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Use HEVC first when both your gaming PC and Steam Frame offer it. Steam documents automatic fallback to H.264 when HEVC is unavailable. Treat Pyrowave as an experimental option for a local, wired, high-capacity network: Valve says it uses five to ten times more bandwidth than other streaming codecs, with a manual 100–500 Mbit/s bitrate range. For demanding PC-VR, connect the host by at least Gigabit Ethernet and use Steam Frame’s dedicated 6 GHz link. If the stream hitches, reduce bitrate before reducing resolution.
The short decision: HEVC for most users, Pyrowave only for a suitable local network
Steam Frame is a standalone SteamOS VR headset designed primarily to stream a Steam library from a PC with low latency, while also running standalone VR and non-VR experiences. Codec choice determines how much work the host GPU and headset must do, how much network capacity the stream consumes, and how much compression is visible during motion.
For ordinary Remote Play, select HEVC (also called H.265) when both endpoints expose it. Valve’s October 2026 Steam beta notes state that Steam automatically falls back to H.264 when HEVC is unavailable. H.264 is therefore the compatibility choice, not a failure mode.
Pyrowave is different. Valve describes it as an experimental, high-bandwidth, low-latency codec for Steam Remote Play. It uses GPU encoding and decoding, supports HDR when both ends support HDR, and offers a manual bitrate range of 100 to 500 Mbit/s. Valve also says it consumes five to ten times the bandwidth of other streaming codecs. That makes it a local-network experiment, not a sensible default for a congested Wi-Fi network or an internet connection.
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No complete Steam Frame-specific codec matrix, maximum decode bitrate, or measured end-to-end latency is published in the cited Valve material. Menu labels and limits can change with Steam, SteamVR, SteamOS, headset firmware, and beta releases, so judge the current build by its available options and the Remote Play performance graph.
How Steam Frame’s stream is delivered
The host PC renders the game, encodes each frame, sends the compressed video across the network, and Steam Frame decodes and displays it. Valve defines total stream latency as the sum of encode, network, decode, and display latency. The Remote Play performance graph exposes these parts so you can identify whether the host, connection, or headset is responsible for a problem.
Steam Frame has dual radios. Valve says eye-tracking data is used to steer the best-quality pixels toward where you are looking; this is the basis of its foveated-streaming design. That optimization can preserve detail where it matters without requiring every pixel to be delivered at the same quality, but it does not remove the need for a clean, responsive link.
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Codec comparison for Steam Frame
| Codec | Compatibility and fallback | Bandwidth and controls | Latency and processing | HDR and chroma | Best use |
|---|---|---|---|---|---|
| HEVC (H.265) | Preferred when the host and headset both expose it. Steam falls back to H.264 when HEVC is unavailable. | More bandwidth-efficient than Pyrowave; the cited official material does not publish a Steam Frame-specific maximum or default bitrate. | Designed for efficient streaming; actual latency depends on encode, network, decode, and display stages. | Use the HDR option when both endpoints support HDR. No Steam Frame-specific 4:4:4 requirement is established. | Most PC-VR and desktop streaming on a capable, current system. |
| H.264 (AVC) | Broad compatibility and Valve-documented fallback when HEVC cannot be used or is unstable. | Exact Steam Frame defaults and limits are not published in the cited documentation. | Useful when a device, driver, or beta build has HEVC problems; monitor the performance graph rather than assuming a fixed latency. | Use the HDR controls exposed by the current software; support depends on both endpoints. | Compatibility troubleshooting and systems without working HEVC support. |
| Pyrowave | Experimental option in Steam beta software, not a universal replacement for the standard codecs. | Valve says five to ten times the bandwidth of other streaming codecs. Manual bitrate selection is 100–500 Mbit/s. | Uses GPU encode/decode and is intended for low latency, but your measured result still includes network and display delays. | HDR works when host and client support it. Optional YUV 4:4:4 improves chroma detail but adds bandwidth and processing time. | A local, high-capacity setup with a wired host where low latency is worth the network cost. |
| AV1 | No Steam Frame-specific AV1 support or fallback behavior is established in the cited Valve documentation. | No official Steam Frame bitrate or performance figures are provided. | Do not select it on the assumption that a modern GPU automatically makes it available. | Steam Frame-specific HDR and chroma behavior is not established here. | Only use AV1 if your current Steam build explicitly offers it and you can verify the result in the performance graph. |
Recommended setup, step by step
- Update every component. Install current Steam, SteamVR, SteamOS, and Steam Frame headset software before comparing codecs. Codec exposure and latency fixes can change in beta releases, so an older build can produce a misleading result.
- Start with standard Remote Play. In the current streaming or Remote Play settings, choose HEVC if it is offered for both the host and headset. If HEVC is missing, fails to start, or behaves inconsistently, leave H.264 selected or allow Steam’s documented fallback.
- Build the network baseline. Connect the gaming PC to the router with Ethernet; for Pyrowave, Valve recommends at least Gigabit Ethernet because of its bandwidth demand. For PC-VR, use Steam Frame’s dedicated 6 GHz link rather than sharing the headset with a crowded general-purpose wireless network.
- Reduce distance and obstructions. Keep the headset in the same room as the wireless equipment with a clear path where practical. The independent SteamFPS guide recommends this arrangement for PC-VR, but its latency expectations are derived rather than measured laboratory results.
- Begin conservatively. Use automatic bitrate if the current software provides it, or start with a conservative value. Raise quality in small steps while watching the performance graph for bitrate, dropped frames, and each latency component.
- Test Pyrowave only after HEVC is stable. Enable the experimental codec on a local setup with the host wired to the router. Choose a modest value within its 100–500 Mbit/s manual range, then increase it only while the graph remains clean. A high setting that causes queueing or dropped frames is worse for motion comfort than a lower, stable setting.
- Enable HDR deliberately. Turn on HDR only when both the host and headset support it and the game’s output is HDR. Check the result in an actual game; a display or game that remains SDR will not gain image quality simply because a toggle is enabled.
- Keep YUV 4:4:4 for specialized use. Pyrowave’s optional 4:4:4 mode adds bandwidth and processing time. Leave it off for most games. Consider it for desktop work, fine text, or a 4K desktop where chroma detail matters more than maximum headroom.
- Protect frame-time stability. Choose a sustainable render and display rate. In VR, consistent delivery and low motion-to-photon delay are more important than a peak resolution or bitrate that the network cannot sustain.
Bitrate, resolution and refresh-rate trade-offs
Bitrate is the first control to reduce when a stream begins to hitch. Lowering it reduces the amount of data that must be encoded, transmitted, buffered, and decoded every second. Resolution affects the number of pixels the host renders and the amount of detail the encoder must preserve; reducing it can help when the host GPU is overloaded, but it is usually a more visible image-quality sacrifice. Therefore, keep resolution steady initially and lower bitrate first when the performance graph shows dropped frames or network-related stalls.
Do not treat a high bitrate as automatically better. A setting that fills a wireless link or creates a queue can add network latency even when the image looks sharper in still scenes. Increase bitrate only until motion remains clean and the graph stays within a stable latency range.
An independent SteamFPS guide reports up to 144 Hz and 2160×2160 pixels per eye for Steam Frame, but those figures are guide-reported product specifications, not measurements from Valve’s cited material. Verify the current Valve product page and your software build before relying on either figure. The practical setting is the highest refresh rate and per-eye resolution your host, codec, and network can deliver consistently.
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Network requirements for PC-VR
Why the host should be wired
Wireless hops add contention and variable delay before the stream even reaches the headset. Ethernet from the gaming PC to the router removes that hop and gives the encoder a predictable path. Pyrowave’s five-to-ten-times bandwidth requirement makes a wired host especially important; Valve specifically calls for at least Gigabit Ethernet for this mode.
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Why the dedicated 6 GHz link matters
Steam Frame’s dedicated 6 GHz PC-VR link is intended to carry the demanding headset stream without competing with ordinary household traffic. Keep the headset close enough for a strong signal and avoid placing the radio behind dense obstructions. A fast internet subscription cannot compensate for a weak local link: the PC-to-headset path is what determines PC-VR streaming quality.
When Pyrowave is the wrong choice
- The host is connected over Wi-Fi instead of Ethernet.
- The router or access point cannot sustain the selected bitrate without queueing.
- The headset is far from the access point or separated by multiple obstructions.
- Other users or devices regularly consume the same wireless capacity.
- The performance graph shows dropped frames or rising network latency at the chosen bitrate.
HDR and YUV 4:4:4: when each option helps
Pyrowave supports HDR when both host and client support it. HDR is most useful when the game, operating system, display pipeline, and headset are all configured for HDR; otherwise, leave the pipeline in the mode that produces correct colors rather than forcing a conversion.
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YUV 4:4:4 preserves more chroma information than the subsampled formats commonly used for game video. Valve’s Pyrowave discussion says it is optional, costs additional bandwidth and processing time, and is better suited to desktop or 4K text use than enabled by default. Text-heavy desktop work can reveal color fringing that is difficult to notice in a moving game, so test this option with the workload you actually care about.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Diagnosing a stuttering or delayed stream
1. Check the performance graph
Look at encode, network, decode, and display portions separately. A rise in encode time points toward host GPU load or an overly demanding render setting. A rise in network time or dropped frames points toward bitrate, wireless conditions, or congestion. Decode or display spikes suggest headset load, thermal limits, or a software issue.
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Lower the bitrate one step and repeat the same movement or game scene. If delivery becomes smooth, keep that value and only then consider raising resolution. If the graph still shows encode overload, reduce the host’s render resolution or graphics settings instead.
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- All-In-One VR Solution: The VIVE Focus series offers standalone and PC VR experiences. Harness the power of virtual reality with high-resolution displays, versatile tracking features, and immersive applications. Base station-free.
- PC VR Gaming Headset: Immerse yourself in low-latency VIVEPORT and SteamVR gameplay. DisplayPort mode delivers lossless, high-fidelity visuals straight from your PC.(1) Connect your PC directly to your Wi-Fi router using an Ethernet cable for PC VR streaming.
- Make Interactions Real: Connect in VRChat like never before. With built-in eye tracking and low-light hand tracking; plus face and body tracker support, movement in VR is intuitive and lifelike.(2)(3)
- Immersive 5k Headset Display: The immersive display puts you right at the heart of the action with a 5K resolution of 2448 x 2448 pixels per eye, up to 120° field of view, and 90 Hz refresh rate.
- Personalize Your Fit: Auto-IPD adjustment aligns the XR headset's lenses with the centers of your pupils, giving your eyes the clearest, most comfortable viewing experience.(4)
3. Return to HEVC or H.264
Pyrowave is experimental. If it stutters despite a wired host and strong 6 GHz signal, switch back to HEVC. If HEVC is unavailable or unstable, use H.264 and confirm that Steam’s fallback is functioning. This isolates whether the problem is codec-specific rather than network-wide.
4. Remove wireless variables
Move the headset closer, restore a clear path, stop large transfers on the local network, and ensure the host remains on Ethernet. Test again before changing several graphics settings at once.
5. Keep a stable frame rate
Uneven frame delivery can feel like network stutter even when average bitrate looks acceptable. Cap or lower the game’s workload enough to maintain a consistent rate, then retest streaming quality.
What is and is not known about current limits
Valve has documented the HEVC-to-H.264 fallback and Pyrowave’s bandwidth characteristics, HDR support, 4:4:4 option, and 100–500 Mbit/s manual range. It has not published a complete Steam Frame codec matrix, a universal maximum decode bitrate, or measured end-to-end latency in the cited material. Consequently, do not infer a fixed maximum from another headset, GPU, router, or software version. Check the labels and limits shown by your current Steam beta or stable build, then validate them with the performance graph under the games you actually play.
The practical rule remains simple: use the most efficient supported codec that stays stable. HEVC is the starting point, H.264 is the compatibility fallback, and Pyrowave is an optional low-latency experiment for a wired, high-capacity local network.
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