The Engine. Patent Pending.

One workflow.Two native streams.

A patent-pending GPU pipeline. Built for desktop and mobile at once, not bolted on after the fact.

Three reasons going live still hurts.

None of this is the streamer's fault. The tools never caught up.

The Format Tax

Half your audience is on a phone. Most streaming software still makes you pick: desktop or mobile, never both. In 2026, that's not a choice, it's a tax.

The Setup Mess

Streaming software still feels like 2014. Hours wiring plugins together instead of creating. One bad update and a NMS Drop or a sponsored stream goes down mid-broadcast.

The Hidden Cost

"Free" rarely is. Plugins, a restreaming service, an alerts studio. The stack quietly costs more than one polished subscription would.

Every creative field got an intuitive layer.
Streaming was stuck at the command line.

Learning to code HTML & CSSSquarespace, Webflow, Wix
Learning Adobe PhotoshopCanva, Figma
Editing in Final Cut ProCapCut, Descript
Wiring five tools togetherDualStream

Zero-Copy

The world's first streaming application with Patent-Pending GPU native dual-format architecture

Unified Pipeline

Every Scene. Every Screen.

Your Content
Camera, Screen, Game, Audio, etc
Zero-Copy Processing
GPU Pipeline
Frames stay on the GPU
Desktop Format
Desktop Scene
Unique Source Layout
Mobile Format
Mobile Scene
Unique Source Layout
Twitch
Desktop + Mobile
YouTube
Desktop + Mobile
Kick
Desktop
Custom RTMP
Any Destination

Zero-Copy Processing

Your video data stays on the graphics card from start to finish, never bouncing back and forth between your CPU and GPU. Cutting out that round trip is why DualStream feels instant.

One Source, Two Formats

Our patent-pending architecture renders your desktop and mobile scenes simultaneously from the same sources, on the GPU, in a single pass. No duplicate encoding. No doubled resource usage.

GPU-Native Pipeline

DualStream runs natively on your GPU, hardware purpose-built for video. Frames are composited and encoded where they already live, so the second format costs a fraction of a second encoder pass.

Multiple sources in. Two formats out.

One pipeline. Every source on the left feeds the same engine, which renders both formats in parallel and pushes them anywhere on the right.

Inputs

Cameras
Microphones
Screens & windows
Game capture

Patent Pending

DualStream Engine

Composite once on the GPU. Render twice. Encode in parallel.

Outputs

Desktop scene to desktop platforms
Mobile scene to mobile platforms
Local recording, both formats
Twitch / YouTube / Kick / Custom RTMP

Engine FAQs

Hardware, supported sources, and how the pipeline actually works.

Any GPU from the last 4 years: NVIDIA GTX 1060, AMD RX 580, Apple M-series and up. Because the pipeline keeps frames on the GPU end to end, the second format costs a small fraction of what a second encoder pass would.

NVIDIA (NVENC), AMD (AMF/VCN), Intel (Quick Sync), and Apple Silicon (VideoToolbox). The encoder is selected automatically based on what's available; you can override it in advanced settings.

Yes. NDI inputs and outputs, Spout2 textures, and standard virtual camera output for Zoom / Meet / Teams are all first-class sources and destinations.

Yes. The one-click migration tool reads scene collections, source layouts, hotkeys, and audio routing from common streaming software setups and rebuilds them as a native DualStream project.

The macOS build is available today (Apple Silicon, macOS 12+) alongside Windows, so the engine is cross-platform from day one. DualStream Go is live on iPhone, and Linux is in active testing with our pilot users.

A patent application has been filed on the dual-output rendering method that lets a single composited GPU canvas yield two independently-formatted, independently-encoded streams without re-doing the composite work. We'll publish the filing reference once it's public.

Ready to feel the difference?

One install. Two formats. No plugin hunt.