Vulkan and Metal
PyroWave encodes and decodes with Vulkan compute on Windows and Linux and with a native Metal port on macOS, straight from GPU memory.
PyroWave is an intra-only GPU wavelet codec for ultra-low-latency streaming. Stock Sunshine and Moonlight do not have it; the USBridge Agent and client add PyroWave with free 4:4:4 color and HDR on the same Moonlight protocol, next to H.265, H.264 and AV1.
PyroWave is an intra-only wavelet video codec that runs on the GPU. Every frame is encoded on its own, with no reference frames, so a lost packet never smears into the next frames and there is no long GOP to wait for.
PyroWave encodes and decodes with Vulkan compute on Windows and Linux and with a native Metal port on macOS, straight from GPU memory.
No inter-frame prediction and no B-frames: encode and decode take a fraction of a frame on the GPU.
A damaged frame is replaced by the next one. No frozen picture while the stream waits for a keyframe.
It trades bitrate for latency and quality, so it shines on Ethernet, good Wi-Fi 6 and Tailscale links between nearby machines.
Stock Sunshine and the stock Moonlight client do not speak PyroWave. The USBridge Agent and the USBridge client add it on top of the same GameStream/Moonlight protocol, so you keep the Moonlight workflow you know.
The USBridge client is a Moonlight-protocol client with a PyroWave decoder. Pick PyroWave next to H.264, H.265 (HEVC) and AV1 in the video dialog.
Run the USBridge Agent next to or instead of Sunshine. The USBridge streamer engine encodes PyroWave; Sunshine, Apollo, Vibepollo and Punktfunk stay one tap away.
The client offers PyroWave and falls back to H.265 or H.264 when a host does not have it, so one client works with every engine.
PyroWave carries full-resolution chroma and 10-bit HDR together, which H.265 cannot negotiate in one mode today. 4:4:4 color is free.
Sharp text, lineart and UI edges without 4:2:0 color smudging. Useful for design, CAD and coding.
BT.2020 with PQ, 10-bit, shown with EDR on a Mac and HDR10 on Windows.
PyroWave 4:4:4 HDR in one stream, picked automatically from what the host and the client both support.
Linux and macOS hosts encode PyroWave with 4:4:4 and HDR on the GPU. Windows hosts encode 8-bit 4:2:0 PyroWave.
The Windows and macOS clients decode every PyroWave mode on the GPU; macOS uses a native Metal decoder. Linux decodes 8-bit 4:2:0.
The Punktfunk engine offers PyroWave over the GameStream plane too, so it is also reachable from the USBridge client.
PyroWave is a GPU wavelet video codec where every frame is coded independently (intra-only). That gives very low latency and no visible damage from packet loss, at the cost of a higher bitrate than H.265 or AV1.
Stock Sunshine does not. The USBridge Agent adds PyroWave through its USBridge streamer engine and keeps Sunshine, Apollo, Vibepollo and Punktfunk available in the same app, switchable in one tap.
The stock Moonlight client does not. The USBridge client speaks the same protocol, decodes PyroWave on the GPU and falls back to H.265 or H.264 when a host has no PyroWave.
H.265 and AV1 save bandwidth, which matters over the internet or weak Wi-Fi. PyroWave minimizes latency and keeps quality on a fast local network, and it adds 4:4:4 and HDR together. The USBridge client lets you switch and benchmark them on your own link.
Yes. 4:4:4 color and HDR are free. Only Wacom tablets and pen pressure need Pro.
PyroWave runs through Vulkan or Metal on the GPU. Any host GPU that encodes it offers 4:4:4 and HDR on Linux and macOS; Windows hosts encode 8-bit 4:2:0. The Windows and macOS clients decode all modes.