Does Steam's Remote Play work with webview2 exports?

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  • Hi,

    I've exported from the latest beta with the new "export for steam" export option enabled but can't get Steam Remote Play working - just get a black screen and no sound on the guest machine. I tried a different, non-Construct game and it worked perfectly. Just wondering if anyone knows whether it's possible and if so, whether there's anything I can configure in the project or on either the host or guest machines?

    Thanks!

  • ChatGPT suggested temporarily disabling the Steam overlay by moving D3D11Overlay_x64.ext.dll out of the game's directory.

    Now, Steam Remote Play Together shows the game on the guest, but I still can't play because:

    "input is temporarily disabled whilst the host is busy" - but the host isn't busy

    So I made a build without the "export for Steam" option, but see the same thing.

    ChatGPT seems to suggest that the overlay is required to pass input from the guest back to the host, so I'm currently stumped.

  • Hey, any updates on this? Did you manage to resolve it somehow?

  • If there is a problem with a Steam feature, please report it to Valve - there's usually not much we can do on our end, and it's up to them to get Steam features to work properly.

  • mayhamurasaki

    Hey, any updates on this? Did you manage to resolve it somehow?

    Sadly not. When I managed to get remote play working without input control, it was two devices on the same network - so close to ideal conditions - and even then, I think the lag wouldn't be ideal for my game which is very sensitive. It would be nice to confirm with input control working, but at the moment I don't have time to investigate deeply enough to either fix myself or confirm there's a bug somewhere.

  • In short:

    No it doesn't work on WebView2.

    Why?

    Because WebView2's rendering architecture is problematic for Steam's overlay to hook into.

    So Scirra came up with a workaround to make Steam's overlay work. This is described in the Steamworks plugin documentation.

    It adds the D3D11Overlay_x64.ext.dll to your exports as you've noticed, which is a library used to create this DirectComposition Direct3D 11 overlay-frame, on top of your game. Steam then hooks into that, instead of your game.

    While this makes the Steam overlay work on Webview2, it also breaks direct game recording with any recording tool, including Steam Recordings, as well as Steam Remote Play and Steam Broadcast. As applications now pickup this transparent overlay, instead of the actual game.

    Scirra likely can't do more than this -> Steam doesn't care because not enough people report it to them -> There will realistically speaking never be a solution to this.

    There's a small chance that either WebView2 or Steam gets an update adressing this in the future, but i definitely wouldn't count on it.

    A workaround would be to use 3rd party exporting solutions like Pipelab, which uses Electron. Use an old C3 version to export with NWjs. Or migrate your game to a different game engine.

    Which is unfortunate, but it's the situation we're in.

  • In short:

    No it doesn't work on WebView2.

    Why?

    Because WebView2's rendering architecture is problematic for Steam's overlay to hook into.

    So Scirra came up with a workaround to make Steam's overlay work. This is described in the Steamworks plugin documentation.

    It adds the D3D11Overlay_x64.ext.dll to your exports as you've noticed, which is a library used to create this DirectComposition Direct3D 11 overlay-frame, on top of your game. Steam then hooks into that, instead of your game.

    While this makes the Steam overlay work on Webview2, it also breaks direct game recording with any recording tool, including Steam Recordings, as well as Steam Remote Play and Steam Broadcast. As applications now pickup this transparent overlay, instead of the actual game.

    Scirra likely can't do more than this -> Steam doesn't care because not enough people report it to them -> There will realistically speaking never be a solution to this.

    There's a small chance that either WebView2 or Steam gets an update adressing this in the future, but i definitely wouldn't count on it.

    A workaround would be to use 3rd party exporting solutions like Pipelab, which uses Electron. Use an old C3 version to export with NWjs. Or migrate your game to a different game engine.

    Which is unfortunate, but it's the situation we're in.

    Thanks for the detailed explanation; it would be great if we still supported NW.js.

  • I posted a while back about all the many problems NW.js had, including relying on unsupported hacks to get the Steam Overlay working that we cannot guarantee will keep working, and which did indeed break for several months (shortly after we made the change to our own exporters, so not many people noticed). Our new export options support the Steam Overlay now. We'd like to improve support and it may be possible to in future, but it would be a lot easier if Steam (who are a multinational corporation with thousands as times as many staff as we have) co-operated. The more people who contact Steam about it, the more likely they are to act, so please do contact them about it.

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  • I posted a while back about all the many problems NW.js had, including relying on unsupported hacks to get the Steam Overlay working that we cannot guarantee will keep working, and which did indeed break for several months (shortly after we made the change to our own exporters, so not many people noticed). Our new export options support the Steam Overlay now. We'd like to improve support and it may be possible to in future, but it would be a lot easier if Steam (who are a multinational corporation with thousands as times as many staff as we have) co-operated. The more people who contact Steam about it, the more likely they are to act, so please do contact them about it.

    Steam taking action would certainly be the best-case scenario. Unfortunately, dealing with this type of company (a monopoly) is futile unless a very large percentage of users is affected. It’s the same story with Google... Apple...

    I appreciate the effort you are putting in.

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