Virtual GPU · releasing soon

A graphics card. In software. On any device.

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 ↓
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The idea

Stop computing what you can read.

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.

0less work, identical result
EXACTcertified, not approximated
ANYDEVICElaptop · mac · phone
NOCARDpure software
Graphics card · every cell, every frame
Virtual GPU · only what changed
How it works

Read. Reuse. Materialize.

01

Read the structure

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.

02

Reuse the invariant

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.

03

Materialize only the departure

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.

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.
Full coverage

Every workload a GPU runs.

01

Rendering

Rasterization, scenes, sprites, UI.

2–30× a GTX 1660 · pixel-identical
02

Ray tracing

Reflections, global illumination.

3.6–13.6× · exact edges
03

Physics

Simulation, fields, solvers.

201× reuse · exact
04

ML inference

Transformer / model serving.

17× · byte-identical
05

ML training

Fine-tuning, adapters.

16× fewer params · exact
06

Video

Encode, effects, frame work.

up to 112× · lossless
07

Signal & image

Filters, DSP, per-pixel effects.

89–213× · exact
08

Parallelism

Many streams at once.

~100 streams · O(1) mem
09

The capsule

End-to-end, one core.

965 FPS · 100k behaviors
Side by side

Against a graphics card.

 
Traditional GPU
Iconia Virtual GPU
Form
Physical silicon card
Pure-software capsule
Runs on
Only where it's installed
Any device — laptop, Mac, phone
Cost
Hardware, per machine
Download · no card needed
Work model
Every pixel, every frame
Only what changed — up to 180× less
Structured work
Brute force
up to 180× faster, exact
Rendering
Hardware-bound
tens of thousands of FPS · pixel-identical
With resolution
Slower — cost is O(pixels)
Holds 720p → 8K · one band
Concurrency
One context at a time
~100 streams · O(1) memory each
Memory
Fixed VRAM ceiling
O(1) · ~33 MB per stream
Install
Drivers + hardware
One download
Measured, not promised

The work it doesn't do.

0a GTX 1660 at 4K · pixel-identical
0less work than brute force
0faster inference · byte-identical
9 / 9GPU workloads covered
Workload (same hardware, vs brute force)Work avoidedWall-timeFidelity
Structured operator (linear algebra / ML)180× less180× fasterexact
Coherent scene (render / video)55× less45× faster0.2%
Heavy per-pixel work (shaders / filters)120× less127× faster0.3%
Band-limited / spectral213× less19× fasterexact

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.

Verified, not asserted

Every claim is a passing test.

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.

rendering 7/7streaming 5/5scene-stream 4/4 composition 5/5workload runtime 4/4multi-object 3/3 ray tracing 3/3signal 2/2video 2/2 inference 2/2training 2/2capsule 4/4 across-the-board 5/5
Specs

The short sheet.

Compute

CPU · any arch

x86 or ARM. A GPU is optional — it stacks on one if present.

Memory

O(1) per stream

Emit, don't hoard. One shared ground across many streams.

Fidelity

Exact · certified

Checked against brute-force truth; falls to exact on any drift.

Deployment

One capsule

A single download. Runs local — nothing to host, nothing to rent.

Footprint

Tiny

Thousands of behaviors in megabytes; dormant capsules ≈ free.

Coverage

9 / 9 workloads

Rendering, ray tracing, physics, inference, training, video, signal, parallel.

The advantage grows

A GPU gets slower with resolution. This doesn't.

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.

Graphics card · FPS

360p
720p
1080p
4K

Virtual GPU · FPS

360p
720p
1080p
4K
Measured, not promised

The same pixels. On a real graphics card.

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 sceneGTX 1660 SUPERVirtual GPUSpeed-upPixel-identical
360p3,127 FPS7,017 FPS2.2×100%
720p891 FPS6,330 FPS7.1×100%
1080p440 FPS6,558 FPS14.9×100%
4K128 FPS3,778 FPS29.5×99.99999%

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.

A different cost class
It replaces the card. It doesn't lean on one.
Wins where a GPU spends its time · exact and certified · runs on any device
What you get

GPU-class compute, in a file you own.

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.

Runs local

Install the capsule — it runs on your laptop, Mac, or phone. Offline and private; nothing leaves the device.

One download

No drivers, no hardware, no setup. A single file — your old machine starts acting like a cluster.

Exact, certified

Every result checked against ground truth: pixel-identical rendering, byte-identical inference — never silently wrong.

Cloud — coming

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.

Straight answers

The questions everyone asks.

Is this real?

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.

How can software beat a graphics card?

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.

Do I still need a GPU?

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

Releasing soon.

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.