Info Required Official Broadcast Overlays bug reports MEGATHREAD

Further information and reports are needed to assist development with a fix
Hi friends

I also tried with a nodeJS proxy, it works partially, I get control on overlays but no driver data.
So impossible to broadcast

Sad to cancel broadcasts for that.
 
You should use 6397 AND 6398. There 2 ports used

You can also use netsh (native fonction on Windows)

Here is an example :

Code:
netsh interface portproxy add v4tov4 listenaddress=0.0.0.0 listenport=6591 connectaddress=[GAMING PC LOCAL IP] connectport=6397
netsh interface portproxy add v4tov4 listenaddress=0.0.0.0 listenport=6592 connectaddress=[GAMING PC LOCAL IP] connectport=6397

*6591/6592 is for example
**You don't need to open this port on your Internet router
***You need to run those commands in a prompt with elevated admin rights


About why it's not possible to get access natively, it's for a secure purpose, to prevent people accidentally allowing access to their game / machine through the ui binding to an outward port
 
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You should use 6397 AND 6398. There 2 ports used

You can also use netsh (native fonction on Windows)

Here is an example :

Code:
netsh interface portproxy add v4tov4 listenaddress=0.0.0.0 listenport=6591 connectaddress=[GAMING PC LOCAL IP] connectport=6397
netsh interface portproxy add v4tov4 listenaddress=0.0.0.0 listenport=6592 connectaddress=[GAMING PC LOCAL IP] connectport=6398

*6591/6592 is for example
**You don't need to open this port on your Internet router
***You need to run those commands in a prompt with elevated admin rights


About why it's not possible to get access natively, it's for a secure purpose, to prevent people accidentally allowing access to their game / machine through the ui binding to an outward port
Thanks, will try that.
 
I refer to https://lemansultimate.com/how-to-setup-broadcast-overlay/

Open your browser of choice and navigate to http://localhost:6397/overlays/controlpanel.html which will bring up the Control Panel that allows you to change the overlay components. Note: you can replace [localhost] with an IP address of another computer if you want to control the overlay from a different PC.

and now

About why it's not possible to get access natively, it's for a secure purpose, to prevent people accidentally allowing access to their game / machine through the ui binding to an outward port

I don't understand the moove and the netsh command doesn't work for me
 
I refer to https://lemansultimate.com/how-to-setup-broadcast-overlay/

Open your browser of choice and navigate to http://localhost:6397/overlays/controlpanel.html which will bring up the Control Panel that allows you to change the overlay components. Note: you can replace [localhost] with an IP address of another computer if you want to control the overlay from a different PC.

and now

About why it's not possible to get access natively, it's for a secure purpose, to prevent people accidentally allowing access to their game / machine through the ui binding to an outward port

I don't understand the moove and the netsh command doesn't work for me

What have you put in netsh command ?
 
I stoped all rules, bu I tried 3 versions
with [GAMING PC LOCAL IP] = my real IP Local 192.168.*.*
with [GAMING PC LOCAL IP] = localhost
with [GAMING PC LOCAL IP] = 127.0.0.1

I try to get the panel control on port 6591 the same as your exemple but nothing
 
So to make things clearer, my setup is a first PC with OBS and LMU but I also have a second PC with LMU to follow several battles and send replays.

And I need both remote controls to be accessible on the network.
 
I think the help page needs a revamp, ive never known any of this new information (happy to know I missed something obvious) - I was simply going by the official info regarding external access.
 
You should use 6397 AND 6398. There 2 ports used

You can also use netsh (native fonction on Windows)

Here is an example :

Code:
netsh interface portproxy add v4tov4 listenaddress=0.0.0.0 listenport=6591 connectaddress=[GAMING PC LOCAL IP] connectport=6397
netsh interface portproxy add v4tov4 listenaddress=0.0.0.0 listenport=6592 connectaddress=[GAMING PC LOCAL IP] connectport=6398

*6591/6592 is for example
**You don't need to open this port on your Internet router
***You need to run those commands in a prompt with elevated admin rights


About why it's not possible to get access natively, it's for a secure purpose, to prevent people accidentally allowing access to their game / machine through the ui binding to an outward port
Small tipo on my side, both should have connectport=6397

Also, as a broadcaster and ONLY for broadcast, you need to put this Steam argument :


It will probably cause other issues and they should disable it once finished broadcasts
 
With these rules everything works perfectly.

Thank you very much, Mr. Lemoine, you have just saved sim racing.
You can be proud of yourself 🚙🚙🚙
 
Only numbers using three full digits appear correctly. Numbers with a single or double digit show white placeholders in place of digits. Happens all throughout the overlays and pretty much ruins the overlays for a broadcast.

Happens when launching the overlay from the boradcast overlay controller web page UI.

Build ID:19382516
 

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Also, as a broadcaster and ONLY for broadcast, you need to put this Steam argument :



It will probably cause other issues and they should disable it once finished broadcasts
Regarding the port forwarding: if this is now required, then please provide a detailed video tutorial explaining exactly how to set it up — especially for those of us using more complex home networks.


In my case, I have two routers in my setup. That’s the only way I can get internet into my room, so it’s not something I can change easily. I’ve tried the standard port forwarding methods multiple times, but without a degree in network engineering, it’s just not working for me.


Eventually, I found a solution using a program/web service called Tailscale. With Tailscale, everything worked perfectly — securely and reliably. But now, it seems everything has become so locked down that this method no longer works either.


I’m not trying to be difficult — I just want to be able to do my job as a broadcaster. Please consider the practical needs of your community when making these decisions, and provide clear documentation or alternatives when major changes are introduced.

It’s incredibly frustrating that one of the few things that actually worked with this overlay — secure access via Tailscale — has apparently been disabled. With Tailscale, only people I explicitly granted access could connect to me. That’s pretty secure, in my opinion.


However, major bugs in the overlay still haven’t been fixed. I understand that the original developer is no longer involved, but this tool is critical for streaming league races. It seems like with every game update, the overlay becomes less and less functional. For example, race results aren’t showing up properly anymore — the white placement lines and numbers are broken.


Please re-enable the necessary ports so we can continue to use tools like Tailscale. Endurance races and other formats rely on this to collect and broadcast data effectively without needing multiple high-end PCs.


I say this with full respect, but please listen to the broadcasting community this time. We’re trying to keep the show running smoothly for everyone watching.


— A broadcaster who just want it all to work


P.S. Please consider adding a “Go to Live” hotkey feature, similar to the one for instant replay. It would be a huge help.
 
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A bit off topic, but can anyone lead me to settings that can improve the fidelity of the car movements during spectating in LMU? It looks terrible compared to spectating rF2 for streaming - super floaty and imprecise. I have the bandwidth of the streaming PC set to LAN and the system is capable of maintaining high fps. Anything else? Replays look fine but spectating must use a really dumbed down method of car positioning probably to reduce bandwidth usage I'm assuming. Note: this is probably exacerbated by me running a US league and I believe all of the servers are still spinning up in Europe?
 
A bit off topic, but can anyone lead me to settings that can improve the fidelity of the car movements during spectating in LMU? It looks terrible compared to spectating rF2 for streaming - super floaty and imprecise. I have the bandwidth of the streaming PC set to LAN and the system is capable of maintaining high fps. Anything else? Replays look fine but spectating must use a really dumbed down method of car positioning probably to reduce bandwidth usage I'm assuming. Note: this is probably exacerbated by me running a US league and I believe all of the servers are still spinning up in Europe?
Well what settings are you using?
 
A bit off topic, but can anyone lead me to settings that can improve the fidelity of the car movements during spectating in LMU? It looks terrible compared to spectating rF2 for streaming - super floaty and imprecise. I have the bandwidth of the streaming PC set to LAN and the system is capable of maintaining high fps. Anything else? Replays look fine but spectating must use a really dumbed down method of car positioning probably to reduce bandwidth usage I'm assuming. Note: this is probably exacerbated by me running a US league and I believe all of the servers are still spinning up in Europe?
In settings you can chance your Network upload and download. And i have found that turning off Motion Blur make the game look a lot better
 
Well what settings are you using?
This is a computer that can play the game at a high frame rate with high settings and replays look really smooth at high settings and even when spectating I can tell that the frame rate is quite high. The way the scene is changing is very smooth. It is how the car movement is predicted and interpolated by the game while spectating that is the issue.

Since the replays are very smooth of the same race that I streamed (I've also tried disabling replays and that doesn't help), I can only surmise that replays use much more data from the game to display car movement than spectating does. I've tried setting all of the graphics settings to low and that doesn't help (as I expected). The computer is a 12600K/5060ti build and as I said is very smooth in normal gameplay.

What I'm looking for is if there is a setting in a json somewhere that can improve car movement prediction/interpolation while spectating. rF2 had a replay quality setting and when set to the lowest value, the replays would basically look like what I'm seeing while spectating in LMU. Spectating in rF2 is so smooth, you almost can't tell it is an online race. They must be doing something different in LMU.
 
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