The OGS Telemetry Standard (OGS-TS) defines a standardised method and format for games and simulators to broadcast live telemetry to devices and software on the user's local area network (LAN).
Community & support: Discord · Development is funded by sponsorship
Any number of receivers on the LAN can consume the same stream at once: motion platforms, haptic vests and transducers, physical cockpit hardware, dashboards, and performance loggers. A game running on a console or PC can drive a motion rig, haptics, or instrument panels running on other machines in the same home — no cloud service, account, or internet connection is involved.
OGS-TS telemetry stays on the local network. It is not analytics or crash reporting: the data is broadcast for the user's own equipment to read in real time, and it never leaves the LAN.
It defines a logical minimal set of required telemetry to meet the standard, while also allowing developers the flexibility to include additional telemetry data in a well documented structure and format. It defines the network protocols and provides tools to aid implementation in multiple game engines.
Origin and stewardship
The OGS Telemetry Standard (OGS-TS) was started in 2024 by Brian Gilbert (@BrianGilbert).
It is developed in the open under the GitHub organization Open-Game-Standards. That organization is currently an informal community vehicle; there is no separate legal entity. Design decisions, validation evidence, and the specification itself live in this repository and are free for anyone to implement under the MIT license.
Brian remains the primary maintainer. Contributions are welcome via pull requests and issues. If the project grows a broader maintainer group or a formal organization is later established, this section will be updated accordingly.
Supporting the work
OGS-TS is developed in the open by Brian Gilbert. If the standard is useful to you or your products, you can support its continued development directly:
Sponsorship goes to the primary maintainer and helps fund ongoing design, validation, reference implementations, and community coordination. There is currently no separate legal entity or project bank account.
Logo
The OGS-TS logo is in assets/logo, as SVG and as 512 px and 1024 px PNG:
| File | Use on |
|---|---|
telemetry-standard |
Light backgrounds (transparent) |
telemetry-standard-dark |
Dark backgrounds (transparent, light outlines) |
telemetry-standard-white |
Anywhere a solid square is needed (white background) |
telemetry-standard-dark-black |
Anywhere a solid square is needed (black background), e.g. app and plugin icons |
Implementation
Building a sender or receiver (any language, any engine — including custom ones)? Start at IMPLEMENTING.md — the implementer's path, minimum-conformant-sender checklist, conformance levels (sender Core / Motion / Full, receiver Core / Hardware), corpus validation, and the fastest routes per engine.
Reference implementations
Wired and validated engine plugins, maintained as sibling repos:
- ogs-ts-dotnet — engine-agnostic .NET core (
Ogs.Telemetry); the Unity and Godot plugins wrap it - ogs-ts-unity
- ogs-ts-unreal
- ogs-ts-godot
Tools
- OGS-TS Monitor — desktop receiver for Windows, Linux and macOS: shows every sender on the network (objects, channels, attitude, track, events) and checks each frame against this standard, listing anything non-conformant by rule
Conventions
Frames, quaternion policy, units (SI plus a closed whitelist), rotation signs, control-input signs, value identity, wind convention, timestamps, and precision are defined once in CONVENTIONS.md — every field comment and channel family cites its clauses. Is positive steering left or right, radians or degrees, handwheel or road wheel: the answer is one lookup, not per-field folklore.
Events and non-motion consumers
An EventFrame carries discrete stimuli (impacts, gunfire, footsteps) for
haptic vests, transducers, and cueing effects, with redundancy over the
lossy transport via short replay + id dedup (CONVENTIONS C-10). Motion
rigs, haptics, FFB middleware, dashboards, and loggers are all first-class
consumers — see DESIGN.md, Consumer classes.
Data format
We propose using Cap'n Proto as the data format. Cap’n Proto is a zero-copy, binary serialization format optimized for speed and efficiency, making it an excellent choice for sending motion telemetry data over UDP. It avoids encoding/decoding overhead by using a memory-aligned layout, and it supports optional fields and nested structures efficiently.
Implementation details for Cap'n Proto data format.
Data Transport
The data transport is plain UDP multicast (IPv4, with an IPv6 group for IPv6-only networks) — one socket, no broker, no driver process — with an 8-byte envelope identifying the frame type. Multiple local clients (dashboards, motion rigs, haptics, loggers) join the same multicast group; no extra ports or proxying.
Implementation details for UDP data transport.
Sender references
Per-game implementation references: core schema mapping plus sender-declared channel tables, ready to build against.
- MSFS 2024 sender reference — a curated set from the 1,354 documented SimVars mapped onto OGS-TS core schema plus channels, with conversions, cadences, and large-world precision guidance.
- X-Plane 12 sender reference — a curated dataref set (~120 channels) mapped onto OGS-TS core schema plus channels: frame conversion from X-Plane's local OpenGL frame, wheel and engine drive points, failures as events, TCAS traffic as objects.
- iRacing sender reference — the irsdk set (telemetry
- session-string YAML) mapped the same way, with multi-car grid guidance and capture-verify unit rules.
Validation
The standard is validated against real sources — 16 tests across 6 source classes (documented game formats, community memory offsets, vendor-encapsulated integrations, game-native UDP outputs, injected providers, consumer documentation), 100+ game outputs, zero open gaps.
Recordings
A session captured once replays into rigs, haptics and tools without
the game: the .ogsrec format stores every datagram with its arrival
time and source — recording.md.
Conformance corpus
Golden datagrams + semantic manifest for byte-level encoder agreement across engine implementations — conformance/.
Schema (v1, two-layer)
The schema separates static metadata from per-frame samples: a low-rate
DiscoveryFrame (environment, drive-point descriptors, self-describing channel
declarations with value type/unit/range — the standard's extension mechanism) and a
high-rate MotionFrame (the minimal pose core plus typed values keyed by
discovery ids). See DESIGN.md,
ogs_telemetry.capnp, and the
Common Channels annex for ratified cross-game channel names
and units.
Scope
The scope of the OGS-TS encompasses the following key areas:
Telemetry Transmission
The OGS-TS defines common methodologies and protocols for transmitting a wide range of telemetry data to local software/hardware to provide expanded abilities for:
- Motion Simulation
- Haptics and Feedback
- Environmental effects (wind, lighting)
- Dashboards, instruments and second screens
- Accessibility (alternative cues for audio and visual information)
- Performance logging, tracking and reporting tools
Data Formatting
The OGS-TS establishes standardized formats and schemas for organizing and structuring telemetry data, ensuring consistency and compatibility across different gaming platforms, devices, and software systems.
Data Transmission
The OGS-TS specifies standardized communication protocols and APIs for transmitting telemetry data to devices and software on the user's local area network (LAN).
What the OGS-TS Does Not Cover
While the OGS-TS aims to provide a comprehensive framework for local telemetry transmission in the gaming industry, it does not cover the following areas:
Game Content
The OGS-TS does not dictate or regulate the content, design, or gameplay features of individual games. It focuses solely on the formatting, and transmission of telemetry data for devices and software on the user's local area network (LAN).
Hardware Specifications
The OGS-TS does not prescribe specific hardware requirements or standards for gaming devices or platforms. It is platform-agnostic and designed to be compatible with a wide range of hardware configurations and operating environments.
Business Models
The OGS-TS does not dictate or influence the business models, pricing strategies, or monetization methods adopted by game developers, publishers, or platform providers. It focuses exclusively on technical standards and practices related to telemetry data management.
Requirements
- Data structure must be easily understandable
- Protocol must support multiple clients without the need for opening additional ports or proxying
- Must be implementable in both console and PC context
- Must allow structured addition of extra telemetry datapoints
Constraints and limitations
- Must be network efficient
- Must have low latency at all areas of implementation
- Does not allow update of data within game (read-only — see DESIGN.md, Non-goals)
Examples and Scenarios
-
User plays game on a console, uses PC with motion control software to control a motion simulator and haptics devices using telemetry from the console game.
-
User plays game on PC, has created a realistic physical cockpit matching that of game, uses telemetry data fed into software client that controls the devices on the physical cockpit.
-
User plays game on PC or Console, a software client is able to log performance metrics over multiple sessions and provides a user friendly interface showing user performance and progression over time.
-
User plays a game on a standalone VR headset. The headset sends telemetry over the home network to a motion seat, haptic vest or wind fans, with no PC involved. A headset can also run receiver apps: a VR or passthrough overlay showing live instruments from a sim running on a PC or console, for example.
-
A hardware device implements a native OGS-TS receiver, removing the need for external control software or a PC: motion platforms, haptic devices, wind fans, bass shakers with built-in signal processing, LED shift lights, gauge clusters, steering wheels with displays. The device learns each game's channels from discovery, so one implementation works with every OGS-TS game.
-
User plays on a handheld PC, or streams a game from a PC in another room to the TV. The game sends telemetry to the network, and a different device on the network drives the rig, so the handheld or the streaming client does none of that work.
-
A deaf or hard-of-hearing player receives footsteps, gunfire and impacts as haptic or visual cues, including the direction they came from (
EventFramecarries an optional body-frame direction). Speed, heading and proximity can likewise be given as audio or haptic cues for players with low vision. -
Room lighting and home automation (WLED, Philips Hue, Home Assistant) react to the game: flash on damage, colour by engine RPM, dim at the start of a race, brighten on pause.
-
A phone or tablet shows a dashboard, map or engine data as a second screen, keeping the main display clear.
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A streamer's second PC builds live overlays (inputs, g-forces, track map) and drives stream-deck lighting from telemetry, with nothing extra running on the gaming PC.
-
One game drives several rigs, displays or haptic devices at once: a home cockpit with a co-pilot station, or a venue running several motion seats. Every receiver joins the same multicast group with no per-receiver setup.
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A game sends road gradient and surface type, and a bridge sets the resistance of a smart bike trainer or other exercise equipment. The game only sends; the trainer is a receiver like any other.
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A developer or hardware maker records a session once and replays it into rigs and haptics to tune motion profiles or test a device, without running the game.
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A researcher or teacher logs driver inputs and vehicle motion alongside eye trackers or biometric sensors, lined up using the frame timestamps.
Scenarios that put a sender or receiver on Wi-Fi depend on the wireless network passing multicast traffic well; see Wireless networks.
Decision Points and Trade-offs
With the need to support console devices and standalone VR headsets, any implementation method that only works with telemetry client software, or hardware directly running or connected to the device executing the game, will not be entertained.