Homebrew RELEASE Chiaki (PS5 & PS4 remote play) homebrew

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2excal7

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Hi~ All, I tested deko3d boilerplate demo, performance is just worse than opengl, so stick to this implement method for now. And this is my latest build, integrated newer version of ffmpeg, hope you guys like it.
There's a problem with this build when you use any other resolution other than 720p. If you pick 360p or 540p, the viewport will appear smaller than the screen, and you'll see a bunch of green artifacts outside of the viewport. And if you force 1080p via editing the "chiaki.conf" file, the viewport actually overscales the screen and becomes pretty much unusable, since half the image is outside of the display area.

The case remains the same whether you're streaming in handheld or docked mode. So even on a 1080p display, the only resolution that will fill the screen properly is 720p only.
 

kkwong

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There's a problem with this build when you use any other resolution other than 720p. If you pick 360p or 540p, the viewport will appear smaller than the screen, and you'll see a bunch of green artifacts outside of the viewport. And if you force 1080p via editing the "chiaki.conf" file, the viewport actually overscales the screen and becomes pretty much unusable, since half the image is outside of the display area.

The case remains the same whether you're streaming in handheld or docked mode. So even on a 1080p display, the only resolution that will fill the screen properly is 720p only.
You are quite right, I saw the initialization problem here. Original code initializes the view using 0 width and height.
This new build fixed it.
 

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Bluey11

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You are quite right, I saw the initialization problem here. Original code initializes the view using 0 width and height.
This new build fixed it.

Is this build h265 (if so does it help much?)
Also, is it worth doing an overclock for portable mode?
 

kkwong

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Is this build h265 (if so does it help much?)
Also, is it worth doing an overclock for portable mode?
Yes, it's h265. From my perspective, no need to do any overclocking in any circumstance. According to moonlight switch's behavior, it only needs to overclock for over 20m bitrate. Currently, 720p ~ 10m bitrate takes about 60% of sys core, more than enough to handle.
 
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2excal7

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You are quite right, I saw the initialization problem here. Original code initializes the view using 0 width and height.
This new build fixed it.
Unfortunately you made it worse. Now I just get a completely garbage output that's not even the slightest bit usable.

Only 720p is showing proper output still, every other resolution (including 1080p) is showing garbage.

If it helps, your last build from 12-18-2023 (post #950) was working with no issues on all resolutions (save for the fact that it stutters more compared to your newer builds).
((i can't post links here yet since my account here is still new))
 
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kkwong

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Unfortunately you made it worse. Now I just get a completely garbage output that's not even the slightest bit usable.

Only 720p is showing proper output still, every other resolution (including 1080p) is showing garbage.

If it helps, your last build from 12-18-2023 (post #950) was working with no issues on all resolutions (save for the fact that it stutters more compared to your newer builds).
((i can't post links here yet since my account here is still new))

Sorry, my bad, I miscalculated a offset without testing it. Later tonight I will update fix build.
Post automatically merged:

Unfortunately you made it worse. Now I just get a completely garbage output that's not even the slightest bit usable.

Only 720p is showing proper output still, every other resolution (including 1080p) is showing garbage.

If it helps, your last build from 12-18-2023 (post #950) was working with no issues on all resolutions (save for the fact that it stutters more compared to your newer builds).
((i can't post links here yet since my account here is still new))
Could you please check this build? As for my testing, 540p/720p/1080p seems alright. I also enabled 1080p in config panel. If you use 1080p, cpu overclock is recommended.
 

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2excal7

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Sorry, my bad, I miscalculated a offset without testing it. Later tonight I will update fix build.
Post automatically merged:


Could you please check this build? As for my testing, 540p/720p/1080p seems alright. I also enabled 1080p in config panel. If you use 1080p, cpu overclock is recommended.
Excellent work, mate! Everything's in order now. :)

I'll take it for a spin and report again if any other issues come up.

And huge thanks for enabling 1080p in the menu - no more messing around with the config file now. :P


Also, I'm not sure if you're the right person to inform about this next one, but one thing that nobody here seems to have brought up is that if your PSN account is secured with a passcode, the app doesn't ask for the passcode at all and just fails to connect (or worst case, it crashes), very much unlike the desktop Chiaki app. So what I had to do everytime was I had to login with the desktop app first (so I could actually enter the passcode), and only THEN I could connect with Chiaki on Switch.

Do you think you're able to fix this one little nuisance? After that, the app is pretty much flawless, haha.
 

kkwong

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Excellent work, mate! Everything's in order now. :)

I'll take it for a spin and report again if any other issues come up.

And huge thanks for enabling 1080p in the menu - no more messing around with the config file now. :P


Also, I'm not sure if you're the right person to inform about this next one, but one thing that nobody here seems to have brought up is that if your PSN account is secured with a passcode, the app doesn't ask for the passcode at all and just fails to connect (or worst case, it crashes), very much unlike the desktop Chiaki app. So what I had to do everytime was I had to login with the desktop app first (so I could actually enter the passcode), and only THEN I could connect with Chiaki on Switch.

Do you think you're able to fix this one little nuisance? After that, the app is pretty much flawless, haha.
I check the code, origin author left the interface and didn't implement it. I think it's because older version of the ui lib doesn't support input dialog? For this situation, just unset the passcode would be better.

Averne is still optimizing decode performance on switch, so my effort mainly focus on keep in latest version of ffmpeg to reduce stutter on switch (cuz I need to play in bedroom :yayswitch: ).
 

kkwong

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Why do we need to overclock CPU if the main point of your h265 version to move decoding from CPU to GPU?
After GPU decode a frame, the frame data is in GPU memory, it needs to be copied to CPU memory to create a texture, and then push the texture back to GPU memory to be drawn.

Moonlight's author tried to use deko3d to avoid this mess, but deko3d seems slower.
 
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Nyles

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Sorry, my bad, I miscalculated a offset without testing it. Later tonight I will update fix build.
Post automatically merged:


Could you please check this build? As for my testing, 540p/720p/1080p seems alright. I also enabled 1080p in config panel. If you use 1080p, cpu overclock is recommended.
I've been using Chiaki a lot for quite a while now but just went by the author's word thinking it's not going to be updated much. stumbled in here by accident. Gotta say, this is incredible, the upgrade is immediately noticable. Everything feels so much more stable and sharper even on a PS4 Pro.

Amazing work!
Post automatically merged:

Also, has anyone figured out a way to use the touchbar while docked?
 
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kkwong

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And also, there is something related to latency that needs optimization. The render time currently is ~10ms in 720p60 mode, which is significantly larger than moonlight(~4ms). I figure it out in 720p mode, but in 1080p it just doesn't work with current ffmpeg. Maybe next week, if I can figure it out, I will submit a better latency version here.
 

dfguiojgds34

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The latest PS5 update made Chiaki incorrectly interprets console version resulting in selecting wrong RP protocol for PS5.
While waiting for the official patch, I did some change to the code to temporarily fix this and also made it possible to connect remotely by using DDNS address instead of public IP.

Here you go!

Edited:
1 Dec 2022 - update to match the latest official commit (74d39e63)
where do you put this file in the ps vita
 

Bluey11

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After GPU decode a frame, the frame data is in GPU memory, it needs to be copied to CPU memory to create a texture, and then push the texture back to GPU memory to be drawn.

Moonlight's author tried to use deko3d to avoid this mess, but deko3d seems slower.

Thanks for the reply!
Do you know if there its possible to automatically wakeup and connect to the ps5 when the app is launched?
 

awdrifter

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I'm streaming a game from the PS4 using Remote Play to my PC, I'm using Chiaki on PC but the audio crackles really bad. If I delete the qtaudio_windows.dll I get no sound. I see posts about this issue from 2019. Hopefully someone knows a work around. Thanks.
 

awdrifter

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Sorry about that. Does the Switch version have the audio crackling issue? If it doesn't, maybe I'll just run Yuzu on my PC then run the Switch version of Chiaki in Yuzu. Thanks.
 

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