peetzweg/opendisplay
Free, open-source Sidecar/Duet alternative — use your iPhone or iPad as a true second monitor for your Mac over USB or WiFi. Low latency H.264, Retina HiDPI, touch input.
README
OpenDisplay
Turn your spare Apple devices into second monitors for your Mac — free, open source, no subscription.
iPhone, iPad, and spare Macs. A self-hosted alternative to Apple Sidecar, Duet Display, and Luna Display: true extended display (not just mirroring), Retina-sharp, over USB or WiFi, with touch and scroll input.
Website · Quick start · How it works · FAQ · Contributing
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Why OpenDisplay exists
Turning an iPhone or iPad into an external display for a Mac is a solved problem — but every existing option has a catch:
- Apple Sidecar is free but requires both devices on the same Apple ID,
- Duet Display moved to a subscription.
- Luna Display requires a hardware dongle.
Features
- 🖥️ True display extension — macOS treats the device as a real second
- 🔌 USB-wired for lowest latency — streams over the Lightning/USB-C
usbmuxd; plug in and go, no network, no
WiFi jitter, no helper tools.
- 📶 WiFi with zero config — the iPhone advertises itself via Bonjour;
- 🔍 Retina / HiDPI — the virtual display matches the device panel
- 👆 Touch input built in — your iPhone becomes a touchscreen for macOS:
- 🔄 Portrait or landscape — rotate the device and the virtual display
- ⚡ Low-latency pipeline — hardware H.264 encode (VideoToolbox,
AVSampleBufferDisplayLayer.
- 💻 A spare Mac as a display — install the small *OpenDisplay
- 🔒 Self-hosted & private — your screen never touches anyone's server.
Comparison
| | OpenDisplay | Apple Sidecar | Duet Display | Luna Display | |---|---|---|---|---| | Price | Free, open source | Free | Subscription | $$$ + dongle | | iPhone as display | ✅ | ❌ (iPad only) | ✅ | ✅ | | Different Apple IDs | ✅ | ❌ | ✅ | ✅ | | Wired (USB) | ✅ | ✅ | ✅ | ❌ | | True extension | ✅ | ✅ | ✅ | ✅ | | Touch input | ✅ | ✅ | ✅ | ✅ | | Self-hosted / auditable | ✅ | — | ❌ | ❌ |
FAQ
Why do I see the purple screen-recording indicator in the menu bar? That's a macOS privacy indicator shown for any app that captures the screen — Duet, Luna, OBS, and Zoom trigger it too. Apple Sidecar doesn't, only because it's implemented inside the OS rather than on public capture APIs. It cannot (and shouldn't) be hidden by an app; it's how macOS tells you a capture is running.
The Mac app doesn't show my iPhone in the Connection menu (WiFi). Both sides need Local Network permission, and both fail silently without it: check Privacy & Security → Local Network on the Mac and on the iPhone, make sure both are on the same WiFi network, and keep the iPhone app open in the foreground. USB mode is unaffected.
What USB cable or version do I need? Your cable must support data — a
charge-only USB cable will not work. Look for a cable described as a
data, sync, or charging and data-transfer cable. A data-capable USB 2.0
cable is enough; USB 3, Thunderbolt, and video Alt Mode are not required.
OpenDisplay streams H.264 over a TCP connection through macOS's built-in
usbmuxd, not as a USB video device. Its highest-quality preset uses 18 Mb/s,
well below USB 2.0's 480 Mb/s high-speed link rate, so USB 2.0 has ample
bandwidth for the stream. USB 1.x is not supported or tested. For best
reliability, use a known-good data/sync cable, unlock the device, accept the
Trust This Computer prompt if it appears, and avoid unreliable hubs or
adapters.
Does it support iPad? The receiver app is universal (iPhone + iPad); iPad is the same codebase. iPad-specific polish (Pencil, pressure) is on the roadmap.
Can another Mac be the display? Yes. Install OpenDisplay Receiver (a separate, small app from the same release) on the spare Mac. It only needs macOS 12 Monterey or newer, so Macs from around 2015 onward qualify even though the sending Mac needs macOS 14. The receiver shows up on the sending Mac like a phone does and becomes a real extended Retina display. Over WiFi it works out of the box. For a cable, connect the two Macs with a Thunderbolt or USB4 cable (macOS creates a Thunderbolt Bridge network between them), with an Ethernet cable or adapters, or — on recent macOS on both Macs — a plain USB-C data cable (macOS runs a small network link over it; approve the allow accessory to connect prompt on each Mac, which appears depending on which Mac is plugged into which). The sender moves the session onto the cable automatically, even one plugged in mid-session, and the device row says Cable. Older Macs with a Mini DisplayPort-shaped Thunderbolt 1 or 2 port work with a Thunderbolt 3 to 2 adapter and a Thunderbolt 2 cable. Input from the receiving Mac's keyboard and mouse is a follow-up (#147).
Why H.264 and not HEVC/AV1? Hardware H.264 encode/decode is universally fast and the latency is excellent. HEVC is a planned option for better quality-per-bit.
Is my screen content sent anywhere? No. One direct TCP connection between your Mac and your device, over your cable or your LAN. No servers, no accounts, no analytics. Full details — including what the apps store locally and the current WiFi-encryption caveat — on the privacy page.
What's the license? Can I fork it or use it commercially? GPL-3.0. Use, study, and adapt it freely — commercially too. If you distribute a modified version it must stay open source under the same license with the original attribution intact, so improvements flow back instead of into closed forks. (Releases up to v0.4.x were MIT-licensed and remain available under those terms.)
Will it break on a macOS update? Possibly — CGVirtualDisplay is
private API. The same risk applies to every virtual-display product.
The capture/streaming pipeline itself uses only public APIs.
Audio? Out of scope for now.
Compatible apps
The official apps cover a Mac sender and an iPhone/iPad receiver on iOS 16.4+. Other people have built their own clients that speak the same protocol, so you can also use an Android device or an older iPad as a display, or drive one from Linux. The wire protocol is specified in PROTOCOL.md, so a new client can be written against the spec instead of reverse-engineered from the Swift sources. If your hardware is not covered yet, start here:
Android receivers
- gprot42/android-opendisplay - GrapheneOS receiver for de-Googled Pixel phones and tablets, Android 8.0+
- josepacelli/opendisplay-android - Android receiver, Android 8.0+, works with an unmodified Mac app
- cuongpham1/ipad-iphone-second-monitor-ios12-free - iOS 12 client for iPads and iPhones that cannot run the official app
- tixwho/opendisplay-linux - drive an iPhone or iPad from a Wayland desktop (KDE Plasma, Hyprland)
How it works
MAC (sender) iPHONE / iPAD (receiver)
CGVirtualDisplay ← macOS believes a monitor is attached
→ ScreenCaptureKit (capture the virtual display)
→ VideoToolbox H.264 (hardware, real-time)
→ TCP [4-byte length][Annex B frame] ═══════→ NWListener :9000
→ AVSampleBufferDisplayLayer
← JSON control messages (hello, touch, scroll) ═══
→ CGEvent injection (click / drag / scroll)
The phone listens and the Mac connects — that ordering is what makes the
exact same code work over USB (via the usbmuxd daemon built into every
macOS install) and WiFi. The phone
announces its native panel size; the Mac creates a CGVirtualDisplay at
exactly half that in points (@2x HiDPI) and streams the pixels back.
Everything that crosses the socket — framing, discovery, the video format, every control message — is specified in PROTOCOL.md. How the protocol evolves across releases is covered in COMPATIBILITY.md.
CGVirtualDisplay is a private CoreGraphics API (the same one used by
BetterDisplay and DeskPad) — which is precisely why this project can't ship
on the App Store and lives on GitHub instead.
Install
You need two apps: a Mac app (captures and sends) and an iOS app
(receives and displays). To use a second Mac as the display, install
OpenDisplay Receiver on it instead of the iOS app.
Prebuilt downloads (Mac)
Grab OpenDisplay.dmg from the
latest release.
The app is signed with a Developer ID certificate and notarized by Apple, so it
opens with a plain double-click on macOS 14+ — no Gatekeeper warning. Open the
.dmg and drag the app to Applications.
For a Mac that should be the display, grab OpenDisplayReceiver.dmg from
the same release instead. It runs on macOS 12+ and is signed and notarized
the same way; both apps update themselves via Sparkle.
iPhone app
Needs iOS / iPadOS 16 or newer — including the 16.7.x line, which is where Apple left the iPad 5 (2017), the iPad Pro 1st gen, the iPhone 8 and the iPhone X. If your iPad can't be updated past 16.7, it can still be a second display (#72).
- TestFlight (recommended): join the public beta at
- Build from source: open the project in Xcode, select your free Apple ID
Quick start (from source)
Prerequisites
brew install xcodegen # project generation
Xcode 15+ and a free or paid Apple developer account (to sideload the iOS app onto your device).
Build
git clone https://github.com/peetzweg/opendisplay.git
cd opendisplay
echo "DEVELOPMENT_TEAM=YOURTEAMID" > .env # your Apple team ID, for signing
./generate.sh # runs xcodegen with your .env
xcodebuild -project OpenSidecar.xcodeproj -scheme OpenSidecarMac \
-configuration Debug -derivedDataPath build build
xcodebuild -project OpenSidecar.xcodeproj -scheme OpenSidecariOS \
-configuration Debug -destination 'generic/platform=iOS' \
-derivedDataPath build -allowProvisioningUpdates build
(Or open OpenSidecar.xcodeproj in Xcode and hit Run on each target. Your
team ID is shown at developer.apple.com/account
under Membership, or just pick your team in Xcode's Signing pane.)
Run (USB — recommended)
1. Install + open OpenDisplay on the iPhone (it listens on port 9000).
2. On the Mac, run ./run.sh (or just open the app) — it talks to macOS's
built-in usbmuxd directly and auto-connects over the cable. No tunnel
tools needed.
3. Grant Screen Recording (for capture) and Accessibility (for touch)
when macOS asks — one time each.
4. Drag a window onto your new display. Done.
Run (WiFi)
Open the iPhone app, then pick "iPhone (WiFi)" from the Connection menu in the Mac app. Discovery is automatic via Bonjour. USB has lower latency; WiFi has no cable.
Permissions checklist
macOS and iOS gate several things this app needs — most prompt on first use, but some fail silently if denied or missed. The Mac app shows a live permission status panel; the iPhone app has a settings screen (shake the phone, or tap Settings & Help when idle).
| Where | Permission | Needed for | If missing | |---|---|---|---| | Mac | Screen Recording | capturing the display | black screen on the phone | | Mac | Accessibility | touch/scroll input | taps do nothing | | Mac | Local Network | WiFi discovery | no device in the Connection menu | | iPhone | Local Network | WiFi discovery | Mac can't find the phone |
All live under Privacy & Security in System Settings (Mac) / Settings (iPhone). The Local Network ones are only needed for WiFi mode — USB works without them. If the prompt never appeared, toggle the entry manually or force-quit and reopen the app.
Getting the logs for a bug report
Both apps keep a local log of connection events. Nothing is uploaded anywhere; the logs only leave a device when you share them.
- Mac: click Logs in the app panel. Finder opens with
~/Library/Logs/OpenDisplay selected.
- iPhone/iPad: shake the device (or tap Settings & Help when idle), then
The phone log is the half usually missing from a WiFi report: whether the receiver ever announced itself, whether its listener restarted, whether the decoder was failing. Attach both if you can.
Roadmap
Tracked as roadmap issues — pick one up if you'd like to contribute!
Connectivity & distribution
- #16 Encrypted WiFi transport with pairing code
- [ ] App Store release of the iOS app + notarized Mac downloads
- #4 Apple Pencil with pressure and tilt
- #5 Right-click and multi-touch gestures
- #6 Hardware keyboard passthrough
- #7 On-screen modifier key sidebar
Auto-update (macOS app)
The macOS app updates itself with Sparkle — an open-source framework, not a hosted service. Update checks hit only our own infrastructure:
- The app reads an appcast feed hosted on the landing-page site:
https://opendisplay.app/appcast.xml (SUFeedURL in project.yml).
- The release workflow (
.github/workflows/release.yml,build-macjob)
generate_appcast against the notarized OpenDisplay.dmg,
signs it with the EdDSA key, commits the result to public/appcast.xml,
and dispatches the Pages deploy — so the published feed points download
links at the GitHub Release assets.
- Sparkle verifies both the EdDSA signature and Apple's notarization before
SUEnableAutomaticChecks) and offers a manual "Check for Updates…"
button next to Quit in the menu-bar window.
Maintainer prerequisites (before auto-update goes live)
Auto-update is scaffolded but inert until the signing keys are in place. The private signing key is never committed — it lives only as a CI secret. To switch it on:
1. Generate the key pair. Run Sparkle's generate_keys once (it ships
in the Sparkle SPM artifact bundle and in the release tarball at
bin/generate_keys). It prints a public key and stores the
private key in your login keychain.
2. Public key → paste it into SUPublicEDKey in project.yml (replace
the REPLACE_WITH_SUPUBLICEDKEY_FROM_generate_keys placeholder), then
re-run xcodegen generate and commit.
3. Private key → add it as the SPARKLE_PRIVATE_KEY GitHub Actions
secret (export it with generate_keys -x private_key.pem if needed). The
appcast step in release.yml no-ops gracefully while this secret is
absent, so releases keep working until you're ready.
4. The first appcast publishes on the next release after both keys are
set. Confirm https://opendisplay.app/appcast.xml resolves, then test
the full update flow on a real signed/notarized build (check → download
→ verify → relaunch) — this can't be validated in CI.
Contributing
Issues and PRs are very welcome — especially for the roadmap items above.
The codebase is intentionally small: ~4 Swift files per platform, with
Sparkle (SPM) as the macOS app's only
runtime dependency, for auto-update. The How it works
section above is the architecture doc; see Mac/CGVirtualDisplayPrivate.h
for the private API surface.
Releases are automated with
release-please: use
Conventional Commits (feat:,
fix:, docs:, …) and a release PR with a generated changelog appears
automatically — merging it tags the release and attaches prebuilt
artifacts.
License
GPL-3.0 — Copyright (c) 2026 Philip Poloczek.
Free to use, study, and adapt. If you distribute a modified version it must remain open source under the same license, with the original attribution intact — improvements flow back to everyone instead of into closed forks. (Versions up to v0.4.x were MIT-licensed; those releases remain available under MIT.)
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*Keywords: iPhone second monitor Mac, iPad external display, free Sidecar alternative, Duet Display alternative, open source screen extension macOS, use iPhone as extra screen, virtual display Mac, USB second display.*