LarkSR3.3
3.3 Environment
Hardware Environment
CPU
Memory
GPU
Sound Card
Software Environment
Operating System
Chrome Browser
VC Runtime Library
DX Runtime
Text Editor
Virtual Sound Card Driver
Virtual Camera Driver
Virtual Handle Controller Driver
System Settings
Turn Off Antivirus and Firewall
Turn Off Application Running Notification
Setup Automatic Login
Set Never Sleep-Never Turn Off the Display
Using Dongle Settings
3D Program Adaptation
Program Adaptation Requirements
Installation and Deployment
System Components
Stand-Alone Version: File Structure Overview
Simple Cluster Version: Package Structure & Deployment Overview
Deployment in Detail
Stand-Alone Intranet Deployment Guide
Stand-Alone External Network Access Guide
Cluster Intranet Deployment Guide (Windows)
Cluster External Network Access Guide (Windows)
Cluster Intranet Deployment Guide (Linux Docker)
Cluster External Network Access Guide (Linux Docker)
Deployment Case Study
Edge Cluster Deployment: Multi-Location Case Study
LarkXR NAT
LarkXR Turn: Built-in TURN Proxy for Rendering Nodes
Nginx Reverse Proxy: Exposing LarkXR Cluster to External Network
Server Port Mapping: Exposing LarkXR Cluster via Port Forwarding
Advanced Cluster Deployment: High Availability and Multi-Master Setup
GPU dedicated server
GPU Dedicated Server: Rack Installation and Initial Setup
Operating System Compatibility and Precautions
Running LarkXR
Browser support
Browser Compatibility Guide
Front usage instructions
Language Support
Application Overview
Launching an Application
Video Interaction (Client Camera Passthrough)
Voice Interaction (Microphone Passthrough)
Live Streaming
Text Input Methods
Regional Detection and Latency-Based Routing
Resource Allocation Strategy
Virtual Joystick (Remote Pole) Settings
Mobile Touch Gesture Modes
Function menu
PC Client: Function Menu Guide
Mobile Client: Function Menu Guide
Exiting an Application
Backend usage instructions
Logging into the Management Backend
Data Center
Data Center: Resource Monitor
Data Center: Usage Statistics
Data Center: Client Error Log
Applications
Package Management
Package Overview
Add Package
Edit Package
Delete Package
Application Management
Applications
Add Applications
Share
Mouse Mapping
Noun Interpretation
Reserve Applications
Overview
Check Alive Function
Run Applications
Run Applications
Synchronization management
Synchronization Overview
Client List
SR Client Management
Group Management
Group management
System Settings
Access Authorization List
Workspace
Parameter Settings
License Type
No Operation Timeout
Storage Configuration
Safety Measurements
Region Setting
Custom Logo
Short Note
Port Mapping
Dispatch Policy
Current Limiting
Theme
Users
Change Password
change PWD
Port Forward
guides
Custom
App Index
EnterAppli
Server-side
Application Storage
Standalone
Local Storage
OSS Storage
AWS S3
Cluster
Local storage
OSS Storage
AWS S3
General Features
Disk Space
Sync
Set Max Sync Cnt
Feature Components
DataChannel
Additional Parameters
Smart Voice
video input
voice input
external physical controller
Interactive Mode
How to use
Use Front end
Interactive Mode Interface Integration
Security Settings
Feature Components
Redis
MySQL8
Database Monitoring(druid)
Change userName and PWD
Disable
HTTPS access
Windows
Linux Docker
App Auth
Workplace Access Encryption
SDK ID for encrypted secondary development
security setting
Use AppliList Page
IP Blacklist-Whitelist
Allow Cross-Origin
CORS
Cors For Upload
Frequently Asked Questions (FAQ)
Troubleshooting Common Issues
Update Log
product updates
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Program Adaptation Requirements
# LarkSR Deployment Architecture & System Requirements LarkSR supports four deployment modalities designed to optimize cloud rendering performance and resource utilization. --- ## 1. Core Operating Modes ### 1.1 SR: 3D Shared Mode (Parallel Cloud Solution) This mode is strictly optimized for pure 3D simulation applications. It enables a single server to host and run multiple application instances concurrently, maximizing hardware efficiency. ### 1.2 SR: 2D Shared Mode (Parallel Cloud Solution) Designed for hybrid applications containing both 2D and 3D elements, this mode accommodates multi-instance requirements for 2D-dependent software. While instance concurrency is lower compared to 3D Shared Mode, it serves as a viable alternative to Exclusive Mode in numerous deployment scenarios. * **Supported Features:** Pre-launch functionality, audio output, dedicated data channels, and interactive mode. * **Unsupported Features:** Client-side resolution adjustment and peripheral device pass-through (e.g., microphones, cameras). > **⚠️ Critical Operations & Security Notes (2D Shared Mode)** > > 1. **User Directories:** The system automatically generates local users; residual user directory artifacts may persist post-session. > 2. **Naming Conventions:** Standard system usernames must not use the prefix `_LARKXR_`. > 3. **RDP Dependencies:** Remote Desktop Protocol (RDP) services are required. For enhanced security, it is highly recommended to modify the default RDP port. > 4. **Security Hardening:** In environments with strict security audits, 2D Shared Mode can be fully disabled by adding this property to the management node configuration file: > `pxy.render-server.remote-desktop.enable=false` > 5. **Network Overhead:** Each active 2D shared connection consumes local server bandwidth, though the overall performance impact is minimal. > 6. **Initialization Time:** Application launch times are marginally longer compared to 3D Shared Mode. > 7. **Multi-GPU Orchestration:** Resource scheduling for single-machine, multi-card configurations relies on the native operating system's polling allocation across available GPU hardware. ### 1.3 SR: Exclusive Mode This mode is recommended for applications that require local installation, rely heavily on persistent user directories, present cross-user permission conflicts, or demand multi-screen configurations. In this mode, a server is dedicated to hosting a single simulation application instance. > **🔄 Version Compatibility Note** > > As of Version V3.3.3.0, Exclusive Mode is disabled by default. To manually enable this feature, add the following configuration property to `larkxr-center/application.properties`: > `pxy.dispatch-policy.enable-exclude-mode=true` --- ## 2. Technical Requirements for 3D Shared Mode To ensure optimal performance and stability within 3D Shared Mode, applications must adhere to the following architectural guidelines: ### 2.1 Engine Compatibility Supported graphics frameworks and engines include: Unreal Engine, Unity3D, DirectX 9/10/11/12, OpenGL, Enscape, and related runtimes. ### 2.2 Windowing & Resolution Best Practices * Applications should be configured to initialize at the target rendering resolution intended for the end-user experience. * Applications must execute in **Maximized Windowed Mode**. Do **not** deploy applications in Full-Screen Exclusive Mode. * **Impact:** Full-screen exclusive mode restricts the host server to a single application instance. Furthermore, if the application resolution mismatches the host OS, it will force-change the server's native display resolution. * **Unity Configuration Hazard:** When configuring a Unity build, ensure the option highlighted in the reference image below remains **unchecked** to avoid server resolution conflicts: | Unity Settings Reference | | :---: | |  | ### 2.3 Process & Architecture Constraints The application must function as a pure 3D, single-process entity. Please account for the following development constraints: * **Single-Process Windows:** Only single-process window architectures (such as native Unreal Engine or Unity3D builds) are supported. * **OS Pop-ups:** Native OS dialog boxes and window pop-ups are unsupported. All user interface prompts must be rendered graphically within the main application canvas. * **QT/OpenGL Integration:** If utilizing QT for OpenGL program development, replace standard QT controls with `OpenGL/Widget` to ensure unified canvas rendering. Standard QT controls will fail to be captured by the stream. * **External API Calls:** Applications must not invoke external document viewers (e.g., opening Word, PDF, or Excel files via system APIs). ### 2.4 Unreal Engine Deployment Guide When specifying the executable path during application upload, **do not** target the root directory stub executable. Instead, map the path directly to the compiled binaries directory: > **Target Path Structure:** > `[Project Root] -> [Project Name] -> Binaries -> Win64 -> [ProjectName].exe` * **Startup Parameters:** If the application requires specific launch arguments, input them directly into the background startup parameter configuration field. * **Technical Reference:** For detailed implementation steps, consult the [Paraverse Documentation](https://www.pingxingyun.com/contribute/detail?topicId=10107&categoryId=3).
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2026年6月1日 16:42
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