Virtual reality streaming

Stream a VR application to a headset over the web. The headset's browser opens a link; the rendering happens on Eagle 3D Streaming's GPU machines, exactly as it does for any other app.

There is a live example you can open in a headset right now: the VR demo.

What is different about VR

Most of it is the same as any other app: build it, package it for Windows, upload the ZIP, open the link. Three things are not.

DifferenceWhat it means for you
The engine version is fixed Unreal 5.5. Anything else distorts the view or doubles it.
OpenXR must be disabled Counter-intuitive, and easy to get backwards. It is switched off, not on.
The VR template spawns in the floor Unreal's own template puts the player through the ground at start. There is a fix, and you will need it.

Which headsets have been tested

The path

  1. Build and configure the project

    Create a VR project, enable Pixel Streaming (Plugin 1) — not Pixel Streaming 2, which does not stream on 5.5; see plugin compatibility — disable OpenXR, fix the player start, and package it. Setting up a VR project covers all of it.

  2. Test it locally, with a headset

    Against Epic's own signalling server, before it goes near the platform. A VR fault is far harder to read through a stream than on your own machine, and this step removes a whole class of confusion later. Testing VR locally walks through it, including the HTTPS setting a headset needs.

  3. Upload it like any other app

    Nothing VR-specific: the same ZIP, the same Control Panel. See uploading from the Control Panel.

  4. Open the link in the headset's browser

    Each app has its own streaming URL, of the form connector.eagle3dstreaming.com/v5/<owner>/<app>/<config>. Open it in the headset's browser — there is nothing to install on the device.

What is VR Pixel Streaming?Watch on YouTube

In this section

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