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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