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Unreal Engine 5.9 ships a web platform: a project is compiled to WebAssembly and rendered through WebGPU, so it runs inside the viewer’s browser on the viewer’s own CPU, GPU and memory. No server is involved — the files sit on a static host and the browser downloads and runs them, the way an installed .exe would. Pixel streaming is the opposite arrangement: the project runs on a GPU server and the viewer receives a video stream and sends input back. The browser only has to play a video. Both put an Unreal project behind a link. They solve different problems. This page is the honest comparison, based on Epic’s own 5.9 documentation and what our customers’ viewers actually use.

Side by side

Which one fits

The web platform is a good fit when all of these are true
  • the project is small — a few hundred MB packaged — and lit without Lumen
  • the audience is on desktop Chrome or Edge, and losing phone, iPad, Mac/Safari viewers is acceptable
  • a different look on different machines is acceptable
  • the content can be public — anyone can keep the downloaded files
  • you build the engine from source and can maintain a separate web pipeline
Stream the project when any of these is true
  • viewers are on phones, tablets, Macs or in Safari (for a typical product configurator, roughly a third of viewers are on a phone)
  • the project uses Lumen, Nanite, ray tracing or is more than about a gigabyte
  • the first frame has to appear in seconds, from a link in an email or a QR code
  • the picture has to be the same for every viewer — a brand experience, a client review, a configurator
  • the assets are confidential or unreleased
  • you need sign-in, allowed domains, session analytics or a webhook when a build is ready
  • the project is multiplayer, uses voice, or depends on plugins that are not ported to WebAssembly

Can a project do both?

Not from one build today. The web platform is a separate cook, and the Pixel Streaming plugins do not build for WebAssembly, so a project that wants a web build and a stream maintains two packages. If you are weighing that, talk to us — the useful combination is one link that serves whichever the viewer’s device can run.

Where this comes from

The web-platform facts above are from Epic’s 5.9 documentation (Engine/Platforms/Wasm/Docs in the engine source: the support matrix, performance and shipping pages). 5.9 is the platform’s first release and Epic marks it experimental; browser support and renderer features will change with later versions. We will keep this page current.