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.
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Other launches for this product
- No other launches for this product.
Same idea, different domain
Nobody's really built a dev tools tool for Sales yet.