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Regardless, this seems like a very expensive way to accomplish remote play since you could pretty easily build a budget PC to host your remote play games for cheaper than you’ll end up paying for a capable Azure VM to stream a game for a decent amount of time.
\steam\logs\streaming_log.txt
it will show encode times
if its not able to use hardware encoding it will take more than a couple ms to encode each frame
I agree with you on the financial end...sort of. I already have an old laptop that I could use as a bare metal server.
Partly, this is an experiment, rather than a serious deployment, and partly it's that I would rather have a server in a datacenter than an old PC that could burn my house down while I'm out.
The main thing is I'm trying determine how to do this, regardless of whether I settle on it. Again, I'm tinkering. I'm also thinking of investigating whether it would work on AWS.
Another issue you might be encountering is that you don’t have sufficient firewall rules to allow the inbound ports needed to establish the session or the outbound rules for the udp ports that are needed for the audio/video stream.
steams streaming_log.txt would still show where the slow point for streaming
capture, encode, network, decode, display etc..