Unfortunately, yes, this is a known limitation because of how the VR client works (namely, the actual discovery is done by the 2D streaming client, which in the VR case launches the actual VR client), the discovery is limited by Steam's own lack of IPv6 support. Once you are connected, VRLink uses IPv6 just fine...
Sadly, this requires making Steam as a whole support IPv6 throughout, which... would be good, yes, but would also be a large chunk of work, which is why it keeps getting put off.
(It is in the "we really would like to do this at some point" bin, though.)
FWIW, I've been working on pulling IPv6 through Steam properly for other reasons, and this does now work in my test scenarios -- the Steam Link client and the Steam host will find each other properly in an IPv6-only environment.
No immediate timeline on when it'll hit beta, but just figured I'd let you know the work didn't get forgotten.
That's awesome! Thank you so much, I'll be on the lookout for when it arrives!
Nothing extracted yet.
Describe the bug
In the (albeit currently rare outside of fixed wireless) event someone has a network that simply does not have an IPv4 LAN, the Steam Link client doesn't have the ability to find the host via the IPv6 LAN.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Steam/SteamVR and Steam Link are able to find each other on the IPv6 LAN if there isn't an IPv4 address for one or either device.
System Information (please complete the following information):
Additional context
I would consider this a hybrid between a bug and a feature request, but more toward a bug that's holding Steam back from full IPv6 support.