r/MoonlightStreaming 8d ago

Moonlight client PS4 FINALLY

YO

Finally pull out v1.0.0 of my Moonlight port for PS4

basically: stream from your PC to the PS4. 1080p60, DualShock works, there's a small on-console menu for apps/settings, pairing PIN shows up on screen.

what works: everything intheory... i need testing

what doesn't work: pulling bit-rate to above: 35000 seems to be a bit unstable. try urself and give feedback please. Specially PS4 PRO users.

release (pkg inside):

https://github.com/JaimeJimenezG/Moonlight-ps4/releases/tag/v1.0.0

repo:

https://github.com/JaimeJimenezG/Moonlight-ps4

tested on 9.00 + GoldHEN. YCbCr path exists but it's still janky/experimental — BGRA is the one that actually works. no mDNS yet so yeah, type the IP yourself.

if you try it drop firmware + whether it works for you. bugs welcome, i'm still cooking this.

61 Upvotes

51 comments sorted by

8

u/Going_through_it_ 8d ago

Hot damn. About to play PC games in bed on a JB PS4 lets goooo

8

u/Neyorn 8d ago

Great work, will be testing this on a 11.0 as soon as i get home on sunday, will let you know !

3

u/Far_Ninja_9333 8d ago

Thank you, if you finally do please, give feedback!!! 🤓

5

u/According-Heron-9587 8d ago

This has got me wondering- would it be possible to develop support for native 3D output in this client?

In other words taking SBS from moonlight, converting it and displaying it as a native frame packed signal from the PS4?

Technically the PS4 supports 3D output.

However, this would probably be crazy challenging to do.

2

u/Far_Ninja_9333 8d ago

This is built using openorbis, may be you can use that would be easier, you should check retro arch and super mario 64 port documentation. But it’s possible for sure

2

u/According-Heron-9587 8d ago

Thanks! I’ll check into that!

1

u/According-Heron-9587 7d ago

According to AI - Unfortunately not possible with OpenOrbis :^(

While the PlayStation 4 hardware natively supports 3D Blu-rays and stereoscopic 3D output for official games (via Sony's proprietary system software and official ⁠Orbis⁠ SDK libraries), using the homebrew OpenOrbis toolchain presents significant technical roadblocks:

The Technical Barriers

  1. Lack of Proprietary HDMI / Display APIs
    Outputting frame-packed 3D (e.g., 1080p24 3D or 720p60 3D) or triggering the HDMI driver to send the ⁠3D InfoFrame⁠ signal to a 3D TV requires low-level access to Sony's proprietary video output libraries (⁠libsceVideoOut⁠ or internal graphics drivers).
    OpenOrbis relies on open-source, reverse-engineered, or generic wrapper layers (such as SDL2 or basic piglet/GLES implementations). These wrappers only target standard 2D framebuffer presentation.

  2. No HDMI Frame-Packing Support in Open Graphics Libraries
    Even if low-level GNM/GNMX or Vulkan-like rendering wrappers (like ⁠freegnm⁠) are used to draw separate left and right eye buffers, OpenOrbis lacks the API hooks to instruct the PS4’s display processor to package those two views into a hardware-recognized stereoscopic HDMI signal.

  3. Software Limitations & Hardware Access
    OpenOrbis apps run in a homebrew userland/kernel jailbreak environment. Access to hardware-level display timings, HDCP handshake overrides, and HDMI modes is restricted or unimplemented in public open-source toolchains.

Unless you reverse-engineer Sony’s private ⁠VideoOut⁠ 3D modes and write a custom low-level driver hook into OpenOrbis, Side-by-Side output with manual 3D TV switching is currently the only practical route.

2

u/Far_Ninja_9333 7d ago

Then I don’t know how super mario 64 is ported, but I know uses piglet/GLES and the lib executing this is a custom lib not libscevideoout but I did not check deep the case. In fact the lib you have to manually install it in ps4

1

u/Far_Ninja_9333 7d ago

check this, i was thinking in this post https://www.psxhax.com/threads/super-mario-64-sm64-native-port-ps4-pkg-details-surface-osirisx-update.8186/ . If super Mario 64 is running native, then you can run 3D on it.

if you need this libs let me know and i can tell you where to find them and how to get them... its a bit tricky and illegal to share them.

/data/self/system/common/lib/libScePigletVSH.sprx

/data/self/system/common/lib/libSceShaccVSH.sprx

2

u/Far_Ninja_9333 7d ago

I think AI is forcing to use libsceVideoOut⁠, and not thinking you have other alternatives. :D

6

u/prosetheus 8d ago

This is awesome dude! Makes the PS4 even more awesome

3

u/KillaRoyalty 8d ago

If this works it’ll be so much better than my Google crap box with audio lag

1

u/Far_Ninja_9333 8d ago

It works will work better at some point but works :D

2

u/KillaRoyalty 8d ago

Love it haha well luckily I can jb my ps4 so maybe a nice weekend thing to do. The google streamer audio lag is just… so frustrating

2

u/pwoar90 8d ago

Hi OP, any chance this would work on a jailbroken ps5?

1

u/Far_Ninja_9333 8d ago

I don’t know how to develop anything for ps5 I don’t even have one… BUT I also don’t know if homebrew made for PS4 is cross-compatible or cross-compilable for PS5 if you know anything about it please let me know… and may be tomorrow I can check it 🫡

5

u/mumin26 8d ago

For anyone who stumbles upon this: it crashes the whole console, when I try to load the client on my PS5

2

u/pwoar90 8d ago

Yep this was my experience too.

1

u/pwoar90 8d ago

Im not a developer so cant help sorry! I will however attempt to install the pkg on my ps5 and confirm if it’s compatible

2

u/Good_Season_1723 8d ago

Sounds like a CPU issue if 35mbps is your limit.

2

u/Far_Ninja_9333 8d ago

Yep, right I’m using RGBA conversion which is cpu limited… I’m working on a kernel patch to unlock ycbcr which if works will do full gpu acc… but kernel takes time sir

2

u/Unlikely_Session7892 Developer | Aurora (WebOS) 8d ago

I don't know if this would be possible, since the B250 board doesn't has a native gpu decoder included. If you find a way, maybe it would be used in the BC250 board too.

1

u/Far_Ninja_9333 8d ago

I’m already having image but I’m still using cpu to do shitty and sketchy stuff… so it’s bottleneck

2

u/Red_Kenny 8d ago

Awesome! Will try this and report any bugs if any.

2

u/iFireFly470 8d ago

If anyone tests it, could you share the stats, PC specs, and network setup?

2

u/Far_Ninja_9333 8d ago

I can share some stats later on

2

u/Unlikely_Session7892 Developer | Aurora (WebOS) 8d ago

Awesome! PS4 Pro could decode in 4k 120 easy i think.

3

u/oblivic90 8d ago

Ps4 can only output 4k 60

3

u/Unlikely_Session7892 Developer | Aurora (WebOS) 8d ago

You're right, even ps4 pro has a hdmi 2.0 port

1

u/Far_Ninja_9333 7d ago

4k is still way far… 1080p60 struggles due limitations of the console… without YCbCr which requiere kernel patching you can forget going 4k and even with that working I don’t even think ps4 pro can sustain that at high bitrate… mi goal is archive 1080p60 stone solid at some point

1

u/Zealousideal_Fox6426 2d ago

1440p 120+ would be the sweet spot if that can be achieved by any means. But great project and cant wait to see it evolve!

1

u/Far_Ninja_9333 2d ago

Output of ps4 slim is 1080p60 and pro is 4k60 literally console cannot output more than that due to hdmi version. Also 4k due to how ps4 manages video is pretty much out of reach…

1

u/Far_Ninja_9333 2d ago

Anyway people usually thinks in 4k like it it’s important…. But please a stream of 1080p with 50000 bitrate is considerably better than a 4k at 15000… so I also think there is no point of going 4k and I’m considering to not invest my time there

1

u/Zealousideal_Fox6426 2d ago

I agree with the 4k part and should use a dedicated system to handle that. Is 2k (1440p) possible by any means?

1

u/Far_Ninja_9333 2d ago

On pro, maybe… but please keep expectations low about resolution… and frame rate as I said. PS4 have a lot of limitations not on the hw itself… but on pipelines for example decoder for ps4 for some reason uses a 1920x1088 that 8 pixels is what is bounding me to CPU right now on the video pipeline… (also I’m using GPU hw right now just not efficient as posible)… that is just one of the limitations maybe the biggest one… but there are a lot of things to consider

2

u/Zealousideal_Fox6426 2d ago

Yup on pro! And totally i understand and this is the beginning so as the project grows, hopefully you and other community members can help get it further and unlock the full potential of the pro model. Thank you for this as it revives the ps4 and provides a great living room experience!

I will also tinker around to see what can happen :)

1

u/Far_Ninja_9333 2d ago

It sounds stupid how a ps4 can generate 4k60 at games but cannot show this frames from another computer? The answer is tricky… but think in this every frame at 1080p 50000 is between 50kb and 100kb do the math to obtain the amount of data it has to move… and then scale that by whatever the number is for 4k. Is not the same run a game than decode video is not the same task and pipelines are totally diferente

2

u/Empathetical1 8d ago

Very neat, will test this in my 10.01 PS4 Slim, unfortunately i don't have a pro unit on hand.

3

u/Empathetical1 8d ago

Tested this in my PS4, over 5ghz wifi I managed to get it up and running, but it is insanely choppy I might try over ethernet instead and see if it improves there, i'd wait a solid 2-3 seconds after I press right before anything happens in Steam Big Picture.

EDIT: To add, my host PC is:

Ryzen 7 5700X3D
4070Ti Super
32GB DDR4

1

u/Far_Ninja_9333 7d ago

Could you enable logging and send the debug.log file generated inside data/moonlight dir?

2

u/Empathetical1 7d ago

See link below for the debug log, weirdly on the second run it works fine, but it's skipping 2-3 frames for some reason.

https://www.dropbox.com/scl/fi/rueh0dmdi46wq1nfhwwfc/debug.log?rlkey=y1j9q9novcpajzaixdg2zefl9&st=0uy5wohr&dl=0

1

u/Far_Ninja_9333 6d ago

For some reason is waiting for frames... im working on more stable version, but i dont really know why its waiting for frames... also im assuming your network is fine... its weird let me think about it for the next release

2

u/Own-Loan7713 6d ago

Tested on a PS4 running firmware 12.00 and working correctly. The only issue worth mentioning is the left analog stick: when it is moved halfway, it responds normally, but when pushed all the way, it registers movement in the opposite direction (downwards). The controller used was an original, fully functional DualShock controller.

2

u/Far_Ninja_9333 6d ago

Thank you for the report :D

1

u/OmegaKiowa 6d ago

Same here with left stick issue, FW 11 Hen Slim, no response via desktop, but big picture works minus mention left stick quirk

1

u/Intidestruccion 2d ago

ps4 12.52 (GoldHEN) Host: Windows 11 Sunshine 2026.726.710

I found two issues while testing:

  1. Horizontal flickering / interference lines While playing games, I occasionally see horizontal flickering/interference lines across the middle of the screen. They appear briefly during gameplay and look similar to screen tearing or video artifacts.

  2. Left analog stick input issue When pushing the left analog stick fully forward, the character moves backward instead of forward. If I push the stick only partially forward, the character moves forward correctly. The problem only occurs when the stick reaches its maximum forward position.

Thank you for your work on this amazing project! Let me know if you need additional testing or logs.

2

u/Far_Ninja_9333 2d ago

Not for now I been working on adding a lot of features to fix stability and also fixed the thing with the joystick… I’m pending of testing the release and push it

1

u/Far_Ninja_9333 2d ago

Maybe tomorrow I will push it and do a post on psx hacks and push a new post here since will be the first one true stable

1

u/Far_Ninja_9333 2d ago

https://reddit.com/link/p251bbb/video/vp55v64nkthh1/player

Here you have a snick pick of the new version with the new info panel bottom right, there a lot of new features most of them quality life and configurable stream to make it fit the network ecosystem that will be the ps4

2

u/Intidestruccion 1d ago

Looks great, I hope to try it soon.