Browser multiplayer 3D platform — powered by Unreal Engine 5 and Pixel Streaming in 2023
In 2023, my team and I completed the development of the “ParkSamolet+” project - virtual multiplayer scene running entirely in the browser using UnrealEngine5 and PixelStreaming.
The key idea is that the user simply opens a link and enters a real session for up to 64 participants without downloading the client. With support for text and voice chat, mini-games, and live performances.
To ensure the project runs smoothly in cloud rendering mode, I implemented numerous optimizations
A 30FPS limit on the client, VFX channel, and FullHD rendering mode for stable multi-account streaming
Parallax + HDRI—visual depth without heavy geometry
Lightweight skeletons and texture atlases — reduced drawcalls and improved GPU caching
6 LOD’s (Levels of deatails) for each character (the final LOD is vertex animation) — smooth performance with large player counts
Vertex masks and RGB + White/Black masks — texture reuse at least 5x
Props and environments were created with an emphasis on reuse — single atlas textures, a small number of materials (10 master), and numerous material instances
Virtual textures — loading only the necessary fragments, total VRAM less than 1.3GB
Static mesh instancing: CPU load decreased in the test location from 1968200 to 10100 primitives (load reduced by ~200x)
Built-in FPS, latency, and CPU/GPU load tracking in runtime — used for stream stability analysis and UX monitoring
PixelStreaming and architecture
We built a system focused on multi-session operation and resilience under network loads:
RTX-based GPU nodes with stream balancing
Centralized Session Controller: connection creation, termination, and monitoring
Admin panel: accounts, roles, moderation, stream monitoring
Automatic stream restart and dynamic server scaling as the number of users increases














