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PHOTOREALISTICALLY
SIMULATING THE PLANET.

Cutting edge rendering and simulation engine built on next-generation technology to run on your own devices, in-hand.

MATERIAL & LIGHTING INSPECTOR 16 CHANNELS BOUND
ZENITH HORIZON HORIZON A B
KEY LIGHT ELEVATION 68°
COLOR TEMPERATURE 5600 K
LIGHTING ENVIRONMENT
MATERIAL CATEGORY
A / B COMPARE
CAPTURE SLOT A AND SLOT B FIRST
BASE COLOR#9A9690
METALLIC0.15
ROUGHNESS0.45
NORMAL0.50
AMBIENT OCCLUSION0.30
EMISSIVE0.00
OPACITY1.00
HEIGHT0.20
CLEARCOAT0.00
CLEARCOAT ROUGHNESS0.10
SHEEN0.00
ANISOTROPY0.00
SUBSURFACE0.00
TRANSMISSION0.00
IOR1.50
SPECULAR TINT0.20

BUILT FROM SCRATCH.

  • Photoreal materials, lighting and shadow, simulated in real time.
  • Rigid-body physics with collision, contact and structural fracture.
  • Gaussian splatting, so scanned reality drops straight into the world.
  • Skinned and morph-target animation for characters and machinery.
  • Water, particles, vegetation and traffic running at planetary scale.
Metal 4Deferred and forwardReverse-ZGPU cullingGPU skinningGPU waterSplat rasterisationglTF

ONE FRAME, IN ORDER.

input
Device and player input
preSimulation
Work landing before the main step
simulation
Gameplay and world logic
physics
Rigid-body integration and contact solving
postSimulation
Reconciliation after physics
animation
Skinning, morph blending, procedural motion
camera
Rig evaluation and final pose
lighting
Light state against the settled scene
renderExtract
The frame handed to the renderer

MEASURED, NOT CLAIMED.

TELEMETRY
FPS88
GPU10.2MS
CPU8.4MS
DRAWS1,184
TRIS3.1M
VRAM2.1GB
16.7 / 60HZ
8.3 / 120HZ
DEVICE ALLOCATED2.3GB
RESIDENT2.0GB
RESIDENT OBJECTS48,213
RESIDENCY COMMITS1,342

RUNS IN-HAND.

macOS
Primary development and rendering target
iOS
Device target
visionOS
Native Compositor Services immersive renderer
Delivery
One Swift package, linked directly
PLYCompressed PLY.splatSPZSOGAuto-detect
GlobeOSTHE WORLD IN YOUR HANDS ©POWERED BY THE GLOBAL OPERATING SYSTEM
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