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:
free test server parameters (try any one) -PixelStreamingIP=184.108.40.206 -PixelStreamingPort=8889 or -PixelStreamingIP=220.127.116.11 -PixelStreamingPort=8891
browser url http://18.104.22.168:81 or http://22.214.171.124:82 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=126.96.36.199 -PixelStreamingPort=8801 , url http://188.8.131.52:71
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!
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 .
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://184.108.40.206’ 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.