github Nonary/vibeshine 1.15.5-alpha.1
v1.15.5-alpha.1

pre-release5 hours ago

Vibeshine 1.15.5-alpha.1 - 2026-05-05

Notice: Vibeshine may trigger false-positive antivirus alerts. Details and workarounds are documented here: #59

Changes

  • Polished Windows Graphics Capture so the streaming pipeline runs in parallel with the encoder. Capture and encoding no longer wait on each other through a shared frame lock, so encoder spikes (large keyframes, scene changes, heavy motion) no longer hold up the next frame and 120 Hz streams hold their target rate even when the encoder is working hard.
  • Made WGC capture tolerant of uneven frame timing, including the bursty cadence produced by DLSS 3 / FSR 3 frame generation, Lossless Scaling, and high-refresh games whose per-frame render time bounces across vsync boundaries. Previously, when frames arrived bunched together, Sunshine timed them out on its short wait window and the captured rate fell well below what the game was actually producing; the wait window is now wide enough to catch bursty arrivals while still staying under the per-frame budget.
  • Added sampled WGC timing diagnostics covering capture cadence, frame-handoff lock waits, IPC acquire time, and snapshot copy submission so capture smoothness issues are easier to diagnose from logs.
  • Improved Windows release reliability for contributors by publishing from the validated tag commit, requiring exact matching release notes, and closing fixed issues after release.

Fixes

  • Fixed a WGC delivery race where Sunshine could observe new frame metadata moments before the capture helper released its lock on the shared frame, briefly stalling capture under load.
  • Fixed WGC cached-frame and synchronization behavior so stale frames are not re-emitted with rewritten timestamps, and frame delivery no longer waits on an extra per-frame GPU copy flush.

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