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IT LOOKS LIKE THE REAL THING.

Real materials under real light. Metal, glass, water, foliage and skin behave the way they do outside, at whatever hour you set. Drag anything below and watch it answer.

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

A PLANET IS A LOT TO DRAW AT ONCE.

So the renderer is ours, top to bottom, for Apple silicon.

31
Material shaders
82
Files on the Metal 4 API
9
Scheduler phases
5
Splat container formats
  • A hybrid deferred-plus-forward renderer running reverse-Z depth globally.
  • Its own Metal 4 command infrastructure — queues, buffers, explicit allocators and argument tables.
  • Its own GPU compute library — radix sort, culling, particles, skinning, water simulation, splat rasterisation.
  • Its own physics — two rigid-body solvers, mesh-BVH narrowphase, and staged structural fracture.
  • Its own asset path — glTF with skinning and morph targets, and five Gaussian-splat container formats.

ONE FRAME, IN ORDER.

Every system declares a phase. The phase list is the execution order.

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

AND IT RUNS ON WHAT YOU OWN.

No render farm. No cloud round trip.

macOS
Primary development and rendering target
iOS
Device target
visionOS
Native Compositor Services immersive renderer
Delivery
One Swift package. Dependent products link it directly.
PLYCompressed PLY.splatSPZSOGAuto-detect
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