News report

Steam Remote Play Tests Pyrowave for Low-Latency Local Streaming

Valve is testing Pyrowave in Steam Remote Play, trading 5–10× more bandwidth for lower codec latency, with 100–500 Mbit/s manual rates and Gigabit Ethernet recommended.

On this page
  1. Pyrowave deliberately spends bandwidth to reduce codec delay
  2. The design targets a different tradeoff from conventional streaming
  3. Valve is already tuning the beta implementation
  4. HDR and 4:4:4 make the experiment relevant beyond game frames

Pyrowave deliberately spends bandwidth to reduce codec delay

Valve added the experimental Pyrowave video codec to the Steam Client Beta on September 21, 2026 for Steam Remote Play. Unlike streaming codecs primarily optimized to minimize bitrate, Pyrowave is aimed at high-bandwidth local networks where encode and decode latency can matter more than conserving network capacity.

Valve says Pyrowave uses roughly five to ten times the bandwidth of its other streaming codecs and recommends connecting the computers directly to the router with at least Gigabit Ethernet. With automatic bitrate disabled, Steam exposes a manual range from 100 to 500 Mbit/s. Those figures describe network demand, not a promised latency or frame-rate improvement.

What Valve currently documents for Pyrowave in Steam Remote Play
AreaCurrent beta behaviorPractical boundary
AvailabilitySteam Client Beta on Windows and macOS; Linux through experimental SteamRT3Experimental, not the normal stable-client default
BandwidthValve says about 5–10× other streaming codecsGigabit Ethernet is recommended
Manual bitrate100–500 Mbit/s when automatic bitrate is disabledHigher bitrate requires corresponding network headroom
ProcessingGPU encode and decodeTotal latency still includes network and display delay
HDRAutomatically used when both ends support itRequires a compatible host/client path
YUV 4:4:4OptionalCosts additional bandwidth and processing time

The design targets a different tradeoff from conventional streaming

Pyrowave was created by Hans-Kristian Arntzen and is designed around very fast GPU processing. The project is an intra-only codec: frames are handled independently rather than depending on inter-frame motion prediction in the way conventional highly compressed video pipelines often do. That makes the approach attractive for latency-sensitive local streaming, but it also helps explain why its bitrate target is unusually high.

The important consequence is that Pyrowave does not make network latency disappear. Valve describes total video latency as the sum of encoding, network transport, decoding and display time. Reducing the codec portion can help only when the rest of that path is fast and stable enough, which is why Valve explicitly says an individual setup may or may not benefit.

Valve is already tuning the beta implementation

A September 22 Steam Client Beta update fixed occasional flickering on Linux and SteamOS clients, moved Pyrowave encoding onto the compute queue to reduce contention with game GPU usage, and fixed a client GPU-memory leak when resolutions changed frequently. More recent Steam beta notes also list reduced Pyrowave latency when streaming from PipeWire on Linux and SteamOS plus a command-line option for logging encoding performance.

Those follow-up changes reinforce the beta status: Pyrowave is a live engineering path rather than a finished replacement for Steam's existing streaming codecs. Users on bandwidth-constrained Wi-Fi or internet links should not assume that consuming more bitrate will improve the experience.

HDR and 4:4:4 make the experiment relevant beyond game frames

Valve says HDR is selected automatically when both the host and client support it. Pyrowave also offers optional YUV 4:4:4, which preserves full chroma resolution and can be useful for desktop streaming or reading fine text on a 4K display, at the cost of some additional bandwidth and processing time.

For PC users with a wired local network, Pyrowave is therefore an unusual alternative to the usual efficiency-first codec strategy: it spends abundant LAN bandwidth to minimize work in the video path. Whether that produces a perceptible improvement depends on the complete streaming chain, so independent same-system measurements matter more than the codec's theoretical design alone.

Sources

Primary and technical sources

These sources support the reporting and analysis above. Current stories are updated when later evidence materially changes the facts.

  1. 01 Valve / Steam Client Beta

    Steam Client Beta - September 21st
  2. 02 Valve / Steam Remote Play

    Pyrowave video codec now in beta
  3. 03 Valve / Steam Client Beta

    Steam Client Beta updates

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