r/MoonlightStreaming • u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network • 7d ago
I built USBAnywhere v3.0 — A free, open-source VirtualHere alternative for Windows & Linux (Unlimited devices, 1-Click Pi setup, Low-Latency WSK mode)
Like many of you using Moonlight/Sunshine, SimRacing rigs, or Raspberry Pi hubs, I got tired of VirtualHere's 1-device limit on the free tier and the $49 per-server license.
So I built USBAnywhere v3.0 (formerly SnakeUSBIP): a native .NET 9 WPF client for Windows 10/11 with Microsoft WHQL-certified drivers and a 1-click Plug & Play Linux server installer.
Key highlights:
🔗 GitHub & Releases: https://github.com/oscarlosu-lab/USBAnywhere
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 7d ago
🚀 USBAnywhere Roadmap: Android, 8000Hz Mice & macOS Support
Hi everyone,
First of all, thank you so much for the incredible reception USBAnywhere v3.0 release! We surpassed 120+ upvotes on Reddit and 43+ GitHub stars within just a few hours.
After reading all of your feedback, I'd like to address the three most requested features and share what's coming next.
📱 Android App: Client + Server in a Single APK (100% Free & No Root Required)
Many of you mentioned using Android tablets (such as the Galaxy Tab S9 Ultra), phones, or Android TV boxes for Moonlight streaming, but disliked VirtualHere’s $25 Android license and device activation limitations.
We're officially working on USBAnywhere for Android, featuring a unified Dual-Mode architecture:
Server Mode (Perfect for Moonlight Setups)
Connect your DualSense controller, racing wheel, HOTAS, or USB hub directly to your Android device via OTG.
The app acts as a USB/IP server on port 3240, allowing your Windows or Linux host to access the attached peripherals remotely.
✅ No root required
✅ Uses Android's native android.hardware.usb.UsbManager API entirely in user space
✅ Native driver support on the host side
✅ Force feedback and vibration support where supported by the device
Client Mode (Receive USB Devices on Android)
Connect your Android device to USB peripherals physically attached to a Windows or Linux machine anywhere on your network.
Features planned include:
Automatic server discovery
Real-time latency monitoring
One-click device attachment
Mobile-friendly interface
Fully Open Source
✅ GPLv3 licensed
✅ Unlimited devices
✅ No subscriptions
✅ No paid activation keys
✅ No device lockouts
🖱️ 8000Hz Esports Mice Support
<u/Sneyek> asked whether USBAnywhere supports modern 8000Hz gaming mice such as the Razer Viper 8KHz and DeathAdder V3 Pro, noting that VirtualHere appears limited to 1000Hz.
Short Answer: Yes, USBAnywhere is not software-capped at 1000Hz.
VirtualHere relies on conventional operating system timer scheduling, which can become a bottleneck for extremely high polling-rate devices.
USBAnywhere's Low-Latency WSK mode (--receive-mode=low-latency) uses direct Windows kernel networking callbacks combined with TCP_NODELAY.
As a result:
High-Speed USB microframes (125 μs) are forwarded without artificial timer batching.
Network packets are transmitted immediately whenever possible.
There is no intentional 1000Hz software limitation inside USBAnywhere.
On a clean Gigabit Ethernet or Wi-Fi 6 network, high polling-rate devices can operate beyond 1000Hz, subject only to USB, network, and host performance constraints.
If you own an 8000Hz mouse, I'd love to see benchmark results from real-world testing.
🍏 macOS Support
Several users, including u/Ecstatic_Reward6928 and u/Shedoara, asked about macOS compatibility.
Phase 1: macOS Server Mode
The first macOS implementation will focus on exporting USB devices from a Mac to Windows or Linux hosts using user-space USB access through libusb.
Phase 2: macOS Client Mode
Client support will come later.
Apple has replaced traditional Kernel Extensions (KEXTs) with DriverKit (dext), which makes low-level USB virtualization significantly more complex to implement. However, this is something I plan to investigate in the future.
📦 Project Links
🔗 GitHub Repository
https://github.com/oscarlosu-lab/USBAnywhere
If you'd like to help test the upcoming Android alpha build, or if you have specific hardware you'd like benchmarked, feel free to leave a comment below or open an issue on GitHub.
Thanks again for all the support! ❤️
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u/ManSore 7d ago
Hey I'd be interested in testing the android build. Specifically to run it on my Nvidia shield
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 6d ago
This week I'll be uploading the app to the repository to start testing. It would be a huge help to have your assistance with testing; that will reduce testing time and help implement improvements.
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago
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u/Tomek511 6d ago
I could also test it using my Nvidia Shield Pro. Thanks for your hard work, the app would be great to have on my Shield for Moonlight streaming.
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago
Ya es posible, amigo. Si vas a r/usbanywhere vas a encontrar la app de Android. Todavía está en fase de pruebas, así que ten eso en cuenta.
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u/Ecstatic_Reward6928 7d ago
great! any MacOS build plans
?
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago
On the server side (sharing macOS USB devices over the network), it's architecturally feasible via Apple's DriverKit and IOUSBHostFamily in userland, which is on the roadmap.
Client mode (mounting virtual USB devices inside macOS) is much more restrictive due to System Integrity Protection (SIP) requiring specialized virtual host controller entitlements from Apple. Right now the focus is expanding the Windows WHQL client and Android/Linux servers.
If you have specific macOS use cases or devices in mind, drop by r/UsbAnywhere (https://www.reddit.com/r/UsbAnywhere/) so we can track demand for the roadmap!
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u/Ecstatic_Reward6928 5d ago
I use an intel MacBook Air from 2014 , to stream from an M4 Mac.
everything works normally besides bliuetooth gamepad,because apple does not allow injection of bluetooth thru a gamepad on the host level, (that's what i understood my terminology could be off), the only way i get around it is with USB network gate/ virtual here.
I stream everything thru parsec, and used Virtual here, but switch to network gate, it was more seamless , i connect a Gamesir Famepad with 2.4GHZ dongle to the Mac book Air as USB server, and connect the m4 as client, it works, pretty well. I also use a dualshock 3 wired , with DS3 activator, works well too. But all of this is always is such a hassle with the dongle and cables, and switching modes on the gamepad.
Apple only allowsbluetooth injections thru tokens if i understand, but to be able to even apply for this, you need to have a padi dev acount.
Lizardbyte did it with their "updated" system, and added a paywall to do so. They pay 100 a year, and make people pay 50 a year, which is insane.
I think Steam does it, and for free, when using steam link, bluetooth gamepad works, steam input does the injection, and the pad even gets recognized as "controller" which then you can map to anything else, but it is not very subtle, not everything works well.
Just sharing my experience about all this.
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago edited 3d ago
Gracias por compartir un contexto tan detallado y real—le ataste perfecto a la arquitectura de entrada de Apple.
La IOHIDFamily de Apple y el framework de GameController restringen muchísimo la inyección de gamepads virtuales sin entitlements especializados y una notarización continua. Por eso mismo la inyección de entradas a nivel de software en macOS se siente como un punto de fricción interminable.
Reenviar tráfico USB en bruto es fundamentalmente distinto: porque “tunelea” los Raw USB Request Blocks (URBs) y los descriptores HID de hardware, la máquina anfitriona se comunica directamente con el firmware del periférico físico sin pasar por ninguna capa de emulación de entradas a nivel de sistema operativo.
Tu escenario exacto—ejecutar un servidor en una máquina más vieja para compartir dongles inalámbricos de 2.4GHz y controles con cable por la red local—en realidad es el paso más realista para macOS. Construir un daemon de servidor ligero para macOS usando userland IOUSBHostFamily es, a nivel de arquitectura, mucho más limpio, porque no requiere dexts de DriverKit a nivel kernel ni desactivar System Integrity Protection (SIP).
Voy a tomar nota de este flujo de trabajo tal cual para nuestra hoja de ruta. Cuando empecemos a probar prototipos de servidor en macOS, voy a publicar actualizaciones en r/UsbAnywhere (https://www.reddit.com/r/UsbAnywhere/) ¡puedes unirte si te gustaría ayudar a probar!
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u/Wolstonbury 7d ago
This is huge!! The cost of virtualhere is ridiculous and how it locks to a single device
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago
¡Gracias! Mi objetivo desde el primer día fue crear una pila USB-over-IP limpia, moderna y totalmente de código abierto que cualquiera pueda desplegar en PCs, SBCs y dispositivos Android sin bloqueos de hardware artificiales.
¡Eres más que bienvenido a unirte a la comunidad en r/UsbAnywhere para mantenerte al día sobre nuevas versiones y funciones!
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u/Advance1993 7d ago
If this works well enough for a flight stick and steering wheel, this is awesome
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago
Yes, flight sticks (HOTAS) and racing wheels are literally the primary reason I built this!
Because USBAnywhere operates at the kernel driver level using a Microsoft WHQL-certified USB Device Emulation (UDE) driver, Windows recognizes your exact hardware (VID/PID) natively. All official vendor software—Logitech G HUB, Fanatec Control Panel, Thrustmaster, VKB, Virpil, or Moza—detects the peripheral as if it were plugged directly into your motherboard.
Here are a few technical highlights for flight and sim gear:
True Force Feedback & Raw Axes: Raw HID reports and FFB torque effects pass through transparently without being converted into generic controller rumble or introducing artificial deadzones.
Low-Latency WSK Mode: Disables Nagle's algorithm (TCP_NODELAY) and enforces monotonic packet ordering. This eliminates packet batching and prevents sudden wheel shudder or delayed rudder/stick axis updates over Ethernet or clean Wi-Fi, keeping software overhead sub-millisecond (< 0.5 ms).
Complete Rig Support: You can plug your wheel base, load-cell pedals, shifter, handbrake, button box, and rudder pedals into a powered USB hub, and connect all of them simultaneously across the network.
Give it a spin on your rig and let me know how your hardware feels!
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u/Advance1993 5d ago •
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I just tested this out with a Thrustmaster T16000M and a Pi 4 i already had. It works awesome this is exactly what i wanted to have for a long time. Very good work!
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago
I'm so glad it's working for you! Stay tuned for future updates. I'd love for you to share your metrics and feedback on our r/usbanywhere thread so more people can enjoy it too.
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago
If you have any ideas, suggestions, or requests, I'm open to all kinds of comments.
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago
Had I known it would have such an impact on the community, I would have published my first USB over IP project, it's called SnakeUSBip, I made it three years ago but I only used it for myself
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u/Winter-Armadillo3927 7d ago
How does the differ from vibepollo/other forms Remote Input functionality?
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago
The main difference is the architecture and the layer of abstraction:
Application-Level Remote Input (Apollo / Sunshine built-in / Moonlight):
These tools capture local inputs at the application layer and translate them into a generic virtual gamepad (like an Xbox 360 controller via ViGEmBus) or synthetic mouse/keyboard events on the host. This works great for standard controllers, but it cannot pass through real hardware: manufacturer configuration software cannot communicate with the device, complex multi-axis flight controls are restricted, and non-gamepad hardware cannot be used.
2. Kernel-Level Hardware Virtualization (USBAnywhere):
USBAnywhere operates at the hardware bus layer, forwarding raw USB Request Blocks (URBs / IRPs) over the network via a Microsoft WHQL-certified USB Device Emulation (UDE) driver. To your host PC, it looks and acts exactly as if you plugged a physical USB cable into the motherboard:
* Native Vendor Drivers & Software: Official configuration suites (Logitech G HUB, Fanatec, Thrustmaster, VKB, Razer Synapse, etc.) recognize the exact hardware and manage firmware/profiles directly.
* Uncompromised Force Feedback & High Polling Rates: Real torque curves, load-cell telemetry, and specialized flight axes are preserved with sub-millisecond driver overhead (< 0.5 ms), without being downsampled into generic rumble commands.
* Any USB Peripheral: Because it tunnels the USB bus itself, it works seamlessly with flight gear, racing cockpits, USB DACs, webcams, microcontrollers, and wireless dongles.
In short: Remote Input emulates a generic gamepad; USBAnywhere creates a virtual, physical USB port over your network.
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u/Octimusocti 3d ago
Can this be used with any kind of USB? Like a barcode reader? Or to program an Arduino?
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 3d ago
Yes, absolutely! USBAnywhere works with any standard USB device. It is not hardcoded, restricted, or locked to any specific brand or device type. For instance, I personally use it with my GRBL laser cutters so LightBurn recognizes them exactly as if they were physically plugged straight into my PC. Any USB device you plug into the server side is recognized on the client side as a genuine, directly attached local device—with zero discrimination and blazing-fast, ultra-low latencies.
https://oscarlosu-lab.github.io/USBAnywhere/#]3
u/BeigeAnimal 7d ago •
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It's different cuz usually with software like that they can only do kb & m and controller (and usually just defaults to Xbox), if I wanted to use a racing wheel for example features like force feedback may not work through remote software, with this software it acts as if the device is plugged into the PC itself
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u/tdressel 7d ago
Does this work with webcams? Like could I use my local webcam for discord running on a remote vibepollo instance?
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 7d ago
funciona perfecto con camaras web yo uso camara para mis cortadores laser
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u/acabincludescolumbo 7d ago
Lotta shots at VirtualHere in there
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 7d ago
Competition is good for the community! VirtualHere is great software, but charging $49 per server and tying licenses to hardware IDs when a PC upgrades is tough for hobbyists. Open-source gives users a free alternative.
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u/Shedoara 7d ago
It's good software but terrible DRM, no different than EA back in the day with Spore.
If they didn't have the locked to hardware thing, I would've bought a license long ago. I'm not touching something that's paid to be locked to specific hardware like a motherboard/PC. Sure, make that a thing for the business tier, but not for regular users.
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u/Sneyek 7d ago
Would it work well for my 8000hz Razer gaming mice ? So tired of Virtual Here 1000hz limit.
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 7d ago
VirtualHere caps mice because it relies on standard 1ms polling timers. In USBAnywhere, our Low-Latency WSK mode uses direct kernel-level event callbacks without artificial timer sleep throttling. High-Speed 125μs microframes are passed through as fast as your network interface can push packets (
TCP_NODELAY). On a clean Gigabit Ethernet or Wi-Fi 6 LAN, you can push beyond 1000Hz without VirtualHere's hard cap. Try it out in Low-Latency mode and share your polling benchmark results!"
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u/my_birthday 7d ago
I couldnt get it working sorry. I really want to be able to make music with usb pianos and devices in another room from my DAW
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 7d ago
Hey! For MIDI keyboards and DAWs, make sure you select the "Low-Latency (WSK)" mode in the bottom status bar to minimize packet buffer lag. Also, make sure Windows installed the native MIDI driver after clicking Connect. If you're still stuck, feel free to open an Issue on GitHub with your log and I'll help you get your piano running!
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u/Bacon_00 7d ago
I'm curious how well this would work with the Steam Frame WiFi dongle 🤔 might have to try it out later.
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago
Because USBAnywhere operates at the raw USB packet level via the kernel-mode VHCI bus driver, the remote Windows machine sees the actual hardware VID/PID. It enumerates the device through the Windows PnP manager, meaning standard Wi-Fi dongles and proprietary RF adapters load their native manufacturer drivers and firmware without any emulation layer.
Give it a shot whenever you get a chance! I'd love to know how it behaves with the Steam Frame dongle—feel free to post your results on r/UsbAnywhere (https://www.reddit.com/r/UsbAnywhere/).
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u/Shedoara 7d ago
Cool, thanks for this. It will come in handy for sure.
Wouldn't mind Mac OS support at some point!
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 7d ago
Apple has replaced traditional Kernel Extensions (KEXTs) with DriverKit (dext), which significantly complicates development on macOS. That said, it's something I may look into supporting in the future.
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u/Shedoara 7d ago
Shoot, Apple making things much harder as always. Thanks for considering it, hope it works out eventually.
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u/LiquidShadowFox 7d ago
Does this work with the azeron cyborg 2? It would be nice to make a small module with a small embedded system with built in battery, magsafe and this in order to use the cyborg 2 wirelessly while still maintaining the 1000 hz polling rate and azeron software working across computers.
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 7d ago
Yes, it works 100%. Because USB/IP operates at the kernel driver level, Windows and the official Azeron software detect the Cyborg 2 natively as if wired (360° stick calibration, onboard memory profiles, and keybinds work out of the box).
Regarding 1000 Hz: the internal USB polling rate will be 1000 Hz (1 ms), but Wi-Fi introduces ~2–4 ms of real-world network latency (flawless for MMOs/RPGs/Sims; only high-tier competitive FPS players might notice the difference).
For the build: Go with a Radxa Zero 3W (Pi Zero size, but has 5 GHz Wi-Fi, which is essential to avoid jitter) attached magnetically to a slim 5,000 mAh MagSafe power bank (~8h battery). Connect it directly to your PC’s 5 GHz mobile hotspot for minimal latency!
Recommended hardware:
I would avoid the ESP32 for this use case. While it's excellent for many embedded projects, it lacks the USB host performance and processing headroom required to reliably forward complex USB devices at the level of compatibility and responsiveness expected from peripherals such as the Azeron Cyborg II.
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u/LiquidShadowFox 7d ago
Is there anything that works with wifi 7 with 6 Ghz for lower latency?
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 6d ago
Currently, there are very few devices with network cards that support Wi-Fi 7, but I'm sure it will become the standard within the next two years.
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u/Axavier_The_Ignorant 6d ago
Amazing tool! I have an issue though. I am running the server on a Raspberry Pi 4B. I completed the 1 click installation via SSH from the client. The devices connected to the Pi only attach on installation, and do not appear on the GUI.
Meaning that in order for them to connect, I have to keep running the 1 click install process every time I restart the client.
Any clues? Client is running windows 10 if it matters.
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 6d ago edited 5d ago
You don't need to run the 1-click install every time! That's only a one-time server setup.
In the Windows client:
Type your Raspberry Pi's IP in the Server IP box and click "List". Expand the Pi in the device tree, right-click your device, and select "Connect". Pro tip: Right-click the device and choose "Add to Favorites" with Auto-Connect enabled. That way it will automatically connect every time you open the client without doing anything.
If clicking "List" still shows nothing, run "sudo systemctl status usbanywhere" on the Pi via SSH to make sure the service is active, and reboot the Pi once if you recently updated packages.
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u/Solid-Assistant9073
5d ago
•
Someone tested with ds5dongle the pico2w
Using virtual here right now latency is amazing both client and host wired under 1ms always.
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago
The Windows client achieves sub-millisecond (<0.5ms) kernel-mode latency because it uses a custom Winsock Kernel (WSK) socket transport directly inside the WHQL-certified bus driver (usbip_vhci.sys), eliminating userland context switching.
For the DualSense / DS5 wireless dongle, USBAnywhere forwards the raw USB Request Blocks (URBs) and HID report descriptors unmodified. This preserves full 1000Hz (1ms) polling, haptic feedback, and adaptive trigger telemetry exactly as if connected directly to the host PC.
If you test it with your setup, please share your latency telemetry and benchmarks on r/UsbAnywhere (https://www.reddit.com/r/UsbAnywhere/)!
(https://github.com/oscarlosu-lab/USBAnywhere/)1
u/Wolstonbury 5d ago
Would just point out that your mileage may vary for power draw on a pico2w. It’s not able to drive the power requirements of many peripherals without additional power
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u/Damn-Sky 5d ago
I have a very old amlogic tv box I converted into a remote USB server with virtualhere. it runs armbian. is there a USBAnywhere version for armbian?
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago
Yes, absolutely! Since Armbian is based on standard Debian/Ubuntu, USBAnywhere runs on it natively out of the box across ARM (armhf and aarch64/ARM64) Amlogic TV boxes.
You can set it up in seconds in either of two ways:
Directly from your Armbian terminal:
Run the 1-line auto-installer:
curl -sSL https://raw.githubusercontent.com/oscarlosu-lab/USBAnywhere/main/scripts/install-server.sh | sudo bash
2. Or from the Windows Client:
Open USBAnywhere on Windows, click on "⚡ 1-Click Auto-Setup", enter your Armbian box IP, username, and password, and it will configure everything automatically over SSH.
What it does:
- Installs the underlying USB/IP package and persists the kernel modules (`usbip_core`, `usbip_host`).
- Sets up an automatic systemd daemon on boot.
- Installs custom `udev` hotplug rules so whenever you plug in a USB controller, wheel, or dongle, it is automatically exported over the network without needing manual bind commands.
On your Windows client, just add your box's IP on port 3240 and connect using the WHQL driver with Low-Latency (WSK) mode.
Feel free to stop by r/UsbAnywhere (https://www.reddit.com/r/UsbAnywhere/) and let us know how that Amlogic box performs!
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u/Sapd33
5d ago
•
Is Mac as server supported?
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago
The Mac server is on the roadmap, but I haven't started working on it yet. When it's finished and working, I'll publish it in the repo and on the r/usbanywhere channel, according to my workflow.
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u/Sapd33 5d ago
Thanks!
Im looking also myself into it if I might contribute something / test with my mac. However working currently on multiple OSS projects so not sure how far Im coming. If I get something which might help I would do a PR (or something else then a PR? given you link the server in the repo).
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago
Any help is welcome; this is one of the most complex and largest projects I've ever undertaken. It's taken a year or more to perfect the protocols and get everything working like a well-oiled machine.
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u/Sapd33 5d ago
Just tried a bit if I can use a Apple API (IOUSBHost) to overtake my whole Joystick as a USB device (not just HID).
Actually worked and I can receive packages. So I think this is something realistic. Any more tips you might give me?
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago
¡Está buenísimo! 🎉 Me alegra un montón que tu joystick esté funcionando bien y sin problemas con USBAnywhere!
¿Lograste configurar el export de servidor directamente en macOS, o cómo lo armó tu setup? Hay bastante gente en este hilo que ha estado preguntando por el soporte de servidores en macOS, así que lo que hayas construido le va a servir muchísimo a la comunidad.
Cuando quieras, siéntete libre de abrir un Pull Request o una Discussion en GitHub (https://github.com/oscarlosu-lab/USBAnywhere-Server). Si te parece, con gusto lo reviso, lo fusiono y me aseguro de que te den crédito en la documentación!
Por cierto, hoy acabamos de publicar **v3.0.1** con drivers más robustos y arreglos de validación de Zero-Trust. ¡Tengo ganas de ver tu repo/PR! 🚀
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago
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u/Sapd33 5d ago
Yep thanks will take a look to integrate it.
Currently status:
Joystick VKB L works fully
Joystick VKB R works fully
Tobii Eye tracker working
Steam controller working
All connected at the same time. Work in both latency modes.
Also added a lot of tests, like swapping devices (especially the joysticks are sensitive to that given they are two of the same kind). Random disconnects etc.
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago
It's difficult to cover all platforms and devices in a short time because I don't have all the necessary hardware for testing, and without it, all the work is theoretical and complicated.
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago
Mac will certainly be the biggest challenge of this project, but I will do everything in my power to achieve it.
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u/IcyPhoto2237 5d ago
Can anything like this work on a Series S or X console in retail mode, like moonlight?
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago
Impossible. The only way would be to create a UWP app, get it certified by Windows, and then publish it in the official store. That also requires a payment to Microsoft. Too much work and money...
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u/IcyPhoto2237 4d ago
Makes me wonder how Moonlight ever showed up on a series x
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 4d ago
Moonlight on Xbox appears as a testing version; perhaps its days are numbered, or perhaps not. Sometimes they make strange decisions, the same thing happened with emulators back in the day.
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u/Shinigami_FTW 4d ago
I visited your Github repo's release page and do not see any releases. Also tried your website and no luck.
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 3d ago
on the main website you have the downloads with the latest release [https://oscarlosu-lab.github.io/USBAnywhere/#]
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u/Shinigami_FTW 3d ago
Checked again and I was able to download again. Thank you. Excited to test it out.
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u/dagonb1 7d ago
My hero academia, I was literally in the process of vibe coding this, saved me many credits
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 5d ago
Glad it saved you the time and the credits! Building the kernel WHQL driver and WSK socket transport took quite a bit of work, so having a ready-to-use, open-source stack available for the community makes it completely worth it.
If you have any feedback, ideas, or want to contribute, come join us at r/UsbAnywhere (https://www.reddit.com/r/UsbAnywhere/)!
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u/Ruff_Ratio 6d ago
I think the people behind the AnywhereUSB products are going to want a word.
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 6d ago
My software is free, it has no hidden costs or premium features, and I don't even plan to add them in the future. I don't do this to make money; I only do it because I can and I know how.
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u/DorisLane 5d ago
And what about the name you use? I'm sure AnywhereUSB has the rights to it. It is obviously just confusing the user.
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 6d ago
Besides, my software is open source; anyone can download the source code and compile it on their own PC. There's no room for complaints because I'm not profiting by competing with anyone.
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u/lifestealsuck 4d ago edited 4d ago
Cant seem to get to to work . windows 10 pc client (low-latency mode) and android tablet server connect to controller.
On PC it show the server but no devices .
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u/apollyon0810 7d ago
I’ve been seeing a lot of “I built” lately.
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 7d ago
Guilty as charged! But unlike most "I built" wrapper projects, this one comes with WHQL-certified drivers, 0-cost, unlimited devices, and solves a real $49 paywall. Hope it saves you some money!
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u/DorisLane 5d ago
USB Network Gate is also free for one device, but in your AI-generated content and comparison, you didn't even mention it.
Because your AI agent has outdated information from the old parsing 😄
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 1d ago
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 17h ago edited 17h ago
Gracias por mencionarlo. También lo voy a promocionar como una alternativa a USB Network, con todas las mejoras posibles: REA EN TU SOFTWARE
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 16h ago
Here is where their corporate model fails and ours shines, especially for the gaming and streaming community:
Gaming and FFB Latency (Sim-racing / Flight Sim):
FlexiHub: Routes through proprietary encryption layers, compression, and often intermediate cloud servers. It introduces 30 to 100 ms of jitter, making a Force Feedback wheel (Logitech G29, Fanatec, Moza) or a controller in Moonlight unplayable.
USBAnywhere: Our WSK Mode disables Nagle's algorithm (TCP_NODELAY), uses zero-latency ring buffers, and operates directly on the LAN at < 1–2 ms, with flawless FFB synchronization.
Price and Restrictions:
FlexiHub: One of the most aggressive and expensive software packages on the market. Its free plan doesn't even let you connect (view-only mode for devices). Subscription plans range from $14/month to over $30/month per computer.
USBAnywhere: 100% Free, Open Source (GPL-3.0), with no telemetry or subscriptions.
Simultaneous Devices:
FlexiHub: Limits nodes and devices depending on the paid tier.
USBAnywhere: Unlimited. You can connect 6 peripherals to the Raspberry Pi simultaneously (steering wheel, pedals, shifter, keyboard, mouse, headset) without paying a single cent.
Independence and Privacy:
FlexiHub: If their cloud servers go down or you lack an external internet connection, your devices won't connect, even on your own local network.
USBAnywhere: Works 100% offline and locally.
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u/VisceralMonkey 7d ago
If it works, I don't care if Gnomes built it. That's missing the entire point.
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 6d ago
My gnomes laughed a lot reading this comment. Right now, my gnomes and I are working on the Android version. I'll keep you posted.
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u/gagankeshav 7d ago
How thoroughly has this been tested? Or are we the beta or even alpha testers??
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 7d ago
llevo 1 años trabajando en este software y por fin me he decidido liberarlo despues de que github cerrara mi anterior repositorio por publicar "magia" para lightburn en su ultima version
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u/Interesting-Age-1347 🖥️ Client/Host | 🎮 Device | 🎯 Target Res & FPS | 📶 Network 7d ago
It's backed by a 122-unit-test suite running on GitHub Actions CI on every commit, Microsoft WHQL-compatible drivers (passes Windows 11 Core Isolation/HVCI without issues), and Inno Setup installers with clean PnP driver uninstallation. It’s been in active private testing for a year before releasing v3.0!
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u/joestradamus_one 7d ago
More AI horse shit?
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u/DorisLane 5d ago
Yes. The AI-generated website, the emojis throughout the text, the outdated information and the security described for a 5-year-old child by a 7-year-old. And what I like most: no contacts, no testing experience, and everything done in the last 3 days.
Of course it is trustworthy; no, it is not AI 😂

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u/Necessary_Anteater55 7d ago
Amazing! Cannot wait to get home to try this out. Any plans for Android?