how it works
How it works
No download. No dedicated GPU — it runs on the integrated graphics you already have, in a WebGPU browser (Chrome 113+, Edge 113+, Firefox 141+, or Safari 18+). About eight seconds the first time. Two seconds every time after.
The goal: a first-time viewer shouldn't be able to tell, at a glance, whether they're looking at PAXAL or at a screenshot from a current-generation console title. This page is the demo. The platform behind it hosts more.
THREE WORKERS, ONE FRAME
The main thread renders. Everything else — fetching, decoding, persisting — lives in its own worker so the canvas never waits.
WHAT MAKES IT FAST
warm cache
OPFS persists every decoded chunk. Second visit boots in under two seconds because the GPU buffer is the only thing that hasn't been built yet.
motion-aware LOD
Driving fast? Lowest-detail splats. Parked? Highest. The controller swaps in under 200 ms when frame budget tightens — never as a jolt, always between motion frames.
three-worker pipeline
Manifest, decode and persist all run off-thread. The main thread is free for the canvas; the fetch path is free for whatever order the camera asks for next.
PATCHING THE PHOTOREAL
Patching makes the photoreal interactive — collision, physics, and behavior layered onto the capture. The full brief is at /platform/patching.
IN MOTION
The captured spaces you can drive today are catalogued at cities.
Words don't do this justice. Open it in a tab and drive.
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