Skip to main content

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.

Quick reference for terms that appear in the docs. Most are standard WebRTC or Streampixel-specific.

Platform terms

The basic unit on Streampixel. Owns a build, settings, share link, team access, and billing relationship. Most accounts have one project per Unreal application.
A packaged Unreal Engine project (.zip) uploaded to a Streampixel project. A project can have many builds; one is “live” at a time.
The unique identifier of a build, returned by the Upload File API. Use it to call Distribute File and to correlate webhook events.
One of three deployment regions: us-east-1, europe, asia-pacific. A project is bound to a region at creation. See regions.
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).
One viewer’s connection to one streaming worker. Has a lifecycle: requesting → queued → connecting → streaming → disconnected. See session lifecycle.
When all workers are busy, new viewers wait in a queue. The SDK exposes the viewer’s queue position via the queueHandler callback.
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.
A Google account invited to your Streampixel account with FULL or READONLY access. Can be scoped to specific projects. See team members.
A domain you own (e.g. play.yourcompany.com) configured to serve a Streampixel project. See custom domains.
An HTTPS POST that Streampixel sends to a URL you configure when something happens to your build. See webhooks and the event reference.
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

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.
The browser standard that carries the video stream and the bidirectional data channel for input. Streampixel uses WebRTC for all client connections.
The handshake that sets up a WebRTC peer connection. Streampixel runs signalling servers per region; the SDK and iframe handle this transparently.
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.
The Unreal Engine process running on a worker — i.e. the source of the video stream.
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.
The video compression format. Streampixel supports H264, VP8, VP9, and AV1. AV1 is highest quality but only works in Chrome desktop. See codec settings.
How much data the stream uses, measured in kilobits or megabits per second. Higher bitrate = better visual quality and more bandwidth required.
A streaming mode that automatically adjusts bitrate to match the viewer’s network. Set resolutionMode: 'Adaptive Resolution Mode' in SDK config.
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.
The time between input and visible result. End-to-end latency = encode + network RTT + decode + display. Picking the closest region is the biggest lever.
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.
A built-in inactivity timeout. After afktimeout seconds with no input, the viewer is warned, then disconnected. Configurable per project. See AFK / idle timeout.
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.
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

AcronymMeaning
APIApplication Programming Interface
AV1AOMedia Video 1 (codec)
CDNContent Delivery Network
DCData Channel (WebRTC bidirectional channel)
FPSFrames per second
GPUGraphics Processing Unit
H264A widely-supported video codec
HMACHash-based Message Authentication Code
ICEInteractive Connectivity Establishment
QPQuantization Parameter
RTTRound-Trip Time
SDKSoftware Development Kit
SFUSelective Forwarding Unit
STUNSession Traversal Utilities for NAT
TURNTraversal Using Relays around NAT
UEUnreal Engine
VP8 / VP9Open video codecs from Google
WebRTCWeb Real-Time Communication
WebXRWeb Extended Reality (VR/AR)

Next steps

How Streampixel works

The system architecture in one page.

Streaming basics

WebRTC, codecs, bitrate, and latency in depth.