Open · Royalty-free · Local-first

Games, and everything around them, speaking one language.

Open Game Standards writes open, royalty-free standards for the connections between games and the hardware and software around them, and ships the tools to adopt them. Each side implements a standard once, and works with everything else that speaks it.

OGS-TS Monitor simulated stream
demo_car ★ primary
  1. DISCOVERY "OGS-TS Monitor demo" · schema 1 · 1 object · 4 channels
  2. MOTION 'demo_car' · yaw pitch roll · vehicle.speed · engine.rpm
  3. EVENT body.impact
Discovery every 2 s · motion at the game's rate · events when they happen. See your own stream with the OGS-TS Monitor.

Every connection is bespoke today

Games don't run in isolation. Around them sit peripherals, lighting, streaming and overlay tools, accessibility devices, companion apps and simulation hardware, all of which work better when they can talk to the game. Today almost every one of those connections is built game by game, or tied to a single vendor's ecosystem.

72separate game readers in one motion-software project alone
1standard each side needs to implement instead

Developers support each device separately, device makers chase each game separately, and players get whatever happens to have been wired up.

How we build standards

Every OGS standard is built the way the Telemetry Standard was.

  • Open and royalty-free

    MIT licensed, free for anyone to implement, from hobbyists to hardware vendors.

  • Local-first

    Standards run between devices the player owns. No cloud, no account, nothing leaves the player's network.

  • Adoptable on day one

    Each standard ships with SDKs for the major engines and a reference implementation, so adding it is a small job, not a project.

  • Proven, not promised

    A conformance corpus every implementation is tested against, and validation against real games before it's called done.

  • Developed in the open

    Design discussion, validation evidence and the specifications themselves are public.

Standards

Published · v1

OGS Telemetry Standard (OGS-TS)

Live game telemetry to motion platforms, haptics, dashboards and loggers.

Your problem here?

Propose a standard

If games and the devices around them keep solving the same integration problem one game at a time, that's a candidate. Bring the problem and the evidence to Discord.

OGS Telemetry Standard logoOGS Telemetry Standard logo

OGS Telemetry Standard

Motion rigs, haptic vests and instrument dashboards all need the same thing from a game: what the player's vehicle or character is doing, moment to moment. OGS-TS lets a game describe itself once, on the local network, so every device listening understands it.

Three frames, one multicast group

  1. DISCOVERY

    Every two seconds

    The game, its objects, and a dictionary of channels, each declared once with a name, type, unit and range.

  2. MOTION

    At the game's telemetry rate

    The bare samples, keyed by the ids from discovery. A pose-only frame is about 70 bytes.

  3. EVENT

    When they happen

    Impacts, gunfire and other stimuli, with replay and deduplication so a lossy network can't drop them.

  • Read-only so it can't be used to cheat.
  • Local: it never leaves the player's network.
  • Extensible: games declare their own channels; receivers skip what they don't recognise.
  • Precise: units, axes and signs settled once in CONVENTIONS.md.

How it fits together

Evidence, not promises

100+documented game outputs mapped across 16 validation exercises, no open gaps
1,354Microsoft Flight Simulator 2024 variables, all mapped, with a sender reference
250documented iRacing variables plus session data, with a sender reference
1canonical encoding: every implementation emits byte-identical Cap'n Proto, proven against a shared conformance corpus

Proven in shipped games through the loader mods, with no changes to the games: Subnautica Below Zero, Hyper Storm, Exo One, Sable, Hot Wheels Unleashed, The Gunk, Stray and RoboCop: Rogue City.

Find your starting point

Pick what describes you.

ogs-ts-unity

Add a publisher component and bind your values. Plain C# source with no precompiled assemblies; runs on Mono and IL2CPP. Add the package to Packages/manifest.json, pinned to a release:

"com.ogs.telemetry.unity": "https://github.com/Open-Game-Standards/ogs-ts-unity.git#v0.4.0"

Then add OGS-TS/Telemetry Publisher to your vehicle and declare your channels in code.

ogs-ts-unreal

A plugin with no third-party dependencies. Drop it into your project's Plugins/ folder, enable it, add TelemetryPublisher to your vehicle, then in BeginPlay:

auto Handle = Telemetry->DeclareChannel(TEXT("engine.rpm"), TEXT("rpm"), 0, 9000, true);
Telemetry->BindChannelRaw(Handle, [this]{ return Engine->Rpm; });

ogs-ts-godot

An addon with a publisher node. Copy addon/ogs_telemetry/ into your project as addons/ogs_telemetry/, then enable OGS Telemetry (OGS-TS) under Project Settings > Plugins. Nothing needs adding to your game's csproj.

ogs-ts-dotnet

The engine-agnostic core every C# plugin is built on: the sender, the publisher with declare/bind/push wiring, and bind-time unit conversion, with no third-party runtime dependencies.

ogs-ts-dotnet, then IMPLEMENTING.md

The receiving library and a reference receiver. With any OGS-TS game running on your network, see the stream:

git clone https://github.com/Open-Game-Standards/ogs-ts-dotnet
cd ogs-ts-dotnet
dotnet run --project src/TelemetryReceive

The reference receiver prints the game's channel declarations, live motion and events, and flags anything that doesn't conform.

The standard

The schema, the encoding rules and a conformance corpus to test against. Every implementation must produce byte-identical output for the same frame, so the corpus tells you exactly when you're done.

A loader mod

OGS-TS for Unity and Unreal Engine games that don't ship it, with no changes to the game. Each mod loads through an established mod loader (BepInEx, UE4SS or UEVR), finds the pawn the player controls, and publishes its motion.

OGS-TS Bridge

Translates the telemetry games already emit (Forza, F1, Assetto Corsa, Microsoft Flight Simulator and more) into OGS-TS, so OGS devices work with them today.

GameConn

Receives OGS-TS from any game on the network and drives motion platforms and haptics through plugins, with per-game profiles.

Implementations

Every SDK is plain source with no third-party runtime dependencies, so it builds wherever its engine builds: Windows, Linux, macOS, ARM, and ahead-of-time platforms such as IL2CPP.

Loader mods and apps

Built on OGS-TS by the founder under @BrianGilbert, released from CI on every change.

Loader mods

ModForLoads throughValidated in
bepinex-ogs-tsUnity games, Mono and IL2CPPBepInEx 5 (Mono), BepInEx 6 (IL2CPP)Subnautica Below Zero, Hyper Storm, Exo One, Sable
ue4ss-ogs-tsUnreal Engine 4 and 5 gamesUE4SSThe Gunk, Stray, Hot Wheels Unleashed, RoboCop: Rogue City
uevr-ogs-tsUnreal Engine 4 and 5 games in VRUEVRThe Gunk, Stray, RoboCop: Rogue City

Help with the mods is on the mod support server.

Apps

  • In development

    OGS-TS Bridge

    Translates the telemetry games already emit into OGS-TS: Forza Horizon and Motorsport, F1, DiRT Rally 2.0, DiRT 4, WRC, Project CARS, Automobilista 2, Assetto Corsa, ACC, BeamNG.drive, Live for Speed, and Microsoft Flight Simulator 2020 and 2024 over SimConnect with about 110 channels. It detects the running game automatically and adds tens of microseconds of latency.

  • In development

    GameConn

    Receives OGS-TS from any game on the network and drives hardware through plugins: Yaw motion simulators, DOF Reality platforms and audio exciters so far, with per-game profiles. Built cross-platform, targeting at least Windows and Linux, with the aim that sponsorship keeps it free.

Get involved

  • Talk to us on Discord.
  • Propose a standard. Bring the problem and the evidence to Discord.
  • Improve an existing one. Shared channel names live in the Common Channels annex; new entries need evidence from at least two games.
  • Contribute issues and pull requests to any repository.
  • Sponsor the work. It moves everything here forward: the standards and their SDKs, the loader mods, OGS-TS Bridge and GameConn.