Self-Hosted vs Managed Pixel Streaming
- Shrenik Jain
- Jun 6
- 6 min read
Choosing Between Managed Pixel Streaming & Self Hosted Infrastructure
Hi, I’m Shrenik, Founder and CEO of Streampixel — the most efficient pixel streaming platform for high-end 3D applications. We built Streampixel to remove the complexity behind streaming Unreal Engine projects, allowing developers and enterprises to go live in seconds, not months.
Now, while I run a managed platform myself, this post aims to be as unbiased (well, mostly!) as possible. Let’s explore whether building your own pixel streaming stack using Epic Games’ open-source infrastructure makes sense, or if you’re better off going with a plug-and-play service like ours.
Before We Start: What Are Your Options?
When it comes to pixel streaming, you typically have two main options:
Self-host the entire stack – This means taking full control of the infrastructure. You'll need to set up and manage everything from the signaling server to the streaming containers. You can either run this on public cloud providers like AWS, GCP, or Azure, or deploy it on your own physical machines or data center servers.
Use a managed pixel streaming provider – In this case, you simply upload your packaged Unreal Engine .exe, and the service takes care of the rest: scaling, performance, and streaming.
So, You Found the Epic Games Pixel Streaming Repo…
If you’ve ever searched for "Unreal Engine pixel streaming," you’ve likely seen a video or doc that walks you through setting up the signaling server using a PowerShell script — typically something like Start_WithTURN_SignallingServer.ps1.
Then, you create a shortcut to your Unreal .exe and add launch arguments like
PixelStreamingIP=localhost -PixelStreamingPort=8888
It feels like you're up and running — and technically, you are. But once real users start accessing the experience concurrently, the limitations quickly become obvious.
And sure, spinning up one session is relatively easy.
But once we needed to support multiple users, handle networking, manage ports, deal with WebRTC edge cases, and scale things — it quickly became clear that the open-source infrastructure is just a starting point, not a production-grade solution.
TL;DR: Why Most Teams Avoid DIY
While it’s possible to build your own pixel streaming system, it comes with significant overhead — orchestration, cloud quotas, TURN server scaling, session management, and more. What starts as a simple script quickly turns into building an entire platform.
Want the full breakdown? Keep reading.
Turns Out, That Repo Isn’t Enough
Epic’s Pixel Streaming Infrastructure acts as a great starting point — it's designed to help you understand the basics of WebRTC-based streaming and quickly prototype with Unreal Engine. But once you want scalability, concurrency, monitoring, security, and global access, you’re no longer spinning up a quick test — you’re building a full platform.
Here’s a more realistic picture of what’s required for a production-ready deployment:
🧱 Core Components You’ll Need to Build & Manage
Custom WebSocket Layer – for signaling and real-time communication
TURN/STUN Servers – to handle NAT traversal and relay traffic when peer-to-peer fails
Load Balancing Logic – to route traffic to the correct container or machine
Orchestration Layer – to launch and terminate app instances based on demand
Session & User Management – for multi-user access, session tokens, cleanup, etc.
Crash Handling & Auto-Restarts – ensuring high availability
Logging, Monitoring, and Metrics – to track performance, health, and resource usage
Build Managers – to upload, version, and sync builds across servers
Databases – for storing metadata, config, launch states, and user sessions
☁️ Cloud-Specific Challenges
If you're deploying to the cloud (AWS, GCP, Azure), additional challenges include:
Higher Application Load Times – Provisioning virtual machines, pulling the correct build, and starting the app can introduce delays. Expect longer startup times compared to pre-warmed or managed infrastructure.
Dynamic VM lifecycle – Spin up and shut down machines when users join or leave
Build syncing – Keeping the latest .exe or packaged builds updated across instances
GPU Quota Management – Even with autoscaling configured, GPU instance limits can delay launches.
🌐 Universal Challenges (Cloud or On-Prem)
Regardless of where you deploy, you’ll need:
Custom Frontend/UI – To trigger streams and manage sessions
Session Routing & Management – Unique IDs to track sessions, not separate signaling servers for each
SSL/TLS Setup – For secure communication over WebRTC
TURN Server Scaling – TURN uses heavy bandwidth; you'll need autoscaling or a third-party service
Custom Launch Configs – Launch arguments based on app or user input
NVENC Session Management – Respect GPU encoder limits (e.g., 2–8 streams per GPU)
Network Optimization – For stable low-latency video
At this point, you're not just deploying a UE app — you're building a high-performance streaming backend, with all the complexity that comes with it.
Where Will You Run It? Cloud or On-Prem?
Even after building the stack, you’ll need serious compute:
Cloud (AWS, Azure, GCP): Flexible but expensive for GPU workloads
On-Prem Servers: Cost-efficient if you scale, but complex in terms of networking, cooling, security, and failover
Either way, you’re investing heavily in infrastructure, time, and DevOps expertise.
What You’re Really Choosing
Feature | Self-Hosted (Your Servers) | Managed Platform (e.g., Streampixel) | Cloud Hosting (AWS/GCP) |
Setup Time | Longer setup, full control | Fast — ready out of the box | Moderate — easier with cloud tools |
Initial Cost | High upfront hardware cost | Subscription-based, predictable pricing or pay as you go | Pay-as-you-go, no capital required |
Scalability | Moderate — depends on local infra | Built-in autoscaling | High — but subject to quota approvals |
GPU Availability | Full control, limited to owned hardware | Pre-provisioned, enterprise-grade GPUs | Depends on region and quota |
Maintenance | Full responsibility | Minimal — fully managed | Medium — platform handles infra, you your streaming stack |
Flexibility & Control | Highest — you own the stack | Moderate — some abstraction | High — depends on provider limits |
Performance Optimization | Fully customizable | Pre-optimized for most use cases | Tunable, region-specific latency |
Security | Full manual setup | Pre-configured SSL, token auth | Cloud-grade security features |
Session Management | Requires custom dev | Built-in | Requires custom backend |
Build Deployment | Manual or scripted | One-click upload | Sync or AMI-based workflows |
Staying Updated with Epic’s Changes | Manual updates & repo tracking required | Handled by platform — stays in sync | Manual unless automated with CI/CD |
Best Fit For | Custom deployments, niche infra use | Fast launch, low overhead, product-focused teams | Teams with cloud experience, global reach needs |
Some Deal Breakers to Consider
Even if you manage to create your own stack of services — hats off! That’s a huge achievement. But that’s only half the battle. Once you're past the infrastructure setup, a different class of challenges begins: performance tuning, compatibility, and network optimization.
You’ll need to fine-tune bandwidth limits, QP values, adaptive bitrate settings, and codec configurations. These optimizations are highly dependent on your user’s device, location, and connection type — and usually require extensive hit-and-trial to get right.
If you're planning to host on a hyperscaler and your app is resource-intensive, here’s another roadblock: many cloud providers simply don’t offer high-performance GPUs ideal for real-time rendering. For example, AWS G4 instances use Tesla T4 GPUs — which aren’t nearly as powerful as modern RTX 40-series or enterprise-grade workstation GPUs like RTX ADA series.
Final Thoughts: What Should You Choose?
Here’s a simplified framework to help you decide:
🟩 Managed Service:
You want peace of mind
You need scalability from day one
You want to focus on app development, not infrastructure
Global reach depends on provider’s server presence — better if the provider operates in multiple regions
🟨 Self-Hosted (Your Own Servers):
You want lower long-term costs
You have in house network and hardware engineers
You’re okay with limited scalability
You want full control over your hardware and environment
🟥 Cloud Hosting (AWS/GCP/etc.):
You lack upfront capital for hardware
You don’t have in-house networking expertise
You need global reach, but expect some GPU quota and performance limitations
In Closing
Pixel streaming is one of the most transformative ways to deliver interactive 3D content — but only when the infrastructure powering it is reliable, scalable, and tuned for performance.
If you’re just experimenting, building your own stack can be a great learning experience. But if you’re trying to deliver polished, enterprise-ready experiences to real users, Stream
pixel gives you a head start — without the maintenance burden.
Your audience doesn’t care how complex your backend is. They just want low latency, stunning visuals, and zero friction.
Let us handle the complexity — so you can focus on the experience.
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