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Limitations of VR Pixel Streaming

Pixel Streaming for Virtual Reality is still subject to several limitations. These are not restrictions from Eagle 3D Streaming itself but inherent constraints from Unreal Engine’s implementation of Pixel Streaming.



1. Version Requirement – Use UE 5.5

For VR projects, always build with Unreal Engine 5.5.

  • Lower versions (≤ 5.4) have issues such as:

    • 360° view distortion

    • Double vision artifacts

  • Using UE 5.5 ensures more stable VR streaming performance.






2. VR Template Adjustment

When using the VR template provided by Unreal Editor, the default actor/character often spawns stuck on the ground at the start of Pixel Streaming.

  • You need to adjust the actor/character position before packaging to avoid this issue.






3. Local Testing Before Uploading

Before uploading to Eagle 3D Streaming, always test your VR project locally.






Additional Known Limitations from Epic Games

1. Experimental VR Support

  • VR Pixel Streaming is still experimental and not fully production-ready.

  • Behavior can be inconsistent across setups.





2. Rendering Issues (Stereo / One-Eye Blackouts)

  • Some users experience one-eye black screens or misaligned stereo imagery.

  • Often linked to Unreal Engine versions or plugin conflicts.






3. Performance Instability Across Versions

  • Certain Unreal Engine versions (e.g., UE 5.2.1) show stutters, freezes, or packet loss even on powerful hardware.

  • Performance may vary depending on engine version.






4. Default VR Settings Not Optimized

  • Unreal’s Pixel Streaming defaults (60 FPS, fixed keyframe interval) are not suited for VR.

  • VR headsets typically need 90 FPS or higher for smooth performance.

  • Workaround: launch flags like:

    -PixelStreamingWebRTCFPS=90 -PixelStreamingEncoderKeyframeInterval=0
    





5. Linux and GPU Encoder Limitations

  • Linux container builds for Pixel Streaming currently support NVIDIA GPUs only.

  • AMD encoders are not officially supported.







6. No ARM Platform Support

  • Pixel Streaming does not yet support ARM-based hardware (e.g., ARM64 servers).







7. Multi-User Limitations

  • Default Epic implementation supports only one controlling peer.

  • Multi-user VR requires custom development on top of Epic’s signaling server.









Summary

These limitations are from Unreal Engine and Epic Games, not from Eagle 3D Streaming.
We recommend:

  • Always use UE 5.5 for VR builds.

  • Adjust the VR template actor before packaging.

  • Test your project locally before uploading.

  • Be aware of platform, performance, and configuration constraints.












 


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