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Αναφορά προβλήματος μετάφρασης
I'm installing Halo Infinite now through the Xbox app and then I'll also install through Steam. I can then see if I run into any issues on my Raspberry Pi 4/Steam Link hardware/Samsung TV. My desktop hardware is not as recent as yours so if I'm OK, you shouldn't be having issues.
CPU: AMD Ryzen 5 1600X @3.2GHz
GPU: AMD Radeon RX 580 4GB x2
Memory: 16GB DDR4 @2666MHz
only thing is the AvgClientBitrate, 30 is low
one other thing to check
steam -> settings -> remote play -> advanced client options
limit bandwidth to unlimited
and tick hardware decoding
for some reason those effect both steam desktop hosting and as a client
As ObviousMan can already stream from the host with excellent quality in all other games apart from the Microsoft Store versions, we know there isn't a network issue. We also know there isn't a slow convert issue. It appears to be that a different encoder is used for the Microsoft Store versions, this is what we are looking to resolve.
They have tried both software and hardware encoding and found that software seems to do a better job for quality. Software encoding will be best when playing games that are very GPU demanding but not CPU. For me, using hardware decoding sends one of my GPU's to 40-50% when just streaming the desktop. It only uses 18% when using software encoding (4 threads). My CPU goes up by about 3-5% when using software encoding, so no impact really.
The Microsoft Store version of Halo Infinite has finished downloading so now I just need to wait for the Steam version to finish and I can start comparing and see what differences I get.
mine was showing 100mb/s = 10mB/s for streaming desktop with nothing going on
8 bits per byte, and you add start/stop bits when transferred
The bandwidth limit is set to 30000 as detailed in the streaming log.
*EDIT*
I now realise I thought I was looking at the streaming bitrate and that obviously isn't it.
streaming k/m will work fine in non steam games, only issue is multimon setups moving the mouse between displays
but controllers need to be added to steam as non steam game to work
With default medium settings at a resolution of 1080; max fps 60; min fps 30; no Vsync;
Steam Version I get on average and pretty consistent 50fps and uses the D3D11 NV12 encoder. As this is polled it should be acurate.
Microsoft Store version I get an average of 32fps with DWM NV12 encoder. As this isn't polled who knows what frame rate the game is running at.
@ObviousMan771 - I assume you're OK using the Steam version instead for the campaign as you sign into your Microsoft account or does the campaign require you to use the Microsoft Store version?
- I'm not on beta, my SteamLink is running the latest standard release. (I've tried streaming to my phone and I see the exact same issues there as well, also not on beta)
- I have a 1440p monitor on my computer, but obviously the SteamLink is limited to 1080p. I leave my games at 1440p and I don't have any trouble except with the Windows store games. I have tried lowering my monitor resolution as well as just the game resolution to 1080p but that hasn't helped.
- The performance overlay always shows 60fps capture when streaming the Windows store games, even though they stutter like crazy. This makes sense since they are running great locally. The graph even looks fine, it just feels terrible to play.
- I have experimented with the bitrate, haven't noticed any differences between auto and unlimited.
- For Halo Infinite I've been playing at 1440p high settings, I get 80-100fps locally. When I stream I've tried both leaving the frame rate unlimited, and also locking it to 60 via the in game settings. Either way it plays silky smooth locally, just the stream looks terrible.
- Unfortunately I doubt that my game pass membership will work to unlock the campaign in the Steam version... You do log in to Xbox on either storefront, but I think that's just for progression and achievements, not for verifying ownership. I will certainly try it in a couple days when the campaign releases, but I believe it will lock the campaign to the Windows store version. The only reason I've been able to test all of this is because the multiplayer is free on both Steam and Windows store.
Honestly, Halo is probably my favorite game series so I don't mind buying the Steam version to solve the problem. But I would still really love to figure this out!
Thanks!
I'm hopeful the campaign will be available to you but you never know.
Thanks again!
It's uses a different (although more limited) approach. Try with no compromise to figure if the game encoder will be used instead the desktop one.
If works than look for x360ce to be able to use uhphook+link+controller
I have a similar problem.
I have been using steam link via the app on my Samsung TV for a long time now without ever having any problems with Steam, Epic, Origin or Uplay games (at 1080p 60 fps). I managed to add gamepass games through GlosC and everything works but I have an FPS problem. For example, if I use Doom (steam version) on the server pc without steam link I have over 100 fps. If I use steam link the FPS counter in game and the FPS counter of steam link indicates 60 fps (so they are synchronized). When I start a gamepass game on the server PC it doesn't give fluidity problems, but via steam link it gives some stuttering problems and the FPS are not synchronized. For example I set the FPS in Forza Horizon to 30 (in game options) steam link it tells me 47-60 fps. On the PC server it starts up smoothly (and the FPS counter in game shows 30 fps) on the client with steam link there is micro stuttering.
I think is this the problem, that there is no syncronization from game pass to steam link fps
PS
If you have any problem to add game with Glosc, you can create a shortcut with playnite and then add the shortcut to Glosc
If @slouken is reading, are you able to provide any answer to the issues surrounding Microsoft Store games?
*EDIT*
I'd just like to note that as Steam Link is primarily developed for streaming the Steam library, I wouldn't expect this issue to fall under any commitment from Valve in terms of support. If they did look into it, it would be going above and beyond in my expectations.
I see that the new project GlosSI contains a D3Dcompiler.dll (doesn't contain in GlosC).
Maybe works better?
https://github.com/MicrosoftDocs/SupportArticles-docs/blob/main/support/windows-server/remote/frame-rate-limited-to-30-fps.md
To work around the issue, create a DWMFRAMEINTERVAL entry in registry subkey HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Terminal Server\WinStations to change the maximum frame rate limit on the remote session host. To do this, follow these steps:
Start Registry Editor.
Locate and then click the following registry subkey:
HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Terminal Server\WinStations
On the Edit menu, click New, and then click DWORD(32-bit) Value.
Type DWMFRAMEINTERVAL, and then press Enter.
Right-click DWMFRAMEINTERVAL, click Modify.
Click Decimal, type 15 in the Value data box, and then click OK. This sets the maximum frame rate to 60 frames per second (FPS).
[!NOTE] This registry entry sets the maximum frame rate limit that the remote display protocol can deliver to the remote session client. This setting does not set the actual frame rate for the remote session client. The actual frame rate in the remote session depends on other factors such as application and computer hardware resources. Additionally, not all remote display protocols support a frame rate that is greater than 30 FPS. For example, Remote Desktop Protocol (RDP) limits the frame rate to 30 FPS. Please contact the remote display protocol providers for more information.
Exit Registry Editor, and then restart the computer.
Is a possible solution?
I tried GlosSI but it's in very very preview and doesn't work well