Hi experts,
As a network newbie, I’m exploring Unreal Pixel Streaming and would like to learn its scale ability. The ultimate goal is to understand what decides the stream count limits and if it is possible that adding more machines will increase the limits.
According to document, we can run multiple hosts in different machines.
Question 1: Assume host 1 and 2 are running in 2 identical machines (sync by a matchmaking server), and for 1 machine the limit is N, does it mean that running both will potentially allow 2N stream connecting at the same time?
Question 2: Who runs the matchmaking server? Can it be run in a 3rd machine?
I’m also curious about the difference between pixel streaming and the built-in replication in Unreal (besides that pixel streaming supports web browers by default). From a scaling up standpoint, if all my machines are equally powerful, which one is the best way?
In my use case, I would like to create a non-interactive simulation and support as many cameras as possible.