Skip to content

v1.18.3-stable.4

Latest

Choose a tag to compare

@github-actions github-actions released this 06 Aug 05:50

Notice: Vibeshine may trigger false-positive antivirus alerts. Details and workarounds are documented here: #59

This stable release includes substantial changes to Windows capture, encoding, virtual displays, browser streaming, and the Web UI. If you find a bug or regression, please report it at https://github.com/Nonary/vibeshine/issues and include your logs, GPU, client, and display details when possible.

Changes

  • Added virtual-display capability and driver-readiness status to client discovery so compatible clients can offer a recoverable virtual-display launch.
  • Added a native AMD AMF encoder for H.264, HEVC, and AV1 on Windows, with SDR and HDR support, dynamic bitrate changes, bounded recovery, live HDR metadata, and automatic fallback to the legacy encoder. This major contribution was created by Ramazan Kara (@RamazanKara), with follow-up compatibility work for older Polaris/VCE hardware and drivers.
  • Added an opt-in v2 Web UI at /v2/ while keeping the established interface as the default. The new interface rebuilds everyday settings, applications, paired devices, live statistics, log browsing, themes, virtual-display controls, and hardware-aware configuration around common streaming tasks.
  • Added browser streaming from the Web UI with application launch, keyboard, mouse, touch, controller, audio, fullscreen, reconnect, and session controls. Safari and iPad received native fullscreen guidance, reliable exit gestures, codec capability checks, and active latency recovery.
  • Added persistent PnP-based Windows GPU selection and adapter-specific capability caching so identical GPU names, display replacement, and changing enumeration order no longer cross-wire capture or encoder capabilities.
  • Completed Web UI translations for all 19 supported non-English locales and improved layouts for longer localized text.
  • Made recommended virtual-display scaling adapt to the client resolution while preserving Automatic and explicit scale choices.
  • Reduced host-side buffering for launch-qualified VRR sessions while preserving existing fixed-VSync behavior and explicit encoder queue overrides.

Fixes

  • Fixed stale saved display identities preventing otherwise available encoders from being discovered. Capability probing now selects a live output on the requested GPU, and the v2 overview reports failed probe attempts for log review.
  • Prevented temporary virtual displays and unavailable topology identities from disturbing the physical desktop during RTSP or browser streaming. Display configuration now retries safely when Windows cannot enumerate displays and otherwise preserves the established fallback to a usable capture output.
  • Fixed client-selected display and resolution overrides being ignored or lost during virtual-display setup and retries, and delayed capture until Windows refreshes the virtual desktop.
  • Fixed virtual-display HDR fallback and restoration: unsupported virtual HDR now continues in SDR, and displays restore before virtual-output cleanup.
  • Fixed WGC capture and session handling across desktop-game transitions and reinitialization, preserving 2x desktop and 4x confirmed-game capture without stale IPC callbacks.
  • Fixed RTSS fractional-limit profile updates on supported versions while retaining the established fallback for older RTSS installations.
  • Fixed Playnite game-stop handling so stale callbacks cannot hang IPC or end a later launch.
  • Redacted endpoint addresses from support exports.
  • Restored cover replacement in both Web UIs, including searchable GameDB and IGDB selection and Playnite-linked artwork refresh.
  • Fixed a bug that prevented systems with AMD CPUs from using NVIDIA encoders by binding encoder capability caches to the GPU actually used for capture.
  • Improved virtual-display creation, HDR verification, recovery, and teardown; updated libvirtualdisplay to v1.6.2 to keep newly created headless displays alive and kept RTSP startup within Moonlight's initial-video deadline.
  • Stabilized adaptive refresh rate, RTX HDR, fullscreen detection, RTSS frame limiting, and Smooth Motion across overlays, alt-tab, concurrent sessions, fractional limits, driver-profile defaults, and stream cleanup.
  • Hardened Windows audio teardown and endpoint restoration so stuck recovery calls cannot hang the host, endpoint roles restore independently, and stale work cannot overwrite later streams or user choices.
  • Fixed WGC startup, resume, GPU scheduling, SDR Main10 handling, and shader-failure recovery while preventing unnecessary game-frame drops and capture stalls.
  • Fixed AMD AMF HDR10 startup, live HDR metadata, teardown, capability probing, and optional-control handling on older runtimes without weakening strict PreAnalysis-dependent modes.
  • Restored NVIDIA NVENC rolling intra-refresh and recovery-point signaling requested by Xbox clients.
  • Prevented encoder capabilities from being cached under the wrong GPU after display replacement or hybrid-GPU capture changes.
  • Prevented RTSP and WebRTC lifecycle races, teardown deadlocks, and stale shared limiter or display state, while keeping discovery and control requests responsive during cleanup.
  • Fixed Playnite extension discovery, metadata refresh, explicit quit, installer-upgrade cleanup, and reconnect races so resumed games are not terminated by stale watchdogs.
  • Preserved UTF-8 names, JSON arrays, launch commands, and release ordering during Windows upgrades, and improved recovery from known firewall and virtual-display installer failures.
  • Fixed paired-client refresh, per-app boolean and numeric overrides, CSRF origin persistence, scoped IPv6 URLs, and whitespace around configured bind addresses.

Vibeshine 1.18.3-stable.4

These release notes include every tagged change in this release line through this version.

1.18.3-stable.4

Notice: Vibeshine may trigger false-positive antivirus alerts. Details and workarounds are documented here: #59

This stable release includes substantial changes to Windows capture, encoding, virtual displays, browser streaming, and the Web UI. If you find a bug or regression, please report it at https://github.com/Nonary/vibeshine/issues and include your logs, GPU, client, and display details when possible.

Changes

  • Added virtual-display capability and driver-readiness status to client discovery so compatible clients can offer a recoverable virtual-display launch.
  • Added a native AMD AMF encoder for H.264, HEVC, and AV1 on Windows, with SDR and HDR support, dynamic bitrate changes, bounded recovery, live HDR metadata, and automatic fallback to the legacy encoder. This major contribution was created by Ramazan Kara (@RamazanKara), with follow-up compatibility work for older Polaris/VCE hardware and drivers.
  • Added an opt-in v2 Web UI at /v2/ while keeping the established interface as the default. The new interface rebuilds everyday settings, applications, paired devices, live statistics, log browsing, themes, virtual-display controls, and hardware-aware configuration around common streaming tasks.
  • Added browser streaming from the Web UI with application launch, keyboard, mouse, touch, controller, audio, fullscreen, reconnect, and session controls. Safari and iPad received native fullscreen guidance, reliable exit gestures, codec capability checks, and active latency recovery.
  • Added persistent PnP-based Windows GPU selection and adapter-specific capability caching so identical GPU names, display replacement, and changing enumeration order no longer cross-wire capture or encoder capabilities.
  • Completed Web UI translations for all 19 supported non-English locales and improved layouts for longer localized text.
  • Made recommended virtual-display scaling adapt to the client resolution while preserving Automatic and explicit scale choices.
  • Reduced host-side buffering for launch-qualified VRR sessions while preserving existing fixed-VSync behavior and explicit encoder queue overrides.

Fixes

  • Fixed stale saved display identities preventing otherwise available encoders from being discovered. Capability probing now selects a live output on the requested GPU, and the v2 overview reports failed probe attempts for log review.
  • Prevented temporary virtual displays and unavailable topology identities from disturbing the physical desktop during RTSP or browser streaming. Display configuration now retries safely when Windows cannot enumerate displays and otherwise preserves the established fallback to a usable capture output.
  • Fixed client-selected display and resolution overrides being ignored or lost during virtual-display setup and retries, and delayed capture until Windows refreshes the virtual desktop.
  • Fixed virtual-display HDR fallback and restoration: unsupported virtual HDR now continues in SDR, and displays restore before virtual-output cleanup.
  • Fixed WGC capture and session handling across desktop-game transitions and reinitialization, preserving 2x desktop and 4x confirmed-game capture without stale IPC callbacks.
  • Fixed RTSS fractional-limit profile updates on supported versions while retaining the established fallback for older RTSS installations.
  • Fixed Playnite game-stop handling so stale callbacks cannot hang IPC or end a later launch.
  • Redacted endpoint addresses from support exports.
  • Restored cover replacement in both Web UIs, including searchable GameDB and IGDB selection and Playnite-linked artwork refresh.
  • Fixed a bug that prevented systems with AMD CPUs from using NVIDIA encoders by binding encoder capability caches to the GPU actually used for capture.
  • Improved virtual-display creation, HDR verification, recovery, and teardown; updated libvirtualdisplay to v1.6.2 to keep newly created headless displays alive and kept RTSP startup within Moonlight's initial-video deadline.
  • Stabilized adaptive refresh rate, RTX HDR, fullscreen detection, RTSS frame limiting, and Smooth Motion across overlays, alt-tab, concurrent sessions, fractional limits, driver-profile defaults, and stream cleanup.
  • Hardened Windows audio teardown and endpoint restoration so stuck recovery calls cannot hang the host, endpoint roles restore independently, and stale work cannot overwrite later streams or user choices.
  • Fixed WGC startup, resume, GPU scheduling, SDR Main10 handling, and shader-failure recovery while preventing unnecessary game-frame drops and capture stalls.
  • Fixed AMD AMF HDR10 startup, live HDR metadata, teardown, capability probing, and optional-control handling on older runtimes without weakening strict PreAnalysis-dependent modes.
  • Restored NVIDIA NVENC rolling intra-refresh and recovery-point signaling requested by Xbox clients.
  • Prevented encoder capabilities from being cached under the wrong GPU after display replacement or hybrid-GPU capture changes.
  • Prevented RTSP and WebRTC lifecycle races, teardown deadlocks, and stale shared limiter or display state, while keeping discovery and control requests responsive during cleanup.
  • Fixed Playnite extension discovery, metadata refresh, explicit quit, installer-upgrade cleanup, and reconnect races so resumed games are not terminated by stale watchdogs.
  • Preserved UTF-8 names, JSON arrays, launch commands, and release ordering during Windows upgrades, and improved recovery from known firewall and virtual-display installer failures.
  • Fixed paired-client refresh, per-app boolean and numeric overrides, CSRF origin persistence, scoped IPv6 URLs, and whitespace around configured bind addresses.

1.18.3-stable.3

Notice: Vibeshine may trigger false-positive antivirus alerts. Details and workarounds are documented here: #59

This stable release includes substantial changes to Windows capture, encoding, virtual displays, browser streaming, and the Web UI. If you find a bug or regression, please report it at https://github.com/Nonary/vibeshine/issues and include your logs, GPU, client, and display details when possible.

Changes

  • Added a native AMD AMF encoder for H.264, HEVC, and AV1 on Windows, with SDR and HDR support, dynamic bitrate changes, bounded recovery, live HDR metadata, and automatic fallback to the legacy encoder. This major contribution was created by Ramazan Kara (@RamazanKara), with follow-up compatibility work for older Polaris/VCE hardware and drivers.
  • Added an opt-in v2 Web UI at /v2/ while keeping the established interface as the default. The new interface rebuilds everyday settings, applications, paired devices, live statistics, log browsing, themes, virtual-display controls, and hardware-aware configuration around common streaming tasks.
  • Added browser streaming from the Web UI with application launch, keyboard, mouse, touch, controller, audio, fullscreen, reconnect, and session controls. Safari and iPad received native fullscreen guidance, reliable exit gestures, codec capability checks, and active latency recovery.
  • Added persistent PnP-based Windows GPU selection and adapter-specific capability caching so identical GPU names, display replacement, and changing enumeration order no longer cross-wire capture or encoder capabilities.
  • Completed Web UI translations for all 19 supported non-English locales and improved layouts for longer localized text.
  • Made recommended virtual-display scaling adapt to the client resolution while preserving Automatic and explicit scale choices.
  • Reduced host-side buffering for launch-qualified VRR sessions while preserving existing fixed-VSync behavior and explicit encoder queue overrides.

Fixes

  • Fixed client-selected display and resolution overrides being ignored or lost during virtual-display setup and retries, and delayed capture until Windows refreshes the virtual desktop.
  • Fixed virtual-display HDR fallback and restoration: unsupported virtual HDR now continues in SDR, and displays restore before virtual-output cleanup.
  • Fixed WGC capture and session handling across desktop-game transitions and reinitialization, preserving 2x desktop and 4x confirmed-game capture without stale IPC callbacks.
  • Fixed RTSS fractional-limit profile updates on supported versions while retaining the established fallback for older RTSS installations.
  • Fixed Playnite game-stop handling so stale callbacks cannot hang IPC or end a later launch.
  • Redacted endpoint addresses from support exports.
  • Restored cover replacement in both Web UIs, including searchable GameDB and IGDB selection and Playnite-linked artwork refresh.
  • Fixed a bug that prevented systems with AMD CPUs from using NVIDIA encoders by binding encoder capability caches to the GPU actually used for capture.
  • Improved virtual-display creation, HDR verification, recovery, and teardown; updated libvirtualdisplay to v1.6.2 to keep newly created headless displays alive and kept RTSP startup within Moonlight's initial-video deadline.
  • Stabilized adaptive refresh rate, RTX HDR, fullscreen detection, RTSS frame limiting, and Smooth Motion across overlays, alt-tab, concurrent sessions, fractional limits, driver-profile defaults, and stream cleanup.
  • Hardened Windows audio teardown and endpoint restoration so stuck recovery calls cannot hang the host, endpoint roles restore independently, and stale work cannot overwrite later streams or user choices.
  • Fixed WGC startup, resume, GPU scheduling, SDR Main10 handling, and shader-failure recovery while preventing unnecessary game-frame drops and capture stalls.
  • Fixed AMD AMF HDR10 startup, live HDR metadata, teardown, capability probing, and optional-control handling on older runtimes without weakening strict PreAnalysis-dependent modes.
  • Restored NVIDIA NVENC rolling intra-refresh and recovery-point signaling requested by Xbox clients.
  • Prevented encoder capabilities from being cached under the wrong GPU after display replacement or hybrid-GPU capture changes.
  • Prevented RTSP and WebRTC lifecycle races, teardown deadlocks, and stale shared limiter or display state, while keeping discovery and control requests responsive during cleanup.
  • Fixed Playnite extension discovery, metadata refresh, explicit quit, installer-upgrade cleanup, and reconnect races so resumed games are not terminated by stale watchdogs.
  • Preserved UTF-8 names, JSON arrays, launch commands, and release ordering during Windows upgrades, and improved recovery from known firewall and virtual-display installer failures.
  • Fixed paired-client refresh, per-app boolean and numeric overrides, CSRF origin persistence, scoped IPv6 URLs, and whitespace around configured bind addresses.

1.18.3-stable.2

Notice: Vibeshine may trigger false-positive antivirus alerts. Details and workarounds are documented here: #59

This stable release includes substantial changes to Windows capture, encoding, virtual displays, browser streaming, and the Web UI. If you find a bug or regression, please report it at https://github.com/Nonary/vibeshine/issues and include your logs, GPU, client, and display details when possible.

Changes

  • Added a native AMD AMF encoder for H.264, HEVC, and AV1 on Windows, with SDR and HDR support, dynamic bitrate changes, bounded recovery, live HDR metadata, and automatic fallback to the legacy encoder. This major contribution was created by Ramazan Kara (@RamazanKara), with follow-up compatibility work for older Polaris/VCE hardware and drivers.
  • Added an opt-in v2 Web UI at /v2/ while keeping the established interface as the default. The new interface rebuilds everyday settings, applications, paired devices, live statistics, log browsing, themes, virtual-display controls, and hardware-aware configuration around common streaming tasks.
  • Added browser streaming from the Web UI with application launch, keyboard, mouse, touch, controller, audio, fullscreen, reconnect, and session controls. Safari and iPad received native fullscreen guidance, reliable exit gestures, codec capability checks, and active latency recovery.
  • Added persistent PnP-based Windows GPU selection and adapter-specific capability caching so identical GPU names, display replacement, and changing enumeration order no longer cross-wire capture or encoder capabilities.
  • Completed Web UI translations for all 19 supported non-English locales and improved layouts for longer localized text.
  • Made recommended virtual-display scaling adapt to the client resolution while preserving Automatic and explicit scale choices.
  • Reduced host-side buffering for launch-qualified VRR sessions while preserving existing fixed-VSync behavior and explicit encoder queue overrides.

Fixes

  • Restored cover replacement in both Web UIs, including searchable GameDB and IGDB selection and Playnite-linked artwork refresh.
  • Fixed a bug that prevented systems with AMD CPUs from using NVIDIA encoders by binding encoder capability caches to the GPU actually used for capture.
  • Improved virtual-display creation, HDR verification, recovery, and teardown; updated libvirtualdisplay to v1.6.2 to keep newly created headless displays alive and kept RTSP startup within Moonlight's initial-video deadline.
  • Stabilized adaptive refresh rate, RTX HDR, fullscreen detection, RTSS frame limiting, and Smooth Motion across overlays, alt-tab, concurrent sessions, fractional limits, driver-profile defaults, and stream cleanup.
  • Hardened Windows audio teardown and endpoint restoration so stuck recovery calls cannot hang the host, endpoint roles restore independently, and stale work cannot overwrite later streams or user choices.
  • Fixed WGC startup, resume, GPU scheduling, SDR Main10 handling, and shader-failure recovery while preventing unnecessary game-frame drops and capture stalls.
  • Fixed AMD AMF HDR10 startup, live HDR metadata, teardown, capability probing, and optional-control handling on older runtimes without weakening strict PreAnalysis-dependent modes.
  • Restored NVIDIA NVENC rolling intra-refresh and recovery-point signaling requested by Xbox clients.
  • Prevented encoder capabilities from being cached under the wrong GPU after display replacement or hybrid-GPU capture changes.
  • Prevented RTSP and WebRTC lifecycle races, teardown deadlocks, and stale shared limiter or display state, while keeping discovery and control requests responsive during cleanup.
  • Fixed Playnite extension discovery, metadata refresh, explicit quit, installer-upgrade cleanup, and reconnect races so resumed games are not terminated by stale watchdogs.
  • Preserved UTF-8 names, JSON arrays, launch commands, and release ordering during Windows upgrades, and improved recovery from known firewall and virtual-display installer failures.
  • Fixed paired-client refresh, per-app boolean and numeric overrides, CSRF origin persistence, scoped IPv6 URLs, and whitespace around configured bind addresses.

1.18.3

Notice: Vibeshine may trigger false-positive antivirus alerts. Details and workarounds are documented here: #59

This stable release includes substantial changes to Windows capture, encoding, virtual displays, browser streaming, and the Web UI. If you find a bug or regression, please report it at https://github.com/Nonary/vibeshine/issues and include your logs, GPU, client, and display details when possible.

Changes

  • Added a native AMD AMF encoder for H.264, HEVC, and AV1 on Windows, with SDR and HDR support, dynamic bitrate changes, bounded recovery, live HDR metadata, and automatic fallback to the legacy encoder. This major contribution was created by Ramazan Kara (@RamazanKara), with follow-up compatibility work for older Polaris/VCE hardware and drivers.
  • Added an opt-in v2 Web UI at /v2/ while keeping the established interface as the default. The new interface rebuilds everyday settings, applications, paired devices, live statistics, log browsing, themes, virtual-display controls, and hardware-aware configuration around common streaming tasks.
  • Added browser streaming from the Web UI with application launch, keyboard, mouse, touch, controller, audio, fullscreen, reconnect, and session controls. Safari and iPad received native fullscreen guidance, reliable exit gestures, codec capability checks, and active latency recovery.
  • Added persistent PnP-based Windows GPU selection and adapter-specific capability caching so identical GPU names, display replacement, and changing enumeration order no longer cross-wire capture or encoder capabilities.
  • Completed Web UI translations for all 19 supported non-English locales and improved layouts for longer localized text.
  • Made recommended virtual-display scaling adapt to the client resolution while preserving Automatic and explicit scale choices.
  • Reduced host-side buffering for launch-qualified VRR sessions while preserving existing fixed-VSync behavior and explicit encoder queue overrides.

Fixes

  • Improved virtual-display creation, HDR verification, recovery, and teardown; updated libvirtualdisplay to v1.6.2 to keep newly created headless displays alive and kept RTSP startup within Moonlight's initial-video deadline.
  • Stabilized adaptive refresh rate, RTX HDR, fullscreen detection, RTSS frame limiting, and Smooth Motion across overlays, alt-tab, concurrent sessions, fractional limits, driver-profile defaults, and stream cleanup.
  • Hardened Windows audio teardown and endpoint restoration so stuck recovery calls cannot hang the host, endpoint roles restore independently, and stale work cannot overwrite later streams or user choices.
  • Fixed WGC startup, resume, GPU scheduling, SDR Main10 handling, and shader-failure recovery while preventing unnecessary game-frame drops and capture stalls.
  • Fixed AMD AMF HDR10 startup, live HDR metadata, teardown, capability probing, and optional-control handling on older runtimes without weakening strict PreAnalysis-dependent modes.
  • Restored NVIDIA NVENC rolling intra-refresh and recovery-point signaling requested by Xbox clients.
  • Prevented encoder capabilities from being cached under the wrong GPU after display replacement or hybrid-GPU capture changes.
  • Prevented RTSP and WebRTC lifecycle races, teardown deadlocks, and stale shared limiter or display state, while keeping discovery and control requests responsive during cleanup.
  • Fixed Playnite extension discovery, metadata refresh, explicit quit, installer-upgrade cleanup, and reconnect races so resumed games are not terminated by stale watchdogs.
  • Preserved UTF-8 names, JSON arrays, launch commands, and release ordering during Windows upgrades, and improved recovery from known firewall and virtual-display installer failures.
  • Fixed paired-client refresh, per-app boolean and numeric overrides, CSRF origin persistence, scoped IPv6 URLs, and whitespace around configured bind addresses.

1.18.3-beta.7

Notice: Vibeshine may trigger false-positive antivirus alerts. Details and workarounds are documented here: #59

Changes

  • Added persistent PnP-based selection for Windows capture GPUs, preventing identical adapter names or changing enumeration order from selecting the wrong GPU.

Fixes

  • Updated libvirtualdisplay to v1.6.2 so newly created virtual displays no longer disappear immediately on headless systems.
  • Kept RTSP startup within Moonlight's initial-video deadline while display creation and HDR verification are underway.
  • Preserved HDR capability detection and 10-bit negotiation as virtual displays are created or replaced, while avoiding disruptive encoder probes during an active or stopping stream.
  • Prevented RTSP/WebRTC lifecycle races and teardown deadlocks from leaving shared display or limiter state behind, and kept Moonlight discovery responsive while cleanup runs.
  • Made RTSS frame-limit recovery distinguish resolved, unavailable, and uncertain state so stale recovery data no longer needlessly blocks normal limiter handling.
  • Restored AMD AMF compatibility with older VCE runtimes that do not expose optional access-unit capability controls.
  • Allowed scoped IPv6 Web UI and RTSP URLs, and bind addresses with surrounding whitespace, to work correctly.
  • Rejected WebRTC session requests immediately in builds that disable WebRTC.

1.18.3-beta.6

Notice: Vibeshine may trigger false-positive antivirus alerts. Details and workarounds are documented here: #59

Changes

  • Completed Web UI translations for all 19 supported non-English locales and improved layouts for longer localized text.
  • Made the recommended virtual-display scale adapt to client resolution while preserving Automatic and explicit scale selections.

Fixes

  • Kept adaptive refresh-rate switching and resumed WGC and RTX HDR streams responsive across concurrent sessions and display-helper changes, while keeping RTX HDR source displays in SDR.
  • Hardened Windows audio teardown and endpoint restoration so stuck recovery calls cannot hang the host, each endpoint role restores independently, and stale recovery work cannot overwrite a later stream or user choice.
  • Kept 10-bit SDR on the SDR capture path and limited it to compatible per-client opt-ins, and restored AMD AMF HDR10 startup by avoiding unsupported PreAnalysis combinations.
  • Prevented virtual-display recovery from starting overlapping driver restarts and stopped normal Settings and Dashboard loads from stalling on stale display paths.
  • Corrected per-app controls for numeric frame limits and string-backed booleans, and kept paired-client lists current after pairing.
  • Preserved UTF-8 names, JSON array structure, launch commands, and release-ordered executable versions during installer upgrades, with narrowly scoped recovery for known firewall-cleanup failures.
  • Fixed Playnite cleanup, quit, and synchronization edge cases so resumed games stay alive, explicit quits complete promptly, and manually linked metadata refreshes when autosync is disabled.

1.18.3-beta.5

Notice: Vibeshine may trigger false-positive antivirus alerts. Details and workarounds are documented here: #59

Fixes

  • Kept fractional RTSS frame-limit updates working when RTSS holds its Global profile open.
  • Preserved valid fullscreen signals during launcher handoffs and overlay activity so adaptive refresh-rate switching and RTX HDR remain active.
  • Prevented stale Playnite cleanup watchdogs from terminating games resumed by a newer streaming session.

1.18.3-beta.4

Notice: Vibeshine may trigger false-positive antivirus alerts. Details and workarounds are documented here: #59

Changes

  • Added a native AMD AMF encoder on Windows for H.264, HEVC, and AV1 with SDR/HDR support, dynamic bitrate, bounded recovery, live HDR metadata updates, graceful software fallback, and an explicit legacy encoder rollback option.

Fixes

  • Prevented alt-tab and opaque-overlay activity from freezing active streams or unnecessarily disabling adaptive refresh-rate switching and RTX HDR.
  • Improved virtual-display startup by waiting for the requested HDR state, keeping nominal 60 Hz separate from explicit fractional rates, and bounding failed v2 verification instead of leaving capture black for minutes.
  • Fixed NVIDIA Smooth Motion activation and pacing when driver profile settings were inherited or defaulted.
  • Kept Playnite game cleanup active through installer upgrades.

1.18.3-beta.3

Notice: Vibeshine may trigger false-positive antivirus alerts. Details and workarounds are documented here: #59

Fixes

  • Fixed fullscreen game detection so adaptive refresh-rate switching and RTX HDR remain enabled through borderless game overlays, while genuine desktop UI and expired game state reliably return the display to desktop behavior.
  • Preserved fractional frame-rate limits and exact RTSS settings when streams end.
  • Prevented virtual-display recovery and shutdown watchdog work from outliving a stream or shutdown.

1.18.3-beta.2

Notice: Vibeshine may trigger false-positive antivirus alerts. Details and workarounds are documented here: #59

Fixes

  • Restored the WGC helper's established GPU scheduling priority to prevent severe capture and game performance regressions from the previous beta.

1.18.3-beta.1

Notice: Vibeshine may trigger false-positive antivirus alerts. Details and workarounds are documented here: #59

Fixes

  • Improved Web UI scrolling performance in Firefox and fixed CSRF allowed origins not being saved.
  • Fixed per-user Playnite extension detection and installation.
  • Fixed delayed WebRTC connection setup through Traefik and Cloudflare proxies.
  • Fixed WGC startup after DPI-awareness warnings, reduced WGC-related game frame drops, and prevented a capture crash after shader compilation failures.
  • Improved virtual-display restoration and installer repair recovery from stale Windows driver or broker state.
  • Made game detection follow visible desktop UI, so background games and passive compositor surfaces no longer keep RTX HDR and adaptive-refresh policies active over desktop use.
  • Restored HEVC Main10 HDR streaming on affected Radeon Pro 5500 XT systems.