Press Kit
Everything you need to write about RenderWave. Logos, screenshots, fact sheet, and a direct line to the builder.
Last updated: May 2026
RenderWave is professional Mac VJ software for Apple Silicon, built on Swift and Metal 3. It's used by club VJs, festival visualists, and audio-reactive shader artists who need Mac-native performance with curated production-grade shaders. Created by Wesley Walz, an independent Mac graphics engineer, RenderWave is funded entirely by license sales — no venture capital, no advertising, no data collection.
Quick Fact Sheet
| Product | RenderWave |
|---|---|
| Category | VJ software / live visuals / audio-reactive shaders |
| Platform | macOS 14+, Apple Silicon (M1–M5) |
| Builder | Wesley Walz |
| Launched | 2024 |
| Current version | 1.5 (May 2026) |
| Pricing | Free / $9.99/mo / $99/yr / $299 perpetual |
| Website | https://renderwave.io |
| Press contact | [email protected] |
Story Angles for Journalists
Five hooks worth a feature. Use any of them as a starting point — or email [email protected] and Wesley will give you something none of your competitors have.
- 01 The first VJ software built natively on Apple Silicon Metal.
- 02 Solo-built indie Mac app challenging Resolume's 20-year lead.
- 03 Audio-reactive per-band FFT modulation: how RenderWave routes kick and snare to shader parameters independently.
- 04 Why Metal-compute beats ported OpenGL on M-series GPUs.
Builder Bio — Wesley Walz
Wesley Walz is the builder and sole engineer behind RenderWave, an independent Mac graphics developer focused on real-time visual instruments. He builds the software full-time, writes the Metal compute pipeline personally, and tests RenderWave around the same club and festival workflows his customers perform in.
The engineering choices in RenderWave are direct: Metal-compute over OpenGL, unified-memory pipelines tuned for Apple Silicon, and sub-frame latency between audio input and shader output.
He started RenderWave in 2024 after watching incumbent VJ software stutter on a stock M2 MacBook Pro at his own gigs. The thesis is simple: Mac VJs deserved a modern instrument written for the hardware they actually own, priced so a working visualist can afford it, and shipped by someone who performs with it on weekends.
Downloadable Assets
Logos, screenshots, hero video, and app icon. All assets are cleared for editorial use in coverage of RenderWave.
Reviewer Policy
Anyone writing about RenderWave gets a free press license. No exceptions, no negotiation.
Email [email protected] with your publication name and the email tied to your RenderWave account. We send a license within 24 hours. Embargoes, NDAs, and pre-briefs available on request.
Coverage Fit
RenderWave is most relevant to coverage around Mac-native creative software, Apple Silicon graphics, VJ tools, and audio-reactive shader performance.
Club and DJ visuals: generated visuals, MIDI mapping, Ableton Link, Syphon routing, and fast setup for room-scale shows.
Mac graphics performance: Swift, Metal 3 compute, Apple Silicon-only runtime decisions, and 8K MetalFX output.
Shader artists: hot-reloadable Metal shader workflow, per-parameter audio modulation, and curated runtime constraints for live use.
Quotes You Can Use
Pre-approved pull quotes from Wesley. Use any sentence as-is, attributed to "Wesley Walz, builder of RenderWave."
“RenderWave is the first VJ software written natively for Apple Silicon. Every kernel is Metal-compute.
“I built RenderWave because Resolume was choking on my M2 MacBook Pro at gigs.
“Mac VJs deserved a modern instrument, not ported PC software.
Press Contact
For all press inquiries — interviews, review units, feature ideas, fact-checking — email [email protected].
Urgent or same-day requests: DM @renderwave on Instagram. Wesley answers personally.
Replies typically within one business day. Press licenses issued within 24 hours of verified request.