Unlimited destinations
R/01Forward your telemetry to as many apps and PCs as you want. Each destination is individually named and can be toggled on or off without touching anything else.
- ▸Local apps on different ports
- ▸Remote machines across your LAN
- ▸Name and toggle each one independently
Per-destination rate limiting
R/02Cap any single output to 60, 30, 20, 10, 5, 2, or 1 Hz. Save bandwidth on a remote PC or feed a rate-sensitive app gently, while every other destination still gets the full-rate stream.
- ▸Seven rate tiers down to 1 Hz
- ▸Set per destination, not globally
- ▸Full-rate and capped outputs side by side
Multi-game profiles
R/03Pick your game and the relay auto-configures the right listen port for you. Switching titles is a single click — no remembering port numbers.
- ▸F1, Forza, PCARS / AMS2, DiRT 2.0
- ▸Generic UDP for anything else
- ▸Auto-set listen port per profile
Crash- & corruption-safe routing
R/04Separate receive and send sockets prevent feedback loops, so a chatty or misbehaving downstream app can never poison another tool's data stream.
- ▸Isolated receive / send paths
- ▸No feedback loops
- ▸One bad consumer can't break the rest
Live diagnostics (F1)
R/05A built-in packet inspector shows exactly what the game is transmitting: packet types, update rates, wheel slip, speed, load, and session changes — straight off the wire.
- ▸Per-packet type and rate readout
- ▸Live wheel slip / speed / load
- ▸Confirm setup or debug a dead effect
Set-and-forget
R/06Telemetry Relay lives in your system tray, starts with Windows, and updates itself automatically. Configure it once and it's ready every time you sit down to race.
- ▸System tray, out of the way
- ▸Autostart with Windows
- ▸Automatic in-app updates
Byte-for-byte forwarding
R/07The relay never alters your telemetry. Each packet is forwarded exactly as received — the diagnostics only read the data, they never touch the stream.
- ▸No modification, ever
- ▸Diagnostics are read-only
- ▸What the game sends is what tools get
Lightweight, Rust-built
R/08A thin, asynchronous pass-through written in Rust. It forwards raw packets in parallel with negligible overhead — no measurable lag, no FPS impact on your game.
- ▸Async parallel forwarding
- ▸Negligible CPU / RAM footprint
- ▸No detectable performance hit