TURN Servers for AR/VR & Immersive Media

High-bandwidth WebRTC relay for cloud-rendered XR, immersive streaming, and pixel-streaming pipelines. 1 TB free, 5 TB for $9/month.

High bitrate, picky networks

AR/VR streams are bigger than ordinary video. A reasonable Quest 3 cloud stream is 25 Mbps; 4K stereo VR pushes 40+ Mbps. The bigger the stream, the more sensitive ICE is to anything that blocks UDP. A TURN relay with TCP and TLS-443 fallbacks keeps the experience reachable for users on restrictive networks.

ExpressTURN already has paying customers in the immersive space, see the customer map. The economics work because WebRTC's ICE only relays when peer-to-peer can't connect, and only those sessions consume relay bandwidth.

Drop-in for any WebRTC immersive pipeline

  • Unreal Pixel Streaming, set WebRTCFabricSettings.IceServers in your signaling server.
  • Custom CloudXR-style stacks built on libwebrtc, standard RTCConfiguration.
  • Three.js / Babylon.js immersive scenes synced over WebRTC data channels, same RTCPeerConnection config as any web app.
  • NVIDIA Omniverse / cloud rendering, most setups expose ICE config; pass ExpressTURN's URLs.

Browser-side example

const pc = new RTCPeerConnection({
  iceServers: [
    { urls: 'stun:stun.expressturn.com:3478' },
    {
      urls: [
        'turn:relay1.expressturn.com:3478?transport=udp',
        'turn:relay1.expressturn.com:3478?transport=tcp',
        'turns:relay1.expressturn.com:443?transport=tcp'
      ],
      username: 'YOUR_EXPRESSTURN_USERNAME',
      credential: 'YOUR_EXPRESSTURN_PASSWORD'
    }
  ]
});

// Headset-tracking data channel
const tracking = pc.createDataChannel('xr-tracking', { ordered: false, maxRetransmits: 0 });

Bandwidth math for XR streams

  • 720p VR baseline @ 8 Mbps: ~3.6 GB/relayed-hour.
  • 1080p VR @ 15 Mbps: ~6.75 GB/relayed-hour.
  • Quest 3 cloud quality @ 25 Mbps: ~11 GB/relayed-hour.
  • 4K stereo VR @ 40 Mbps: ~18 GB/relayed-hour.

Premium 5 TB plan supports ~450 viewer-hours/month at 25 Mbps relayed, ~280 at 40 Mbps. Direct-connect viewers don't count against this.

Latency considerations

For motion-to-photon-critical XR, the relay region matters more than the protocol. ExpressTURN's 20+ regions let you pick the relay closest to the headset, keeping the added round-trip to ~10–40 ms. For non-immersive room-scale apps the latency penalty is essentially invisible.

FAQ

Does TURN work for high-bitrate VR streams?

Yes. Bandwidth, not bitrate, is the constraint. 25 Mbps relayed = ~11 GB/hour.

What's the latency penalty?

10–40 ms when you pick the closest of 20+ regions. Direct connections add zero.

What about cloud-rendered AR/VR?

Pixel Streaming, CloudXR-style stacks, and Unreal all accept standard ICE servers. ExpressTURN drops in.

Is the immersive video encrypted?

Yes. DTLS-SRTP end-to-end. Relay never decrypts.

Stream immersive content to every network.

Sign Up, Free 1 TB/month

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