Capture
Windows capture, DXGI Desktop Duplication, webcam, capture-card paths, and D3D11 texture transport.
LUNA is the native systems layer behind RealGamers. It coordinates capture, GPU rendering, audio, hardware encoding, live transport, recording, replay, recovery, scenes, credentials, and local services as one real-time platform.
Static/source audit. Not presented as a penetration test or runtime certification.
From project census through WebView/XSS trust review.
All observed commands were registered in the audited authority map.
Covering GPU, timing, replay, RTMP, recovery, scene state, and more.
Time-pruned, keyframe-aware replay behavior.
The audited product is a native Windows real-time media system with a React/Tauri control surface. The important part is what sits beneath that interface: a substantial native media stack rather than a frontend that simply delegates the hard work elsewhere.
Windows capture, DXGI Desktop Duplication, webcam, capture-card paths, and D3D11 texture transport.
Reusable GPU surfaces, a latest-only mailbox, native composition, overlays, media surfaces, preview and program output.
WASAPI capture, mixing, resampling, QPC timing, monitoring, and bounded real-time audio behavior.
D3D11 NV12 conversion, Media Foundation H.264/AAC, hardware MFT selection, keyframe detection, and output fan-out.
Custom RTMP/RTMPS transport with handshake, AMF0, chunking, AVC/AAC setup, pacing, and publish flow.
Custom MKV/EBML writing, recovery checkpoints, interrupted-recording recovery, and MP4 remux paths.
Time-pruned replay rings, keyframe-aligned event starts, pre/post roll, overlapping events, and reel writing.
Native scene authority, transactional mutations, DPAPI-backed secrets, OAuth state checks, and loopback services.
LUNA is designed around freshness, bounded work, and explicit ownership. Video moves across GPU-backed stages, encoded output fans out to multiple destinations, and audio follows its own timing-disciplined path.
The audit repeatedly found design choices aimed at keeping latency bounded and state recoverable when consumers slow down or resources become contested.
The GPU mailbox favors the newest usable frame instead of letting stale work pile up.
Capture, encoder input, per-consumer video, and audio paths use explicit bounds in key areas.
When encoded video overflows, stale GOP state can be cleared and decoding resumes on a clean keyframe.
When audio overflows, the system keeps the freshest packets rather than preserving latency.
GPU surfaces are reused instead of allocating new surfaces for every frame.
MKV-first recording and recovery checkpoints are designed around surviving interrupted sessions.
The audit explicitly found that RealGamers is not merely a Tauri frontend around third-party streaming libraries.
The system contains custom native work across GPU transport, rendering, audio, encoding orchestration, RTMP/RTMPS, MKV/EBML recording, replay, recovery, scenes, local HTTP media serving, OAuth, credential protection, and browser/native discovery.
That is why LUNA matters: the product is accumulating platform capability, not just interface features. The deeper the engine gets, the more future products can reuse the same real-time foundations.
“A serious native real-time streaming/media platform”
The audit characterized the architecture as coherent and low-latency oriented, while describing the remaining issues as a concrete hardening and performance roadmap rather than evidence of a broken foundation.
These numbers are not a performance score. They show how much native authority and specialized behavior already exists in the audited system.
Observed encoder conversion pool.
A deliberately small live queue.
Observed encoded video queue bound.
Observed encoded audio queue bound.
Observed bounded capture-to-encoder queue.
Observed encoder surface pool.
A credible engine page should show both sides. The audit found a serious native platform, and it also identified exactly where the next reliability and security work should go.
The source review ran through 14 phases covering architecture reconstruction, native lifetime behavior, concurrency, backpressure, memory/channel bounds, trust boundaries, Tauri authority, and WebView/XSS surface review. It was a static/source audit and did not replace runtime fuzzing, device-loss testing, hostile-network testing, dynamic memory diagnostics, dependency-CVE scanning, or penetration testing.
We are building the engine layer that makes a real-time media product possible: native capture, GPU composition, timing, encoding, transport, replay, recording, recovery, and system authority.
Back to Real Labs