Steam’s New Codec Uses 10x Bandwidth
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- Publiée
- 26 sept. 2026, 18:58
- Durée
- 8:08
- Catégorie
- Gaming
- Langue audio
- anglais (en-CA)
- Langue du titre
- anglais (en)
- Sous-titres
- Non
- Définition
- HD
- Format
- 2D
- Licence
- Standard YouTube
- Contenu sous licence
- Oui
- Intégrable
- Oui
- Conçue pour les enfants
- Non
- Limite d’âge
- Non
- Promotion payée
- Non
- Stats publiques
- Oui
Sujets
- Technology
- Video game culture
Titre et description en 1 langues
- anglais
Tags (28)
- steam pyrowave
- pyrowave codec
- steam
- valve
- steam remote play
- steam client beta
- 500mbps codec
- 0.1ms latency
- low latency game streaming
- local game streaming
- pyrowave
- steam new update
- game streaming lag
- steam link
- maister
- hans kristian arntzen
- vulkan compute shaders
- intra only codec
- pc gaming
- steam deck streaming
- moonlight vs steam
- game streaming codec
- zero lag streaming
- valve pyrowave
- steam streaming update
- steam codecs
- steam streaming
- steam games
Description
Steam's Pyrowave Codec Uses 10x More Bandwidth #steam #valve #gaming Valve recently integrated Pyrowave—an experimental codec created by graphics programmer Hans-Kristian Arntzen—into the Steam Client Beta to eliminate input lag in local game streaming. By flooding local networks with up to 500 Mbps of bandwidth rather than relying on heavy inter-frame compression, Pyrowave bypasses standard processing bottlenecks and slashes GPU encoding delay down to less than 0.1 milliseconds. This breakdown details the technical engineering behind intra-only wavelet transforms and Vulkan compute shaders, real-world benchmarks reaching 10ms end-to-end latency on wired LAN setups, and how Valve is leveraging raw gigabit bandwidth to transform host gaming PCs into zero-lag local servers. https://steamcommunity.com/groups/homestream/discussions/0/564794422009744473 https://github.com/Themaister/pyrowave https://themaister.net/blog/2025/06/16/i-designed-my-own-ridiculously-fast-game-streaming-video-codec-pyrowave/ Twitter https://twitter.com/watercs2Tout afficher
Steam's Pyrowave Codec Uses 10x More Bandwidth #steam #valve #gaming Valve recently integrated Pyrowave—an experimental codec created by graphics programmer Hans-Kristian Arntzen—into the Steam Client Beta to eliminate input lag in local game streaming. By flooding local networks with up to 500 Mbps of bandwidth rather than relying on heavy inter-frame compression, Pyrowave bypasses standard processing bottlenecks and slashes GPU encoding delay down to less than 0.1 milliseconds. This breakdown details the technical engineering behind intra-only wavelet transforms and Vulkan compute shaders, real-world benchmarks reaching 10ms end-to-end latency on wired LAN setups, and how Valve is leveraging raw gigabit bandwidth to transform host gaming PCs into zero-lag local servers. https://steamcommunity.com/groups/homestream/discussions/0/564794422009744473 https://github.com/Themaister/pyrowave https://themaister.net/blog/2025/06/16/i-designed-my-own-ridiculously-fast-game-streaming-video-codec-pyrowave/ Twitter https://twitter.com/watercs2
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