Understood re: consolidation — carrying the essential evidence from #13426 into this thread so it's in one place.
We observed a second, distinct failure signature in the same instrumented sessions, and it has the opposite telemetry profile from the bitrate collapse described above — mentioning it here because the two are probably part of the same encode/decode pipeline (or may route to different components internally depending how host encoder path vs client decode pipeline function):
Happy to provide raw session logs or run further instrumented repros on request — we can capture both failure classes simultaneously on host+client at 1 Hz.
Nothing extracted yet.
Your system information
1782861641, and beta (steamdeck_publicbeta)1784588115— bug reproduces on both channels (see differential-diagnosis table)20260716.2, kernel6.16.12-drmexec7-valve24.5) and the pre-OTA SteamOS 3.8.22 (build20260703.2, kernel6.16.12-drmexec7-valve24.3) via the inactive RAUC slot, specifically to rule out an OS regressionPlease describe your issue in as much detail as possible
Expected: During a Remote Play session, the host's outbound stream bitrate should track the negotiated/target encode rate continuously while gameplay is active and the host GPU has headroom.
Actual: Intermittently, the host's outbound stream throughput (mirrored almost exactly by the client's inbound throughput — confirms the drop is host-side, not a client-side receive problem) collapses from a healthy ~150-215 Mbit/s baseline down to ~19-40 Mbit/s for 2-10 seconds, then recovers on its own once an input event (controller/mouse) is sent. During the collapse:
We isolated this with a same-day, three-round, predeclared A/B experiment specifically to separate "is this an OS/driver regression" from "is this the Remote Play/streaming stack" — see the differential-diagnosis table below. Short version: we ruled out the SteamOS 3.8.24 OTA (kernel, Mesa, gamescope) entirely by reproducing the same stall pattern at the same rate on the host's pre-OTA image (3.8.22). The bug lives in something both images share — most likely the Steam client's Remote Play/encoder stack.
Steps for reproducing this issue
Frequency
Across three rounds totaling ~2h15m of monitored gameplay this session (plus a longer ~2h baseline the day before): 11 confirmed present-stall episodes (5 baseline + 4 + 0 + 2), rate varying by configuration (see table) — never zero except in one 60-minute round (see round 2 below), and not eliminated by any of the OS/channel combinations we tested.
Differential diagnosis — what we ruled out and how
1784588115)valve24.3→24.5, Mesa delta, gamescope delta, and everything else in the 3.8.24 OTA rootfs image — stopping rule (2 events → OS exonerated) was met at event #2, run continued voluntarily to #4 for confidence1782861641)Predeclared stopping rule for the OS test (round 1): 2 freeze-candidates on the pre-OTA image → OS image stack exonerated, stop early (we continued to 4 for extra confidence). NIC error/drop counters were logged at 1 Hz on both boxes for the full duration of every round and stayed at 0/0/0/0 throughout, including through every present-stall — this is not packet loss or a NIC/driver fault.
Conclusion: the bug is not in the SteamOS image (kernel, Mesa, gamescope all cleared by the OS A/B). It reproduces on both Steam client channels. The remaining shared surface between the tested configurations is the Steam client's Remote Play/streaming-encoder stack itself (and, more weakly, the specific game's interaction with the capture path — not excluded, but the signature was consistent across Horizon Forbidden West at multiple points and matches an independently-observed decoder-adjacent bug we're filing separately, suggesting a shared streaming-stack root cause rather than a per-game issue).
Note on host-channel effect (moderate confidence only): round 2's 60 minutes on host-stable were completely clean, versus a present-stall every ~8-20 min on host-beta in the baseline and round 1. But round 3 produced 2 episodes in 43 minutes on the same stable host, so the rate is variable (possibly scene/area-dependent) — we are not claiming "stable fixes it," only noting stable appeared to reduce the rate in this limited sample.
Evidence
We captured this with our own open-source Remote Play/telemetry monitoring agent (RigSignal) running at 1 Hz on both boxes for full session durations, cross-checked against an independent companion shell-script monitor (also 1 Hz, sampling network throughput and host GPU busy independently) — the two measurement paths agreed within normal sub-second sampling jitter (e.g. one cross-checked timestamp: 181.8 Mbit/s from our agent vs. 168.0 Mbit/s from the independent monitor, same second).
present-stall-exemplar.png— event
r3-12, 2026-07-21T11:14:02Z UTC, host TX/client RX visibly diving from ~180 Mbit/s to ~20-25 Mbit/s for ~7s while client video-decode busy % stays in the high-20s/low-30s the whole time, then both recover fully within ~5-6s of the dip ending. Caption note: the plotted CSV window is ±60s around the event; a second, unrelated drop appears in the tail of that window (offset ≈ +43s onward, network throughput trailing toward 0 and our video-busy field going empty for the last ~10 samples). That tail segment is a known collector/capture-boundary gap at the very end of our sampling window (documented in our evidence-pack README), not a second present-stall — please disregard anything past roughly offset +20s in the plot when evaluating this specific event. The reported episode is only the single dip centered at offset 0.event-r3-11-present-stall-*.csv(a clean double-dip episode, 13:01:23 + 13:01:27 local, no capture gaps) andevent-r3-12-present-stall-*.csv(single dip, see caption above for the tail artifact).../AB-VERDICT.md(verdict doc) and the accompanyinggamingpc-254-slotA-run.log/streamclient-162-slotA-run.logfiles.../EXPERIMENT-MATRIX.md.No IP addresses, credentials, or private URLs appear in any of the evidence files; host identifiers are limited to generic role names (
gamingpc,streamclient).What we can provide on request
tar -zcvf ~/Desktop/steam-logs.tar.gz ~/.steam/steam/logsif that would help triage).Related (searched, not duplicates)
We searched open and closed issues before filing. Nothing matches this signature (network-telemetry-confirmed host-side bitrate collapse with GPU still busy, input-recoverable, reproduced across an OS A/B). Closest related-but-different reports: #11877 (single-game freeze at connection time, not a mid-session recoverable stall), #8424 and #9498 (general stutter reports without throughput/GPU telemetry to discriminate root cause), #5831 (2018-era, tied to window focus, not throughput collapse). Happy to be pointed at a better match if a maintainer knows of one.
Sibling issue
This is one of two distinct freeze classes we isolated in the same investigation; see companion issue #13426 (client-side video decoder stall — VCN busy hits exactly 0% while the network stays fully healthy and audio keeps playing). They are almost certainly different bugs (opposite network/decode signature) but came out of the same test session, so cross-referencing here in case they share a root cause deeper in the streaming stack.