01.3. Resolution

Set up Pixel Streaming in your own project - Core Settings

Start Resolution

To set the starting resolution of your application or to have a dynamically controlled resolution, you will need to add the following settings โ€‹to your project.โ€‹ โ€‹

  • Add these two resolution console commands to your project. (We recommend adding them to an โ€˜Execute Console Commandโ€™ blueprint node in the Event Graph of your โ€‹Level Blueprint)

PixelStreaming.WebRTC.DisableResolutionChange 0โ€‹ 
r.setres 1920x1080w

Warning: The 'PixelStreaming.WebRTC.DisableResolutionChange 0' console command is only relevant for UE4 (in UE5.1 the resolution changes work automatically) Please be aware that UE5.03 doesn't support this resolution change as the command is missing (Epic are aware and fixed this feature in 5.1)

Note: The 'setres' console command is not necessary when streaming as CloudRT forces FullHD anyway, but it can however be useful when you test the application on your local machine, to view it in the same resolution as it will be shown whilst streaming. Our recommended value for the resolution console command is 1920x1080w

Dynamic Resolution

If you have successfully completed the steps in... '01.2. Pixel Streaming Input' ... your Unreal Project should now be ready to receive the json descriptor input needed for dynamically changing the resolution via Console Commands.

The json descriptor input will be sent from the Web frontend to your Player Controller in Unreal Engine. Everytime the user resizes the web browser window a json descriptor will be sent to Unreal Engine with a new corresponding resolution command.

Here is an example of how the json descriptor will be written when its sent from the frontend to your Unreal Engine application... emitUIInteraction({ Console: 'r.setres 1920x1080w' })

Last updated