones.

reddit.com
u/Fragglefrid — 2 days ago

What causes some games to stutter but not others?

I've started using Vibepollo to stream games from my PC to my Series X using Moonlight. Now, for the most part, it works great, but while a game like Forza Horizon 6 plays perfectly, a game like Kingdom Come Deliverance 2 will experience minor stuttering that doesn't occur when playing directly on the PC.

Now I've gone through Vibepollo's settings and done things like disabling V-Sync and capping the framerate using RTSS, but the stuttering still occurs.

Any idea what might be the cause and if there is any way to fix it?

Edit: it looks like I can fix the stuttering (or at least greatly reduce it) by capping both the game and Moonlight client at 60 FPS.

reddit.com
u/everydaygamer28 — 2 days ago

router buying advice

i can’t run an ethernet cable to my pc or def not my tv. i was thinking i’d buy a new router, connect it to my pc via ethernet and keep it on my desk and connect to my tv wirelessly, it is only 1 wall and around 8 meters away. will this setup work? also what router should i use for this?

reddit.com
u/Own_Body_8941 — 2 days ago

Cover art from playnite integration not showing up in XBOX Moonlight client

I’m using Vibepollo’s playnite integration to add my games to the application list so I can launch the game directly from Moonlight.

This works perfectly except that on the Xbox client it does not display the cover art for the game it just shows up as blank. Just to be sure I checked moonlight on my iPhone and the cover art shows up on there no problem so this does seem like an issue with the Xbox client.

Is there any known way to fix this?

reddit.com
u/everydaygamer28 — 2 days ago

A Comprehensive Guide to Moonlight/GameStream Servers, Clients, and Forks (2026 Edition)

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.

🖥️ 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.

📱 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).
  • Artemis / Moonlight Noir: Apollo’s dedicated Android companion client, offering excellent host UX and virtual display integration.
  • 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, I’ve 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!)

u/antoinebou13 — 4 days ago

Help maybe ?

Hi all are these good numbers

I see a lot of people getting 0.2 -2ms latency

Not sure if I'm doing something wrong

Everything is set to default I think my bitrate is set to 50 mbs

Set up

Host

Ryzen 5950x

3080 Ti

Client steam machine

They are both connected to the same router via ethernet

Ax5400

Which is connected to IPS router via wan

This router manages all the devices on its own DHCP starting at 192.168.1.101

The other router it's connected to is the tp link ax1800 modem router that goes to the outside line/isp

The DHCP is turned off and only has the One wired client my main router Ax5400 connect to via the wan and to the ax5400 to Lan 1

It's 192.168.0.2 ip ( reservered )DMZ listed still gets port restriction cone NAT on test to the outside

I tried to put it in modem only mode and bridge it but couldn't get to work with my isp (sky) setting

I would have the ax1800 manage all the devices but read the ax5400 is the faster router

Note on the ax5400 I do have passive devices on the ax5300 sub net like ring door bells ,nest , Google home max device robo vacs ect CPU is usage is 10% memory is 42 % generally when not in use

Should I move all of them to the ax1800 and manage them

Would that help improve my speed

Currently the steam machine is about a meter away from the host directly connected to the ax5400 for testing I plan on moving to the living room 4k TV setup though where it will be connected to another router that is a wired extension on the same DHCP sub net any tips on how to get better stats or is this as good as it gets

Thanks in advance for any help

Pps the mother board on the host is asus x570 i running windows 10

u/lewibaygo — 2 days ago

Smallest client for 4K120

I'm looking on recommendations for buying or building the smallest and thinnest client that can properly handle 4K120. I would be plugged into the LG G3 TV.

Host:

  • RTX 5090
  • 32GB RAM
  • Ryzen 9800X3D
  • Wired ethernet - CAT5E

I have tried the webOS version of Moonlight and Aurora. I think the TV itself is limited because of its decode latency and limited to ethernet speeds.

reddit.com
u/onlyeatrice — 3 days ago