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Best practices

Technology

Network

  • Min. WiFi 5/6 GHz (IEEE 802.11ac) connection

  • Min. Download speed 50+ Mbps sustained from client to server

  • Max. Latency 60-120 ms

  • Max. Jitter 10-20 ms

  • Packet loss: Zero on a cable connection

  • Do not connect to a WiFi repeater, only one WiFi hop must be in place

  • Do not use meshed network configuration

  • Do not use powerline lan

  • Router in line of sight of the headset to a beam-forming access point

  • Prioritize your HMD within your local network if possible

In general CloudXR does not support network connections with high levels of latency or packet drops. This might include solutions such as Powerline ethernet where not all hardware or electrical wiring is equal, or tunneled network services (VPN or similar).

Application

  • The application should be based on OpenVR and run via SteamVR

  • For OpenVR applications, there should be a fully configured oculus_touch.json included in the app. This file defines how controller input is handled by SteamVR

  • If the application is based on OpenXR, it is possible to test its compatibility with CloudXR locally by setting SteamVR as OpenXR runtime

    • Open SteamVR > Settings > OpenXR > Set SteamVR as OpenXR runtime

  • The application must not require admin privileges

  • Second screen has to launch in full screen mode when it should be seen or use through the Interactive Spectator in the Innoactive Portal

  • Multi-User Networked applications: Matchmaking needed (no connection via manual IP address Input)

  • Do not show the Unity resolution selection splash screen

  • For Unreal Engine 5.3 follow these best practices for good performances of VR applications

  • It is recommended to stream Unreal Engine projects packaged in Shipping mode. In certain conditions, Unreal Engine projects packaged in development mode, printing many log messages on screen, will cause the streaming session to crash

  • It is recommended to stream Unreal Engine 5.x applications based on OpenXR using DirectX 12. There is a known issue with DirectX 11 and CloudXR, as an alternative, -d3d12 launch argument might be used to force the use of DirectX 12

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