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Igor Samokhin2018-12-14 17:15:05
unreal engine
Igor Samokhin, 2018-12-14 17:15:05

Unreal engine pixel streaming - what are the disadvantages and what servers are needed?

Hello dear experts!
Tell me, what are the disadvantages of pixel streaming from unreal? It looks very perfect... You won't need to develop anything on webgl))
1) As I understand it, you need a very bold Internet channel? What are the other pitfalls? For example, for a 3D furniture designer application in a room.
2) Has anyone come across a suitable hosting for this technology? What iron is needed there and what are the requirements?

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2 answer(s)
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rPman, 2018-12-14
@grigor007

Judging by the description of the technology, even if there is no sound on the client machines even from such a simple thing as the lack of a sound card on the host machine, then it looks like a normal streaming with video encoding, with all the bonuses and disadvantages that follow from this.
For example, I can’t imagine whether it will be possible to run several applications simultaneously on the host machine, whether they will interfere with each other with sound, the exception is if several sound cards are installed on the machine and each is personally selected as the main one for each instance.
The same goes for the video card. Several concurrent applications can run significantly slower than you expect when using a video card (for example, when assessing the load on the video card by monitoring applications, you see a load of 10% and memory consumption of the same 10% and expect that it will be possible to run 10 instances, but on In practice, everything can start to slow down already at the third), although this greatly depends on what technologies you will use and how it uses hardware.
Bonus - zero requirements for user hardware, except for the Internet, which by the way is already quite up to par. But this is fortune-telling on coffee grounds, you need to look in practice how exactly unreal poxel streaming is done.
When using a regular RDP (win10), I connected a very weak tablet to a running game using weak wifi (5-10Mbps) and got an acceptable result. Everything looked even better using teamviewer or anydesk, due to the adaptive adjustment of the quality of the video broadcast to the channel (including experimenting with distances of tens of kilometers, although the provider is wired, 100Mbit), the game was unexpectedly responsive.
There is a global redistribution of the cloud game distribution market, onlive, playkey, sony playstation now, ... it turns out unreal offers developers to implement this service right in your game in advance.

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markolofsen, 2022-03-27
@markolofsen

Technology is great!
But the web part needs to be improved.
There is a good solution for Pixel Streaming on React.js — Metaeditor.io

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