Stream a VR application to a headset over the web. The headset's browser opens a link; the rendering happens on Eagle 3D Streaming's GPU machines, exactly as it does for any other app.
There is a live example you can open in a headset right now: the VR demo.
Most of it is the same as any other app: build it, package it for Windows, upload the ZIP, open the link. Three things are not.
| Difference | What it means for you |
|---|---|
| Two engine versions have known VR bugs | Any Unreal Engine 5 version streams. 5.4 and 5.6 have engine faults in VR (distorted or doubled view); 5.5 is tested without them. |
| OpenXR must be disabled | Counter-intuitive, and easy to get backwards. It is switched off, not on. |
| The VR template spawns in the floor | Unreal's own template puts the player through the ground at start. There is a fix, and you will need it. |
Create a VR project, enable the Pixel Streaming plugin or the Pixel Streaming 2 plugin (one of them, not both), disable OpenXR, fix the player start, and package it. Setting up a VR project covers all of it.
Against Epic's own signalling server, before it goes near the platform. A VR fault is far harder to read through a stream than on your own machine, and this step removes a whole class of confusion later. Testing VR locally walks through it, including the HTTPS setting a headset needs.
Nothing VR-specific: the same ZIP, the same Control Panel. See uploading from the Control Panel.
Each app has its own streaming URL, of the form
connector.eagle3dstreaming.com/v5/<owner>/<app>/<config>.
Open it in the headset's browser — there is nothing to install on
the device.
Every step, including the two settings that are easy to get backwards.
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