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Raise the bar for accessing your games from anywhere. Parsec is a high-performance, low-latency 60 FPS remote access product that connects you to your computer from anywhere. Discover new ways to play, watch and share games with your friends.

Silky smooth screen sharing

Parsec’s proprietary technology enables gamers of all stripes to play their favorite games with 60 FPS HD on multiple devices anywhere, anytime and with practically no delay.

Local co-op is no longer local

The Parsec platform allows you to play any multiplayer game with anyone in the world with extremely little lag. Play any game online without worrying about subscribing to online services and what platform and hardware you and your friends are using.

The arcade of the future

At the arcade, we make it easier to find someone to play your favorite games with. It’s a matchmaking service that allows you to play local multiplayer games online with anyone in the world.


  • Cooperative. Indie games, retro, emulators, or even AAA. There is no better feeling than this couch experience.
  • Against. Play your favorite fighting games or just 1v1 Me Bro, no items, FD, just Fox.
  • A little help … from your friends! Let them help you master this difficult section or just show them how to do that double cup jump.


  • Cad and graphic. This is the perfect remote desktop tool for CAD, graphics, video editing, and more! Check out Parsec for Teams.
  • WFH. Travel? Job? Access your computer anytime, anywhere.
  • Solve problems. Do you need a fix? Let a friend take control and help!

Hang up

  • Listen to music. Listen to music at the same time. No stress. For some reason no one has come up with a better solution.
  • Watch videos together. “Wait, why didn’t I think of it before?” This isn’t the first time we’ve seen The Office like this.
  • Community. Take part in tournaments or run them! Matchmaking in offline multiplayer games has never been easier.

How does it work?

When high-performance, low-cost video processing chips were introduced, it became clear that it was possible to deliver video over the Internet with extremely low latencies. Since then, we have been obsessed with perfecting low-latency peer-to-peer gaming over a wide area network.

Parsec’s core technology suite, the Parsec SDK, is built C across platforms. We take a strong position against unnecessary bloating, complexity and dependencies on dubious value. Even our host-side WebRTC implementation (for our web client) was custom built without needing Google’s massive dependency tree.

We use our own peer-to-peer network protocol called BUD; Better user datagrams (naming is difficult). BUD has been optimized for low-latency video delivery based on data collected over a three-year period. With a 97% NAT traversal success rate and lightning-fast adaptation to packet loss and congestion, BUD is the cornerstone of the Parsec SDK.

Native code – why low-level code is the only way to get performance

We didn’t rely on wrappers – we wanted full hardware control and the ability to manipulate every element of the stream to reduce latency as much as possible. In our test setup on a LAN Ethernet connection, Parsec only adds 7 milliseconds of latency to your game. Remember, your ping is important. So when you are far from the computer there is more lag.

BUD – The network protocol for streaming games

It’s not a smart name, but the protocol works. Delivering reliable UDP video with the lowest possible latency while handling all kinds of chaotic network situations. Built with an extremely responsive dynamic bit rate adjustment that constantly adapts to the network conditions. It also supports the best available security in its class with DTLS 1.2 with AES128 or AES256 encryption enabled for every single packet sent over the network.

Peer-to-peer NAT traversal for playing games with friends

Nothing makes you stop angry just trying to play a few games with friends faster than a series of network glitches. It is really difficult to ensure that two computers can connect in a peer-to-peer connection with the lowest possible latency. We’ve spent years tweaking our NAT traversal techniques to give you the highest chance of connecting on the first try. 95% of our users play together successfully because of these efforts.

Hardware coding and decoding as well as frame timing optimizations

We support the h.264 codec and low-latency desktop capture, with a zero-copy GPU pipeline to the encoder. You can use any GPU you want – AMD gets the same love here as Nvidia. We use hardware decoding whenever possible on whatever platform we support, and we have low-level frame timing and synchronization optimizations for a smooth 60 FPS stream.

What’s new:


  • Changing screens via the Parsec overlay is now available to everyone
  • Revision of bud overload affecting video quality
  • Can have a major impact on quality in high bit rate and / or high latency scenarios
  • Can especially help with text quality in a remote desktop scenario when paired with a higher bitrate setting
  • A client overlay warning has been added to indicate when congestion events occur – lowering the bit rate is usually the solution.
  • If there are any regressions, the old algorithm can be selected in the network settings
  • [Teams] Added Force Relay setting to ensure that all network traffic uses the specified HPR, even if other routes are available


  • Parsec should work more reliably on hybrid graphics laptops (NVIDIA Optimus, AMD PowerXpress)
  • The client decoder warning has been revised to be less intrusive and made switchable in the settings
  • The log file is no longer deleted when Parsec is started and is now run through cyclically when it reaches 1 MB
  • Arcade sessions now display much more informative guest connection errors to the host
  • Parsec no longer closes while other applications block a logout and the user cancels (Windows)
  • Switching between full screen and window mode is now more robust under Windows (sizes are better preserved)


  • The echo cancellation is now activated much more reliably
  • Fixed Arcade 1407 bug
  • Fixed mouse issues in some games / apps like Star Citizen and Source Filmmaker
  • Fixed a bug in Arcade that could cause the host’s cursor to move to the top left corner of the screen when connected to a guest
  • Arcade banned users no longer generate blank or garbled messages when trying to reconnect
  • Fixed a bug that could result in mouse input being processed by a window that was hidden on a space (macOS)
  • Certain hotkeys associated with Teams / Warp functions are no longer used if Teams / Warp is not activated
  • Fixed a bug that caused the macOS rendering to be slightly blurry when the window was in the background or on a second screen
  • Fixed a bug that could cause certain controllers on macOS / Windows to create two controllers and provide poor input
  • The admin host’s mute behavior is no longer persistent after the first owner connects
  • Fixed a bug that could prevent the service from restarting under Windows Parsec after a crash

Virtual display driver

  • Updated to version 0.37
  • Added ability to add custom resolutions via registry (examples)
  • Fixed incompatibility problems (error -10) with older versions of Windows 10
  • Fixed a bug related to hardware cursor support that sometimes failed
  • Privacy warning will no longer appear when no displays are connected
  • Privacy mode no longer locks the desktop if a non-owner disconnects
  • Added more baked resolutions

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