Relay online
Received 2,983 pkt/s on :20777Fanning to 4 destinationsSimHub ← 60 HzWheelbase ← 60 HzRemote PC ← 20 Hz (capped)Car Telemetry [6] forwardedSession [1] · Silverstone0 packets droppedReceived 2,983 pkt/s on :20777Fanning to 4 destinationsSimHub ← 60 HzWheelbase ← 60 HzRemote PC ← 20 Hz (capped)Car Telemetry [6] forwardedSession [1] · Silverstone0 packets dropped

UDP Telemetry Router

Split your sim telemetry to every app at once.

Your game broadcasts UDP telemetry to a single address. Telemetry Relay receives that stream once and instantly fans out identical copies to all your tools — dashboards, wheelbase software, tactile feedback, Stream Decks, even other PCs — at the same time.

Windows 10/11 · 64-bit · Free · Auto-updates
OUT
Destinations
7TIERS
Rate caps
5+
Game families
0BYTES
Modified
Live routingForwarding
GAMEUDP · ONE PORTRELAYreceive oncefan out · ∞SimHubdash · shakers60 HzWheelbaseFFB · rev lights60 HzStream Deckplugin · overlay30 HzRemote PCacross network20 HzSpectatorbuddy's rig10 Hz
§ 01 · The problem

One port.
One destination.
Too many tools.

Racing sims send telemetry over UDP to one IP and port. But a modern rig runs many programs that all want that same data — SimHub for dashboards and shakers, your wheelbase software for FFB and rev lights, Stream Deck plugins, a second monitor or a friend's PC.

The catch: a UDP port can only be claimed by one app on a machine, and the game only transmits to a single destination. So you're forced to pick one tool — or constantly reconfigure which app gets the feed.

SimHubWheelbase softwareStream DeckSecond PCTactile feedbackpick exactly one ↑
§ 02 · The solution

Receive once.
Rebroadcast everywhere.

Telemetry Relay sits between your game and your tools. Point the game at the relay once, and the relay rebroadcasts every packet to as many destinations as you like — locally on different ports, or across your network to other machines.

No more choosing. Everything gets live data simultaneously.

Local ports + remote PCs
Each output named & toggled
Per-destination rate caps
Separate receive/send sockets
GAMEUDP · ONE PORTRELAYreceive oncefan out · ∞SimHubdash · shakers60 HzWheelbaseFFB · rev lights60 HzStream Deckplugin · overlay30 HzRemote PCacross network20 HzSpectatorbuddy's rig10 Hz
§ 03 · Capabilities

Built to route,
not to interfere.

A thin, asynchronous pass-through written in Rust. Every packet forwarded byte-for-byte, in parallel, with negligible overhead.

R/01

Unlimited destinations

Forward to as many apps and PCs as you want — each individually named and toggled on or off.

Fan-out · ∞
R/02

Per-destination rate limiting

Cap any output to 60 / 30 / 20 / 10 / 5 / 2 / 1 Hz to save bandwidth on a remote PC or a rate-sensitive app, while others get the full stream.

7 tiers
R/03

Multi-game profiles

Pick your game and the relay auto-configures the right listen port. Switch profiles in a click.

Auto-config
R/04

Crash- & corruption-safe

Separate receive and send sockets prevent feedback loops, so a chatty downstream app can never poison another tool's data stream.

Isolated I/O
R/05

Live diagnostics (F1)

A built-in packet inspector shows exactly what the game is sending: packet types, update rates, slip, speed, load, and session changes.

Inspector
R/06

Set-and-forget

Lives in the system tray, autostarts with Windows, and updates itself automatically. Always ready when you race.

Tray · Auto
§ 04 · Live diagnostics

See exactly what
the game is sending.

Press F1 for a built-in packet inspector. It shows packet types, update rates, wheel slip, speed and load, and session changes — straight from the wire. Perfect for confirming your setup works, or troubleshooting “why isn't my effect firing?”

  • Identify which packet types arrive — and at what rate
  • Confirm the game's UDP output is actually reaching the relay
  • Watch live values: wheel slip, speed, load, session state
  • Read each packet byte-for-byte — diagnostics never modify the stream
F1 Inspector · UDP :20777RECEIVING
[0]Motion60 Hz
[2]Lap Data60 Hz
[6]Car Telemetry60 Hz
[7]Car Status60 Hz
[1]Session2 Hz
[5]Car Setupsidle
Speed284 km/h
Wheel slip FR0.18
Tyre load RL3.9 kN
Throttle100%
SessionQualifying · Silverstone · clear
§ 05 · Compatibility

Works with the
games that broadcast.

Setup per game
F1 (EA / Codemasters — F1 23 / 24 / 25)
Full support + diagnostics
Forza (Motorsport / Horizon — “Data Out”)
Supported
Project CARS / Automobilista 2
Supported
DiRT Rally 2.0
Supported
Generic UDP (any one-way broadcast)
Supported

iRacing and Assetto Corsa / ACC are not supported. They don't broadcast one-way UDP telemetry — they use shared-memory / handshake protocols, so a UDP relay can't carry their data.

§ 06 · In the wild
Run everything

SimHub + wheelbase + dash, together

Run SimHub, your wheelbase software, and a dashboard at the same time — without reconfiguring before every session.

Across the network

Stream to a second PC

Send telemetry to a spectator dashboard, a capture rig, or your sim-racing buddy — rate-limited to keep the network light.

Multi-device

Drive a whole cockpit

Power a multi-screen, multi-device cockpit where each device needs its own feed on its own port.

Set and forget

One stream in.
Every tool fed.

Free for Windows. Runs quietly in the system tray, starts with Windows, and updates itself — so it's always ready when you race.

✓ Free✓ No telemetry modified✓ Negligible overhead