Questions

Frequently asked.

01Does it add lag or affect performance?+

It's a thin, asynchronous pass-through written in Rust — it forwards raw packets in parallel with negligible overhead. There's no measurable lag and no FPS impact on your game.

02Does it modify my telemetry?+

No. It forwards each packet byte-for-byte. The built-in diagnostics only read the data to display it; they never change the stream that reaches your tools.

03Is it free?+

Yes — it's a free download for Windows, with automatic updates. (The releases are public; the source repository is private.)

04What do I need?+

Windows (64-bit). Set your game's UDP telemetry output to the relay, add your destinations, and you're done.

05Why can't I just point each app at the game directly?+

A UDP port can be claimed by only one app on a machine, and the game transmits to a single destination. So without a relay you can feed exactly one tool. Telemetry Relay receives that single stream and rebroadcasts identical copies to all of them.

06Can I forward to another PC on my network?+

Yes. Add a destination using the other machine's IP and port. You can rate-limit that output (for example to 20 Hz or 10 Hz) to keep the network light while local apps still get the full stream.

07Why are iRacing and Assetto Corsa / ACC not supported?+

They don't broadcast one-way UDP telemetry — they use shared-memory and handshake protocols. A UDP relay has nothing to receive from them, so it can't carry their data. This is a limitation of those games, not the relay.

08What does per-destination rate limiting do?+

You can cap any single output to 60, 30, 20, 10, 5, 2, or 1 Hz. It's set per destination, so a bandwidth-sensitive remote PC or a rate-sensitive app can run slower while everything else keeps the full-rate feed.

Still stuck? The supported games page has per-game setup details.