Rendering
Rasterization, scenes, sprites, UI.
It does the heavy compute a GPU does — rendering, simulation, model inference — by reading the structure of the work and computing only what actually changed. Drop it on a laptop, a Mac, a phone. The machine you already own becomes the cluster.
See the numbers ↓A graphics card recomputes every pixel, every frame — brute force, in silicon. Powerful, but blind: it does the same enormous amount of work whether the scene changed a little or a lot.
This reads the structure of the work first, then materializes only the part that is genuinely new — exact, certified. The result is the same. The work is a fraction. And the harder the job, the more it skips.
Before computing anything, it reads the shape of the work — what's shared, what repeats, what actually changed. Structure a graphics card is blind to, because silicon just starts multiplying.
The part that didn't change is kept, not recomputed. A static background, a settled field, a fixed operator — formed once, reused for as long as it holds.
Only the genuinely new part is computed — and certified exact against the true result. Work scales with what changed, never with how many pixels there are. That's the whole trick, and it's why it wins.
A graphics card walks every step. We teleport.Read what changed · reuse the rest · skip the work the card repeats — same destination, a fraction of the road.
Rasterization, scenes, sprites, UI.
Reflections, global illumination.
Simulation, fields, solvers.
Transformer / model serving.
Fine-tuning, adapters.
Encode, effects, frame work.
Filters, DSP, per-pixel effects.
Many streams at once.
End-to-end, one core.
| Workload (same hardware, vs brute force) | Work avoided | Wall-time | Fidelity |
|---|---|---|---|
| Structured operator (linear algebra / ML) | 180× less | 180× faster | exact |
| Coherent scene (render / video) | 55× less | 45× faster | 0.2% |
| Heavy per-pixel work (shaders / filters) | 120× less | 127× faster | 0.3% |
| Band-limited / spectral | 213× less | 19× faster | exact |
Same hardware, native engine, measured against brute force — every result exact or within the noted budget. The harder and more structured the work, the more it skips.
None of this is a slide. Each capability is a reproducible gate that runs green — exact output, checked frame-for-frame against brute-force ground truth. If a claim ever stopped being true, its gate would turn red.
x86 or ARM. A GPU is optional — it stacks on one if present.
Emit, don't hoard. One shared ground across many streams.
Checked against brute-force truth; falls to exact on any drift.
A single download. Runs local — nothing to host, nothing to rent.
Thousands of behaviors in megabytes; dormant capsules ≈ free.
Rendering, ray tracing, physics, inference, training, video, signal, parallel.
Silicon pays for every pixel, so it craters as resolution climbs. This pays only for what changed — so framerate holds where a card falls off, and the gap widens the higher you go.
We rendered one identical moving scene two ways: a real NVIDIA GTX 1660 SUPER computing every frame, and the Virtual GPU reusing the part that didn't change. Every frame was checked pixel-for-pixel against the card's own output. Same image — down to the pixel. A fraction of the work.
| Resolution · identical scene | GTX 1660 SUPER | Virtual GPU | Speed-up | Pixel-identical |
|---|---|---|---|---|
| 360p | 3,127 FPS | 7,017 FPS | 2.2× | 100% |
| 720p | 891 FPS | 6,330 FPS | 7.1× | 100% |
| 1080p | 440 FPS | 6,558 FPS | 14.9× | 100% |
| 4K | 128 FPS | 3,778 FPS | 29.5× | 99.99999% |
The card recomputes the whole world every frame, so it craters as resolution climbs. The Virtual GPU pays only for what moved — so the lead widens, from 2× to nearly 30×, the higher you go. Every frame verified pixel-for-pixel against the card's own output; at 4K the two images match on 8,294,399 of 8,294,400 pixels.
It replaces the card. It doesn't lean on one.Wins where a GPU spends its time · exact and certified · runs on any device
No card, no cloud bill, no lock-in — a capsule you download that turns the machine you already have into a virtual GPU, and does the expensive work at a fraction of the cost, exact.
Install the capsule — it runs on your laptop, Mac, or phone. Offline and private; nothing leaves the device.
No drivers, no hardware, no setup. A single file — your old machine starts acting like a cluster.
Every result checked against ground truth: pixel-identical rendering, byte-identical inference — never silently wrong.
Rent the same engine at scale when you need it. Same capsule, same results, on demand.
Releasing soon — join the waitlist below for first access.
Yes — measured, not promised. Every number on this page is a test that runs green, and the head-to-head is against a real NVIDIA GTX 1660 SUPER, checked pixel-for-pixel against the card's own output.
It doesn't out-muscle the card — it out-thinks it. A GPU recomputes every pixel, every frame, even the parts that didn't change. This reads what actually changed, reuses the rest, and skips the work the card repeats. Same result, a fraction of the compute.
No — it replaces one. It runs the workloads a graphics card runs, on the machine you already have. Stacking it on top of a GPU is an optional bonus, never a requirement.
First access
Join the waitlist and you'll get first access — and first pricing — the day it drops.
Head-to-head measured on an NVIDIA GTX 1660 SUPER — identical scene, every frame verified pixel-for-pixel against the card's own output. The advantage is a different cost class — reusing work the card repeats — not raw silicon throughput.