In one of previous blog posts, we talked about running Unreal Engine 5 apps in web browser on any device. This time, we’re going to dive deep in technical analysis of differences, pros and cons of different techniques for deploying your Unreal Engine 5 apps in web browser.
In the past, the main solution for delivering web based projects developed with Unreal Engine was to use the export to HTML5 option. However, it was deprecated since version 4.24. Many thought that Unreal Engine will just stop supporting export for Web completely. Actually, far from truth. There is a nice technology called [Pixel Streaming](https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/PixelStreaming/#:~:text=With Pixel Streaming%2C you run,included with the Unreal Engine.), and it’s going to be covered in depth some other time, but for now you only have to know is that it works just like an average video streaming platform – it streams pixels and listens to your input (key presses, mouse movement, etc…).
So far, it’s pretty similar if not the same as HTML5 solution, however, there’s is a huge difference. HTML5 solution is such that, when accessing the web page, your device has to download data packages, run the app and do all the 3D rendering by itself. With high speed internet such as 4G and 5G being more and more available, let’s say that data downloading is not a factor, but don’t expect everyone to be so willing to spend potentially even gigabytes of internet data, depending on the app size, in order to try out your game or app. Even bigger problem is rendering, because Unreal Engine provides phenomenal graphics which of course take hardware resources to be rendered and thus provide smooth user experience. Pixel Streaming