r/MoonlightStreaming • • 1d ago

If you're not using Vibepollo, I don't know what you're doing

As usual, I started with Sunshine, then Apollo for a while (for the virtual display), and I finally just learned about Vibepollo.

Guys, it's absolutely cracked.

  • More HDR controls
    • For years Sunshine & Apollo were capping me at 400 nits. I can now properly configure a 1400 nit HDR stream. It's like getting a brand-new TV!
  • Custom controller driver
    • When shooting in the game, I noticed my Xbox controller trigger rumble started working with Vibepollo. I didn't even know my controller had that feature!
  • RTX HDR pass-through
  • Lossless Scaling integration
  • RTSS automatic frame limiting
  • Steam library integration
  • Pyrowave support
  • Bunch of other features like VRR, honestly too many to count
  • Actively developed
  • Ironically much more stable streaming than Apollo

Yeah the name is a bit ridiculous, but my goodness does it deliver.

EDIT: You can pick your flavour of Vibeshine/Vibepollo, both have all of the above features and both use virtual displays. They are maintained by the same dev (95% the same codebase). Vibepollo just has a few Apollo-specific features like per-client commands and Artemis client support.

172 Upvotes

191 comments sorted by

55

u/External-Fun-8563 1d ago

I spent so long getting Apollo and Moonlight / Artemis dialed in that I’m nervous about starting over again but this post is tempting me

11

u/AztheWizard 1d ago

What’s nice is that it basically installs over your Apollo setup. It installs it like an update to Apollo

2

u/befeeter 1d ago

Si me confirmas esto, lo pruebo. Estoy en la misma situación, y como ya vengo de sunshine. Tengo miedo de que me rompa todo.

1

u/Icy-Material-4828 1d ago

So we can just copy Apollo's config folder into the VibePollo folder to test it?

1

u/External-Fun-8563 15h ago

I saw someone say it doesn’t control their monitors properly? Like it doesn’t disable and reenable monitors during and after a session. That’s the biggest reason why I use Apollo

1

u/AztheWizard 14h ago

It works pretty much the same way as Apollo. Launch desktop or virtual monitor, your physical monitor goes black. You either terminate or quit the app in moonlight to kill the virtual monitor and get your physical monitor back

I did have one time when quitting didn’t kill the virtual monitor and I had to restart moonlight a bunch on my phone

1

u/johnnyp26 13h ago

That’s been my problem, worked flawlessly with Apollo but since switching I have issues disconnecting my session and most of the time when I do disconnect my PC monitor won’t turn back on. It’s frustrating because otherwise it works fantastic.

1

u/chAzR89 21h ago

Why and how? I am using some combo of sunshine/apollo/moonshine..well pretty much tested them all and they all were just perfectly fine out of the box.

1

u/External-Fun-8563 16h ago

Was one thing after another for me mainly with stuttering and input lag

1

u/chAzR89 15h ago

Glad you managed to fix it. Under these circumstances I would be hesitant to switch aswell.

32

u/MasiosareGutierritos 1d ago

Not enough praise given to Pyrowave support, the latency is in the sub millisecond mark, it's basically an extension of the GPU over the network directly to your client

5

u/Solid-Assistant9073 1d ago

Tbh hevc or av1 are allready good and the same latency allmost ( if you're client and host have good hardware ofcourse) otherwise pyrowave is the best way

3

u/MuppetDesign 1d ago

What do you use as client?

1

u/MasiosareGutierritos 21h ago

A 1660ti gaming laptop. 1440@120 fps, runs flawless at around 650 mbs

3

u/Chicken_Water 22h ago

If only my Nvidia Shield supported it 😔

3

u/veegaz 21h ago

Yeah omg, we have the most powerful android tv device and this isn't supported. Am I supposed to plug my smartphone in the tv the fuck lmao

1

u/InTrust3 2h ago

Does the steam deck support it?

2

u/Comprehensive_Star72 🖥️ 5090 9800x3d | 🎮 Core Ultra 2 | 🎯 2k@240fps | 📶 2.5GbE 1d ago

"the latency" doesn't mean anything. Total latency definitely isn't sub ms.

1

u/billwharton 1d ago

unfortunately the bandwidth requirement for 4k120 seems ridiculously high

1

u/MasiosareGutierritos 21h ago

4k gaming has always been pointless to me, specially for streaming, I'm more than happy with 1440@120hz where the bandwidth is not an issue

1

u/1AMA-CAT-AMA 1d ago

I’m getting weird audio stutter with pyrowave. The video is very very smooth though.

1

u/7yphoid 1d ago

Oh man that's tempting as hell, might have to give that a try...

17

u/Konrad25 1d ago

I tried it but the virtual display won't turn off after I exit the stream and turn my physical displays back on. Tried everything and can't seem to fix it, went back to Apollo since it works perfectly.

5

u/Winter_Worker_6237 1d ago

I love Vibepollo but I have issues with the virtual display driver, it crashes from time to time and I’m forced to force restart my pc to work again.
Went back to Apollo, everything is fine.

54

u/_demoncat_ Developer | Vibeshine/Vibepollo 1d ago

I can fix issues if you actually report them.

The problem is that many of you run into issues but never submit a bug report, which means I have no way to investigate or fix them.

It works for the vast majority of people who install it, so if something isn't working for you, please report it. I can't fix problems I don't know about.

13

u/rtgordon 1d ago

Thanks for doing all this work on free software that actually works great because of your efforts. I feel for you having to put up with ungrateful people out there. I am loving it.

4

u/Icy-Material-4828 1d ago edited 1d ago

I for one was not trying to be ungrateful. This post is questioning why somebody would use Apollo when vibecoded forks exist. I just threw my opinion in. Also as I got older I decided, not everything in my house/home needs to run the experimental or bleeding edge version. I don't take things in half measures, my living room setup receives 4K120HDR and DLSS5 is blowing my little mind on occasion. Whilst I will dabble with Pyrowave one day probably, I have a good reliable setup as of now, and it all takes a matter of seconds and a small number of button presses to get it ready for use.

2

u/jackdelgado 1d ago

I feel this; is there an in-app issue submission route or prefer it raised on GitHub?

5

u/_demoncat_ Developer | Vibeshine/Vibepollo 1d ago

Usually GitHub is best with logs, I do plan on improving web Ui to make it easier to report bugs in the future but have been behind working in other things

2

u/doodooheadpoopoohead 1d ago edited 1d ago

hey unrelated but any insight on the progress with pyrowave? are you releasing it to vibeshine as well or both.

edit: nvm you already released it jfc

4

u/Winter_Worker_6237 1d ago

Hi sir, you are right this is on my part. I've just reported it on Github.
Hopefully it's not a major bug to fix, thank you. :)
Unfortunately, I couldn't get the crash log during that time as I've reinstalled Apollo on my PC now.

-16

u/Zynonick 1d ago

I get the point you’re making here, but I’m not sure if this smug snarky demeanor is the way to get people to use your software

11

u/pigpentcg 1d ago

I don’t think he cares whether or not more/less people use it. I think he just wants to make it better, and seems pretty annoyed that nobody submits bug reports.

2

u/Winter_Worker_6237 1d ago

I would be to if I am trying to make it better for everyone, it may not be for everyone but for the ones that are using it. They truly appreciated.

I know I do because now I can game everywhere anytime.

2

u/mcevoak0252 1d ago

Same experience here, some really cool features but it crashes regularly for me and can only be fixed with an in person restart

1

u/Winter_Worker_6237 1d ago edited 1d ago

I've reported this issue on Github, I believe the team will work on it. We'll have to be patient.
:)
Hopefully I can get back to Vibepollo

If you can get the crash report do share with the Dev team, unfortunately I cant as I've revert back to apollo.

6

u/1AMA-CAT-AMA 1d ago edited 1d ago

Same. I also have this issue. I ended up forcing vibepollo to restart itself from in stream which forces the client to disconnect.

This also answers OPs questions. It’s gonna be less stable than Apollo. Apollo just works and is a very stable and functional piece of software. Sometimes that’s just enough.

2

u/rzldz 1d ago

Yeah no it isn't.

2

u/ChuckHale 1d ago

Apollo never worked for me unfortunately. Vibepollo works out of the box.

2

u/dwolfe127 🖥️ 5090/9800X3D | 🎮 Deck | 🎯 4K120 | 📶 2.5Gbps 1d ago

This is a bug I have been experiencing since 2.0 as well. I have to restart Vibepollo from the web gui troubleshooting tab if I switch between clients.

1

u/jv235 1d ago

I had to create a separate app where I injected the exclusive setting straight into the apps.json

1

u/Hollywood_Zro 1d ago

Not sure if this will help or not, but when I start in Moonlight and select Steam when I quit the stream and I’m taken back to the Moonlight app I have to click the SQUARE button to stop Steam and then it’ll quit and end the virtual display and the host PC display will come back on.

If you just quit the stream and exit moonlight without selecting to end the Steam session the host PC display won’t come back.

Let me know if you need a screenshot. But on my Mac I do the Alt Option Shift Q to quit the stream and I see just the moonlight app with the options. Then Steam has the play button or the stop button. Selecting stop actually ends it on the host.

1

u/rikyy 1d ago

Are you disconnecting or quitting? 🤔

1

u/External-Fun-8563 1d ago

Oh damn thanks for saving me time cause thats a dealbreaker for me

0

u/BoatNo2916 1d ago

Same for me. I doubt the dev knows how to Silbe this, he can ask cloude though

14

u/Neat_Review_9608 1d ago

No Linux, no amd

3

u/acabincludescolumbo 1d ago

What do you mean? I run it on Cachy OS. And surely it supports AMD, same as upstream.

3

u/nate445 22h ago edited 18h ago

I ran it on Cachy too and ran into a few issues.

First, I noticed weird a weird available/not available state for the host on my Moonlight client after a host restart. I think this may have had something to do with the virtual display not being initialized yet. If I timed the connection and selected the virtual display, it would initialize and connect. Other times it would boot me back to the host selection or straight up throw an error code.

Second, I got weird artifacting when playing some games, notably very bad in Helldivers 2.

Third, while it did work for my AMD GPU, the status page had trouble detecting it and had errors on startup that said a proper encoder couldn't be found. Going through the logs I did see that it would detect the GPU, however. Despite the errors it would eventually use VA-API, but the other encoder options straight up didn't work.

Since the dev for Polaris added the Host Virtual Display option, it's been much more stable and fits my use case better. I hope both Polaris and Vibeshine continue to improve though, both are looking great so far!

6

u/Rakshine 1d ago

So like, way back when I did the moonlight and sunshine command prompt set up to where when I connect it’ll turn off all my monitors and the virtual display will turn on. Then when I disconnect it will turn off the virtual display and then turn all my monitors back on. I have five monitors besides the virtual display, so it was kind of a bitch to set up. Is it really even worth to look at vibe when im already so cozy and moonlight/sunshine is updated?

2

u/7yphoid 1d ago

This is already the default behavior with Apollo and Vibepollo - it'll turn off all physical monitors when turning on the virtual display, no command prompts necessary. I had to use a million scripts to get everything working with Sunshine and get around its limitations, but with Vibepollo it's just plug-and-play.

I would say save all the scripts and commands you have configured with Sunshine and give Vibepollo a shot! Worst case it shouldn't be too much work to go back if you make a note of your current setup.

1

u/Rakshine 1d ago

Thank you very much :)

1

u/External-Fun-8563 15h ago

Someone else on here said it doesn’t handle monitor connect / reconnect properly? Seemed like a lot of other folks had the same issue

8

u/d20g 1d ago

I switched to vibepollo but I'm still experiencing micro stuttering with a legion go.

Not sure what to do anymore!

5

u/7yphoid 1d ago edited 1d ago

I've done a LOT of A/B testing when I was having this issue earlier (not with Vibepollo but with Moonlight in general). Here is the optimal setup for no stutters and lowest latency based on my results:

  • in-game v-sync OFF (will give you a ton of latency)
  • Moonlight client v-sync ON
  • Moonlight client frame pacing OFF
  • in-game frame rate limit OFF (unlimited)
  • Set the RTSS global frame rate limit to the refresh rate of your stream (Vibepollo is really nice in this regard because it does it automatically for you if you enable the setting for it)
  • oh and obviously make sure at least one of the devices is connected via ethernet (2x Wi-Fi streaming will interfere)

Try it and let me know how it goes!

1

u/Solid-Assistant9073 1d ago

Great tips, but make sure to use reflex cap in rtss when using framegen, otherwise pcl. Latency doubles

2

u/_demoncat_ Developer | Vibeshine/Vibepollo 1d ago

Yup, Vibeshine/pollo already does this it uses reflex by default and sets refresh to 4x that way the stream stays smooth even if the frametime is not perfectly flat.

1

u/VortexOfPixels 16h ago

Unfortunately mine doesn't use reflex and its quite annoying since it sets the cap correctly but the mode gets set to front edge sync, forcing me to switch it every time to reflex manually

1

u/_demoncat_ Developer | Vibeshine/Vibepollo 16h ago

Probably means you have an override configured on the client or application, or globally.

Check all areas

1

u/VortexOfPixels 15h ago

I haven't changed any per client overrides or application overrides, global is set to reflex as well and it still does this. Unless I'm missing some other area besides global settings I'm not sure what else could be causing this.

I uploaded my logs to claude and asked it to try checking it and it says it seems like an issue with vibepollo. Here's some of what it said -

The config is right, but Vibepollo applies the wrong RTSS sync mode. This looks like a bug in Vibepollo (Vibeshine), not in your settings. On every connect, the log shows your setting loading correctly, followed by the wrong mode being written:

config: 'rtss_frame_limit_type' = nvidia reflex Updated RTSS Global profile through RTSSHooks profile SDK. RTSS applied framerate limit=60 Hz (raw=60, denominator=1) RTSS SyncLimiter applied (front edge sync)

If you have any ideas what else I should try I'd appreciate it. I would prefer not to do a full uninstall again but if nothing else works I might try that.

1

u/_demoncat_ Developer | Vibeshine/Vibepollo 11h ago

The only edgecase I can find where this happens is if you had an AMD iGPU is that the case?

1

u/VortexOfPixels 6h ago

I do have an amd igpu but I don't think it's being used for anything. The host is a 9800x3d and 5080

1

u/d20g 1d ago

I already tried all that and no success.

It did not it before but I'll keep trying

5

u/kurai01 1d ago

For what it's worth I popped my logs folder into Claude code and it helped resolved some of the stuttering issues I was experiencing and gave me some good tips on things to try to make it work better the were based off what it found in the logs.

3

u/d4rk_m4n 1d ago

so what was your issue?

3

u/kurai01 1d ago

I had the bitrate set too high for my usage was one of the things it had called out that was negatively impacting me. I had it set to like 120mbps when I really only needed 80-90mbps.

Also helped me get all the HDR settings correct between my TV and my Ayn Thor that I stream to sometimes and now things look fantastic on both.

1

u/d20g 1d ago

I may try that because I already tried lowering bit rate and a million other fixes

2

u/bullsplaytonight 1d ago

I went down this rabbit hole a long time ago. I remember fixing my issues after a lot of troubleshooting, but I’m not sure what exactly fixed it. Things I tried on the host, in no particular order:

* disable most overlays (Nvidia, discord, etc)
* make sure that any hardware polling software isn’t set to any aggressively high polling rate.
* disable all audio devices in device manager except for the streaming device.

And you should, if you haven’t already, make sure that your graphics card’s discrete encoding block can handle the stream you are trying to package. I was surprised to learn, for example, that my 3080 ti couldn’t handle streaming at 4k120.

1

u/d20g 1d ago

Yeah I already tried everything you say.. might just do it all again. I doubt it's my hardware (9700x / 9070xt) but who knows?

1

u/My_Name_Is_Not_Mark 1d ago

Maybe try foundation sunshine. It gets slept on

1

u/Diet_Water 1d ago

if you have the ability try a wired lan connection and make sure the host and client are both wired. if no stuttering then its your wireless network and not vibepollo thats the issue

1

u/d20g 1d ago

My shield pro is wired together with my host and I still see some stuttering which is smoothens with fame pace in Artemis.

Using frame pacing in the legion go does not help.

1

u/The-Final-Reason 1d ago

Try this...

go to your legion go window settings. Turn OFF location option. This stopped alot of micro-stuttering for me but with Moonlight.

1

u/flufflypillow 1d ago

I always had microstutters with my legion go and when I switched to bazzite it all went away

1

u/d20g 1d ago

Yeah that could be a fix

1

u/d20g 1d ago

It's off already :(

7

u/NecessarySmile 1d ago

I’m using Punktfunk instead, and am quite satisfied so far.

1

u/Dox023 1d ago

I also recently switched to Punktfunk and it works great for my use case. I do have enormous respect for Nonary and the work they’ve done, Vibepollo and Vibeshine are great software.

4

u/skywalkerRCP 1d ago edited 1d ago

(On Linux) Somehow with Sunshine and custom scripts I get a perfectly stable virtual monitor setup. With Vibepollo/Vibeshine the virtual monitor would constantly not release when ending a stream so I always had to reboot my PC. I'm sure it will get there eventually.

10

u/_demoncat_ Developer | Vibeshine/Vibepollo 1d ago edited 1d ago

That is not an issue anymore in nightly, there is a lot more kill switches and a new option to terminate virtual screen from the WebUI now as well.

Hoping to push out the next stable release soon.

EDIT: 2.0.1 is released now with those bug fixes and new kill switch option.

7

u/Dlitosh 1d ago

Punktfunk

3

u/Solid-Assistant9073 1d ago edited 1d ago

Vibepollo /vibeshine are goated, but only 400 nits hdr on Apollo you did something wrong, I could get my 1250 nits in my tv and 2000 nits in my phone with hdr just use the hdr calibration app from Windows when streaming🤔

The thing is with vibepollo it doesn't select the profile properly you have to select it yourself often, and Windows still sees the old nits in display settings even if it's the correct one before you applied the correct profile ( but it is giving 1250 nits for example)

-2

u/7yphoid 1d ago

How do you know you're getting the full amount? Did you test it with a colorimeter?

See, I thought I was getting the full amount with Apollo until I tried Vibepollo. Turns out Apollo uses max 400 nits on its virtual display by default, so if you're using the virtual display (not the physical one) and you didn't do any fancy SudoVDA/EDID hacks to change the nits, that's what you're gonna be getting at most.

1

u/Solid-Assistant9073 1d ago edited 1d ago

Because you can see it on the display settings.

Also the windows hdr calibration test I can see till 1250 nits ( if Apollo didn't support 1250 nits I couldn't see anything above 400 in the hdr calibration tool otherwise my tv wouldent show anything above 400 if Apollo didn't work above 400 ) I get the same results on the calibration with Apollo and moo ought as with no streaming ( so no moonlight)

The key is the hdr calibration profile you have to calibrate it with everything otherwise you're limited yes

Also renoxd etc in reshade defoalted to my hdr calibration profile 1250 nits and I can clearly see it's above 400 nits haha

No edid/Cru sudavda or whatever hack needed.

Also default nits of Apollo driver is around 3806

1

u/7yphoid 1d ago

So I looked into it a bit more, and it seems that even though Apollo defaults to 400 nits, Windows HDR calibration is able to actually override that and set a higher peak nits for that virtual display in the calibrated profile, so that would have fixed my issue with the max 400 nits.

However, I did remember doing Windows HDR calibration in the past, but I'm not sure if maybe the calibration was cleared at some point. Some people also mentioned Apollo bugs where for future streams, the HDR calibration doesn't get re-applied, so that's another possibility. All I know, is that there was a massive difference in HDR when I was gaming between Apollo and Vibepollo (Vibepollo defaults to 1000 nits, with the option to set it higher).

Maybe I'll take a stab at reinstalling Apollo and checking if Windows HDR calibration would have fixed my issue. Although it doesn't really matter because I don't see myself going back to it either way 😅

1

u/Icy-Material-4828 23h ago

Control Resonant on my QD-OLED nearly seared my retinas at times. There is no way the signal was only 400nits when it reached my screen. My old LED TV maxed out at 300nits, and my Sunshine Apollo stream on the current TV absolutely knocks it out of the park

1

u/7yphoid 23h ago

Have you run the Windows HDR Calibration through the stream before? Because I recently learned that this can override the max Apollo nits so that may be an explanation.

1

u/Icy-Material-4828 23h ago

I sure did, that was one of the first things I did once I got it connected. I installed the HDR Calibration from MS Store and ran it. The patterns on there were super bright as well. I am a stickler for things like this. I did the brightness/contrast calibration in both HDR and SDR as well, because my TV has a different bank of settings for each mode per input. The only thing to note is that I don't think the gamma slider did anything on on one of those routines. The one where you make the dot disappear. I think I just thought meh and reset it to default before skipping it.

1

u/Icy-Material-4828 23h ago

I'm not sure if the gamma slider thing might be because I recently set my Series X to auto switch my S95B to gamemode/allm/vrr. For a few years now I've just been slumming it without game mode (without suffering by the way). But recently I got a burst of motivation, set the auto game mode function up, which led me back to the calibration routines

1

u/Icy-Material-4828 23h ago

I think the kicker might be, my endpoint sees the Series X as a display device in Windows settings. It does not mention SudoVDA at all, but I do always use SudoVDA. So perhaps the 400nit was just keyed in as an arbritrary value which most HDR screens could do reasonable justice to if they need a fallback value, and also perhaps to avoid Windows choking on null values. That is all speculation

2

u/7yphoid 22h ago

Yeah if you ran Windows HDR Calibration before, that will override the Apollo default 400 nits to whatever you calibrated, so that's why you got the full range with your stream.

Also, gamma doesn't do anything for HDR content (where the software gets absolutely brightness control of each pixel). Gamma only affects the brightness of mid-tones for SDR content.

1

u/Icy-Material-4828 22h ago

Fair play, I could tell nothing at all was wrong with the image after calibration, so I didn't put any more thoughts into the gamma thing

1

u/Solid-Assistant9073 23h ago

The display will always gets the name of the client ( so xbox or windows pc or phone or whatever)

You have to add the hdr color profile to that client screen ( so in edit display settings ad advanced colour profile) and select the profile.

Check in reshade and renoxd what's the default nits and it should automaticaly pick the nits from the hdr calibration profile

1

u/Icy-Material-4828 22h ago

Yup, that's what I did the moment it got connected. So if the HDR were limited at first I probably wouldn't have known.

3

u/bgradid 1d ago

I'm probably in the minority that I got all the extra functionality I wanted with sunshine using scripts before Apollo/vibepollo really took off

But yeah if I was starting over I'd definitely do vibepollo

3

u/King805TM 1d ago

try punktfunk, it has legacy compatibility with moonlight,artemis clients

2

u/VisceralMonkey 1d ago

This is my current go-to.

5

u/7yphoid 1d ago

UPDATE: after discovering that Vibeshine has all the same features from Vibepollo that I care about, I decided to switch. The dev said Vibeshine is his main focus, and that it should be the more stable one of the two. Works just as great :)

21

u/DottorInkubo 1d ago

Nice, tomorrow you can post “If you’re not using Vibeshine, I don’t know what you’re doing”, until you discover the newest vibecoded tool

1

u/7yphoid 21h ago

I should have titled the post Vibeshine/Vibepollo, they're pretty much the same codebase, both are maintained by the same dev, Vibepollo just has a few of the Apollo-specific features for the Artemis client

6

u/Strohhhh 1d ago

So is vibe-shine/pollo the same dev?

And was it as easy to go to either of the two as from sunshine to Apollo?

2

u/little_goliath84 1d ago

yeah, at the beginning of the installation, it checks for legacy installations (Sunshine or Apollo). Just start the install.

1

u/7yphoid 1d ago edited 1d ago

Yep, it keeps all your settings. In theory you don't even need to re-pair clients, although I had to because I was having some issues with the old client from Apollo. But no issues after I did that.

And yes, it's the same dev. He said Vibeshine is his main focus, they both have 95% the same features, Vibepollo just happens to be more popular because of Reddit. The only reason Apollo took off over Sunshine was because of the virtual display, but with these now forks that's no longer a difference, both stacks use that.

1

u/Veluz99 1d ago

What I read is that if you have an Nvidia Graphics card (40 or 50 version) vibepollo is the better option since it has the NVENC codification. And Vibeshine if you have an older version or an AMD. But I’m not 100% sure if it’s true

3

u/darksapra 1d ago

So why are there two forks of the same thing? What's the difference between vipepollo or vibeshine?

4

u/rzldz 1d ago

It mattered more at first. Vibepollo being an updated Apollo. Vibeshine bring an updated sunshine. As the developer added their own improvements to both. The original differences became less and less significant.

2

u/Stormyy98x 1d ago

So what is the difference then between vibepollo and vibeshine? Is it just the extended virtual display support?

1

u/mxrider108 1d ago

Actually they both have that feature. It's really just about if you already come from Apollo and want to carry forward from that or not (and the other one or two features apollo has).

I'll let the actual author of both speak on the topic: https://www.reddit.com/r/MoonlightStreaming/comments/1qx26m9/comment/o3tqywp/?context=3

and: https://www.reddit.com/r/MoonlightStreaming/comments/1o1phe5/comment/nn9mqp9/

1

u/MouazKaadan 1d ago

What operating system are you using? Did Vibeshine feel more stable? Do you recommend the switch from Vibepollo?

0

u/7yphoid 1d ago

Using Windows 11. Honestly, both are virtually identical. Took me all of two seconds to uninstall Vibepollo, installed Vibeshine, all my settings are still there and streaming works. Interface looks identical and most settings are identical.

Personally I'm glad I went with Vibeshine at the end because I just prefer the logo 😅 I don't use any of the Vibepollo-specific features so I figured it's better to just go with the "simpler/more stable" stack. The dev said most of the bugs tend to surface in Vibepollo rather than Vibeshine.

1

u/ExtremeEar11 22h ago

What about client? What client are you using for Pyrowave support?

1

u/automattic3 15h ago

Vibeshine as been the only one that worked for me I couldnt even use sunshine or appollo. The resolution or controllers would always be jacked up. I have not had a single complaint since i switched to vibeshine like a year ago. the ammount of new features in it is unreal.

Not sure if Pyrowave is worth it. AV1 encoding and decoding works absolutely amazing already.
good to have it as an option though.

2

u/gh0st-6 1d ago

It really is nice. Idk how things can get better. Maybe make my coffee in the morning?

2

u/the_koal 1d ago

I used vibepollo for a while and worked great. But recently I have switched for Punktfunk, no complaints so far.

2

u/G-McFly 1d ago

Gotta agree on all points. The damn thing really works like an absolute champ.

2

u/ElfDestruct 1d ago

Apollo works, but Vibeshine/Vibepollo certainly is the choice for now. When a dev doesn't have the will to stick with a project to fix security bugs that is a huge tell. Of course the web interface to Apollo shouldn't be on the internet, but that is no excuse. People shouldn't be using Apollo anymore.

7

u/1AMA-CAT-AMA 1d ago edited 1d ago

Is that a security issue? It’s a localhost port. It cannot ever connect to the internet, no matter what happens locally unless that port is manually forwarded from the router side

1

u/ElfDestruct 1d ago

CSRF vulnerability could theoretically allow an external malicious site to make your browser that can reach the local page do the dirty work. It's not going to be a super popular attack to try out, but I wouldn't want to leave it up on my network even internally.

1

u/Daggers21 1d ago

Does Apollo not support rtx passthrough?

3

u/DXsocko007 1d ago

Why does RTX need pass through? Whatever you game does it will show on your display

1

u/7yphoid 1d ago

It needs RTX pass-through when it's a virtual display. Normally RTX effects will only work with physical displays.

1

u/apollyon0810 1d ago

What’s your client?

1

u/7yphoid 1d ago

MoonDeckBuddy on the Steam Deck

1

u/Azsde 1d ago

Isn't this the server ?

1

u/bgradid 21h ago

kinda both, but moondeck would still be his client

1

u/RedNulItt 1d ago

I had all kinds of issues with sunshine just didn't quite do it the way I wanted, so on the suggestion of someone here, went with Vibeshine and it's been amazing. Can't recommend enough

1

u/pupperi 1d ago

Are you using his vrr client too? Pretty nice

1

u/RazerMex 1d ago

A mi me funciona de maravilla, clientes como XSS y switch oled funcionan de maravilla

1

u/lapeet 1d ago

Is there a similar active android client? I use Artemis but it hasn't been updated in over a year.

1

u/blikygotthestiky 1d ago

I believe Artemide, a fork of Artemis, has been updated more recently. If you're looking for a Pyrowave client for Android, Moonlight X is the only non-steam link one I know of.

2

u/LukasSTM 1d ago

I'm pretty sure Rubylight Android also has Pyrowave support.

1

u/scvready0808 1d ago

Neither vibepollo or apollo can work for Aion 2 since the game rejects all the inputs.
Had to go back to Sunshine to use VirtualHID - which is now either a yearly subscription or lifetime purchase but it works for Aion 2!

1

u/AdachiGacha 1d ago

Can't use VirtualHID with Apollo? Ive been looking for this exact solution, but I still need that virtual display.

1

u/scvready0808 1d ago

Cant as far as I know. Lot of people went back to Sunshine just for aion 2

1

u/crabnebula7 1d ago

Tried both, but Vibeshine has been more stable for me.

1

u/Alain024 1d ago

Does it work on Linux?

1

u/AvengedCoder 1d ago

If I'm currently using Apollo, do I have to update my clients to something else to work with Vivepollo?

1

u/JsnJtrn 1d ago

It can't even remember my monitor positions after disconnecting. That and virtual display bugs are annoying. Very much living up to vibe in its name. "Ironically much more stable streaming than Apollo" Also just vibes.. jesus

1

u/Cheap-Newspaper-255 1d ago

I need to give this a try again soon. However I have also learned after countless hours tinkering that whenever I mess with stuff I screw up what is a decent experience I have today with Apollo and end up rolling back

1

u/BreakRush 1d ago

Is virtual display easier to configure? In Apollo you have to load the session and then mess around with your monitor display settings.

I’ll switch if it makes that any easier.

5

u/Excaliburrover 1d ago

Wdym? I've set it up once and never touched it again

2

u/7yphoid 1d ago

I haven't had to touch anything. It literally "just works" from the first install.

1

u/Mercinarie 1d ago

Why vibepollo and not vibeshine

1

u/IntroductionSevere93 1d ago

Ahora necesitamos un vibemoonlight

1

u/elenayebenes 1d ago

Well, I'm still with the gamestream + Artemis xd

1

u/National-Trip6640 1d ago

I want vibeshine yo support linuz and amd cards before making the swap

1

u/ixoniq 19h ago

It already does. I use vibeshine on Linux. Even works with virtual displays.

1

u/OatmealCream3p14 1d ago

It just never worked for me correctly I hate it

1

u/Veluz99 1d ago

Ok you convinced me

1

u/Veluz99 1d ago

What I need is an updated moonlight for mobile. It works but it feels so lacking on features or personalization

1

u/bblankuser 1d ago

moonlight vplus

1

u/mightysolrac 1d ago

Lossless scaling integration is pretty damn juicy sounding.

1

u/Aaronspark777 22h ago

One thing basically all these moonshine forks are missing is native steam controller support. Vibepollo and Artemis work great together, but in order for me to use my steam controller I have to have it connected to my PC via the dongle which sometimes loses connection.

1

u/jazzmonkai 22h ago

I know what I’m using. Apollo and Moonlight. It’s doing everything I need from it for now!

New and shiny isn’t always the best, sometimes just quietly working is

1

u/DinaDani 21h ago

Any idea when Moonlight for Xbox is getting it's Pyrowave update?

1

u/Soltkr-admin 20h ago

I have been trying to implement vibepollo so that I can operate my windows VM from another computer but the display has been tricky because my monitor is an ultra wide. I can only get the display to work if the resolution is turned down. If I try native it’s just black

1

u/Licatia 18h ago

I would like to switch to vibepollo from apollo/Artemis since it seems it capture frame generated frames. What is the current best version of vibepollo ?

1

u/ChummyBoy24 8h ago

I’ve still noticed no difference from hdr nits, and my streams have looked dim for years, it’s like it caps my screen brightness when using hdr

1

u/rockinalex841 3h ago

What if I use natural Sunshine Moonlight combo? What if I don't care about virtual display or I have it eben manually integrated with my PC and Sunshine (but mostly use my physical display as source)? What am I missing out here? How do you know how many nits you're streaming? I can activate HDR in Sunshine and Moonlight and assume it streams HDR and the nits stretch is whatever number I put in the individual game settings.

1

u/Illustrious-Part-774 1d ago

does vibepollo have easy setup with tailscale for out-of-home streaming? I’d like to stream from my linux desktop to my steam deck

3

u/7yphoid 1d ago edited 1d ago

Yeah, there isn't really any special setup required (with either Sunshine, Apollo, or Vibepollo). If you install Tailscale on both the host and the client, it should just work.

The automatic discoverability might not work, but you should be able to just manually add the host with the 100.x.x.x IP or the Tailscale MagicDNS hostname.

1

u/Objective-Volume3621 1d ago

I had to set up pc as Exit node on tail scale to get it to work remote but simple nonetheless

-3

u/Icy-Material-4828 1d ago

Apollo works properly and as an added bonus, it was made by human. If you had so many problems with it then that is unfortunate, because nobody else seemed to. I have no reason to take out a solid appliance like Apollo only to replace it with a strange version which was written by an AI by the sounds of it.

5

u/7yphoid 1d ago edited 1d ago

You should know that this is the new normal. I'm a software engineer, and I don't know a single engineer who doesn't use AI in their work right now.

And it's a good thing. Obviously a human needs to check the work and make the high-level architectural decisions, but the actual grunt coding work is pretty much solved by AI. I can now do things myself in a few hours what pre-AI would have taken a team of junior engineers a few weeks to do. Not exaggerating.

And with some human direction, the code is arguably better than what any human would have produced, too.

0

u/_fatalruin 1d ago

I am also a software engineer, and people are not adequately "checking the work". They are just throwing review agents at it. And when the dev gets the PR feedback, they don't really know how the code works wells enough to fix things because they don't have any true knowledge or have earned any mastery over it since they didn't write it. So they throw more tokens at it until the review agent stops complaining. The cracks in all of our code bases will be massive fissures in a couple of years (if not sooner). I'm sure we will ask our agents to slap some bandaids on them.

5

u/doodooheadpoopoohead 1d ago

Valid point about not checking work properly but you’re vastly overstating the problem. People and organizations have been writing slop code long before ai came along. “Cracks in our code bases will be massive fissures in a couple of years” yeah for sure bro as we all know bugs vulnerabilities and edge cases were discovered in 2022 two minutes after chatgpt went viral. /s

There are entire jobs around tech debt , bug fixing and incident response. This is nothing new. Good projects always shine and grow and bad ones fall off and be forgotten regardless of the usage of AI based code development

1

u/Icy-Material-4828 1d ago

I am not a software engineer, but part of my role involves listening to them presenting on how many years of impossible work Claude has done for them in just days or weeks. The only checking of the work that they do appears to be to verify that a full backup is made so they can roll back when something inevitably screws up.

1

u/vitek6 1d ago

So the same as always.

3

u/the_koal 1d ago

So you need to stop to use the majority of all of your apps in your phone, because certainly all of them have code written by AI.

Also you will not play any recent port like Bloodborn for PC, Zelda Wind Waker, Metal Gear or any PC port that has been released in the last months. Guess what? All of them have code written by AI.

7

u/doodooheadpoopoohead 1d ago

man i swear some people on here take the very valid apprehension to use of AI way too far. Its OD at this point. I dont even have the heart to tell some of these guys how widely and extensively AI is used in 99% of all programming these days in every app to website of any kind. Even big tech job interviews are half around use of AI. Even moonlight devs use it im pretty sure. but people on here are happy burying their heads in the sand so whatever ig lol

3

u/the_koal 1d ago

It's because these people who say that they have no idea or background in technology. They're just repeating something they've learned in the internet.

They think they're right because they are supposedly defending a cause that they actually don't know shit about it.

0

u/doodooheadpoopoohead 1d ago

so true. larping is an epidemic at this point.

2

u/MegaSmile 1d ago

I hope they also avoid the old school clanker called excel, calculations should be done with pen and paper !

1

u/NullsetForge 1d ago

bro EVERTYHING now in development uses AI. this is the new normal. Stop with this weird, now archaic belief that human vs ai.

AI isn't accomplishing anything without human direction. Like it or not. Every single developer worth their salt is using claude or codex.

1

u/vitek6 1d ago

Using ai in development doesn’t equal vibe coding.

1

u/NullsetForge 19h ago

and? lol what's your point. What do you think producers and designers do lmao. They vibecode with real people guy.

1

u/vitek6 18h ago

Oh boy…

-5

u/JivesMcRedditor 1d ago

These vibecoding maintainers don’t know how to review PRs or guide a project. I’ve recommended some new features and infrastructure improvements in a similar project and was ignored for little reason.

You basically have to hope that subsequent releases don’t break and that the maintainer keeps interest interest in the project as long as you do. Or fork and maintain the features yourself :(

8

u/KaramTNC 1d ago

Just because one person uses the tool badly, doesnt mean to discard anyone else who uses the tool.

Vibepollo is imo a well maintained codebase, it actually leverages AI properly and Ive experienced no issues with it at all.

0

u/JivesMcRedditor 1d ago

Until I see some vibecoded projects with legs, I’m skeptical! Maintaining a project is harder than building it.

Maybe vibepollo sticks around, I wouldn’t complain if it does. But I’m not going to hold my breath

1

u/KaramTNC 1d ago

Well you are welcome to go check it out and challenge your belief mate.

Nonary's README is pretty clear on why and how he is handling the project

1

u/JivesMcRedditor 21h ago

So your counterpoint is a section in the readme saying the project will be well-maintained? A short glance shows dozens of uncommented issues and unreviewed PRs.

Like I said, I’ll believe it when I see it

1

u/KaramTNC 21h ago

Point to me one popular repo that has zero unresolved PRs and Issues

3

u/yolomcswagns 1d ago

So the name vibepollo is very appropriate then lmao

0

u/Carbone 1d ago

Self advert but I like it

0

u/vitek6 1d ago

I suppose you haven’t heard about Linux.

0

u/Sea_Journalist_8771 1d ago

I'm using my own fork of vibepollo that I added 1:1 windowed resolution scaling, live adaptive bitrate, and smart mouse capture.

1

u/7yphoid 23h ago

You should consider opening a PR for Vibepollo so that other people can benefit - development is moving pretty fast and the dev is open to contributions :)

1

u/Sea_Journalist_8771 22h ago

None of the features work without a custom moonlight build

1

u/Choles2rol 21h ago

Nonary has a custom moonlight fork with VRR support and stuff, could always try a pr there

-20

u/ItchyKnowJoe 1d ago

sounds shit