luanweslley77 526bde5586 Stop bundling libva in the AppImage so VAAPI works on modern hosts
The AppImage bundles libva from the build environment (Ubuntu 22.04,
VA-API 1.20). VA-API driver modules (e.g. Mesa's radeonsi_drv_video.so)
are dlopen()ed by libva and export an entrypoint named after the libva
minor version they were built against (e.g. __vaDriverInit_1_23). An
older libva cannot load newer drivers, so on any host more recent than
the build container va_openDriver() fails:

    Trying .../radeonsi_drv_video.so
    libva error: has no function __vaDriverInit_1_0
    va_openDriver() returns -1

and Moonlight silently falls back to software decoding (reproduced on
Fedora 44 / Mesa 26.1 / RX 6500 XT; overriding the bundled libva with
LD_PRELOAD of the host libva immediately yields HW decode). Refreshing
the bundled libva at each release only postpones the breakage: the host
drivers always eventually outrun it (see #1398).

Exclude libva and its backends from linuxdeploy so Moonlight and the
bundled FFmpeg resolve them through the loader's normal search path and
pick up the host libva, which the distro's package manager keeps in step
with the host drivers. This mirrors how Mesa/GL/EGL are already
host-provided.

Hosts without a usable libva (e.g. bare NVIDIA systems) must still not
fail to launch, since libva.so.2 is a direct DT_NEEDED of Moonlight and
the bundled FFmpeg. Stage the build-environment libva in
opt/libva-fallback (outside every loader search path) together with
libva-probe, a tiny program whose only job is to carry the same
DT_NEEDED entries and VA_API_* versioned symbol references as the
binaries shipped in the AppImage. The generated AppRun runs the probe
first: if the dynamic loader can start it against the host, the host
libva is used (probe passing is, by construction, exactly Moonlight
being loadable); if not, it prepends the fallback directory and launches
with the bundled libva, matching pre-existing behavior. The build script
verifies that the probe references every version node required by the
shipped binaries, so the two cannot silently drift apart.
2026-09-02 23:45:07 -05:00
2026-08-30 16:35:32 -05:00
2026-07-26 20:12:58 -05:00
2026-07-04 15:37:21 -04:00
2018-07-07 14:59:48 -07:00
2026-08-30 16:24:09 -05:00
2026-08-30 16:24:09 -05:00

Moonlight PC

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.

Build Downloads Translation Status

Features

  • Hardware accelerated video decoding on Windows, Mac, and Linux
  • H.264, HEVC, and AV1 codec support (AV1 requires Sunshine and a supported host GPU)
  • YUV 4:4:4 support (Sunshine only)
  • 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

Downloads

Nightly Builds

Special Thanks

Hosted By: Cloudsmith

Hosting for Moonlight's Debian and L4T package repositories is graciously provided for free by Cloudsmith.

Building

Windows Build Requirements

  • Qt 6.11 SDK or later (earlier versions may work but are not officially supported)
  • Visual Studio 2026 (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.

macOS Build Requirements

  • Qt 6.11 SDK or later (earlier versions may work but are not officially supported)
  • Xcode 15 or later (earlier versions may work but are not officially supported)
  • create-dmg (only if building DMGs for use on non-development Macs)

Linux/Unix Build Requirements

  • Qt 6 is recommended, but Qt 5.12 or later is also supported (replace qmake6 with qmake 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 qt6-wayland 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
    • 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
  • 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

Steam Link Hardware Limitations
Moonlight builds for Steam Link are subject to hardware limitations of the Steam Link device:

  • Maximum resolution: 1080p (1920x1080)
  • Maximum framerate: 60 FPS
  • Maximum video bitrate: 40 Mbps
  • HDR streaming is not supported on the original hardware

Docker containers

If you want to use Docker for building, look at this repo containing canonical containers for different architectures, which handle building deps and extra linking for you.

Build Setup Steps

  1. 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 5.12 or later.
    • This step is not required for building on Steam Link, because the Steam Link SDK includes Qt 5.14.
  2. Download submodules and dependencies
    • Run git submodule update --init --recursive from within moonlight-qt/.
    • On Windows and macOS, you must also run setup-deps.ps1 (Windows) or setup-deps.py (macOS).
    • Perform these steps each time you pull new changes from the Git repository.
  3. 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 and scripts\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's bin folder is in your $PATH.
      • For Steam Link builds, run scripts/build-steamlink-app.sh from the root of the repository.
    • To build from the command line for development use on macOS or Linux, run qmake6 moonlight-qt.pro then make debug or make release.
      • The final binary will be placed in app/moonlight.
    • 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.

Contribute

  1. Fork us
  2. Write code
  3. Send Pull Requests

Check out our website for project links and information.

S
Description
GameStream client for PCs (Windows, Mac, Linux, and Steam Link)
Readme GPL-3.0
491 MiB
Languages
C++ 78%
QML 9.4%
Objective-C++ 4.3%
C 3.6%
QMake 1.6%
Other 2.9%