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It works as both sender and receiver: it can capture the desktop or a chosen window with system audio and push it to a mobile device, and it can receive Android streams in a standalone window. The whole pipeline uses D3D11 and Media Foundation hardware codecs and is fully compatible with the Android protocol.\u003C\u002Fp>\n\u003Cblockquote>\n\u003Cp>Two-way casting between PC and headset, with hardware acceleration keeping latency low.\u003C\u002Fp>\n\u003C\u002Fblockquote>\n\u003Ch2 id=\"key-features\">Key Features\u003C\u002Fh2>\u003Cul>\n\u003Cli>\u003Cstrong>Two-way sender and receiver\u003C\u002Fstrong>: switch between PC sender and receiver and cast either way with Android devices\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Window and fullscreen capture\u003C\u002Fstrong>: built on Windows.Graphics.Capture to grab a single window or a whole monitor, with a cursor toggle\u003C\u002Fli>\n\u003Cli>\u003Cstrong>System audio capture\u003C\u002Fstrong>: grabs 48 kHz stereo system sound non-intrusively through WASAPI Loopback\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Hardware codecs\u003C\u002Fstrong>: calls Media Foundation hardware codecs with NVIDIA, AMD, and Intel acceleration\u003C\u002Fli>\n\u003Cli>\u003Cstrong>H.265 and H.264\u003C\u002Fstrong>: defaults to H.265\u002FHEVC and offers an ultra-low-latency preset without B frames\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Low-latency rendering\u003C\u002Fstrong>: presents through a Direct3D 11 flip swap chain to reduce delay\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Protocol compatibility\u003C\u002Fstrong>: works with the Android custom packet protocol, UDP 9998 discovery, UDP and TCP transport, and speed probing\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch2 id=\"target-audience\">Target Audience\u003C\u002Fh2>\u003Cul>\n\u003Cli>Users who cast from a PC\u003C\u002Fli>\n\u003Cli>Meta Quest headset users\u003C\u002Fli>\n\u003Cli>Users who receive phone screens on a PC\u003C\u002Fli>\n\u003Cli>Users running demos or streams on a LAN\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch2 id=\"quick-start\">Quick Start\u003C\u002Fh2>\u003Col>\n\u003Cli>Install Visual Studio and the Windows SDK, then configure and build with CMake\u003C\u002Fli>\n\u003Cli>Run the built ScreenLiveStreamWindows.exe\u003C\u002Fli>\n\u003Cli>Choose the PC sender or PC receiver at the top\u003C\u002Fli>\n\u003C\u002Fol>\n\u003Ch3 id=\"pc-sender\">PC sender\u003C\u002Fh3>\u003Col>\n\u003Cli>Pick the monitor or app window to cast from the capture target dropdown\u003C\u002Fli>\n\u003Cli>Select an Android or Quest receiver from the LAN list, or enter its IP and port 8888\u003C\u002Fli>\n\u003Cli>Choose the encoder, bitrate, frame rate, and protocol, then click start casting\u003C\u002Fli>\n\u003C\u002Fol>\n\u003Ch3 id=\"pc-receiver\">PC receiver\u003C\u002Fh3>\u003Col>\n\u003Cli>Confirm the listen port (default 8888) and transport protocol (UDP or TCP)\u003C\u002Fli>\n\u003Cli>Click start receiving\u003C\u002Fli>\n\u003Cli>On the phone or Quest sender list, pick Windows-PC and start casting\u003C\u002Fli>\n\u003C\u002Fol>\n\u003Cp>The build commands are shown below:\u003C\u002Fp>\n\u003Cdiv class=\"code-block\">\u003Cpre>\u003Ccode class=\"hljs language-powershell\">cmake -B build -A x64\ncmake --build build --config Release\u003C\u002Fcode>\u003C\u002Fpre>\u003C\u002Fdiv>\u003Ch2 id=\"core-advantages\">Core Advantages\u003C\u002Fh2>\u003Cul>\n\u003Cli>\u003Cstrong>Low-latency streaming\u003C\u002Fstrong>: hardware codecs plus a flip swap chain cut visible delay\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Fully interoperable\u003C\u002Fstrong>: cast directly with Android phones or Quest without extra adapters\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Zero-copy capture\u003C\u002Fstrong>: GPU textures go straight into the encoder to cut copy overhead\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Dual purpose\u003C\u002Fstrong>: one PC can act as sender or receiver for more flexible use\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch2 id=\"system-requirements\">System Requirements\u003C\u002Fh2>\u003Ctable>\n\u003Cthead>\n\u003Ctr>\n\u003Cth>Item\u003C\u002Fth>\n\u003Cth>Requirement\u003C\u002Fth>\n\u003C\u002Ftr>\n\u003C\u002Fthead>\n\u003Ctbody>\u003Ctr>\n\u003Ctd>OS\u003C\u002Ftd>\n\u003Ctd>Windows 10 (1803 or later) or Windows 11\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Architecture\u003C\u002Ftd>\n\u003Ctd>x64\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Build tools\u003C\u002Ftd>\n\u003Ctd>Visual Studio 2022 or later, Windows SDK 10.0.26100.0 or later, CMake 3.20 or later\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003C\u002Ftbody>\u003C\u002Ftable>\n\u003Ch2 id=\"notes\">Notes\u003C\u002Fh2>\u003Cul>\n\u003Cli>Requires a GPU with hardware codec support; NVIDIA, AMD, or Intel integrated graphics all work\u003C\u002Fli>\n\u003Cli>The sender and receiver must be on the same LAN and use the same transport protocol\u003C\u002Fli>\n\u003Cli>Building requires Visual Studio and the Windows SDK, targeting x64\u003C\u002Fli>\n\u003Cli>Video travels directly over the LAN, so use it only on trusted networks\u003C\u002Fli>\n\u003C\u002Ful>\n",1792450889493]