Is PixelStreaming's SFU scalable?

I want to build a system to distribute the screen image of the application running on the server using PixelStreaming.

And I want the number of machines hosting SFU to scale with the number of connections to accommodate a larger audience.

Is such a use case unexpected by the SFU for PixelStreaming published by EpicGames?

Thank you.


As far as I can see, the implementation of the SFU server in question does not seem to assume the case of scaling according to the number of connections.

Therefore, I decided to use AntMediaServer, which is more suitable for this purpose, instead of the SFU server.

1 Like

Hi, If you want a large number of concurrent users and high-end servers for Pixelstreaming, check out ,
We have the fastest spinup time and high-end GPU servers specially designed for Unreal engine streaming.