EpicGamesExt / PixelStreamingInfrastructure

The official Pixel Streaming servers and frontend.
MIT License
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Multiples Streaming #280

Open luhhiiz opened 1 month ago

luhhiiz commented 1 month ago

Multiples Streaming

Background

Hi, I'm developing a project where I need to run 10 instances of pixel streaming, but lately in version 5.3 of Unreal I've noticed that it crashes a lot when running more than 3 simultaneous instances.

Question

  1. Can anyone suggest any optimizations I can do in pixel streaming, or something like that?

Note: My machine is super powerful and so is my internet connection, so it's not the problem based on several tests I've done, but of course if anyone has any new ideas I'd like to try.

mcottontensor commented 1 week ago

When you say multiple instances, are you talking multiple streamers in the one Unreal project? Or running many copies of the Unreal application? Can you provide any details on the crash reports? Stack traces etc.?

luhhiiz commented 1 week ago

Multiple streams in an unreal project, but each project is running on a specific local port, example:

1st Instance -PixelstreamingPort=15000 -SFU=8888 2nd Instance -PixelstreamingPort=15001 -SFU=8889

We currently use 3 instances, but our goal is to use 10 at least, but above 3 streams, even though it is a different Unreal project, it starts to cause a lot of lag, based on the tests we did, it has a very high latency, causing a crash that is impossible for the user to change.

lukehb commented 2 days ago

There was some fixes in that 5.4/5.5 that might help with that, does it happen there too?

Also, can you share a stack trace in a development build so we can see what the crash is?