HydraNeck

Getting Started Overview

HYDRA ExperienceNet Network Overview

Welcome to the HYDRA ExperienceNet network documentation. This guide is intended for network partners, venue IT teams, and internal engineers working on the streaming infrastructure.

What is HYDRA ExperienceNet?

HYDRA ExperienceNet is a purpose-built ecosystem for high-fidelity immersive experiences, designed for scalability and mobility in venue-based deployments such as museums, exhibitions, and public installations. The infrastructure requirements in this document are sized for real-time VR/XR streaming, the most demanding use case. Any less demanding experience (flat-screen displays, interactive kiosks, non-VR content) works within the same infrastructure with relaxed requirements.

Core Concepts

Head, Neck, and Body

Component Role What it is
Head Display device, user-facing Flat screen, VR headset, kiosk, browser
Neck Network infrastructure connecting Head to Body WireGuard tunnels, WebRTC relays, venue networking
Body GPU render node, runs experiences Windows workstation with high-end NVIDIA GPU

The Head shows the stream. The Body does the rendering. The Neck is the network layer that connects them. A Head reaches a Body through the Neck, whether that is a direct LAN connection at the same venue, a WireGuard tunnel through the district server, or a WebRTC relay for browser-based streaming.

District and Venue

Level Description Example
District Geographic cluster of venues sharing a district server Brussels, Antwerp
Venue Physical location with Heads and Bodies Museum X, Exhibition Hall Y

District Server

The district server is a cloud server that acts as the central WireGuard hub for a district. All Bodies and venue gateways maintain WireGuard tunnels to the district server. Remote Heads can also connect through it. HydraNeck WebRTC workers run on district infrastructure to relay browser-based streams.

How Heads Reach Bodies

There are three streaming paths, depending on where the Head is relative to the Body:

  1. Local streaming (native Head) -- Head and Body are on the same venue LAN. The Head uses the Body's LAN IP directly for lowest latency, no WireGuard overhead.

  2. Remote streaming (native Head) -- Head is at a different location (another venue, home, 4G/5G). The Head creates a WireGuard tunnel to the district server and reaches the Body through the mesh.

  3. Remote streaming (browser) -- Head is a web browser. The browser connects to HydraNeck WebRTC, which spawns a Moonlight client on a worker and relays the WebRTC stream.

System Components

Component Service Purpose
HydraGuard hydraguard.experiencenet.com WireGuard mesh management (hub-and-spoke)
HydraNeck hydraneck.experiencenet.com Venue network management and diagnostics
HydraNeck WebRTC hydraneckwebrtc.experiencenet.com Browser-based streaming relay (controller + workers)
HydraCluster hydracluster.experiencenet.com Render node fleet management
HydraNode Installed on Body machines Node agent (heartbeat, provisioning, auto-update)
HydraBody Installed on Body machines Experience launcher service (port 47991)
HydraHead Flatscreen Installed on Head devices Native streaming client (Moonlight-based)
HydraHead WebStream hydraheadwebstream.experiencenet.com Browser-based Head frontend

Network Design

The network follows a hub-and-spoke model where the district server is the hub and all venues/bodies are spokes connected via WireGuard tunnels. See the Partner Network Design section for the detailed topology when working with a managed network partner.