Steam Client update introduces new βPyroWaveβ video codec for low-latency game streaming
For roughly a decade now, video game companies have been trying to crack the game streaming code, with various services popping up allowing players to stream their games in real-time through the likes of xCloud, Nvidiaβs Geforce Now and Valveβs Steam Link. While the technology has improved with time, streaming remains far inferior to its native counterparts. Even so, Steam users could soon see major upgrades coming to its services, with the new PyroWave video codec said to be coming to the platform.
First discovered late last month in Steamβs coding (by EOZ VR's Brad Lynch), Valve has now officially announced and introduced PyroWave to its Steam Client beta. Described as a βfast/low-latency GPU encoderβ based on Vulkan and designed specifically for games, this new codec focuses on offering high-bandwidth, low-latency streaming β two of the biggest drawbacks seen with current streaming set-ups.
It is worth noting that as of right now, PyroWave is primarily intended to be used for local game streaming over ethernet which is likely why the technology is being embraced by Valve / Steam Link; targeting bitrates of roughly 200 megabits a second.
As mentioned, game streaming in todayβs day and age is far from perfect, with plenty of issues including macro-blocking, smearing and of course, input latency making for a subpar experience.
While it will likely never take over as the main method of play, it is encouraging to see new innovations and breakthroughs still being made in the streaming side of things.
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KitGuru says: What do you think of game streaming in 2026? Has it become usable? How big of a deal is input latency to you? Let us know down below.
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