Change log
- Update dependencies
- Configuration API upgrade - if you're using HTTP APIs, now the JSON formats are more valid, please update your scripts to support the new API.
- Current running app is now visible in Application page (#328)
- Track upstream
- Hang workaround
- Add Remote Input mode (disabled by defalt, enable
Input Only mode
inInput
tab) - Add Double Refresh Rate mode, could improve stutter issue on some systems (disabled by default, enable in
Audio/Video
tab) - Add option in
Advanced
tab for limiting captured frame rate (on by default) - Add command support for client connect/disconnect.
- Trim app name input to prevent accidental space character remained when configuring MoonDeckStream
- Add per-app*per-client identity option
- Disable
Advanced Display Device Config
by default - Log fail reason for pairing
- Update SudoVDA install script - fix
certutil
not found in PATH for some users - SudoVDA upgrade (see here for configurations):
- Decimal refresh rate support
- SDR10bit support
- HDR12bit support
- Wide Color Gamut support
- Add scaled requested resolution for upscaling tools (0.5x, 0.75x, 1x, 1.25x, 1.5x)
- Adjusted built-in resolutions, added preset resolutions for popular VR headsets
🆕Remote Input
Can run parallel with any other apps, without transmitting video and audio packets. You can use your phone as your computer's trackpad/keyboard/controller receiver, or have a handy trackpad/keyboard when you're streaming to you TV/Box/Sticks which is hard to use mouse on, or even connect controllers that are unsupported by your TV/Box/Sticks.
Remote Input mode is still compatible with ordinary Moonlight clients.
🆕Client commands
You can now configure connect and disconnect commands for individual clients. Here's an instruction for setting up auto game suspend, giving you a more console-grade experience when streaming: Just hit power button on your mobile device and your game will be suspended automatically, you can resume at any time: [detail]
🆕Scaled resolutions
Now besides the requested resolution and framerate, another 9 sets of modes are added for conveinence:
- 0.5x resolution
- 0.5x resolution with doubled refresh rate
- 0.75x resolution
- 0.75x resolution with doubled refresh rate
- 1x resolution with doubled refresh rate
- 1.25x resolution
- 1.25x resolution with doubled refresh rate
- 1.5x resolution
- 1.5x resolution with doubled refresh rate
So now your game can pickup lower resolutions but still keep the same aspect ratio of your streamed device. You can then use Lossless Scaling to upscale your game while keeping the aspect ratio of your client more easily.
🆕Best practices
- If your client support high refresh rate, always use high refresh rate. Combined with Artemis's Warp modes, this is basically a poorman's GSync/FreeSync.
- If you're not able to use Artemis on your client, you can enable
Double Refresh Rate
option inAudio/Video
tab. This will also help to a certain degree. - Limit game framerate with RTSS can give more stable frame time than using in-game vsync/frame limit options.
Warning
It is highly recommend to remove any other virtual display solutions from your system and Apollo/Sunshine config, to reduce confusions and compatibility issues.