Your PC stays at the core
Games, software and files already installed: nothing to buy again in a separate catalog.
Lume combines access to your own PC, browser play with nothing to install client-side, and private-beta native apps on Apple and Android. Here is what sets us apart — followed by the full comparison, evidence and limits included.
You keep your library, desktop and hardware. Lume tries the direct path first, then uses a relay when the network requires it.
Games, software and files already installed: nothing to buy again in a separate catalog.
The PWA runs in a compatible browser, with no client application to install.
A 16:04 direct session sustained a 128.4 fps median (P95 140). This does not mean locked 144 fps on every device.
The PWA is live. Apple apps use private TestFlight and Android uses a private Google test, by invitation.
On mobile, swipe the table horizontally. The Lume column comes first.
| LumeOur solution | Parsec | Moonlight | GeForce NOW | Xbox Cloud | |
|---|---|---|---|---|---|
| Plays in a browser, nothing to install client-side | ✓PWA in a tab — nothing to install client-side. | ~Chrome/Chromium web client only; Parsec says its stability and performance are lower than the downloadable app. The native host app is still required. | ✗No official web client: GameStream needs raw TCP/UDP sockets browsers don’t expose. | ✓Chrome, Edge, Opera GX and macOS Safari depending on platform via play.geforcenow.com. | ✓Edge, Chrome or Safari on xbox.com/play, no client app. |
| Access on iPhone or iPad | ✓Working Safari PWA and Swift client offered through private TestFlight by invitation. | ✗No official iOS app; web is Chromium only. OpenParsec = third-party, unofficial, WIP. | ✓Native Moonlight client available on compatible Apple platforms. | ✓Safari PWA added to home screen on play.geforcenow.com. | ✓Safari on xbox.com/play + Add to Home Screen. |
| Native mobile and TV apps | ~Private-beta native clients: iOS/tvOS through TestFlight and Android through a Google test, by invitation. They are not publicly listed. | ~Native Android client, but no official iOS/iPadOS/tvOS client. | ✓Native clients are available on Android and compatible Apple platforms, including iPhone/iPad and Apple TV. | ~Native Android and several TV platforms; iPhone/iPad access uses the Safari PWA. | ~Mobile access mainly uses the browser/PWA depending on platform; no equivalent native stack covering iOS, tvOS and Android here. |
| Your own PC (not a rented datacenter rig) | ✓The Helio agent runs on your PC. | ✓Remote-desktop from your PC (cloud-PC option is secondary). | ✓Sunshine = self-hosted host on your PC, local GPU encode. | ✗Rented RTX rigs in NVIDIA datacenters — cloud model. | ✗Xbox Series X blades in Azure datacenters. |
| Your already-paid library (not a rented catalog) | ✓Your already-installed library, no rented catalog. | ✓Whatever is installed on your PC. | ✓The desktop and games already installed on the host. | ~Bring your own game limited to the publisher opt-in catalog. | ~Stream Your Own Game, but runs on an Azure server, publisher opt-in. |
| No inbound ports; relay when direct fails | ~No inbound forwarding; outbound WebRTC/TURN must be allowed, with no guarantee on every managed network. | ✓UPnP + fallback relay; manual port-forwarding recommended if UPnP is off. | ✗No built-in consumer relay: UPnP/ports or a VPN (Tailscale) required. | ~No inbound ports, but outbound must be allowed behind strict firewalls. | ✓Outbound WebRTC to Azure, no inbound ports. |
| Free to play at home on your own network | ✓Invite-only beta is free locally and remotely; commercial pricing has not been announced. | ✓Free personal/non-commercial; paid license for commercial, advanced via Warp. | ✓Moonlight/Sunshine/Apollo free and open source (PC + games required). | ~Free tier (1 h, 1080p, queues + ads) but it’s cloud, not LAN. | ~No LAN path to your PC; access depends on eligible games and current Xbox offers. |
| Competitive-LAN latency: documented position | ~A real low-latency pipeline, but no published glass-to-glass result under a comparable protocol yet. | ✓Native client designed for low-latency gaming and remote desktop. | ✓Native client and GameStream protocol widely used for LAN gaming. | ✗NVIDIA requires < 80 ms to the datacenter — depends on distance, not LAN. | ✗Cloud service whose path depends on datacenter distance, not a LAN path to your own PC. |
| High-refresh gaming (120 fps and above) | ✓16:04 direct session: 128.4 fps median, P95 140, at a 6.59 Mbps median. This proves sustained 120+ fps on that setup, not locked 144 fps everywhere. | ~4K possible; high frame rates require the paid tier (Warp). | ✓4K at 120 fps HDR, the reference of the genre. | ✓Depending on device and tier: QHD 120 fps in a browser, up to 4K/5K 120 fps or 1080p 360 fps on compatible native clients. | ~No 4K120 capability is counted here without sufficiently precise current official documentation for comparison. |
| Virtual screen at your device’s exact resolution | ~Creates a screen at your device’s exact resolution (up to 4K) and launches your game on it, PC’s physical display off. Validated in 4K on Apple TV; rolling out to the other clients. | ~Virtual screen (Warp) is limited to paid tiers. | ~Host-side virtual display (Sunshine/Apollo + driver), manual setup. | ~Resolutions set by the service and tier, not your device’s exact resolution. | ✗The service selects its cloud profiles; it does not create a virtual display matching your device on your own PC. |
| HDR (extended colors) | In designCapability instrumentation exists; delivered video remains SDR. 10-bit capture and end-to-end HDR rendering are not shipped. | ~HDR supported under conditions (hardware + tier). | ✓HDR10 supported (compatible host and client). | ✓HDR on the Ultimate tier. | ~Not counted as shipped here without sufficiently precise current official documentation for the browser path. |
The table above compares approaches. This view now separates the Lume foundation from advanced features without inventing competitor availability.
Compare all 28 featuresThe private beta remains free today and no commercial price has been announced.
Competitor sources reviewed August 16, 2026: official Parsec, Sunshine/LizardByte, NVIDIA GeForce NOW and Xbox Cloud documentation. Lume measurements come from dated internal session logs. No cross-product latency figure is shown without a shared protocol; Lume has not published a complete glass-to-glass measurement yet.