When Unreal Engine content creators were building games for gamers, it was a pretty safe assumption that the end users had a device capable of running those games. This could be in the form of a gaming PC or a console. However as Unreal Engine is applied in increasingly novel non-gaming use cases, the assumption that end users will have a device capable of running these creations is no longer valid. Recognizing this gap, Epic Games developed Pixel Streaming – a way to run Unreal Engine games on a remote GPU-enabled server and stream high-fidelity rendered video to any end user’s device, while also allowing end users to drive the game remotely from their web browser.
MVB Worlds is built on top of scalable servers which includes enterprise-ready publication and cloud orchestration services that enable Unreal Pixel Streaming games to be published globally, at scale. The MVB Worlds server platform takes the guesswork out of deploying, managing, and scaling streaming infrastructure, while also ensuring that users all around the world will get the best performing streaming experience. Pixel Streaming renders the hi-res imagery and functionality of MVB Worlds in the browser by dynamically utilizing web servers. The dynamic use of web servers has a real world cost. This is why owners have an hour limit based on the total attendance of their events - and why they will eventually may be required to add additional streaming hours should they wish to host large events or if they run out of streaming hour credits.