On-device rendering
The cloud produces motion or control data. A client SDK loads avatar assets and renders the result locally. Spatius uses this division through Motion Server and AvatarKit.
On-device rendering is usually the better fit when a product can run an avatar renderer on the client and wants to move lightweight motion data instead of video. Cloud streaming is often easier when the client should only decode media and the vendor or backend will operate the rendering infrastructure.
Do not compare isolated numbers unless the definitions, inputs, environment, and included services match.
| Decision area | On-device rendering | Cloud-streamed rendering |
|---|---|---|
| Network payload | Motion or control data | Rendered video stream |
| Client responsibility | Load assets and render the avatar | Decode and display media |
| Cloud responsibility | Driving inference and session services | Inference, rendering, encoding, and delivery |
| Published Spatius framing | 10–20 KB/s / around 100 kbps | Cloud avatar services commonly require a larger media stream |
| Cost driver | Motion service plus client compute | Cloud GPU, encoding, and media delivery |
| Recovery focus | Asset state, motion buffering, client lifecycle | RTC state, video decoder, server session |
| Best fit | Owned application with supported client runtime | Thin clients and centrally managed rendering |
Architecture decides which team owns rendering, transport, recovery, and the surrounding AI product.
The cloud produces motion or control data. A client SDK loads avatar assets and renders the result locally. Spatius uses this division through Motion Server and AvatarKit.
The server renders final frames and sends a video stream to the client. Client work is simpler, while GPU compute, media delivery, and connection quality become server-side concerns.
The best option is the one whose responsibilities match your product, client, network, and team.
Neither architecture is universally faster or more reliable. The result depends on model inference, voice pipeline, encoder settings, client hardware, network quality, buffering, and recovery policy.
Use one workload and record both user experience and operational responsibility.
Last verified Aug 3, 2026. Recheck implementation details when SDKs or plan terms change.