Streampixel is a cloud-based 3D application streaming platform that runs Unreal Engine applications remotely with minimal latency. Unlike traditional remote-desktop solutions, Streampixel is optimized for high-performance interactive 3D experiences.
What applications are supported?
Any Unreal Engine application with the Pixel Streaming plugin enabled. If your app is built with Unreal Engine, it can run on Streampixel without modifications.
What are the hardware requirements for users?
All processing happens in the cloud — users only need a stable internet connection and a device with a modern web browser.
Does Streampixel support touch input?
Yes. Touch input is supported on mobile and tablet devices. Applications can be customized to include touch-based interactions.
Can I integrate Streampixel into my website?
Yes — embed the stream with an iframe for the simplest integration, or use the Web SDK for full programmatic control.
Streampixel runs on RTX 6000 ADA GPUs (the enterprise equivalent of the RTX 4090) with 48 GB VRAM, paired with 24-core CPUs and 64 GB RAM — enough for smooth, responsive, ultra-high-quality streaming under demanding workloads.
Where are Streampixel's servers located?
Servers are deployed in India, Germany, and the USA, providing low-latency access for users across these regions.
My application is stuck on 'Sharpening Pixels & Buffing the Details'
This is usually a network restriction — typically a firewall blocking the WebRTC connection. Try the application from a different device or switch to a cellular network. If it works there, adjust your firewall settings to allow WebRTC traffic.
My application keeps loading forever
Streampixel applications normally start within 10 seconds. If yours is significantly slower it may be crashing on launch. Contact support — we can read the server logs and help identify the issue.
See also
For blurry streams, connection issues, audio problems, and stuck builds, see Troubleshooting. For connection error codes, see Disconnect codes. For Web SDK-specific code issues, see SDK troubleshooting.