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I made StarDesk, P2P low latency remote desktop built for game and work

Details

External ID
46703025
Source
HN
Company
—
Product
I made StarDesk, P2P low latency remote desktop built for game and work
Website domain
stardesk.net
Launched
Jan. 21, 2026
Cohort
—
Upvotes
6
Upvotes percentile
0.2549407114624506
Tags
—
Fetched at
Sept. 7, 2026, 9:25 p.m.
Updated at
Sept. 7, 2026, 9:25 p.m.

Description

Hi HN, I’m one of the devs behind StarDesk, a P2P-first remote desktop we’ve been building for ~1 year. We started this partly out of frustration: some popular RDP tools haven’t seen meaningful updates in a long time, and long-standing issues are often left unaddressed. As devs, we really dislike software that stagnates once it “works well enough”. StarDesk is our attempt to do it differently.What we focus on: -P2P by default (relay as fallback)-Low RTT + low jitter > chasing max bitrate-Encoder / input path tuned for real-time interaction-Modern E2EE (TLS/DTLS)UX-wise, setup is intentionally boring: PC-to-PC connection in ~5 minutes, no special env, no weird network config. This alone saved us a lot of time during daily work.StarDesk still early, WIP. Feature set is limited, but latency is already solid for real-time use. We plan to keep iterating fast and in public. And hope you can give us some ideas to bulid it stronger.If you’ve built or used low-latency remote or streaming systems, I’d love to hear your thoughts!

Enrichment

Theme
interactive simulations and creative experiments
Vertical
Horizontal
Function
Dev tools
Audience
Developer
AI stance
Not AI
Project type
Commercial product
Normalized one-liner
low-latency peer-to-peer remote desktop
Manually corrected
False

Could you build this?

No Building a high-performance, low-latency P2P remote desktop for gaming demands deep systems programming, NAT traversal/STUN/TURN/ICE, hardware video encoding (NVENC/VAAPI), and real-time capture APIs.

What it would actually take: The architecture requires C++ or Rust with platform-specific display capture (Desktop Duplication API on Windows, PipeWire on Linux) feeding directly into GPU hardware encoders (NVENC, AMF, QuickSync) with near-zero copy overhead. Network transport relies on custom WebRTC or raw UDP with SCTP/congestion control and hole-punching for P2P connection establishment. Achieving sub-20ms latency and 60+ FPS for interactive gaming requires specialized systems and real-time networking engineering.

Discussion

6 comments analyzed.

Competitors mentioned: Moonlight Sunshine

Concerns raised: Download permission issues (Error 403)

Feature requests: Linux support, Digital tablet with pressure sensitivity support

Competitors

Other products that read as similar to this one — 164 launches clear the similarity bar, closest 8 shown.

Attention rank: #134 of 165 (itself plus its competitors, highest first — normalized so YC and Product Hunt are compared fairly).

Launched 82 days after the earliest competitor.

Other launches for this product

Same idea, different domain

Nobody's really built a dev tools tool for Sales yet.