Real Time Speech to Text Subtitles for Games
Original in-game voice converted to translated text displayed as subtitles in real-time.
Allows understanding games in foreign languages while keeping the original voice.


Does not modify the game or its code.

• Only displays the original in-game voice and automatically generates translated subtitles in real-time.

• Players and developers do not need to change anything in the game – everything runs through the Steam client as an overlay or optional feature.
Last edited by 𝒁𝒊𝒓𝒆𝒂𝒆𝒍🔘; 19 Sep @ 4:27am
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You'll have to ask the devs of the game to implement this, Steam can't do anything
Originally posted by datCookie:
You'll have to ask the devs of the game to implement this, Steam can't do anything

Yes, I understand that Steam itself doesn’t implement this directly, but there are already similar programs that provide real-time speech-to-text translation. For example, Windows 11 has a built-in Live Captions feature that can display real-time subtitles for any audio, and combined with translation tools, it can convert spoken language into translated text. This shows that the technology is feasible and could be integrated at the Steam client level or offered as an optional feature for games.
Captions come in handy.
Ettanin 19 Sep @ 3:36am 
Originally posted by Zireael 🌘:
translated text
Automated translations aren't cheap, especially on the scale of the customer base of Valve, hence why Valve won't do it.
Originally posted by Ettanin:
Originally posted by Zireael 🌘:
translated text
Automated translations aren't cheap, especially on the scale of the customer base of Valve, hence why Valve won't do it.

Yes, I understand that full-scale implementation at Valve’s level could be costly. However, there are already free and open-source tools that demonstrate the feasibility of this technology. For example:

• Windows 11 Live Captions – built-in feature that displays real-time subtitles for any audio.

• Translumo – free, open-source tool for real-time text translation, suitable for games.

These examples show that real-time speech-to-text translation and subtitling is technically feasible, and integrating it as an optional feature at the Steam client level could be realistic without massive infrastructure costs.
Ettanin 19 Sep @ 4:20am 
LiveCaption uses Microsoft Copilot which is of course free for Microsoft and its services but not for Valve.

Translumo relies on external translation services that may be free for personal use but not commercial use. Valve is a commercial entity and hence not eligible for free use of such services.

Valve does not have their own AI nor translation service nor is it feasible for them to rent one for commercial use with fees such as 20 USD per million uncachable words (Google, caching results is forbidden as per API terms of service), especially at a userbase size as such of Steam.
Last edited by Ettanin; 19 Sep @ 4:22am
Whether there are free options out there does not alter the fact Valve does not own the IP to 3rd party games to interfere with them. Only CDPR, Ubisoft, Rockstar etc can decide if they want it.

Amazon does not simply add audio narration to Kindle books. The decision to include audio narration for a Kindle book is typically made by the publisher or author of the book, often in collaboration with Audible, which provides the audio version.
Last edited by Nx Machina; 19 Sep @ 4:30am
Ettanin 19 Sep @ 4:28am 
Originally posted by Nx Machina:
Whether there are free options out there does not alter the fact Valve does not own the IP to 3rd party games to interfere with them. Only CDPR, Ubisoft, Rockstar etc can decide if they want it.
This as well. Not to mention that this can trigger anti-cheat bans in such protected games due to illegitimate access on output resources (video and audio).
Originally posted by Nx Machina:
Whether there are free options out there does not alter the fact Valve does not own the IP to 3rd party games to interfere with them. Only CDPR, Ubisoft, Rockstar etc can decide if they want it.

Amazon does not simply add audio narration to Kindle books. The decision to include audio narration for a Kindle book is typically made by the publisher or author of the book, often in collaboration with Audible, which provides the audio version.

Yes, I understand that Steam cannot modify third-party games or their content. My suggestion does not require changing the game itself or the IP. The original in-game voice remains intact, and the feature would only display translated subtitles through the Steam client as an optional overlay, similar to Windows 11 Live Captions. This approach respects the game’s original content while offering an optional accessibility feature for players.
Ettanin 19 Sep @ 4:32am 
Originally posted by Zireael 🌘:
Originally posted by Nx Machina:
Whether there are free options out there does not alter the fact Valve does not own the IP to 3rd party games to interfere with them. Only CDPR, Ubisoft, Rockstar etc can decide if they want it.

Amazon does not simply add audio narration to Kindle books. The decision to include audio narration for a Kindle book is typically made by the publisher or author of the book, often in collaboration with Audible, which provides the audio version.

Yes, I understand that Steam cannot modify third-party games or their content. My suggestion does not require changing the game itself or the IP. The original in-game voice remains intact, and the feature would only display translated subtitles through the Steam client as an optional overlay, similar to Windows 11 Live Captions. This approach respects the game’s original content while offering an optional accessibility feature for players.
it still disrespects data and system integrity expectations and may lead to bans due to cheat detection. Kernel level anti-cheats (but some user level anti-cheats as well) are sensitive about the interception of output resources.
Last edited by Ettanin; 19 Sep @ 4:33am
Originally posted by Ettanin:
Originally posted by Nx Machina:
Whether there are free options out there does not alter the fact Valve does not own the IP to 3rd party games to interfere with them. Only CDPR, Ubisoft, Rockstar etc can decide if they want it.
This as well. Not to mention that this can trigger anti-cheat bans in such protected games due to illegitimate access on output resources (video and audio).

Yes, I understand the concern. To clarify, my suggestion does not interfere with the game or its resources, nor does it require modifying code, assets, or IP. The original in-game voice remains untouched. The feature would only run at the Steam client level as an optional overlay, similar to Windows 11 Live Captions. This way, it does not interact with protected game files and therefore should not trigger anti-cheat systems.
Ettanin 19 Sep @ 4:33am 
Originally posted by Zireael 🌘:
Originally posted by Ettanin:
This as well. Not to mention that this can trigger anti-cheat bans in such protected games due to illegitimate access on output resources (video and audio).

Yes, I understand the concern. To clarify, my suggestion does not interfere with the game or its resources, nor does it require modifying code, assets, or IP. The original in-game voice remains untouched. The feature would only run at the Steam client level as an optional overlay, similar to Windows 11 Live Captions. This way, it does not interact with protected game files and therefore should not trigger anti-cheat systems.
It can still be detected as a cheat.
Ettanin 19 Sep @ 4:36am 
Please cease using AI and instead start to listen to more knowledgable people.
Originally posted by Zireael 🌘:
Yes, I understand that Steam cannot modify third-party games or their content. My suggestion does not require changing the game itself or the IP. The original in-game voice remains intact, and the feature would only display translated subtitles through the Steam client as an optional overlay, similar to Windows 11 Live Captions. This approach respects the game’s original content while offering an optional accessibility feature for players.

It requires adding a function not in the original game version therefore that is interference from the developers, publishers point of view.

Secondly as Ettanin pointed out: Translation services are free for personal use but you want integration into the client which makes it commercial usage and Valve would pay for that in the same way Valve would pay if they added translation services to the forums.

As an end user i get free translation from Vivaldi, my browser. As a business there are monthly charges.

https://cloud.google.com/translate/pricing#cloud-translation-pricing

You are charged on a monthly basis for the amount of content that Cloud Translation processes. The rate you're charged depends on the API methods and which translation model you use. Prices are listed in US dollars (USD). If you pay in a currency other than USD, the prices listed in your currency on Cloud Platform SKUs apply.
Last edited by Nx Machina; 19 Sep @ 4:43am
Originally posted by Ettanin:
Originally posted by Zireael 🌘:


It can still be detected as a cheat.


I understand your point. However, technologies like Windows 11 Live Captions, YouTube Auto-Captions, and various open-source programs already demonstrate that it is possible to capture audio output at the system level without modifying the game or injecting into its process. If implemented at the Steam client level, it would not require interaction with the game’s protected resources, and therefore should not be detected as cheating. This feature is intended primarily for single-player games, where accessibility and language understanding are most important.
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