Free server open for anyone like to connet show your UE4 project., easily just setup Parameters from
Unreal Editor, Under the Level Editor > Play category, find the Additional Launch Parameters setting, and set its value to -AudioMixer -PixelStreamingIP=65.52.189.204 -PixelStreamingPort=8889.
We are working on Pixel Streaming Plugin, UE4 documents here, we are now devleoping STUN/TURN server and signalling, which helps Pixel Streaming application publish to Internet wihtout GPU cloud, our team build a webpage to showcase Unreal Engine PixelStreamingDemo throught internet, url here:
Hi, one question, do you have this service for renting? we have a project that will use Pixel Streaming and would like to contact you and check your availability so we can use your servers. Thanks!
Hi, elmauro81
Sure, we can provide rent service, before you want to rent, you can try our free connection, step follow as http://renderstreaming.com/connect
free test server parameters (try any one) -PixelStreamingIP=65.52.189.204 -PixelStreamingPort=8889 or -PixelStreamingIP=65.52.189.204 -PixelStreamingPort=8891
browser url http://65.52.189.204:81 or http://65.52.189.204:82 depend on your choice parameters 8889 or 8891
or we provide a unique port for you if you want to show project directly , parameters are -PixelStreamingIP=65.52.189.204 -PixelStreamingPort=8801 , url http://65.52.189.204:71
are you still actively working on this project? We’re currently researching this technology for demoing our projects to our clients and are having difficulties with web server instability, client browser problems (no input registered) and mobile connections. Is there any way I can get in contact with you via email? Would love to discuss potential opportunities for working together!
Hi dpcad,
I’m trying to test the servers but it stays on “starting connection to server, please wait” am I missing anything, is there any other changes need to be done in the unreal project or signaling server files or anything else ?
please let me know if I could use your services I really like to go to next steps for renting servers.I am an Architectural visualizer based in LA and your service is very helpful to me.
Hi, We have the same problem … as lowlo
running the app from my pc as a server and connecting to it from another pc in my house, I get great latency and great bitrate and the quality is amazing.
but when i deploy it on aws and try to connect from several pc in my country, I experience a drop in bitrate and really choppy pixelized experience…
as I understand it the webRTC protocol should adapt to the changing quality in the global internet and things should go smooth at least with 30 fps and a reasonable resolution (not even HD),
its the same technology as zoom and other webcams and even several online movie companies isn’t it ?
It would really help if someone from epic could help …
maybe supply best practice for settings in the game itself or in the inner webRTC .
thanks !
Hi,
We face the same bitrate drop problem. Once it drops to a low bitrate, it takes minutes to increase the bitrate to an acceptable level or it never goes back up. Anyone knows a solution to this?
Everything is working fine locally, but once someone not on the same network tries to connect to the server, i get the following error in the webbrowser of the users logg
Websocket connection to ‘ws://65.52.189.204’ failed: Connection closed before receiving a handshake respone.
The message to the user is “Starting connection to server, please wait”
Does anyone know what the problem is?
All ports are open and tested.
Correct parameters are on the streamer executeable correct and streamer is connected once its started.
The user makes it all the way until play is hit, and the errors above happend.
Hi, We are trying to use pixel streaming for our project. The pixel streaming system seems to have a bug that is making it unusable for us. the bug is this:
When a user presses and holds the mouse button so that the “game” has focus/capture of the mouse (cursor goes invisible), in the local version of the software the mouse will be in the same position when the user releases the mouse. On the remote machine (via pixel streaming), the mouse cursor will move. We need the remote version to work exactly the same as the local version. I looked at the source for pixel streaming and located the error:
UE_4.27\Engine\Plugins\Media\PixelStreaming\Source\PixelStreaming\Private\InputDevice.cpp
line 245 → 258
the code sets the mouse cursor to a postion that it thinks it should be at (but that position is wrong when the mouse has been captured).
It would be amazing if this could be fixed so that we could use the pixel streaming system.