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UE4 Pixel Streaming w/ SpatialOS


#1

I’m looking to see if there is any known (or unknown!) compatibility between SpatialOS and the new Unreal Engine Pixel Streaming feature. The feature docs and setup can be viewed here: https://docs.unrealengine.com/en-us/Platforms/PixelStreaming

There is some initial setup to get pixel streaming functioning correctly (locally) and I’m wondering what I can expect before diving in and testing this out myself w/ Spatial (or if I’m being naive about Spatial’s architecture).

For example, streaming out player views would place a high gpu load on each spatial instance(this can be done in headless mode in Unreal), will spatial scale based on gpu usage (vs default cpu usage)?


#3

Hey @Gypaetus,

SpatialOS server-workers can’t fulfil this function for two reasons:

  • They don’t have GPUs, so they can’t rendered and encode output into a media stream.
  • SpatialOS server-workers only run in a Linux environment, whereas the Pixel Streaming Plugin, the WebRTC Proxy Server, and the Signalling and Web Server only run in a Windows environment.

For this reason, while there’s no fundamental incompatibility, if you wanted to run a SpatialOS UE4 game on a remote device via Pixel Streaming you’d need to use a separate server infrastructure to fulfil the Pixel Streaming aspect of the product.


#4

Thanks a ton for the response and reasoning on this.