[HN Gopher] Sunshine - an open-source gamestream server for Wind...
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       Sunshine - an open-source gamestream server for Windows and Linux
        
       Author : jka
       Score  : 69 points
       Date   : 2022-06-10 15:26 UTC (7 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | [deleted]
        
       | [deleted]
        
       | paulsmal wrote:
       | I've been using it for some time and it works great but I still
       | find Steam remote working smoother. Especially mouse pointer lag.
        
       | KingMachiavelli wrote:
       | Might be useful even for Nvidia card users, the GeForce
       | implementation has had a unpatched issue where the server will
       | freeze every so often.
        
       | distortedsignal wrote:
       | I think it would be interesting to hear about different
       | application/desktop streaming applications and how to set them
       | up. Does anyone have an article on that? This is cool because
       | it's open source and fast, but I assume that X11 has something
       | broadly similar to this, and I assume that Wayland has something
       | similar to this.
        
       | DiabloD3 wrote:
       | URL should be changed to the new repo for it:
       | https://github.com/SunshineStream/Sunshine
        
         | jka wrote:
         | Possibly; the original author hasn't abandoned the project
         | (although may contribute to either repository, by the sounds of
         | it).
         | 
         | (ref: https://github.com/SunshineStream/Sunshine/issues/39)
        
       | causi wrote:
       | Game streaming always makes me a little sad at what we could've
       | had if latency was as much a priority for ISPs as bandwidth. It's
       | always _just_ bad enough for a noticeably sub-optimal experience.
        
         | Hikikomori wrote:
         | What could ISPs dl about this?
        
           | Dylan16807 wrote:
           | They can avoid bufferbloat and they can use equipment on the
           | last mile that doesn't add 20-30+ milliseconds of latency.
           | Those are big problems on many ISPs.
           | 
           | Some of that is configuration, some of that is equipment,
           | often you could instantly solve the problem with fiber.
        
       | proxysna wrote:
       | Can someone please explain what it is?
        
         | philote wrote:
         | "Sunshine is a Gamestream host for Moonlight"
         | 
         | I had to look up Moonlight because I also had no clue:
         | https://moonlight-stream.org/
        
           | 2Gkashmiri wrote:
           | Moonlight Internet Hosting Tool
           | 
           | https://github.com/moonlight-stream/moonlight-
           | docs/wiki/Setu...
           | 
           | so.... i can set this up on a vm and get cloud gaming with
           | all the inefficiencies ? nice
        
         | ryapric wrote:
         | Yeah they probably should have linked Moonlight[1] in the
         | README.
         | 
         | [1] https://moonlight-stream.org/
        
         | chrisldgk wrote:
         | Seems to me like it's a service or application for streaming
         | games and controls over LAN. I.e. an OSS alternative to what
         | Steam uses for in-House game streaming.
        
         | Snuupy wrote:
         | Think of this as a FOSS self-hosted NVIDIA GeForce
         | Now/shadow.tech/Google Stadia.
        
         | DiabloD3 wrote:
         | Server backend for Moonlight. Moonlight is a client that
         | implements the Geforce Experience streaming protocol used by
         | the Nvidia Shield TV to stream your desktop from any Nvidia
         | GPU.
         | 
         | Although the original Nvidia implementations are proprietary,
         | Moonlight + Sunshine work on non-Nvidia and non-Windows
         | machines.
        
       | kqr wrote:
       | I've lost my gaming rig and been toying with the idea of renting
       | an AWS Linux box with a graphics card to play video games on. The
       | one thing I haven't figured out is how to best control it from my
       | laptop.
       | 
       | Could this be it?
        
         | guipsp wrote:
         | This may help you: https://github.com/parsec-cloud/Parsec-
         | Cloud-Preparation-Too...
        
           | kqr wrote:
           | Looks neat! I was hoping to get away without a Windows
           | instance, though...
        
         | cyber_kinetist wrote:
         | Doesn't the Steam client support streaming via Steam Link? (Or
         | maybe you're playing some non-Steam games?)
        
           | kqr wrote:
           | Non-steam games.
           | 
           | Though technically I should be able to start them through
           | steam, I would like to keep the setup simpler: copy over
           | binary and resources, ./game.
           | 
           | That way I can set it up with a small shell script or Ansible
           | playbook from scratch, and I don't have to rely on Amazon-
           | specific file system images and such. (So I can quickly
           | switch to a different provider if I find a cheaper/easier
           | option.)
        
         | Nextgrid wrote:
         | You don't really need this. I've done it with plain Windows
         | VMs, Steam (it has a streaming capability) and a VPN to make it
         | appear as if it was on my LAN (Steam will only stream over
         | LAN). It is super expensive (you pay as much for bandwidth as
         | you do for the actual hardware) but it works well if you have a
         | good internet connection (wired Ethernet backed by _real fiber_
         | - DSL or HFC won 't cut it).
        
         | shitcoder wrote:
         | A lot of people these days reccomend Parsec. However bear in
         | mind that it is closed source. Personally I was using it to
         | play it takes two with friends and it worked pretty well.
        
         | na85 wrote:
         | That seems like an okay situation if you don't play games that
         | are sensitive to input latency and if you hate money.
        
           | kqr wrote:
           | I'll have to evaluate what the input latency is like -- I'm
           | not that sensitive and I have a good connection to a central
           | location. But I suspect anything above 50 ms would be
           | difficult to live with.
           | 
           | I don't hate money but I love the space and freedom from not
           | having a physical rig at my desk slightly more than money.
           | (Also worth mentioning that I have like an hour a week for
           | video gaming at most.)
        
           | Nextgrid wrote:
           | Counterpoint about the input latency: on a proper internet
           | connection I was able to play competitive shooters just as
           | well as I do now locally. Agreed about the money aspect of
           | it, though surprisingly it's not the hardware that costs the
           | most, it's AWS's price-gouging on egress bandwidth.
        
             | na85 wrote:
             | Moving from the East Coast to the West Coast destroyed my
             | ability to be competitive in counterstrike (not counting
             | ranked queues) because the server I used to play on
             | regularly was in Kansas or something and the added 50 ms of
             | ping was enough to throw my aim off.
             | 
             | No offense but either you're at a really low level or else
             | you're playing games that aren't actually very dependent on
             | reaction time.
        
             | pineconewarrior wrote:
             | "Just as well" is very relative here. For people who are
             | truly competitive 100ms is enough to create a massive
             | disadvantage against someone of similar skill.
        
               | itsboring wrote:
               | I agree, but I feel like discussions about latency always
               | focus on competitive play, while for me at least, low
               | input latency is important even for single-player FPS
               | games. Before 144hz+ screens were popular, I'd turn off
               | v-sync and deal with tearing just so the mouse movement
               | didn't feel "mushy". It didn't make me a better player,
               | but it FELT better and therefore increased enjoyment.
        
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       (page generated 2022-06-10 23:01 UTC)