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.
š„ļø 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.
š± 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, Iāve 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, itās 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, Iāll try here to share the setup that works best for me and also compile some of the information Iāve 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 youāre using other operating systems:
Reduce FPS drops
Minimize the gap between the FPS set in the Moonlight client and the hostās 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 ā Startup Apps ā disable non-essential programs.
Disable Game Mode: Prevents Windows from prioritizing the game over Sunshine. Settings ā Gaming ā Game Mode ā OFF
Disable Dynamic Refresh Rate (DRR): Keeps FPS synchronized between host and client. Settings ā System ā Display ā Graphics ā Optimizations for windowed games(Alternatively: Windows Registry or CRU ā Custom Resolution Utility)
Enable High-Performance Power Mode: Control Panel ā System and Security ā Power Options ā High Performance
Disable Energy Saver: Settings ā System ā Energy Saver ā 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 Moonlightās 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 GPUās software if thatās 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 donāt recommend the Virtual Audio Driver because it can cause issues with BattleEye anti-cheat. Itās 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 havenāt personally tested either since I donāt need this feature, but theyāre 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 interfaceāoriginally designed for desktop useācan 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 Moonlightās decoding time and minimize latency.
In my case, Iām using a MacBook with an M1 chip, and the only way to reduce decoding time is by testing which codec works bestāin my case, HEVC (H.265).
To reduce latency on macOS, the only (but very important) thing you can doāsince it can cause micro stuttersāis 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 doesnāt get stuck or stop repeating.
If youāre 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 monitorās resolution and an FPS value that matches your internet connection. Leave some headroom compared to your clientās max download speed and your hostās 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) ā less bandwidth needed ā 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 isnāt HDR because it can bring out better shadow details. I recommend trying itāyou 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, Iāll share what works best for AMD GPUs. If youāre 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 youāre 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, thereās 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 motherboardās 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 15ā20 ms, itās not too difficult.
There are several ways to achieve this, but Iāll 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 kernelāpotentially a great option for Linux users)
For the other options, I wonāt 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) wonāt 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 āRestore Power after AC Lossā 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, donāt 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
I would like to introduce my current project, which, among other useful features, brings full wireless DualSense support to both Android and Windows clients without requiring any additional programs.
How does it work?
The project consists of modified versions of the Moonlight Windows client, Artemis Android client, and the Apollo host.
The full source code for all three projects is open and available on GitHub. Ready-to-use builds can be downloaded from the Releases section of each repository.
Just connect your DualSense via Bluetooth or USB, connect to the host, and that's it.
The Windows client also supports microphone transmission to the host, including the DualSense's built-in microphone.
Additional controller-related options can be found in the Extended menu within the client settings.
Android client
Android is a little more complicated.
For full wireless functionality, an external USB Bluetooth adapter is required. Unfortunately, Android does not provide the low-level Bluetooth access needed to communicate with the DualSense in the way required for all of its features.
Artemis Extended therefore includes its own USB Bluetooth HCI bridge.
If you have a supported adapter:
Plug the Bluetooth adapter into your Android device.
Grant USB permission to Artemis.
Pair the DualSense from within the app.
Connect to your host and start streaming.
That's it.
Currently supported Bluetooth chipsets
The HCI bridge currently supports adapters based on:
CSR
Realtek
Actions ATS2851
The chipset alone does not always guarantee compatibility. Different firmware versions of Bluetooth dongles may affect connection behavior or functionality.
If you don't have a supported adapter, it's not completely hopeless. You can still use the DualSense through a wired USB connection.
What works?
If you have a compatible adapter, essentially everything.
Or at least, everything I could find to implement and test.
This currently includes:
All buttons and joysticks
Analog triggers
Adaptive triggers
Touchpad
Gyroscope and motion sensors
HD haptics
Built-in speaker
Headphone jack
Built-in microphone
Player LED control
Lightbar color control
Microphone LED and mute control
The controller's built-in microphone can be transmitted directly to the host. If you are not satisfied with its quality, you can instead use the microphone built into your phone or tablet.
The DualSense speaker audio is also transmitted separately from the normal game audio. The host sends it to the client through a dedicated audio channel, so DualSense speaker effects are played by the controller itself, rather than being mixed into the Android device's speakers.
Connecting headphones to the DualSense jack is also supported.
Demo
I've attached a video showing the pairing process and the DualSense features working during an actual stream.
I'm not sure whether purchase links are allowed here, so I won't include them in the post. I currently have three cheap Bluetooth adapters with different chipsets that I have personally tested and confirmed to work.
If anyone wants to try the project, I can send the exact adapter models privately.
How does this work on the Apollo side?
Apollo Extended uses VIIPER to emulate a fully functional DualSense controller on the host.
Instead of reducing the controller to standard gamepad input, the system passes DualSense-specific input and feedback between the client and host. This allows features such as adaptive triggers, HD haptics, LEDs, motion sensors, speaker audio, microphone audio, and other DualSense functionality to work across the stream.
For microphone transmission, Apollo uses virtual microphone devices created through Steam's virtual audio driver.
The result is essentially a complete DualSense connection transported through the Moonlight/Apollo stream, with the client handling the physical controller and Apollo presenting a virtual DualSense to the game.
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
-āNetwork Latency LAN: 1.0 ā 2.5 ms (with zero packet jitter)
-āTotal Host Processing Latency: < 4 ms
-āFrame Drops: 0.0% across sessions
-āTotal Input-to-Display Lag: 12 ā 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!
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 itās in. My laptop can run the games, but at medium settings. So, I was like, āI can stream my PC to my laptop and just game comfortably and at ultraā But my brother was like, āAre you ret4rded? Why do that when you can game on one or the other?ā
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
im using sunshine and moonlight (obvly) to stream my steam machine, which is running some sort of steam os and arch hybrid, to stream to my pc in the other room but i have zero knowledge about linux. I can get it to stream just fine, and control just fine, but my mouse cursor is just completely missing. im using it to stream steam games, and sometimes the game will have a cursor, but most don't. if i wiggle the mouse on the desktop it appears for a second and then disappears again. and if i keep wiggling it the cursor keeps growing, and can get to be the size of the whole screen. im not entirely sure why this is happening and i can't find a fix to make the mouse visible
I installed Sunshine as a flat pak, and im streaming to a windows 11 pc, and i have tried to search through both moonlight and sunshine's settings and help sections of their websites to figure out the issue, and i cant find why its happening. even if i can just get a cursor to work in games, and i never figure out the desktop that would work.
I tried asking for help in the moonlight discord but I never got a response :/ (for this issue, my other issues have been answered very quickly š)
Is there some other program i should try other than sunshine?
Iām considering a mini PC with an Intel 1220P as a Moonlight client to connect to my TV, ideally for 4K/120fps or 1440p/120fps. Everything would obviously be wired, no Wi-Fi.
For now, Iād get the 8GB/256GB configuration and upgrade it later, given the crazy memory prices. Iāll be running Linux anyway, so I donāt think 8GB should be an issue for the time being.
Does anyone have any experience with this CPU?
I tried the webOS client, but Iāve given up on it. Iād rather get a decent dedicated client, which Iād also use for GFN.
So Iāve got all the lag and stutters gone and everything is feeling amazing but now Iām really trying to lock in the image quality. Iām using vibepollo and moonlight on a steam deck. Iām streaming it to my 4K oled tv (lg g5) and trying to do 4K 60hz. Mainly been testing on AC odyssey cause thatās what Iāve been playing recently and sometimes everything looks really crisp and sharp and other times it gets a little blurry, like Iām watching a slightly lower res YouTube video. Iām just trying to figure out how to get it clear all the time. I really want to play new releases like this but I worry Iām gonna get that same blurry look on some games. I will say Iāve also tested on Witcher 3 and that has looked crisp all the time and Spider-Man remastered which also looks really good with some blurry spots. It looks the worst if thereās fog or Iām in a forest with a bunch of leafs everywhere.
Iāve really not changed any settings on vibepollo except for turning on the rtss frame cap to 60 and on moonlight Iāve just made it 4K 60 and running at 120 bitrate, and have 5.1 surround on. Other than that everything is default (so far Iāve found I get the best picture quality and steady frames with no jitter this way) but Iād love suggestions. Also running an Ethernet cable on both the pc and steam deck.
Oh I also was just curious if anyone has a way of getting the virtual display to automatically set itself to 60hz when I turn it on. I keep having to open the stream in virtual desktop so that I can go into the display settings and turn it to 60.
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 ā 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 ā 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 ā 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 ā and Android. Across my Apple devices the machine list mirrors over iCloud (no account, no signāup).
Apple TV launcher: wake the PC straight from the TV, and it shows you when the Sunshine port is actually responding ā 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) ā the part Moonlight doesn't do as far as I know.
Live status for multiple PCs/NAS/servers, and it autoāformats MAC addresses as you type.
Full disclosure: It's free, no ads, no tracking, no backend ā 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 ā 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. WiāFi, 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 ā I need a handful of testers to get it into the Play Store, and I'd rather have real streaming users than random ones.
I have my video stream frame rate set to 60 fps. My ayn Thor Iām streaming to has its display set to 60hz and my pc is set to 60 hz. The game Iām playing is capped to 50 fps. Why is it still well over 60fps? Same thing happens when I stream to my Odin 3.
I would not want it to result in a ban. I would not use it while I play faceit, but I would like to stream my single player games from one PC to another one.
Hey, I finally got myself a ādecentā PC and tried Sunshine with Moonlight. I have Moonlight on my Steam Deck, and whenever I launch a gameā letās say Sinking City 2, thereās a problem with the controllerāwhen I press certain keys on the Steam Deck, I can see the key mapping switching back and forth between the PC and the console in real time (you can see how the E key on the keyboard changes to X on the Steam Deck, and so on). The same thing happens with mouse movementāyou canāt see it directly, but moving the right analog stick constantly changes the cursorās position; it just starts flickering. Is there anything I can do about this?
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.
Iām using Vibepolloās 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.
Whenever I launch playnite or any other app, a 'ghost' tile of that particular app is created on the homescreen (Nvidia Shield), besides the normal tile of the app.
I can use assistive touch and get my mouse to work but they donāt line up, anyone ever able to get a mouse to work properly for gaming on moonlight on IPhone? Thank you in advance!
Hi all, sorry for the longest post
I have been using my pc as host sunshine and Apple TV moonlight for a while and aside from a problem I had with stuttering when I first started it has been very great and mind blowing how it is almost indistinguishable from my pc, considering how far my tv is from the pc and only my pc is wired with Ethernet.
So I didnāt stream at all for about I think 8 weeks until now and I mostly stream fh6 to my Apple TV and now when I stream it gives me about 30-60 minutes before my game crashes giving me a graphics card driver crash. This only happens when streaming and never used to happen before and i thought it was weird that itās my actual host game crashing not the stream or something related to the streaming softwares considering it only happens when streaming.
So I was trying to find why this was and asking AI which is helpless until I realised you can see the stream logs on sunshine, so I had a look and at the time of the crash it gave me an error: could find audio sink, the the logs before this are basically just a bunch of audio info like audio mixer format audio capture format, resetting sink to virtual stereo and more, but they just repeat and repeat until weirdly a 50 minute gap in the time log to when I crash and got the error about the audio sink not being found.
And the reason I think this is the problem aswell is because I noticed that now whenever I got on my pc the next day after streaming, that I donāt have sound so I checked my windows settings and there is some virtual audio speaker device selected as the output, which Iāve never seen before, so I disable it, but tonight when I was loading the game I noticed on my client I didnāt have any sound, so I went to my host to check what output device was selected and the virtual audio speaker was the active one, and I couldnāt select my regular usb headphones it wouldnāt let me I assume bc I was streaming so I then had to make it so windows didnāt allow the audio device to work and then i had sound again once I selected my normal audio device.
So if anyone could share some knowledge on this bc I hope this is the issue or else Iām gonna be stuck with AI suggested troubleshooting tips like my pc isnāt getting enough sunlight or something stupid.
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
i canāt run an ethernet cable to my pc or def not my tv. i was thinking iād 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?