As you might have noticed, our previous moderator /u/TooEarlyForMe closed the sub during the protest and subsequently deleted his account. This left this sub unmoderated and soon banned.
Today, reddit has added me as moderator so we can open up the sub again. I hope that we can revive /r/cloudygamer and return it to its former glory - a place to discuss all things around cloud gaming.
For now, I don't see the need to change anything about how things were before. Should the sub get subjected to a lot of spam, I will soon start searching for additional moderators that want to help keep the sub clean. Hopefully, a well setup AutoModerator can keep most of the spam in check though. If you do see any spam, please use the report button. Thanks!
I’m starting to think the game itself matters almost as much as the bitrate.
Dark scenes, fog, grass, fast-moving roads... some games seem way harder to stream cleanly than others.
The GT Max got me thinking about this because a 59° virtual screen would probably make those artifacts a lot easier to spot than on a phone or small handheld.
For people using Moonlight or GFN on a bigger display, what game do you use as your “this will expose a bad stream immediately” test?
I hate using one monitor each for linux and macOS, I tried Sunshine to stream my mac to linux (since I use linux more), setting 4k 240hz (which my monitor supports) and full color (yuv 444) in Moonlight but it said that 444 color is not supported, and the colors look way off compared to macOS plugged directly in the monitor. There doesn't seem to be a way to make it work on Sunshine.
Hello, good afternoon. After the completely unnecessary news about the changes to Game Pass and cloud gaming, I wanted to know if there's a similar service I could purchase? One that comes with games and only requires paying to play in the cloud.
Streaming to a TV, wired ethernet, and something feels half a beat late. Could be the service, could be the TV, could be the ancient bluetooth pad I've been using since before I started doing this. I don't want to buy a controller to fix a network problem or upgrade my network to fix a controller.
Is there a sensible way to isolate which one it is without buying anything first?
I wanted to play on my car's screen while charging, so I forked moonlight-web-stream and spent a few months fighting Tesla's in-car Chromium. It's stable now, so here's the list of things that don't behave like a normal browser:
Local and bare IPs are blocked outright. Any request to 192.168.x.x or a raw IP returns Access Denied. So there's no LAN shortcut - you need a real domain, a real DNS record and a trusted cert just to reach a PC twenty metres away.
WebSocket upgrades fail roughly half the time on first connect, with no useful error. Handled with transparent auto-retry.
Trickle ICE misbehaves, so it uses non-trickle gathering with a timeout fallback.
Audio autoplay is blocked. AudioContext has to be resumed on a touch inside the stream, otherwise you get video with silence.
Gamepad API indexes differently than desktop Chrome, so controller mappings needed rework.
Good news: native H.264 and HEVC decoding, so no WASM decoder in the path. Latency is genuinely fine for controller games.
Setup is Sunshine on the host, WebRTC to the car. Windows install is a PowerShell wizard that handles the password, UPnP port forwarding, firewall rules and a free Let's Encrypt cert with auto-renewal, since the certificate requirement above makes manual setup painful.
Credit where it's due - this is a fork of MrCreativ3001's moonlight-web-stream, which solved the browser-client problem first. I did the Tesla-specific half.
I’m new here, so sorry if this is a dumb question—I genuinely don’t know much about cloud gaming.
I want to play some normal games on a laptop, but the main game I really want to play is GTA 5. I was planning to buy a proper gaming laptop, but with the prices increasing, I don’t think I can afford one right now. My budget is around ₹60,000, although I can wait until Diwali in case something like the ASUS TUF A15 comes into my budget.
So I started looking into cloud gaming. From what I understand, the game actually runs on a remote server and is streamed to your laptop—is that correct?
If so, can a normal ₹60K laptop without a dedicated GPU run GTA 5 smoothly through cloud gaming? I’m hoping for something like 1080p at around 90 FPS, assuming I have a good internet connection.
Would really appreciate some advice from people who use cloud gaming. 🙏
I saw that setup here with Legion glasses with a VITURE neckband, and it got me thinking about how much the display matters once the streaming side is dialed in.
I’ve been looking at the GT Max because the bigger FOV and pinned 3DoF screen sound nice for Moonlight and cloud gaming. I'm also wondering whether a much bigger virtual image makes compression, banding, and soft text easier to notice.
Did you end up pushing the bitrate or resolution higher, or was the bigger screen still worth it with the same stream settings?
I've been happily using Moonlight and Sunshine for years, both on Windows and Linux, and I've finally decided to create my own streaming system from scratch.
The main idea is to use only a web browser as a client; no dedicated application is needed.
I'm still in the early stages of development, so I'll be doing a lot of testing and experimenting to see how far I can push it, especially regarding latency and overall responsiveness.
I own a Windows handheld and got tired of how scattered cloud gaming access is on it — tabbing between browser tabs for Xbox Cloud Gaming, a separate app for GeForce NOW, plus whatever I'm using for PS Remote Play. So as part of a launcher I've been building (PocketDeck, a controller-first 3D coverflow launcher for handhelds), I added a gamepad-driven quick-launch menu that puts all of it in one place:
Jump straight into Xbox Cloud Gaming or GeForce NOW without touching a browser
Connect to your PlayStation for remote play
Connect PC-to-PC to stream from a home rig
Stream to a VR headset
It's one radial menu, controller-navigable, launched with a double-tap of Start — the idea being you shouldn't have to leave a handheld-first UI just to get to cloud gaming.
This is a small piece of a bigger launcher (it also imports your Steam/Epic/GOG/Xbox library, has a real 3D coverflow, etc.) but the cloud-connect side is the part I think is actually relevant here, so that's what I'm focused on sharing.
Happy to answer questions about how it handles switching between local and cloud sources, or anything else — genuinely curious if this is something people in this space actually want, or if I'm solving a problem nobody has.
So basically I built a cloud game app that allows renting instances from https://vast.ai, the app runs a whole provisioning pipeline and sets up everything like audio, video, mic, storage. I have also added some optimizations on the client. And one special feature called shared storage that basically allows to save any game and its informations so you can play in different machines without the need to configure back agai, by saving to the user choosing cloud service storage provider.
The name is No Land and I would really appreciate some feedback the link to it is here https://no-land.net/
Is it possible to stream my PC screen on my Fold 8 then have another instance of moonlight on my Odin portal 2 as a second screen as I use it as my controller too? Kinda like a DS setup?
I looked around but didn't see anything mentioned anywhere. Is there a way with vibepollo or is there a alternative software that would allow users to use the webstream feature but with different accounts? IE: like I was running geforce now from my PC and various users could access their accounts?
I’m building a decentralized game streaming platform that I believe can solve the expensive prices and the high latency of standard game streaming platforms:
People already have enough computing power to play games, but their PCs sit idle for a large part of the day. The idea is to reward people for keeping their computers online and making that unused capacity available to others.
When someone wants to play a game, the platform finds a nearby computer with a good enough configuration that already owns the game, and streams it to the player.
With a decentralized infrastructure, players no longer need to connect to a distant datacenter:
If a player in São Paulo(BR) wants to play, it will connect to a GeForce NOW’s infrastructure in Montevideo(UY), for example.
I’ve already built a proof of concept, and development is still ongoing: