Virtual LAN service using existing steam networking features
How feasible would it be to use the system Steam has to connect players' machines for multiplayer games to instead facilitate a virtual LAN connection?
You know, something like Hamachi/Evolve/Radmin VPN/whatever that instead of having it's own network wraps Steamworks' existing multiplayer features.

The main use case would be playing lan games that are not released on steam like let's say Hisoutensoku, or games that implement LAN connectivity but not Steamworks multiplayer like Cortex Command or setting up personal services like a private Mumble server.
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Showing 1-10 of 10 comments
Ettanin Aug 9, 2020 @ 5:13am 
Steamworks already supports the provision of TURN servers in case a peer-to-peer connection is not possible due to CGNAT or too restrictive routers.

https://partner.steamgames.com/doc/features/multiplayer/steamdatagramrelay

The game devs simply have to implement it. It's possible Steam might expand this feature to provide LAN services, but it's unlikely, considering it could be abused to transfer illegal traffic over their network if it was too generic.
Last edited by Ettanin; Aug 9, 2020 @ 5:24am
Wasili_PoopKin Aug 9, 2020 @ 5:25am 
I was talking about a virtual network connection wrapper for SDR or peer-to-peer networking.
Ettanin Aug 9, 2020 @ 5:27am 
Originally posted by Wasili_PoopKin:
I was talking about a virtual network connection wrapper for SDR or peer-to-peer networking.
Yeah, no, i don't see this happen for non-steam games due to the too generic nature and the problem of illegal downloads and similar potential abuse it would entail.
Cathulhu Aug 9, 2020 @ 5:28am 
For what purpose? Current games don't need them and there is no money in it for providing such a feature for legacy titles.
Last edited by Cathulhu; Aug 9, 2020 @ 5:28am
Wasili_PoopKin Aug 9, 2020 @ 5:38am 
Originally posted by Cathulhu:
For what purpose? Current games don't need them and there is no money in it for providing such a feature for legacy titles.
Because steam already has the infrastructure to do so and virtual lan software is popular.

Originally posted by Ettanin:
Originally posted by Wasili_PoopKin:
I was talking about a virtual network connection wrapper for SDR or peer-to-peer networking.
Yeah, no, i don't see this happen for non-steam games due to the too generic nature and the problem of illegal downloads and similar potential abuse it would entail.
Fair enough.
Cathulhu Aug 9, 2020 @ 5:42am 
Originally posted by Wasili_PoopKin:
Originally posted by Cathulhu:
For what purpose? Current games don't need them and there is no money in it for providing such a feature for legacy titles.
Because steam already has the infrastructure to do so and virtual lan software is popular.
Again, there is no money in it for Valve. As long as there is no money in it for Valve, it won't happen.
Valve isn't a charity.
It's a company aiming to make as much profit as possible.
Ettanin Aug 9, 2020 @ 5:44am 
Originally posted by Wasili_PoopKin:
Because steam already has the infrastructure to do so and virtual lan software is popular.

But what is in it for Valve for offering that infrastructure as a service? Does it entail more sales? How would Valve cover the additional traffic costs that such service would entail? Some older games, especially those intended for LAN play, actually didn't use traffic efficient datagrams, easily eating into the hundreds of Kilobytes per second or even Megabytes. For you as a single player this number seems small, but it becomes exponentially large the more players make use of it.
Last edited by Ettanin; Aug 9, 2020 @ 5:44am
Wasili_PoopKin Aug 9, 2020 @ 6:46am 
Originally posted by Cathulhu:
Originally posted by Wasili_PoopKin:
Because steam already has the infrastructure to do so and virtual lan software is popular.
Again, there is no money in it for Valve. As long as there is no money in it for Valve, it won't happen.
Valve isn't a charity.
It's a company aiming to make as much profit as possible.

Originally posted by Ettanin:
Originally posted by Wasili_PoopKin:
Because steam already has the infrastructure to do so and virtual lan software is popular.

But what is in it for Valve for offering that infrastructure as a service? Does it entail more sales? How would Valve cover the additional traffic costs that such service would entail? Some older games, especially those intended for LAN play, actually didn't use traffic efficient datagrams, easily eating into the hundreds of Kilobytes per second or even Megabytes. For you as a single player this number seems small, but it becomes exponentially large the more players make use of it.

I don't see a LAN game consuming more bandwidth than let's say already existing Remote Play feature. And a virtual lan would obviously come with bandwidth/user limitations (which in turn can also be monetised).
As for monetary worth. Not every feature has to bring direct profit. Case in point Remote Play mentioned above. One could argue it acts to promote couch multiplayer games, however you could also argue that nothing prevents most such games from having network multiplayer other than the difficulty associated with implementing it. Virtual network would be akin to a middle ground between developers having to rely on Remote Play and having to implement matchmaking and host their own servers.
Originally posted by Wasili_PoopKin:
I was talking about a virtual network connection wrapper for SDR or peer-to-peer networking.
:steammocking:
jinksaw Jan 17 @ 7:10pm 
I’d like to suggest implementing a Virtual LAN service using Steam’s existing networking infrastructure, such as SDR (Steam Datagram Relay). This feature would allow players to connect to a simulated LAN network for games that only support local LAN multiplayer.

Why is this important?

There’s a clear demand: Software like Hamachi, Radmin VPN, and others are widely used because many players enjoy older games or titles that rely on LAN.
Steam already has the infrastructure: Expanding tools like Remote Play Together or peer-to-peer networking into a Virtual LAN service seems like a logical evolution of what Steam offers.
It supports legacy and indie games: Many older or indie games don’t have matchmaking or online multiplayer, but a Virtual LAN would give them new life.
Revenue potential: While it may not directly generate revenue, such a feature could increase purchases of legacy games and strengthen Steam’s community appeal.
Concerns about traffic costs or potential abuse could be managed with reasonable user limits or restrictions tied to Steam accounts. Additionally, the bandwidth required for this would likely be similar to Remote Play Together, which already handles higher data demands effectively.

This feature could enhance multiplayer gaming on Steam, encourage more game purchases, and make the platform even more appealing for players worldwide.
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Date Posted: Aug 9, 2020 @ 4:59am
Posts: 10