[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)