Interactive experiences · Practical guide
Pixel Streaming: a 3D experience in the browser
A visitor can explore a 3D scene without running it on their own device. This changes where processing and operation happen: alongside content design, plan how pictures and actions travel.
Remote render, browser, and session control
- Unreal application / render
- Encoding + connection
- Browser: picture + audio
- Action → application
Pixel Streaming lets Unreal run and render an application on another computer and deliver picture/audio over WebRTC to a browser that sends actions back. It does not turn Live Link into a video call. Prepare the figure or scene as an application with a complete operating workflow.
- Versions: identify Unreal, Pixel Streaming/Pixel Streaming 2 plugin generation, and matching infrastructure branch. Use documentation and infrastructure that match that version.
- Resources: survey OS, compatible GPU/encoder, target resolution, audio, browser/device, and network. A GPU specification does not establish scene performance.
- Sessions: define whether several viewers share one state, one person controls it, or every visitor needs an independent instance. Resource and operational needs differ.
- Interface: limit available actions, show loading/disconnection, allow session reset, and provide an alternative to gestures or phones. Do not enable a microphone if the experience does not need it.
Epic describes signaling and, depending on the network path, STUN/TURN. Its reference infrastructure alone is not a complete production service. Before contracting, assign responsibility for hosting, access, capacity, and support, and identify compute, data transfer, and auxiliary service costs. Test how many simultaneous sessions and actions the configuration supports before setting service capacity.
Proposed rehearsal: final scene/device, user arrival/departure, simultaneous actions, link loss, and return. Measure visible response from the visitor’s action alongside render performance. If the route is unsuitable, provide an operated local station or an approved video walkthrough. Choose according to the objective and rehearsal results.
Questions to plan the configuration
Does the browser run the entire 3D scene?
In Pixel Streaming, the Unreal application runs and renders on another computer. The browser receives picture and sound and sends actions back. Assess the rendering computer, connection, and visitor device.
Do several browsers mean several independent experiences?
Not necessarily. They may share an instance and state. Independent visitor sessions require resources and operation designed for that architecture and testing under expected load.
Sources and scope
- Epic — Pixel Streaming, Unreal Engine 5.8 — Remote rendering, WebRTC audio/video, and browser input.
- Epic — Hosting and Networking Guide for Pixel Streaming — Connection and scaling architecture; reference components, not a complete production service.
- Epic — Pixel Streaming Reference, Unreal Engine 5.8 — Hardware, browser, and plugin-generation requirements. Check the selected version.