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  • Locked thread
Chilled Milk
Jun 22, 2003

No one here is alone,
satellites in every home

Palpek posted:

Play4Real had a satirical article published on the matter:

Valve: We Plan On Selling 5000 Steam Machines by 2015

As always I enjoy that with humor they bring some valid points putting the whole thing into perspective.

Always Bet On Gabe
http://www.eurogamer.net/articles/2014-01-11-valve-plays-the-long-game-again

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The Kins
Oct 2, 2004

DarthBlingBling posted:

Seems like streaming is coming very soon looking at this SteamDB entry:

http://steamdb.info/app/202355/#section_history
It's in beta for Steamworks developers right now. Here's a video someone on Facepunch posted of DayZ being streamed to a beaten up old ThinkPad T410.
https://www.youtube.com/watch?v=YZTZnlz1CU4

Also, everyone at Steam Dev Days got a prototype controller in their goodie bag, so we'll likely see more impressions and support for that over the next few months.

Wiggly Wayne DDS
Sep 11, 2010



The Kins posted:

It's in beta for Steamworks developers right now.
You don't need to be a steamworks developer. I got an invite by having a steamworks public account.

It's rather flakey right now, with 1-2ms network latency [local dumb switch], you get between 40-80ms display lag depending on the activity on-screen. This is on a 560Ti, e.g. a low-tier video card. Tested the display lag and how well it coped under different conditions. The Swapper crashes after a specific visual effect occurs, or rather the nvidia opengl driver loses connection with the display driver and takes the game with it. Might be the steam overlay opengl branch being wonky there. MGR:R is not tolerable for gameplay despite going to the lowest graphic setting at 720p. It could be relying on being the prominent gpu user and not accommodating the video encoder though. Dark Souls won't work as dsfix fucks with the display already. Super Meat Boy is somewhat servicable with 40-60ms of display lag. Sonic & All Stars Racing Transformed works more or less perfectly.

By sheer coincidence I was testing a variety of remote desktop appliances to see how they coped with high-bitrate content + latency earlier in the week. Teamviewer was the winner out of what I tested. Very low latency and pretty high quality. Could have been the configuration though. In comparison Valve's implementation looks fairly solid but with room for improvement obviously. I did break steam's remote-viewer a bit and had desktop-viewing + app access so non-steam game streaming is possible and just a matter of tweaking. An issue I ran into for remote-startup of games is first-time setups that require accepting eulas. You'll have to agree to them on the host computer beforehand. Beyond that the client recognised all remotely-installed games and a dropdown where Play is showed 'Play on this machine', 'Install on this machine', 'Install on [Remote Computer]' or 'Stream from [Remote Computer]'. There was an problem with adapters so disable all your virtual machine interfaces before digging elsewhere for issues.

Really it's a bit of a crapshoot and I might get around to testing the controller-on-laptop setup later. I think that roughly sums up what I tested, any questions or that fire away.

mysterious frankie
Jan 11, 2009

This displeases Dev- ..van. Shut up.

The Kins posted:

It's in beta for Steamworks developers right now. Here's a video someone on Facepunch posted of DayZ being streamed to a beaten up old ThinkPad T410.
https://www.youtube.com/watch?v=YZTZnlz1CU4

Also, everyone at Steam Dev Days got a prototype controller in their goodie bag, so we'll likely see more impressions and support for that over the next few months.

That's at least one application of Steam machine that interests me in the here and now. It'd be cool to play games on my laptop without dropping dosh to get some 15 pound space heater/not needing to take up a television in a common area. Needing to keep all the devices wired to make that feasible is still a deterrent however.

Palpek
Dec 27, 2008


Do you feel it, Zach?
My coffee warned me about it.


Steam controller is getting some changes:

quote:

They will be bringing button diamonds for backwards compatibility with other controllers. No mid touch screen. #SteamDevDays

No games use all the keys of the keyboard at any one time, so that means they can be condensed... #SteamDevDays

Ghosting the keys/controls mapped to the controller buttons helped keep the focus on the game. #SteamDevDays

Touchscreen was removed as ghost mode made it redundant

The demos people tried at ces was legacy mode, basically the controller emulating a 360 pad. Native mode is wildly different, and it’s where the controller shines. Crowd sourced configurations, too.

The days of not being able to remap stuff in certain games are dead. The controller has a real time firmware, not software.

Welp, New steam controller has no touchscreen anymore. This controller looks amazing, wow. It solves the problem of cardinal input with each pad having ridges to orient yourself. The two pads aren’t symmetrical anymore, the right has less ridges than the right.

The steam controller now has two diamond button layouts where analog sticks would reside. So normal abxy buttons and what looks like a dpad. Uses aa batteries.
A not confirmed photo of the 3d printed prototype showing the placement of the new D-pad and buttons:

Scaevolus
Apr 16, 2007

Wiggly Wayne DDS posted:

You don't need to be a steamworks developer. I got an invite by having a steamworks public account.

It's rather flakey right now, with 1-2ms network latency [local dumb switch], you get between 40-80ms display lag depending on the activity on-screen. This is on a 560Ti, e.g. a low-tier video card. Tested the display lag and how well it coped under different conditions. The Swapper crashes after a specific visual effect occurs, or rather the nvidia opengl driver loses connection with the display driver and takes the game with it. Might be the steam overlay opengl branch being wonky there. MGR:R is not tolerable for gameplay despite going to the lowest graphic setting at 720p. It could be relying on being the prominent gpu user and not accommodating the video encoder though. Dark Souls won't work as dsfix fucks with the display already. Super Meat Boy is somewhat servicable with 40-60ms of display lag. Sonic & All Stars Racing Transformed works more or less perfectly.

By sheer coincidence I was testing a variety of remote desktop appliances to see how they coped with high-bitrate content + latency earlier in the week. Teamviewer was the winner out of what I tested. Very low latency and pretty high quality. Could have been the configuration though. In comparison Valve's implementation looks fairly solid but with room for improvement obviously. I did break steam's remote-viewer a bit and had desktop-viewing + app access so non-steam game streaming is possible and just a matter of tweaking. An issue I ran into for remote-startup of games is first-time setups that require accepting eulas. You'll have to agree to them on the host computer beforehand. Beyond that the client recognised all remotely-installed games and a dropdown where Play is showed 'Play on this machine', 'Install on this machine', 'Install on [Remote Computer]' or 'Stream from [Remote Computer]'. There was an problem with adapters so disable all your virtual machine interfaces before digging elsewhere for issues.

Really it's a bit of a crapshoot and I might get around to testing the controller-on-laptop setup later. I think that roughly sums up what I tested, any questions or that fire away.
Do you know what sort of codecs they're using?

Low-latency video (x264 --tune zerolatency) and audio (Opus) are possible, I wonder why they aren't using them.

Having <10ms display lag would make wimpy steamboxes useful as thin clients.

ShadowHawk
Jun 25, 2000

CERTIFIED PRE OWNED TESLA OWNER

Scaevolus posted:

Do you know what sort of codecs they're using?

Low-latency video (x264 --tune zerolatency) and audio (Opus) are possible, I wonder why they aren't using them.

Having <10ms display lag would make wimpy steamboxes useful as thin clients.
They very well may be. A total display lag includes every single step -- encoding, decoding, network transit.

pseudorandom name
May 6, 2007

Apparently they aren't using hardware encoding at all yet, so there's latency and performance issues right there.

ShadowHawk
Jun 25, 2000

CERTIFIED PRE OWNED TESLA OWNER

pseudorandom name posted:

Apparently they aren't using hardware encoding at all yet, so there's latency and performance issues right there.
I'm not sure if hardware en/decoding will help any if the CPU is already sufficiently fast. Are any hardware en/decoding chips actually designed for low latency instead of total throughput?


That said, the biggest issue for latency will probably be the TV. TVs are all terrible. Even worse than projectors.

Cicero
Dec 17, 2003

Jumpjet, melta, jumpjet. Repeat for ten minutes or until victory is assured.

ShadowHawk posted:

I'm not sure if hardware en/decoding will help any if the CPU is already sufficiently fast. Are any hardware en/decoding chips actually designed for low latency instead of total throughput?


That said, the biggest issue for latency will probably be the TV. TVs are all terrible. Even worse than projectors.
Display lag isn't Valve's problem, though. Even playing normally on TVs with htpcs or consoles you get that.

ShadowHawk
Jun 25, 2000

CERTIFIED PRE OWNED TESLA OWNER

Cicero posted:

Display lag isn't Valve's problem, though. Even playing normally on TVs with htpcs or consoles you get that.
Yes, but when you combine the display lag with the latency from the streaming, it might just be enough to hit the "very noticeable" threshold. If TVs were more responsive, Valve would have much more breathing room.

Wiggly Wayne DDS
Sep 11, 2010



Luckily valve are very nice with keeping logs, here's some data which should give an idea of how the games performed:

code:
[2014-01-15 10:13:36] 
=====================================================================
Game: METAL GEAR RISING: REVENGEANCE (235460)
[2014-01-15 10:13:36] Recording on device: Speakers (Logitech G930 Headset)
[2014-01-15 10:13:36] Audio client mix format:
[2014-01-15 10:13:36] 	format: 65534
[2014-01-15 10:13:36] 	channels: 8
[2014-01-15 10:13:36] 	samples/sec: 48000
[2014-01-15 10:13:36] 	bytes/sec: 1536000
[2014-01-15 10:13:36] 	alignment: 32
[2014-01-15 10:13:36] 	bits/sample: 32
[2014-01-15 10:13:36] 	channel mask: 0x63f
[2014-01-15 10:13:36] Initializing audio with 8 channels and 48000 samples/sec
[2014-01-15 10:13:36] Detected 6 logical processors, using 2 threads
[2014-01-15 10:22:59] "SessionStats"
{
	"TimeSubmitted"		"1389781379"
	"ResolutionX"		"1920"
	"ResolutionY"		"1080"
	"DecoderName"		"DXVA: H.264 variable-length decoder, no film grain technology"
	"BandwidthLimit"		"15000"
	"FramerateLimit"		"20"
	"SlowSeconds"		"545.85906982421875"
	"SlowGamePercent"		"77.005020141601562"
	"SlowEncodePercent"		"60.942386627197266"
	"SlowNetworkPercent"		"0"
	"SlowDecodePercent"		"0"
	"AvgClientBitrate"		"59.797416687011719"
	"StdDevClientBitrate"		"11.336123466491699"
	"AvgServerBitrate"		"11845.01171875"
	"StdDevServerBitrate"		"811779"
	"AvgLinkBandwidth"		"132637.46875"
	"AvgPingMS"		"3.4734320640563965"
	"StdDevPingMS"		"2.6241729259490967"
	"AvgCaptureMS"		"29.162179946899414"
	"StdDevCaptureMS"		"9.4331455230712891"
	"AvgEncodeMS"		"29.76246452331543"
	"StdDevEncodeMS"		"9.2116899490356445"
	"AvgNetworkMS"		"18.14988899230957"
	"StdDevNetworkMS"		"169.96638488769531"
	"AvgDecodeMS"		"10.420659065246582"
	"StdDevDecodeMS"		"11.691448211669922"
	"AvgDisplayMS"		"15.273117065429688"
	"StdDevDisplayMS"		"9.213597297668457"
	"AvgFrameMS"		"99.42987060546875"
	"StdDevFrameMS"		"76.079147338867188"
	"AvgFPS"		"20.155738830566406"
	"StdDevFPS"		"9.6597957611083984"
}
Some tweaking occurred:
code:
[2014-01-15 14:10:09] 
=====================================================================
Game: METAL GEAR RISING: REVENGEANCE (235460)
[2014-01-15 14:10:09] Recording on device: Speakers (Logitech G930 Headset)
[2014-01-15 14:10:09] Audio client mix format:
[2014-01-15 14:10:09] 	format: 65534
[2014-01-15 14:10:09] 	channels: 8
[2014-01-15 14:10:09] 	samples/sec: 48000
[2014-01-15 14:10:09] 	bytes/sec: 1536000
[2014-01-15 14:10:09] 	alignment: 32
[2014-01-15 14:10:09] 	bits/sample: 32
[2014-01-15 14:10:09] 	channel mask: 0x63f
[2014-01-15 14:10:09] Initializing audio with 8 channels and 48000 samples/sec
[2014-01-15 14:10:12] Detected 6 logical processors, using 2 threads
[2014-01-15 14:23:55] "SessionStats"
{
	"TimeSubmitted"		"1389795835"
	"ResolutionX"		"1600"
	"ResolutionY"		"900"
	"DecoderName"		"DXVA: H.264 variable-length decoder, no film grain technology"
	"BandwidthLimit"		"15000"
	"FramerateLimit"		"30"
	"SlowSeconds"		"303.65069580078125"
	"SlowGamePercent"		"12.215374946594238"
	"SlowEncodePercent"		"59.054412841796875"
	"SlowNetworkPercent"		"0"
	"SlowDecodePercent"		"0"
	"AvgClientBitrate"		"46.513553619384766"
	"StdDevClientBitrate"		"25.506927490234375"
	"AvgServerBitrate"		"10251.27734375"
	"StdDevServerBitrate"		"765307.1875"
	"AvgLinkBandwidth"		"108263.6328125"
	"AvgPingMS"		"2.4376327991485596"
	"StdDevPingMS"		"1.7699929475784302"
	"AvgCaptureMS"		"23.991313934326172"
	"StdDevCaptureMS"		"30.933515548706055"
	"AvgEncodeMS"		"21.227268218994141"
	"StdDevEncodeMS"		"6.1464505195617676"
	"AvgNetworkMS"		"1.8657259941101074"
	"StdDevNetworkMS"		"67.517738342285156"
	"AvgDecodeMS"		"6.7980031967163086"
	"StdDevDecodeMS"		"4.151191234588623"
	"AvgDisplayMS"		"13.600067138671875"
	"StdDevDisplayMS"		"7.7839584350585937"
	"AvgFrameMS"		"74.134918212890625"
	"StdDevFrameMS"		"49.275783538818359"
	"AvgFPS"		"25.906045913696289"
	"StdDevFPS"		"12.799421310424805"
}
Dark Souls was attempted & failed:
code:
[2014-01-15 14:24:45] 
=====================================================================
Game: Dark Souls: Prepare to Die Edition (211420)
[2014-01-15 14:24:45] Recording on device: Speakers (Logitech G930 Headset)
[2014-01-15 14:24:45] Audio client mix format:
[2014-01-15 14:24:45] 	format: 65534
[2014-01-15 14:24:45] 	channels: 8
[2014-01-15 14:24:45] 	samples/sec: 48000
[2014-01-15 14:24:45] 	bytes/sec: 1536000
[2014-01-15 14:24:45] 	alignment: 32
[2014-01-15 14:24:45] 	bits/sample: 32
[2014-01-15 14:24:45] 	channel mask: 0x63f
[2014-01-15 14:24:45] Initializing audio with 8 channels and 48000 samples/sec
[2014-01-15 14:25:15] "SessionStats"
{
	"TimeSubmitted"		"1389795915"
	"ResolutionX"		"0"
	"ResolutionY"		"0"
	"DecoderName"		""
	"BandwidthLimit"		"15000"
	"FramerateLimit"		"60"
	"SlowSeconds"		"0"
	"SlowGamePercent"		"0"
	"SlowEncodePercent"		"0"
	"SlowNetworkPercent"		"0"
	"SlowDecodePercent"		"0"
	"AvgClientBitrate"		"0"
	"StdDevClientBitrate"		"0"
	"AvgServerBitrate"		"0"
	"StdDevServerBitrate"		"0"
	"AvgLinkBandwidth"		"0"
	"AvgPingMS"		"0"
	"StdDevPingMS"		"0"
	"AvgCaptureMS"		"0"
	"StdDevCaptureMS"		"0"
	"AvgEncodeMS"		"0"
	"StdDevEncodeMS"		"0"
	"AvgNetworkMS"		"0"
	"StdDevNetworkMS"		"0"
	"AvgDecodeMS"		"0"
	"StdDevDecodeMS"		"0"
	"AvgDisplayMS"		"0"
	"StdDevDisplayMS"		"0"
	"AvgFrameMS"		"0"
	"StdDevFrameMS"		"0"
	"AvgFPS"		"0"
	"StdDevFPS"		"0"
}
The Swapper was tried [and crashed mid-game so stats may be skewed]:
code:
[2014-01-15 14:27:02] 
=====================================================================
Game: The Swapper (231160)
[2014-01-15 14:27:02] Recording on device: Speakers (Logitech G930 Headset)
[2014-01-15 14:27:02] Audio client mix format:
[2014-01-15 14:27:02] 	format: 65534
[2014-01-15 14:27:02] 	channels: 8
[2014-01-15 14:27:02] 	samples/sec: 48000
[2014-01-15 14:27:02] 	bytes/sec: 1536000
[2014-01-15 14:27:02] 	alignment: 32
[2014-01-15 14:27:02] 	bits/sample: 32
[2014-01-15 14:27:02] 	channel mask: 0x63f
[2014-01-15 14:27:02] Initializing audio with 8 channels and 48000 samples/sec
[2014-01-15 14:27:06] Detected 6 logical processors, using 2 threads
[2014-01-15 14:29:12] "SessionStats"
{
	"TimeSubmitted"		"1389796152"
	"ResolutionX"		"1600"
	"ResolutionY"		"900"
	"DecoderName"		"DXVA: H.264 variable-length decoder, no film grain technology"
	"BandwidthLimit"		"15000"
	"FramerateLimit"		"30"
	"SlowSeconds"		"18.0465087890625"
	"SlowGamePercent"		"49.957469940185547"
	"SlowEncodePercent"		"0"
	"SlowNetworkPercent"		"0"
	"SlowDecodePercent"		"0"
	"AvgClientBitrate"		"44.168674468994141"
	"StdDevClientBitrate"		"26.095813751220703"
	"AvgServerBitrate"		"9603.8251953125"
	"StdDevServerBitrate"		"22846.662109375"
	"AvgLinkBandwidth"		"47392.27734375"
	"AvgPingMS"		"3.3803586959838867"
	"StdDevPingMS"		"3.2762382030487061"
	"AvgCaptureMS"		"30.815898895263672"
	"StdDevCaptureMS"		"8.2732572555541992"
	"AvgEncodeMS"		"20.709583282470703"
	"StdDevEncodeMS"		"5.2141628265380859"
	"AvgNetworkMS"		"7.0309844017028809"
	"StdDevNetworkMS"		"72.640434265136719"
	"AvgDecodeMS"		"8.8339338302612305"
	"StdDevDecodeMS"		"5.9411287307739258"
	"AvgDisplayMS"		"13.819469451904297"
	"StdDevDisplayMS"		"7.8909406661987305"
	"AvgFrameMS"		"71.171722412109375"
	"StdDevFrameMS"		"14.174108505249023"
	"AvgFPS"		"31.061017990112305"
	"StdDevFPS"		"13.868218421936035"
}
Sonic Kart:
code:
[2014-01-15 14:37:06] 
=====================================================================
Game: Sonic & All-Stars Racing Transformed (212480)
[2014-01-15 14:37:06] Recording on device: Speakers (Logitech G930 Headset)
[2014-01-15 14:37:06] Audio client mix format:
[2014-01-15 14:37:06] 	format: 65534
[2014-01-15 14:37:06] 	channels: 8
[2014-01-15 14:37:06] 	samples/sec: 48000
[2014-01-15 14:37:06] 	bytes/sec: 1536000
[2014-01-15 14:37:06] 	alignment: 32
[2014-01-15 14:37:06] 	bits/sample: 32
[2014-01-15 14:37:06] 	channel mask: 0x63f
[2014-01-15 14:37:06] Initializing audio with 8 channels and 48000 samples/sec
[2014-01-15 14:37:06] Detected 6 logical processors, using 2 threads
[2014-01-15 14:45:10] "SessionStats"
{
	"TimeSubmitted"		"1389797110"
	"ResolutionX"		"1280"
	"ResolutionY"		"720"
	"DecoderName"		"DXVA: H.264 variable-length decoder, no film grain technology"
	"BandwidthLimit"		"15000"
	"FramerateLimit"		"30"
	"SlowSeconds"		"1.9992524385452271"
	"SlowGamePercent"		"0"
	"SlowEncodePercent"		"0"
	"SlowNetworkPercent"		"0"
	"SlowDecodePercent"		"0"
	"AvgClientBitrate"		"59.551891326904297"
	"StdDevClientBitrate"		"14.916269302368164"
	"AvgServerBitrate"		"13454.744140625"
	"StdDevServerBitrate"		"891975.9375"
	"AvgLinkBandwidth"		"133646.109375"
	"AvgPingMS"		"3.2940802574157715"
	"StdDevPingMS"		"3.3182358741760254"
	"AvgCaptureMS"		"12.399103164672852"
	"StdDevCaptureMS"		"5.0693497657775879"
	"AvgEncodeMS"		"16.598718643188477"
	"StdDevEncodeMS"		"3.4690549373626709"
	"AvgNetworkMS"		"1.6535773277282715"
	"StdDevNetworkMS"		"20.185186386108398"
	"AvgDecodeMS"		"7.7199983596801758"
	"StdDevDecodeMS"		"4.1098837852478027"
	"AvgDisplayMS"		"13.902286529541016"
	"StdDevDisplayMS"		"7.4395642280578613"
	"AvgFrameMS"		"54.891773223876953"
	"StdDevFrameMS"		"13.92522144317627"
	"AvgFPS"		"31.635150909423828"
	"StdDevFPS"		"11.991649627685547"
}
Super Meat Boy:
code:
[2014-01-15 14:52:13] 
=====================================================================
Game: Super Meat Boy (40800)
[2014-01-15 14:52:13] Recording on device: Speakers (Logitech G930 Headset)
[2014-01-15 14:52:13] Audio client mix format:
[2014-01-15 14:52:13] 	format: 65534
[2014-01-15 14:52:13] 	channels: 8
[2014-01-15 14:52:13] 	samples/sec: 48000
[2014-01-15 14:52:13] 	bytes/sec: 1536000
[2014-01-15 14:52:13] 	alignment: 32
[2014-01-15 14:52:13] 	bits/sample: 32
[2014-01-15 14:52:13] 	channel mask: 0x63f
[2014-01-15 14:52:13] Initializing audio with 8 channels and 48000 samples/sec
[2014-01-15 14:52:13] Detected 6 logical processors, using 2 threads
[2014-01-15 15:02:23] "SessionStats"
{
	"TimeSubmitted"		"1389798143"
	"ResolutionX"		"1280"
	"ResolutionY"		"720"
	"DecoderName"		"DXVA: H.264 variable-length decoder, no film grain technology"
	"BandwidthLimit"		"30000"
	"FramerateLimit"		"30"
	"SlowSeconds"		"0"
	"SlowGamePercent"		"0"
	"SlowEncodePercent"		"0"
	"SlowNetworkPercent"		"0"
	"SlowDecodePercent"		"0"
	"AvgClientBitrate"		"56.844333648681641"
	"StdDevClientBitrate"		"19.043277740478516"
	"AvgServerBitrate"		"6834.0419921875"
	"StdDevServerBitrate"		"22388.712890625"
	"AvgLinkBandwidth"		"62806.0625"
	"AvgPingMS"		"2.960357666015625"
	"StdDevPingMS"		"2.8213639259338379"
	"AvgCaptureMS"		"20.145915985107422"
	"StdDevCaptureMS"		"5.4024357795715332"
	"AvgEncodeMS"		"9.663386344909668"
	"StdDevEncodeMS"		"3.1484928131103516"
	"AvgNetworkMS"		"0.99172800779342651"
	"StdDevNetworkMS"		"3.3747458457946777"
	"AvgDecodeMS"		"4.1188492774963379"
	"StdDevDecodeMS"		"3.6514773368835449"
	"AvgDisplayMS"		"14.119382858276367"
	"StdDevDisplayMS"		"7.5873990058898926"
	"AvgFrameMS"		"54.438991546630859"
	"StdDevFrameMS"		"12.259504318237305"
	"AvgFPS"		"32.198291778564453"
	"StdDevFPS"		"12.810750007629395"
}
Fairly sure libx264-138.dll and libavcodec-55.dll [both in the root steam folder] are handling network queries. I can go and grab more specific data if anyone needs it.

e: steam with the console opened, started magic 2014 on host machine then streamed it on the laptop. gets a bit confused when I close the game: http://pastebin.com/raw.php?i=0VNDVJAq

Wiggly Wayne DDS fucked around with this message at 15:11 on Jan 16, 2014

pseudorandom name
May 6, 2007

ShadowHawk posted:

I'm not sure if hardware en/decoding will help any if the CPU is already sufficiently fast. Are any hardware en/decoding chips actually designed for low latency instead of total throughput?

If the encoding is done by the GPU driver itself in some kind of streaming mode that should improve things, since external encoders like FRAPS have to do things detrimental to performance in order to get at the framebuffer.

Nvidia advertises one frame of latency for their video encoder, and that can do 8 simultaneous 30 FPS 1080p realtime streams on one GPU. No idea what Intel and AMD are capable of, but they also advertise "realtime" encoding.

Furism
Feb 21, 2006

Live long and headbang
Seems like the throughput is always 12.2 Mbps (1.5 MB/s) which is on-part with a full HD movie rip in X.264. There could be some improvement there, the bottleneck must be somewhere else. I'm not sure what they mean by "ping" in AvgPingMS - typically ping is a Round-Trip Time so the latency is, on average, half each way (and the data goes only one way so the one-way network latency is what matters). 3.4 ms RTT is pretty huge for a LAN network, and a 2.4 standard deviation (I assume that's what StdDevPingMS is) is also pretty bad. I wonder why that is.

Furism fucked around with this message at 20:44 on Jan 16, 2014

koolkal
Oct 21, 2008

this thread maybe doesnt have room for 2 green xbox one avs
Controller inputs have to be sent back, so RTT would be useful to see the lag between pressing button and the action showing up on the screen.

Furism
Feb 21, 2006

Live long and headbang

koolkal posted:

Controller inputs have to be sent back, so RTT would be useful to see the lag between pressing button and the action showing up on the screen.

True, I hadn't thought of that. A small part of the overall bandwidth but quite critical.

Scaevolus
Apr 16, 2007

Wiggly Wayne DDS posted:

Luckily valve are very nice with keeping logs, here's some data which should give an idea of how the games performed:

[logs]

Fairly sure libx264-138.dll and libavcodec-55.dll [both in the root steam folder] are handling network queries. I can go and grab more specific data if anyone needs it.

e: steam with the console opened, started magic 2014 on host machine then streamed it on the laptop. gets a bit confused when I close the game: http://pastebin.com/raw.php?i=0VNDVJAq

Thanks for the debug logs! What are the specs of the machines involved?

Taking the Magic 2014 example, which streams 1600x900@30, the latency (AvgFrameMs, 84ms) is Capture (11ms) + Encode (21ms) + Ping (3ms) + Network (2ms) + Decode (16ms) + Display (31ms).

Looks like they have some more work to do. 47ms to decode + display is pretty bad.

Ideally I'd like to have a powerful desktop to run demanding games, then stream it to a cheap AMD-based Steambox with a total latency of <30ms.

Scaevolus fucked around with this message at 21:41 on Jan 16, 2014

Wiggly Wayne DDS
Sep 11, 2010



Scaevolus posted:

Thanks for the debug logs! What are the specs of the machines involved?

Taking the Magic 2014 example, which streams 1600x900@30, the latency (AvgFrameMs, 84ms) is Capture (11ms) + Encode (21ms) + Ping (3ms) + Network (2ms) + Decode (16ms) + Display (31ms).

Looks like they have some more work to do. 47ms to decode + display is pretty bad.

Ideally I'd like to have a powerful desktop to run demanding games, then stream it to a cheap AMD-based Steambox with a total latency of <30ms.
Desktop:
CPU: AMD 1090T x6 [3.2GHz with 6 cores, no HT].
GPU: GeForce 560Ti [1GB VRAM]
RAM: 16GB

Laptop:
http://www.notebookcheck.net/Review-Acer-Aspire-7738g-Notebook.23978.0.html

I was trying out the laptop on wireless earlier and the display lag was noticable worse. I'd ballpark it around 80-100ms [I was testing alt-tabbing for pure desktop control so the logs aren't a good source of data]. Launching a game through big picture mode on the laptop would start BPM on the desktop. When you leave the game you go through the library on the laptop's end and the stream only occurs when you start a new game. Also tried putting the controller into the laptop to test for input lag. That was worse, as you'd imagine, with the wireless network latency running against it.

Curiously, alt-tabbing on the laptop doesn't crash the viewer immediately. When you try to bring it back into focus part of the mouse movement + clicks goes through to the desktop before it crashes. There are still games with issues but I'm sure they'll be solved along the way. I don't think I'm helping the situation by having x360ce in most of my controller-enabled games directories. That seems to be messing with steam's controller injection method. I should try overriding it on the laptop's end though, might end up with universal 360 controller emulation rather than per-game.

Still there's potential there and it's servicable right now for games that aren't latency-sensitive.

DarthBlingBling
Apr 19, 2004

These were also dark times for gamers as we were shunned by others for being geeky or nerdy and computer games were seen as Childs play things, during these dark ages the whispers began circulating about a 3D space combat game called Elite

- CMDR Bald Man In A Box
So I'm assuming non-Steam games (games that you add to Steam but not part of your catalogue) are a nono in its current state?

Wiggly Wayne DDS
Sep 11, 2010



DarthBlingBling posted:

So I'm assuming non-Steam games (games that you add to Steam but not part of your catalogue) are a nono in its current state?
Non-steam games don't show up for streaming. I could start a low-resource game for streaming, alt-tab out of it and then go into the non-steam game that way. Although to be honest I've not tested out the audio passthrough much, so that might be broken if it's just sending audio from the launched game.

Furism
Feb 21, 2006

Live long and headbang
Can you stream from a Windows PC to a Linux Steam client, or is the streaming beta available only on the Windows client? I'd be neat to see if the streaming performances are better on Linux. Valve can supposedly tweak things in more details on that OS.

BreakAtmo
May 16, 2009

I only just found this thread, so I apologise if my question has been asked already. What I was curious about is, do you guys think a handheld Steam Machine would sell? I don't know if it would be best to have the Steam Controller design - I imagine it being more like a chunkier Vita with triggers and clickable sticks, a 5-inch 720p OLED touchscreen, a large amount of internal flash memory along with a Micro SD Card slot, and it would have a main purpose of playing console ports on-the-go.

What I'm saying here is Dark Souls 2 and Metal Gear Rising on the john.

Phuzun
Jul 4, 2007

BreakAtmo posted:

I only just found this thread, so I apologise if my question has been asked already. What I was curious about is, do you guys think a handheld Steam Machine would sell? I don't know if it would be best to have the Steam Controller design - I imagine it being more like a chunkier Vita with triggers and clickable sticks, a 5-inch 720p OLED touchscreen, a large amount of internal flash memory along with a Micro SD Card slot, and it would have a main purpose of playing console ports on-the-go.

What I'm saying here is Dark Souls 2 and Metal Gear Rising on the john.

You mean like the Nvidia Shield, which you can buy right now? Streams from PC to controller or can play android games.

e: ehh, re-read what you wrote. No, a controller sized computer will not have enough power to run an x64 processor and GPU for the purpose of running either of those games.

Phuzun fucked around with this message at 13:41 on Jan 23, 2014

DarthBlingBling
Apr 19, 2004

These were also dark times for gamers as we were shunned by others for being geeky or nerdy and computer games were seen as Childs play things, during these dark ages the whispers began circulating about a 3D space combat game called Elite

- CMDR Bald Man In A Box

Phuzun posted:

You mean like the Nvidia Shield, which you can buy right now? Streams from PC to controller or can play android games.

Yeah but only a small library of games will so far work with the Shield, Steam streaming if/when it fully wakes off should work with virtually your whole library. I'm not in the beta but I did read an update note yesterday that said that they've added support for non-Steam games.

Sony obviously thinks this has legs as it now positions the Vita as a streaming device for the PS4.

Also anyone could potentially make a handheld Steam streaming machine. At the moment I guess an easy if yet expensive hack job would be to stick a wireless controller on a Windows 8 Pro tablet. Steam could also easily come out and make an Android/iOS streaming client app once the tech has matured a bit.

VVVVVV You mean 5GHz right?

DarthBlingBling fucked around with this message at 13:47 on Jan 23, 2014

BreakAtmo
May 16, 2009

Phuzun posted:

You mean like the Nvidia Shield, which you can buy right now? Streams from PC to controller or can play android games.

No, this would be a genuine x86 PC in hardware terms, with SteamOS built-in and Windows installation possible. Streaming is ok (especially for the john thing), but it's hardly the best solution for portable gaming until the globe is saturated in 5mbps Wi-Fi.

Fruits of the sea
Dec 1, 2010

DarthBlingBling posted:

Also anyone could potentially make a handheld Steam streaming machine. At the moment I guess an easy if yet expensive hack job would be to stick a wireless controller on a Windows 8 Pro tablet. Steam could also easily come out and make an Android/iOS streaming client app once the tech has matured a bit.

The Pro tablets are essentially just laptop internals minus the keyboard, so they would work just fine for streaming. Their integrated graphics are pretty decent too, I can run Source and Unity games smoothly. Only issue is that the Steam client is almost unusable with a touch interface. A Big Picture/Touch mode would be nice.

Phuzun
Jul 4, 2007

Maybe you could get something in an APU package that could work without much battery life, lower graphic quality, but play Steam titles through Linux. Metro Last Light would probably be pretty rough, but most of the Linux library is lighter on hardware. I imagine it would be pretty spendy and require custom fabrication of most electronics. Which is going to be cost prohibitive, likely expensive without sacrificing a bunch of quality.

The_Franz
Aug 8, 2003

Isn't the Nvidia Shield basically an Android device that can stream games? It seems like Valve would just need an Android app to make it work.

EDIT: Yeah, an x64 powered Shield type-device that can actually play 'real' games isn't really feasible.

The_Franz fucked around with this message at 16:59 on Jan 23, 2014

RVWinkle
Aug 24, 2004

In relating the circumstances which have led to my confinement within this refuge for the demented, I am aware that my present position will create a natural doubt of the authenticity of my narrative.
Nap Ghost
I'm hoping they'll get the Wii U controller working with SteamOS and streaming.

Anyway, a new version:

http://steamcommunity.com/groups/steamuniverse/discussions/1/558746088887100821/

When they say:

"Added debian-installer and debian-cd source packages to the repo"

Does this mean we don't have to add the debian repos to /etc/apt/sources.list?

Not Wolverine
Jul 1, 2007
Really not sure what is the best thread to ask this, but I am quite interested in Total War: Rome 2, for Steam OS, obviously this is not released yet. If I buy the game from steam now, for windows, will I be able to switch it to steam os when (if?) it is finally released?

vvv Thanks!

Not Wolverine fucked around with this message at 23:12 on Jan 23, 2014

Washin Tong
Feb 16, 2011

Colonel Sanders posted:

Really not sure what is the best thread to ask this, but I am quite interested in Total War: Rome 2, for Steam OS, obviously this is not released yet. If I buy the game from steam now, for windows, will I be able to switch it to steam os when (if?) it is finally released?

Yes, this already happens for Mac titles so I don't see why it wouldn't for Valve's own OS.

cat doter
Jul 27, 2006



gonna need more cheese...australia has a lot of crackers
I tried out Metal Gear Rising, Bioshock Infinite, and The Witcher 2 out real quick with in home streaming. I tried MGR set to 1080p and 30fps, but it wasn't really playable. Response time was about 60ms but felt worse than that, plus there were pretty constant dips in framerate, especially when things got a little nuts.

I loaded up Bioshock Infinite next and had the same problem. I tried bumping the graphics details down (which shouldn't really matter since I get a pretty solid 120+fps at ultra) which didn't really do much. I quit and set it to 720p60 and got a far more stable framerate, at a pretty obvious sacrifice to quality, but I couldn't see any macro blocking or really egregious visual blurriness. It looks surprisingly nice. The reduction in resolution also severely affects response times, cutting it in half, which made the input lag nearly imperceptible on the display I was using.

With The Witcher 2, it loaded up a stream for the launcher (lol) and I had to go to my computer and load up the game. In-game was strange, the streaming seems to screw with how the game loads in background assets. I walked through a door only to find half the world hadn't loaded in. The framerate was pretty spotty too.

DarthBlingBling
Apr 19, 2004

These were also dark times for gamers as we were shunned by others for being geeky or nerdy and computer games were seen as Childs play things, during these dark ages the whispers began circulating about a 3D space combat game called Elite

- CMDR Bald Man In A Box

cat doter posted:

I tried out Metal Gear Rising, Bioshock Infinite, and The Witcher 2 out real quick with in home streaming. I tried MGR set to 1080p and 30fps, but it wasn't really playable. Response time was about 60ms but felt worse than that, plus there were pretty constant dips in framerate, especially when things got a little nuts.

I loaded up Bioshock Infinite next and had the same problem. I tried bumping the graphics details down (which shouldn't really matter since I get a pretty solid 120+fps at ultra) which didn't really do much. I quit and set it to 720p60 and got a far more stable framerate, at a pretty obvious sacrifice to quality, but I couldn't see any macro blocking or really egregious visual blurriness. It looks surprisingly nice. The reduction in resolution also severely affects response times, cutting it in half, which made the input lag nearly imperceptible on the display I was using.

With The Witcher 2, it loaded up a stream for the launcher (lol) and I had to go to my computer and load up the game. In-game was strange, the streaming seems to screw with how the game loads in background assets. I walked through a door only to find half the world hadn't loaded in. The framerate was pretty spotty too.

Network info is key here. Are you using wired or wireless connections? 2.4GHz or 5GHz if wireless? Good or shitey router?

cat doter
Jul 27, 2006



gonna need more cheese...australia has a lot of crackers

DarthBlingBling posted:

Network info is key here. Are you using wired or wireless connections? 2.4GHz or 5GHz if wireless? Good or shitey router?

Wired connection going from a switch to a pretty middling router. Network latency seemed to be about 1-3ms, so it's basically a non-issue. It was using about 8% of my available bandwidth.

Tres Burritos
Sep 3, 2009

cat doter posted:

Wired connection going from a switch to a pretty middling router. Network latency seemed to be about 1-3ms, so it's basically a non-issue. It was using about 8% of my available bandwidth.

Ouch, I was hoping a wired connection would make it run like butter. Hopefully it does in the future.

cat doter
Jul 27, 2006



gonna need more cheese...australia has a lot of crackers

Tres Burritos posted:

Ouch, I was hoping a wired connection would make it run like butter. Hopefully it does in the future.

I've no doubt it'll improve pretty quickly, but unfortunately the decode/display times are pretty bad.

Wiggly Wayne DDS
Sep 11, 2010



It would be nice if you left excerpts from Steam\logs\streaming_log.txt and some idea of your system specs for comparison.

Hadlock
Nov 9, 2004

BreakAtmo posted:

What I was curious about is, do you guys think a handheld Steam Machine would sell? I don't know if it would be best to have the Steam Controller design - I imagine it being more like a chunkier Vita with triggers and clickable sticks, a 5-inch 720p OLED touchscreen

Do you mean, will they add Steam Streaming capabilities to the existing Steam App for Android? Because starting with android 4.0.1, phones can now act as USB and BT hosts for video game controllers.

I would probably take advantage of this on my Nexus 7 tablet for a racing game like Dirt 3, and maybe on my Nexus 5 phone for something like a Monkey Island game...

BreakAtmo
May 16, 2009

Hadlock posted:

Do you mean, will they add Steam Streaming capabilities to the existing Steam App for Android? Because starting with android 4.0.1, phones can now act as USB and BT hosts for video game controllers.

I would probably take advantage of this on my Nexus 7 tablet for a racing game like Dirt 3, and maybe on my Nexus 5 phone for something like a Monkey Island game...

No no, like I said above, an actual handheld x86-64 device with SteamOS (and Windows if you wanted) that would play any game natively. Though some explained how it wouldn't be entirely feasible. I'm probably overestimating the power of mobile hardware these days. Though, if a slim phone can play various games at 1080p, I would think a somewhat chunky handheld could play various PC games at 720p (I consider anything more than 720p to be battery-draining overkill with little visual benefit when the screen is only 5").

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cat doter
Jul 27, 2006



gonna need more cheese...australia has a lot of crackers

Wiggly Wayne DDS posted:

It would be nice if you left excerpts from Steam\logs\streaming_log.txt and some idea of your system specs for comparison.

Alrighty. Some of the details I mentioned may be wrong since I was posting from memory, so I guess that's why logs are useful!

code:
[2014-01-24 07:15:02] 
=====================================================================
Game: METAL GEAR RISING: REVENGEANCE (235460)
[2014-01-24 07:15:02] Recording on device: Line Out (4- Saffire 6 USB)
[2014-01-24 07:15:02] Audio client mix format:
[2014-01-24 07:15:02] 	format: 65534
[2014-01-24 07:15:02] 	channels: 2
[2014-01-24 07:15:02] 	samples/sec: 48000
[2014-01-24 07:15:02] 	bytes/sec: 384000
[2014-01-24 07:15:02] Detected 4 logical processors, using 2 threads
[2014-01-24 07:15:02] 	alignment: 8
[2014-01-24 07:15:03] 	bits/sample: 32
[2014-01-24 07:15:03] 	channel mask: 0x3
[2014-01-24 07:15:03] Initializing audio with 2 channels and 48000 samples/sec
[2014-01-24 07:24:31] "SessionStats"
{
	"TimeSubmitted"		"1390510471"
	"ResolutionX"		"1920"
	"ResolutionY"		"1080"
	"DecoderName"		"DXVA: H.264 variable-length decoder, no film grain technology"
	"BandwidthLimit"		"15000"
	"FramerateLimit"		"30"
	"SlowSeconds"		"5.0232086181640625"
	"SlowGamePercent"		"20.187665939331055"
	"SlowEncodePercent"		"0"
	"SlowNetworkPercent"		"0"
	"SlowDecodePercent"		"0"
	"AvgClientBitrate"		"68.387710571289062"
	"StdDevClientBitrate"		"13.352603912353516"
	"AvgServerBitrate"		"12756.6513671875"
	"StdDevServerBitrate"		"28814.603515625"
	"AvgLinkBandwidth"		"134999.765625"
	"AvgPingMS"		"1.4070072174072266"
	"StdDevPingMS"		"0.81734555959701538"
	"AvgCaptureMS"		"8.6394309997558594"
	"StdDevCaptureMS"		"6.194852352142334"
	"AvgEncodeMS"		"15.409672737121582"
	"StdDevEncodeMS"		"4.2275629043579102"
	"AvgNetworkMS"		"10.457760810852051"
	"StdDevNetworkMS"		"108.55158996582031"
	"AvgDecodeMS"		"4.6246743202209473"
	"StdDevDecodeMS"		"3.5819089412689209"
	"AvgDisplayMS"		"7.0595283508300781"
	"StdDevDisplayMS"		"7.7695417404174805"
	"AvgFrameMS"		"41.260887145996094"
	"StdDevFrameMS"		"12.838916778564453"
	"AvgFPS"		"30.03636360168457"
	"StdDevFPS"		"8.9851131439208984"
}

[2014-01-24 07:25:38] 
=====================================================================
Game: BioShock Infinite (8870)
[2014-01-24 07:25:38] Recording on device: Line Out (4- Saffire 6 USB)
[2014-01-24 07:25:38] Audio client mix format:
[2014-01-24 07:25:38] 	format: 65534
[2014-01-24 07:25:38] 	channels: 2
[2014-01-24 07:25:38] 	samples/sec: 48000
[2014-01-24 07:25:38] 	bytes/sec: 384000
[2014-01-24 07:25:38] 	alignment: 8
[2014-01-24 07:25:38] 	bits/sample: 32
[2014-01-24 07:25:38] 	channel mask: 0x3
[2014-01-24 07:25:38] Initializing audio with 2 channels and 48000 samples/sec
[2014-01-24 07:25:43] Detected 4 logical processors, using 2 threads
[2014-01-24 07:31:04] "SessionStats"
{
	"TimeSubmitted"		"1390510864"
	"ResolutionX"		"1920"
	"ResolutionY"		"1080"
	"DecoderName"		"DXVA: H.264 variable-length decoder, no film grain technology"
	"BandwidthLimit"		"15000"
	"FramerateLimit"		"30"
	"SlowSeconds"		"0"
	"SlowGamePercent"		"0"
	"SlowEncodePercent"		"0"
	"SlowNetworkPercent"		"0"
	"SlowDecodePercent"		"0"
	"AvgClientBitrate"		"0"
	"StdDevClientBitrate"		"0"
	"AvgServerBitrate"		"0"
	"StdDevServerBitrate"		"0"
	"AvgLinkBandwidth"		"0"
	"AvgPingMS"		"0"
	"StdDevPingMS"		"0"
	"AvgCaptureMS"		"0"
	"StdDevCaptureMS"		"0"
	"AvgEncodeMS"		"0"
	"StdDevEncodeMS"		"0"
	"AvgNetworkMS"		"0"
	"StdDevNetworkMS"		"0"
	"AvgDecodeMS"		"0"
	"StdDevDecodeMS"		"0"
	"AvgDisplayMS"		"0"
	"StdDevDisplayMS"		"0"
	"AvgFrameMS"		"0"
	"StdDevFrameMS"		"0"
	"AvgFPS"		"0"
	"StdDevFPS"		"0"
}

[2014-01-24 07:32:43] 
=====================================================================
Game: BioShock Infinite (8870)
[2014-01-24 07:32:43] Recording on device: Line Out (4- Saffire 6 USB)
[2014-01-24 07:32:43] Audio client mix format:
[2014-01-24 07:32:43] 	format: 65534
[2014-01-24 07:32:43] 	channels: 2
[2014-01-24 07:32:43] 	samples/sec: 48000
[2014-01-24 07:32:43] 	bytes/sec: 384000
[2014-01-24 07:32:43] 	alignment: 8
[2014-01-24 07:32:43] 	bits/sample: 32
[2014-01-24 07:32:43] 	channel mask: 0x3
[2014-01-24 07:32:44] Initializing audio with 2 channels and 48000 samples/sec
[2014-01-24 07:32:44] Detected 4 logical processors, using 2 threads
[2014-01-24 07:40:44] "SessionStats"
{
	"TimeSubmitted"		"1390511444"
	"ResolutionX"		"1280"
	"ResolutionY"		"720"
	"DecoderName"		"DXVA: H.264 variable-length decoder, no film grain technology"
	"BandwidthLimit"		"15000"
	"FramerateLimit"		"60"
	"SlowSeconds"		"0"
	"SlowGamePercent"		"0"
	"SlowEncodePercent"		"0"
	"SlowNetworkPercent"		"0"
	"SlowDecodePercent"		"0"
	"AvgClientBitrate"		"0"
	"StdDevClientBitrate"		"0"
	"AvgServerBitrate"		"0"
	"StdDevServerBitrate"		"0"
	"AvgLinkBandwidth"		"0"
	"AvgPingMS"		"0"
	"StdDevPingMS"		"0"
	"AvgCaptureMS"		"0"
	"StdDevCaptureMS"		"0"
	"AvgEncodeMS"		"0"
	"StdDevEncodeMS"		"0"
	"AvgNetworkMS"		"0"
	"StdDevNetworkMS"		"0"
	"AvgDecodeMS"		"0"
	"StdDevDecodeMS"		"0"
	"AvgDisplayMS"		"0"
	"StdDevDisplayMS"		"0"
	"AvgFrameMS"		"0"
	"StdDevFrameMS"		"0"
	"AvgFPS"		"0"
	"StdDevFPS"		"0"
}

[2014-01-24 07:40:54] 
=====================================================================
Game: The Witcher 2: Assassins of Kings Enhanced Edition (20920)
[2014-01-24 07:40:54] Recording on device: Line Out (4- Saffire 6 USB)
[2014-01-24 07:40:55] Audio client mix format:
[2014-01-24 07:40:55] Detected 4 logical processors, using 2 threads
[2014-01-24 07:40:55] 	format: 65534
[2014-01-24 07:40:55] 	channels: 2
[2014-01-24 07:40:55] 	samples/sec: 48000
[2014-01-24 07:40:55] 	bytes/sec: 384000
[2014-01-24 07:40:55] 	alignment: 8
[2014-01-24 07:40:55] 	bits/sample: 32
[2014-01-24 07:40:55] 	channel mask: 0x3
[2014-01-24 07:40:55] Initializing audio with 2 channels and 48000 samples/sec
[2014-01-24 07:48:08] "SessionStats"
{
	"TimeSubmitted"		"1390511888"
	"ResolutionX"		"1280"
	"ResolutionY"		"720"
	"DecoderName"		"DXVA: H.264 variable-length decoder, no film grain technology"
	"BandwidthLimit"		"15000"
	"FramerateLimit"		"60"
	"SlowSeconds"		"0"
	"SlowGamePercent"		"0"
	"SlowEncodePercent"		"0"
	"SlowNetworkPercent"		"0"
	"SlowDecodePercent"		"0"
	"AvgClientBitrate"		"42.680248260498047"
	"StdDevClientBitrate"		"36.158069610595703"
	"AvgServerBitrate"		"11784.4833984375"
	"StdDevServerBitrate"		"109610.765625"
	"AvgLinkBandwidth"		"222366.140625"
	"AvgPingMS"		"1.1580182313919067"
	"StdDevPingMS"		"0.39859569072723389"
	"AvgCaptureMS"		"7.4589262008666992"
	"StdDevCaptureMS"		"2.3696050643920898"
	"AvgEncodeMS"		"7.8289036750793457"
	"StdDevEncodeMS"		"1.5699225664138794"
	"AvgNetworkMS"		"2.5056345462799072"
	"StdDevNetworkMS"		"0.64430022239685059"
	"AvgDecodeMS"		"2.2040278911590576"
	"StdDevDecodeMS"		"1.5716309547424316"
	"AvgDisplayMS"		"1727.44970703125"
	"StdDevDisplayMS"		"68528.0234375"
	"AvgFrameMS"		"26.502738952636719"
	"StdDevFrameMS"		"7.8402495384216309"
	"AvgFPS"		"50.853298187255859"
	"StdDevFPS"		"14.572936058044434"
}

[2014-01-24 08:07:18] 
=====================================================================
Game: UNKNOWN (0)
[2014-01-24 08:07:18] Recording on device: Line Out (4- Saffire 6 USB)
[2014-01-24 08:07:18] Audio client mix format:
[2014-01-24 08:07:19] 	format: 65534
[2014-01-24 08:07:19] 	channels: 2
[2014-01-24 08:07:19] 	samples/sec: 48000
[2014-01-24 08:07:19] 	bytes/sec: 384000
[2014-01-24 08:07:19] 	alignment: 8
[2014-01-24 08:07:19] 	bits/sample: 32
[2014-01-24 08:07:19] 	channel mask: 0x3
[2014-01-24 08:07:19] Initializing audio with 2 channels and 48000 samples/sec
[2014-01-24 08:07:20] Detected 4 logical processors, using 2 threads
[2014-01-24 08:19:39] "SessionStats"
{
	"TimeSubmitted"		"1390513779"
	"ResolutionX"		"1280"
	"ResolutionY"		"720"
	"DecoderName"		"DXVA: H.264 variable-length decoder, no film grain technology"
	"BandwidthLimit"		"15000"
	"FramerateLimit"		"60"
	"SlowSeconds"		"0"
	"SlowGamePercent"		"0"
	"SlowEncodePercent"		"0"
	"SlowNetworkPercent"		"0"
	"SlowDecodePercent"		"0"
	"AvgClientBitrate"		"0"
	"StdDevClientBitrate"		"0"
	"AvgServerBitrate"		"0"
	"StdDevServerBitrate"		"0"
	"AvgLinkBandwidth"		"0"
	"AvgPingMS"		"0"
	"StdDevPingMS"		"0"
	"AvgCaptureMS"		"0"
	"StdDevCaptureMS"		"0"
	"AvgEncodeMS"		"0"
	"StdDevEncodeMS"		"0"
	"AvgNetworkMS"		"0"
	"StdDevNetworkMS"		"0"
	"AvgDecodeMS"		"0"
	"StdDevDecodeMS"		"0"
	"AvgDisplayMS"		"0"
	"StdDevDisplayMS"		"0"
	"AvgFrameMS"		"0"
	"StdDevFrameMS"		"0"
	"AvgFPS"		"0"
	"StdDevFPS"		"0"
}

[2014-01-24 08:38:19] 
=====================================================================
Game: METAL GEAR RISING: REVENGEANCE (235460)
[2014-01-24 08:38:19] Recording on device: Line Out (4- Saffire 6 USB)
[2014-01-24 08:38:19] Audio client mix format:
[2014-01-24 08:38:19] 	format: 65534
[2014-01-24 08:38:19] 	channels: 2
[2014-01-24 08:38:19] 	samples/sec: 48000
[2014-01-24 08:38:20] 	bytes/sec: 384000
[2014-01-24 08:38:20] Detected 4 logical processors, using 2 threads
[2014-01-24 08:38:20] 	alignment: 8
[2014-01-24 08:38:20] 	bits/sample: 32
[2014-01-24 08:38:20] 	channel mask: 0x3
[2014-01-24 08:38:20] Initializing audio with 2 channels and 48000 samples/sec
[2014-01-24 08:43:13] "SessionStats"
{
	"TimeSubmitted"		"1390515193"
	"ResolutionX"		"1280"
	"ResolutionY"		"720"
	"DecoderName"		"DXVA: H.264 variable-length decoder, no film grain technology"
	"BandwidthLimit"		"15000"
	"FramerateLimit"		"60"
	"SlowSeconds"		"2.006317138671875"
	"SlowGamePercent"		"0"
	"SlowEncodePercent"		"0"
	"SlowNetworkPercent"		"0"
	"SlowDecodePercent"		"0"
	"AvgClientBitrate"		"12.734766006469727"
	"StdDevClientBitrate"		"8.5995931625366211"
	"AvgServerBitrate"		"12149.7109375"
	"StdDevServerBitrate"		"1111485"
	"AvgLinkBandwidth"		"292514.46875"
	"AvgPingMS"		"1.5772985219955444"
	"StdDevPingMS"		"3.2802565097808838"
	"AvgCaptureMS"		"4.4178242683410645"
	"StdDevCaptureMS"		"4.366788387298584"
	"AvgEncodeMS"		"8.0298595428466797"
	"StdDevEncodeMS"		"2.2136292457580566"
	"AvgNetworkMS"		"2.7211823463439941"
	"StdDevNetworkMS"		"11.659914970397949"
	"AvgDecodeMS"		"1.7112507820129395"
	"StdDevDecodeMS"		"1.2851890325546265"
	"AvgDisplayMS"		"5.8095054626464844"
	"StdDevDisplayMS"		"4.7233200073242188"
	"AvgFrameMS"		"22.863908767700195"
	"StdDevFrameMS"		"6.0043416023254395"
	"AvgFPS"		"54.619331359863281"
	"StdDevFPS"		"11.046232223510742"
}
My specs are:

i5 3570k 3.8GHz
16gb DDR3
AMD R9 290
typical crappy 7200rpm drive (if that matters)

edit: Oh the unknown game was Assassin's Creed 4, I was testing streaming of non steam games added to the steam library (it works, in spite of what the log says).

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