Steam is the best thing to happen to non-console, non-mobile gaming in a couple of decades. If the resolution of the host display is set in-game to the same as the client, that's that much less work the client has to do. It sounds like as much of the work, including graphical work, as possible should be done on the host. Remember, the client can be a low-performance device, so long as it can sufficiently play the stream, as it doesn't handle rendering the game's graphics. While it would be feasible to do this on a headless server with a beefy processor and minimal graphical power, you're almost certainly going to get better results if a decent enough GPU is used on the host. Photon is a custom version of the WINE translation layer, that has been optimized to better support games, including native support for all of the game controllers that Steam currently supports, as well as a translation layer enabling you to play D3D 11/12 games on Vulkan. I can run very old games (System Shock 1, Dark Forces 1) and I am guessing this is because the graphics are generates in software (not involving either. Ideally, the hosting machine would need to be powerful enough to play the game and to encode the stream simultaneously. Valve just announced the release of Photon on GitHub. When trying to run Steam or GOG Windows games in bootcamp Windows 10 almost all of them do not launch (Fallout 3, etc etc), and most give some message about a graphics issue (card, driver, etc). Does the hosting machine need powerful graphics or would a headless Xeon PC server work well? I ask as I am looking at getting one anyway to host opensim and that only being a database doesn't require much in the way of a GPU the graphics being handled by the client viewer.
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