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From my understanding the host machine will render the game normally and it plays locally on that machine at whatever frame rate it can. However, the client is only getting 60 FPS streamed to it. Remember this is 60 frames streamed, not rendered by a GPU so the client isn't really doing much except sending its input to the host and receiving, essentially, a video stream of what the host is doing. Unless it's causing some sort of problem, just stick with 60.
My host PC is kinda a monster, so I'm not worried about the performance. However, due to some weird router setup (which is inaccessible for me to change), I can only stream at a limited 10Mbit/s bandwidth - which really sucks. :P
And this produces some pixelation at 1080p resolution. Not too bad, but I'd rather be with a cleaner picture.
So my idea was that if I could somehow limit the streaming frame rate to 30 or 40fps, instead of 60fps, the picture would be smoother and not pixelate (as much). But I really have no idea how this is possible, since Steam removed the option to lock the FPS. :(
Example: I forced framerate lock with RivaTuner to 10fps (it definitely works, cause the game became super choppy even when streaming), but for some reason the streaming still sends a whopping 60fps resulting in the same amount of pixelation as before... just now lagging away at 10fps too haha :P
Any ideas friends? :)
I don't know if it makes any difference but I use Nvidia hardware encoding on the host and Intel integrated graphics hardware decoding on the client.
If your close enough, and you have an extra nic in each machine you could setup a basic p2p network and just get around the network limitation.
Some wireless routers have the option to prioritize traffic, there is a setting in steam you can turn on (on mobile atm) both machines to prioritize their traffic. Might help but the router needs to support it.
It just seems extremely weird that there is no way to limit the streaming fps, even through config files etc. like there used to be. Why remove that option? :/
Or maybe I'm just blind? :)
Yep, it does sound cliche, but it did work for me. Capping the game framerate now caps the stream as well.
However, you still can manually force the client frame-rate with this hidden command line option: