Getting Started with Virtual Reality Streaming
In the previous chapter, we showcased multiplayer-player pixel streaming. In this chapter, we will demonstrate how to set up Virtual Reality pixel streaming.
Upon completing this chapter, you will learn :
Create a VR project
Set up the created VR project for uploading in Eagle 3D Streaming Platform
Packaging the project
Uploading the project to Eagle 3D Streaming platform
Streaming the VR app using VR headset
Limitations of VR Pixel Streaming:
Unreal Engine Version: You must use Unreal Engine 5.5. Other versions have known issues, including 360° view distortion and double vision artifacts.
VR Template Character Position: When using the VR template provided by the Unreal Editor, the default character may spawn incorrectly at the start of Pixel Streaming. To prevent this, you must adjust the actor's or character's position before packaging your project.
Linux Compatibility: We have not tested Linux builds in VR streaming environments. Therefore, compatibility and performance on Linux-based VR setups are not currently verified.
Always test your VR project locally before uploading it to Eagle 3D Streaming. For instructions on how to do this, please refer to the following documentation: Testing Unreal VR App Using Epic's Signaling Server with a VR Headset
Pixel streaming for Virtual Reality using Oculus Quest 2 is demonstrated in the video below.
https://youtu.be/wCi16n652u4You can view our streaming Virtual Reality demo app at the following URL:
https://connector.eagle3dstreaming.com/v5/demo/VRDemo/vrConfig
Follow the guidelines below sequentially to create a VR project, set it up for uploading, and stream it:
We have tested our system only on Oculus Quest 2 and 3. We assume it will also work on the original Oculus Quest and should be compatible with other VR headsets as well.
If it does not work with any VR headset, please let us know at support@eagle3dstreaming.com
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