Latency in streaming via Steam at home
Latency in streaming via Steam at home
A common measurement is around 1 gigabit per second. Your setup shows two latency readings—one very low and another moderate—suggesting the network performance is mostly stable. The lower value likely reflects background activity, while the higher one aligns with typical response times you’d expect.
Between the host and client, the delay is typically around 22ms. Rocket League averages about 45ms ping, but using the laptop via Ethernet in the kitchen adds 70-80ms. The HTPC, which runs the game directly, approaches the 40ms range. Edit: If you meant a different setup, I don't have details.
Sure, the extra value included. I'm focused on response time, not ping.
The lower value represents the speed at which controller signals reach the host, while the higher value indicates the time needed to get and interpret a video frame returning from the host. Client-to-host links use minimal bandwidth, whereas host-to-client demands consume most of your network connection.
It makes sense when you look at the data. The figures it shows match up, which is good. It might be that the input-sending threshold is set too low, making it seem slow even if it's normal. The 20 ms range in the low 30s could be reasonable, but there might be a hidden optimization you can apply to boost your connection. GabeN would probably love that!
the count is low since there isn’t much information to transmit. it’s similar to sending small pieces of text and can move quickly over limited bandwidth if your host (the computer running the game on its own hardware) and your client (like a laptop or HTPC) are connected on the same local network. internet speed doesn’t affect these figures.
Currently the configuration involves connecting the two PCs directly via a 1 gigabit Ethernet link. I'm looking for adjustments or techniques to reduce latency.
it looks like you're likely hitting a lower bound around 20ms. i tested something right away, just for fun: i streamed portal 2 to a virtual machine on the same machine. set client settings to "fast" and chose 480p resolution. in theory, you shouldn't notice any network delay on a non-existent network, but i ended up with 15-20ms. probably most of that lag came from decoding and rendering, not the actual connection. to improve speed, you'd need a more powerful client, but if you have a good setup, you could run games directly on your hardware without streaming.
Interesting test, and that makes sense. I get it—it would require some time to encode a frame before decoding it again.