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One prototype, one machine pair.

Latency measurements

These are software timestamps from the prototype's own instrumentation, not an independent benchmark. They are published so the figure quoted elsewhere on this site can be checked rather than taken on trust.

What is measured

The interval from the Windows capture callback — the moment a new frame is handed to DualOS — to the point where the decoded frame is enqueued into the macOS display layer. It covers window capture, hardware encoding on the Windows GPU, QUIC transport, decoding on the Mac, and submission for presentation.

It does not cover macOS compositor timing, display scanout or panel response. This is not a glass-to-glass figure. What reaches your eye is higher by whatever those three stages cost on your hardware.

Results

NativeHalf resolution
Scene3456×21441748×1028
CodecHEVC 10-bit 4:4:4 HDR10HEVC 10-bit 4:4:4 HDR10
Bitrate16.1 Mb/s3.7 Mb/s
Median (p50)9.8 ms7.9 ms
p9517.4 ms12.1 ms
p9921.1 ms17.5 ms
Max26.6 ms34.4 ms
Jitter7.6 ms4.3 ms
Encode (Windows)4.3 ms4.7 ms
Network1.2 ms0.8 ms
Decode (Mac)3.5 ms2.3 ms
Round-trip time1.0 ms0.5 ms
Clock sync±0.23 ms±0.37 ms
Dropped frames190
Sample1047 frames / 10 s351 frames / 10 s

At 120 Hz one frame budget is 8.33 ms. The native-resolution median sits just over one budget; the 95th percentile sits at two.

Conditions

Windows 11 with an RTX 5080, an Apple Silicon Mac with a 120 Hz display, wired local network.

Frame rates in these samples are not representative of throughput. Windows Graphics Capture delivers frames on content change, so a still window produces few frames no matter what the pipeline can carry.

What will move these numbers

These numbers vary with the GPU used for encoding, the Mac chip used for decoding, the network connection, resolution, chroma and bit depth. Nothing here has been measured on another machine.