Moonlight PC is an open source PC client for NVIDIA GameStream and Sunshine.
Moonlight also has mobile versions for Android and iOS.
You can follow development on our Discord server and help translate Moonlight into your language on Weblate.
- Customize the combine mode and the vertical mode of Nintendo Joy-Cons in the settings view
- CemuHook Server: sending the sensor data of game controllers using CemuHook Protocal
- Set
ip_of_your_client_pc:26760
as a motion source in your Yuzu/Cemu - Enjoy those games which require motion sensor
- Known Issue: In SDL 2.24.0, the sensor may be 30% more sensitive in some axises. This bug will be fixed in the future (See PR).
- Set
- VBAN Emitter: sending the microphone input using VBAN Protocol
- Install Voicemeeter on your game PC
- Set the VBAN stream (Stream Name:
Moonlight
, IP Address:ip_of_your_client_pc
, Port:6980
) as an audio source in Voicemeeter - Set
VoiceMeeter Output (VB-Audio VoiceMeeter VAIO)
as the default audio input of your Windows System - Enjoy the voicechat in your game
- Stick calibration for game controllers
- Add environment variable
STREAM_GAMECONTROLLER_CALIBRATION_GUID_<guid> = <l|r><<x|y><Center|Max|Min>|Deadzone>:<calibration_value>
where the value is a comma separated list - The default values of
calibration_value
areCenter = 0; Max = 32767; Min = -32768; Deadzone = 0;
- Add environment variable
- Hardware accelerated video decoding on Windows, Mac, and Linux
- H.264, HEVC, and AV1 codec support (AV1 requires Sunshine and a supported host GPU)
- HDR streaming support
- 7.1 surround sound audio support
- 10-point multitouch support (Sunshine only)
- Gamepad support with force feedback and motion controls for up to 16 players
- Support for both pointer capture (for games) and direct mouse control (for remote desktop)
- Support for passing system-wide keyboard shortcuts like Alt+Tab to the host
- Windows, macOS, and Steam Link
- Snap (for Ubuntu-based Linux distros)
- Flatpak (for other Linux distros)
- AppImage
- Raspberry Pi 4 and 5
- Generic ARM 32-bit and 64-bit Debian packages (not for Raspberry Pi)
- Experimental RISC-V Debian packages
- NVIDIA Jetson and Nintendo Switch (Ubuntu L4T)
Hosting for Moonlight's Debian and L4T package repositories is graciously provided for free by Cloudsmith.
- Qt 5.15 SDK or later. Qt 6 is also supported for x64 and ARM64 builds.
- Visual Studio 2022 (Community edition is fine)
- Select MSVC option during Qt installation. MinGW is not supported.
- 7-Zip (only if building installers for non-development PCs)
- Graphics Tools (only if running debug builds)
- Install "Graphics Tools" in the Optional Features page of the Windows Settings app.
- Alternatively, run
dism /online /add-capability /capabilityname:Tools.Graphics.DirectX~~~~0.0.1.0
and reboot.
- Qt 6.4 SDK or later
- Xcode 13 or later
- create-dmg (only if building DMGs for use on non-development Macs)
- Qt 6 is recommended, but Qt 5.9 or later is also supported (replace
qmake6
withqmake
when using Qt 5). - GCC or Clang
- FFmpeg 4.0 or later
- Install the required packages:
- Debian/Ubuntu:
- Base Requirements:
libegl1-mesa-dev libgl1-mesa-dev libopus-dev libsdl2-dev libsdl2-ttf-dev libssl-dev libavcodec-dev libavformat-dev libswscale-dev libva-dev libvdpau-dev libxkbcommon-dev wayland-protocols libdrm-dev
- Qt 6 (Recommended):
qt6-base-dev qt6-declarative-dev libqt6svg6-dev qml6-module-qtquick-controls qml6-module-qtquick-templates qml6-module-qtquick-layouts qml6-module-qtqml-workerscript qml6-module-qtquick-window qml6-module-qtquick
- Qt 5:
qtbase5-dev qt5-qmake qtdeclarative5-dev qtquickcontrols2-5-dev qml-module-qtquick-controls2 qml-module-qtquick-layouts qml-module-qtquick-window2 qml-module-qtquick2 qtwayland5
- Base Requirements:
- RedHat/Fedora (RPM Fusion repo required):
- Base Requirements:
openssl-devel SDL2-devel SDL2_ttf-devel ffmpeg-devel libva-devel libvdpau-devel opus-devel pulseaudio-libs-devel alsa-lib-devel libdrm-devel
- Qt 6 (Recommended):
qt6-qtsvg-devel qt6-qtdeclarative-devel
- Qt 5:
qt5-qtsvg-devel qt5-qtquickcontrols2-devel
- Base Requirements:
- Debian/Ubuntu:
- Building the Vulkan renderer requires a
libplacebo-dev
/libplacebo-devel
version of at least v7.349.0 and FFmpeg 6.1 or later.
- Steam Link SDK cloned on your build system
- STEAMLINK_SDK_PATH environment variable set to the Steam Link SDK path
- Install the latest Qt SDK (and optionally, the Qt Creator IDE) from https://www.qt.io/download
- You can install Qt via Homebrew on macOS, but you will need to use
brew install qt --with-debug
to be able to create debug builds of Moonlight. - You may also use your Linux distro's package manager for the Qt SDK as long as the packages are Qt 5.9 or later.
- This step is not required for building on Steam Link, because the Steam Link SDK includes Qt 5.14.
- You can install Qt via Homebrew on macOS, but you will need to use
- Run
git submodule update --init --recursive
from withinmoonlight-qt/
- Open the project in Qt Creator or build from qmake on the command line.
- To build a binary for use on non-development machines, use the scripts in the
scripts
folder.- For Windows builds, use
scripts\build-arch.bat
andscripts\generate-bundle.bat
. Execute these scripts from the root of the repository within a Qt command prompt. Ensure 7-Zip binary directory is on your%PATH%
. - For macOS builds, use
scripts/generate-dmg.sh
. Execute this script from the root of the repository and ensure Qt'sbin
folder is in your$PATH
. - For Steam Link builds, run
scripts/build-steamlink-app.sh
from the root of the repository.
- For Windows builds, use
- To build from the command line for development use on macOS or Linux, run
qmake6 moonlight-qt.pro
thenmake debug
ormake release
- To create an embedded build for a single-purpose device, use
qmake6 "CONFIG+=embedded" moonlight-qt.pro
and build normally.- This build will lack windowed mode, Discord/Help links, and other features that don't make sense on an embedded device.
- For platforms with poor GPU performance, add
"CONFIG+=gpuslow"
to prefer direct KMSDRM rendering over GL/Vulkan renderers. Direct KMSDRM rendering can use dedicated YUV/RGB conversion and scaling hardware rather than slower GPU shaders for these operations.
- To build a binary for use on non-development machines, use the scripts in the
- Fork us
- Write code
- Send Pull Requests
Check out our website for project links and information.