Quick reference for terms that appear in the docs. Most are standard WebRTC or Streampixel-specific.Documentation Index
Fetch the complete documentation index at: https://docs.streampixel.io/llms.txt
Use this file to discover all available pages before exploring further.
Platform terms
Project
Project
The basic unit on Streampixel. Owns a build, settings, share link, team access, and billing relationship. Most accounts have one project per Unreal application.
Build
Build
A packaged Unreal Engine project (
.zip) uploaded to a Streampixel project. A project can have many builds; one is “live” at a time.Upload ID
Upload ID
The unique identifier of a build, returned by the Upload File API. Use it to call Distribute File and to correlate webhook events.
Region
Region
One of three deployment regions:
us-east-1, europe, asia-pacific. A project is bound to a region at creation. See regions.Worker
Worker
A GPU machine that runs your Unreal binary in headless mode. Each connected viewer gets their own worker (in standard mode) or shares one with other viewers (in SFU mode).
Session
Session
One viewer’s connection to one streaming worker. Has a lifecycle: requesting → queued → connecting → streaming → disconnected. See session lifecycle.
Queue
Queue
When all workers are busy, new viewers wait in a queue. The SDK exposes the viewer’s queue position via the
queueHandler callback.API key
API key
A per-user secret that authenticates REST API calls. Generate from the dashboard. Pair with your
userId in every API request body. See API keys.Team member
Team member
A Google account invited to your Streampixel account with
FULL or READONLY access. Can be scoped to specific projects. See team members.Custom domain
Custom domain
A domain you own (e.g.
play.yourcompany.com) configured to serve a Streampixel project. See custom domains.Webhook
Webhook
An HTTPS POST that Streampixel sends to a URL you configure when something happens to your build. See webhooks and the event reference.
Auto-release
Auto-release
The
autoRelease flag on the upload API. When true, an approved build is automatically distributed to streaming workers. When false, you call Distribute File yourself — useful for staged rollouts.Streaming terms
Pixel Streaming
Pixel Streaming
Unreal Engine’s technology for rendering frames on a server GPU and streaming them as video to a remote browser. Streampixel is built on top of Pixel Streaming.
WebRTC
WebRTC
The browser standard that carries the video stream and the bidirectional data channel for input. Streampixel uses WebRTC for all client connections.
Signalling
Signalling
The handshake that sets up a WebRTC peer connection. Streampixel runs signalling servers per region; the SDK and iframe handle this transparently.
ICE / STUN / TURN
ICE / STUN / TURN
NAT traversal mechanisms used to connect peers. STUN figures out your public IP; TURN relays traffic when direct peer-to-peer fails (corporate firewalls, restrictive networks). Streampixel runs TURN servers per region. Force TURN-only with
forceTurn: true in the SDK config.Streamer
Streamer
The Unreal Engine process running on a worker — i.e. the source of the video stream.
SFU
SFU
Selective Forwarding Unit. A streaming mode where one Unreal instance feeds many viewers. Use
sfuHost: true for the host, sfuPlayer: true for viewers. See multiplayer streaming.Codec
Codec
The video compression format. Streampixel supports H264, VP8, VP9, and AV1. AV1 is highest quality but only works in Chrome desktop. See codec settings.
Bitrate
Bitrate
How much data the stream uses, measured in kilobits or megabits per second. Higher bitrate = better visual quality and more bandwidth required.
Adaptive bitrate
Adaptive bitrate
A streaming mode that automatically adjusts bitrate to match the viewer’s network. Set
resolutionMode: 'Adaptive Resolution Mode' in SDK config.QP (Quantization Parameter)
QP (Quantization Parameter)
A WebRTC encoder knob. Lower QP = higher quality + larger file size. Configure with
minQP and maxQP in the SDK config. Defaults are sensible — only tune if you know what you’re doing.Latency
Latency
The time between input and visible result. End-to-end latency = encode + network RTT + decode + display. Picking the closest region is the biggest lever.
FPS
FPS
Frames per second. Streampixel reports both render FPS (in UE) and WebRTC FPS (received by the browser). Aim for ≥ 30 FPS for usable interaction; ≥ 60 for smooth.
AFK timeout
AFK timeout
A built-in inactivity timeout. After
afktimeout seconds with no input, the viewer is warned, then disconnected. Configurable per project. See AFK / idle timeout.Disconnect code
Disconnect code
A numeric code that explains why a session ended. Standard WebSocket codes (1000, 1001, 1006) plus Streampixel app-level codes (4000-4007). See the full disconnect codes reference.
WebXR
WebXR
The browser standard for virtual and augmented reality. Streampixel supports WebXR for VR streaming via the
xrInput: true SDK option. See VR web integration.Acronyms at a glance
| Acronym | Meaning |
|---|---|
| API | Application Programming Interface |
| AV1 | AOMedia Video 1 (codec) |
| CDN | Content Delivery Network |
| DC | Data Channel (WebRTC bidirectional channel) |
| FPS | Frames per second |
| GPU | Graphics Processing Unit |
| H264 | A widely-supported video codec |
| HMAC | Hash-based Message Authentication Code |
| ICE | Interactive Connectivity Establishment |
| QP | Quantization Parameter |
| RTT | Round-Trip Time |
| SDK | Software Development Kit |
| SFU | Selective Forwarding Unit |
| STUN | Session Traversal Utilities for NAT |
| TURN | Traversal Using Relays around NAT |
| UE | Unreal Engine |
| VP8 / VP9 | Open video codecs from Google |
| WebRTC | Web Real-Time Communication |
| WebXR | Web Extended Reality (VR/AR) |
Next steps
How Streampixel works
The system architecture in one page.
Streaming basics
WebRTC, codecs, bitrate, and latency in depth.