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FAQs

15/12/2021

Is Preset secure?

NVIDIA GameStream et PresetStream uses a secure pairing process to establish trust between clients and hosts. Each Preset client generates a unique key which is exchanged directly with the host PC during the pairing process. This process authorizes the Preset launcher to launch games, view installed apps, etc.

Preset launcher keys are generated and stored locally on each client. We never receive your unique client keys, so there is no online account system that could possibly be compromised to gain access to your PC.

Keyboard, mouse, and gamepad data is sent back to the host PC over an encrypted connection to prevent the possibility of this data being intercepted when travelling over an insecure network.

Where can I get help with streaming issues?

Our Discord server is the best place to find help from Preset developers and the community.

Can I use a VPN with Preset?

VPNs are known to interfere with Preset services. A VPN connects your device to a server on the Internet, and adding these servers to your Internet connection can increase latency and even prevent you from connecting to your Preset.

We strongly advise against using a VPN and recommend disabling or uninstalling all VPNs on the devices you will use to connect to Preset. We also recommend that you do not install a VPN on your Preset to avoid losing connection to it.

Why does my host's mouse acceleration change while streaming? (Nvidia)

When GeForce Experience starts a GameStream session, it adjusts the Windows mouse acceleration and pointer speed options to certain predefined settings. We're not sure why NVIDIA's software does this, but there's nothing Preset can do about it.

Adjusted mouse acceleration is not usually a problem in games, as most games either disable Windows mouse acceleration or implement their own mouse acceleration internally. If your mouse misbehaves in the game, look for an option to enable raw input, disable mouse acceleration or similar options.

For remote desktop use, Preset has a remote desktop optimised mouse mode which can be enabled in the Preset input settings. In remote desktop mouse mode, your host's mouse cursor will directly follow the same position as your client's cursor. This not only avoids host mouse acceleration issues, but also allows your cursor to move in and out of the preset window seamlessly without having to link and unlink your mouse. In this configuration, Preset behaves very similarly to Microsoft Remote Desktop or Chrome Remote Desktop.

Why is my frame rate low when streaming my desktop on a laptop with NVIDIA Optimus?

There is extra overhead to stream the desktop when Optimus is enabled, because each frame must be copied back from the iGPU to the NVIDIA GPU for NVENC to encode it. This extra copying overhead usually results in frame rates between 25 and 40 FPS while streaming the desktop.

Once you start a full-screen game, the streaming performance should go back to normal. If it doesn't, make sure your game is set to run on the NVIDIA GPU and that your game is set to use full-screen exclusive mode instead of borderless windowed mode.

Why doesn't the bitrate slider go beyond 150 Mbps?

There are some hardware and software limitations involved.

The client's hardware video decoder must be able to handle the video rate you specify. Since almost no content is produced at a bit rate higher than 100 Mbps, it is unlikely that the hardware decoder and driver can handle a 1 Gbps video stream, even if you have a 1 Gbps network connection.

Encoders also have limits on the amount of data they can encode from the source video. The GameStream and PresetStream setting for NVENC is optimised for very fast encoding times to ensure low latency. While this ensures that images are delivered to the client as quickly as possible, it also limits the encoding hardware in terms of the amount of encoding it can do in the time window.

How can I see on-screen statistics about my streaming performance?

On the PC client, you can press Ctrl+Alt+Shift+S to enable the stats overlay while streaming.

What do the numbers mean in the on-screen connection statistics?

Notes about these numbers:

  • - Due to limitations of the various decoding APIs available on each platform, not all latency and frame drop numbers will be available on all Preset clients.
  • - Client performance can vary significantly depending on the selected frame rate, resolution, client hardware, etc. You can tweak these settings to improve your performance.
  • - These numbers can't be used to compare to other non-Preset clients, since each value may not be measuring the same thing, despite potentially having the same name.
  • - There is additional system latency that can't be measured by apps (compositor latency, display latency, input device latency, etc). For the most accurate results, you should always measure using external testing hardware.

Latency numbers

  • - Network latency
  • This is your "ping" time to your host - the time it takes for one packet to be sent from client -> host -> client.
  • In more concrete terms, this is the amount of network delay for user input (like a key press) to reach the host, then for the resulting video and audio from the host to reach the client.
  • Network latency usually increases as the geographic distance from your host increases.
  • Network latency can also increase if your bitrate is set higher than your connection can handle well.
  • Many cellular networks (3G, 4G/LTE, 5G) tend to have higher network latency than traditional Internet connections.
  • - Network latency variance
  • This measures the amount of variance between the network latency of each packet (also known as: jitter).
  • Latency variance/jitter depends on how well the connection to your host is handling the network load from streaming.
  • If this value is very high or jumps around a lot, try lowering the bitrate in Preset or streaming from a more stable connection.
  • - Receive latency
  • This is the average amount of time it takes to receive a single frame, measured from the first packet received to the last.
  • A faster connection between your host and client will decrease this value and a higher bitrate setting will typically increase it.
  • - Decode latency
  • This is the average amount of time it takes for a frame to be decoded and ready for rendering.
  • This number varies widely depending on your client hardware, bitrate, stream frame rate, and stream resolution.
  • Increasing the frame rate to 90 or 120 FPS may decrease decode latency on some devices.
  • - Frame queue latency
  • This is the average amount of time that frames wait to be rendered after decoding. The wait is usually because the previous frame is still being rendered or waiting for V-Sync.
  • It should usually stay under a frame interval (16 ms for 60 FPS), but in rare cases, driver issues can cause it to rise significantly if rendering is not progressing at the normal rate.
  • - Render latency
  • This is the average amount of time it takes for a decoded frame to be rendered to the display.
  • If you have V-Sync enabled, this will typically include a V-sync period (16 ms for a 60 Hz display) in addition to the actual render latency. This is because Preset must wait for V-Sync to render.

Frame drop numbers

  • - Frames dropped by network connection
  • - This indicates the percentage of frames that are sent from the host and don't successfully reach the client. It should stay very close to 0% most of the time.
  • - High values indicate an unreliable network connection (like 2.4 GHz WiFi or powerline networking) or that your connection is not capable of streaming at the bitrate settings you've chosen.
  • - Frames dropped due to network jitter
  • - This indicates the percentage of frames dropped because they are too early or too late to render.
  • - Rather than coming at a smooth 16ms-16ms-16ms-16ms... for each frame, network variance may cause patterns like 20ms-12ms-18ms-14ms... which forces Preset to skip or drop frames to stay in sync with the client display.
  • - It is typically caused by high network jitter but it can also be caused by hardware limitations or software issues (especially if very high).

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