Steam’s New Codec Uses 10x Bandwidth
Views
451K
Likes
10K
Speed /h
4K
+24h
–
Views over time
Last 7 days of our snapshots.From the YouTube record
Fields of the video as the YouTube API returns them.
- Published
- Sep 26, 2026, 6:58 PM
- Duration
- 8:08
- Category
- Gaming
- Audio language
- English (en-CA)
- Title language
- English (en)
- Captions
- No
- Definition
- HD
- Format
- 2D
- License
- Standard YouTube
- Licensed content
- Yes
- Embeddable
- Yes
- Made for kids
- No
- Age-restricted
- No
- Paid promotion
- No
- Public stats
- Yes
Topics
- Technology
- Video game culture
Title and description in 1 languages
- English
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/watercs2Show all
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
Views, likes, comments and subscribers are YouTube API data. ◆ marks numbers viralshooter calculates.