Steam adds low-latency Pyrowave codec to Remote Play — new codec offers better game streaming on local networks but costs '5-10 times' more bandwidth
What happened
Game streaming over your local area network is cool, but game streaming as typically implemented is basically a hack. PyroWave seriously cuts down the delay at the "Decode" and "Encode" portions of this process.
The Pyrowave codec was specifically created for the purpose of game streaming, taking advantage of the large bandwidth and powerful compute available on home networks. It borrows video streaming technology and applies it to interactive games, which isn't actually a great fit, like so many cases of using a tool for a task it wasn't really designed for.
Your LAN has less than 10 milliseconds of latency (the delay between asking for something and getting it); less than one millisecond if it's wired. You can solve this by using 4:4:4 video, but that's actually not very well supported by common video codec hardware.
Sources & evidence
- Tom's Hardware Reporting source
Steam adds low-latency Pyrowave codec to Remote Play — new codec offers better game streaming on local networks but costs '5-10 times' more bandwidth ↗
https://www.tomshardware.com/video-games/pc-gaming/steam-adds-low-latency-pyrowave-codec-to-remote-play-new-codec-offers-better-game-streaming-on-local-networks-but-costs-5-10-times-more-bandwidth