Roadmap

We built the app. Now we're opening the engine.

RenderWave 1.5 is shipped. Under the hood, the Metal 3 engine is getting hungrier — bigger visuals, richer color, tighter timing. Above it, we're opening a workshop for VJs who want to build their own shaders.

Shipping in 1.5 Internal alpha Building Researching

Last updated: June 5, 2026

Under the Hood

Engine Roadmap

What the Metal 3 engine learns to do next. M1 Max or better. Apple Silicon only. No fragment shaders sneaking into the default catalog.

Bigger Visuals

What the engine can paint

Mesh-Shader Audio Reactivity

Building

Geometry that pulses to the music at the vertex level, not just the pixel. Crowd-tested on Apple7 silicon.

Mesh pipeline Apple Silicon

GPU-Simulated Scenes

Building

Real Stam stable fluids, particles with physics, and reaction-diffusion as full visuals — not background loops faking it.

Compute sim Fluids

Compute Lighting + GI

Building

Soft shadows, ambient occlusion, and global illumination via compute kernels instead of fragment hacks. Looks like a render. Runs like a club.

Lighting GI

Richer Output

What leaves your Mac

HDR Linear Pipeline

Building

Color stays linear from shader to display. No more gamma-mush on the projector.

HDR Color

10-bit Syphon Publish

Building

Hand off to Resolume or MadMapper in 10-bit. Smoother gradients, no banding on the LED wall.

Syphon 10-bit

Frame-Pacing Controller

Researching

Rock-steady 60 at 8K. No more hitches when the bass drops.

Performance 8K

Tighter Timing

What stays locked to the track

External Timecode In

Researching

SMPTE / MTC alongside Ableton Link. For shows where the DAW is not the master clock.

Timecode Sync

Beat Detector v2

Researching

Multi-feature onset detection, not just spectral flux. Less guessing, more groove.

Audio Beat

Audio-Mesh Deformation

Building

Deform 3D geometry directly with audio bands. Bass moves vertices; treble moves normals.

Audio Geometry
In the Workshop

Creator Roadmap

Three doors for VJs who want to build their own visuals. Forge writes Metal. Muse describes Metal. rw drives the whole rig from a terminal. All gated behind creator access while we polish.

Forge

The visual shader IDE

Write Metal, See Pixels

Internal alpha

A real code editor, live preview window, parameter sliders wired to the running shader. Change a line, watch it render the moment you save.

Live preview Metal

One-Click Library Ship

Internal alpha

Validate runs compile, lint, hazard checks, and health on your shader — the same gates RenderWave uses for built-in visuals. Pass, and it lands in your library.

Validation Promote

Workspace That Travels

Internal alpha

Your shader is a folder. Move it, share it, version it. No proprietary blob. Just Metal + JSON.

Portable Open format

Muse

AI shader generation

Type a Shader Into Existence

Internal alpha

Describe what you want — 'neon rings pulsing to bass,' 'volumetric nebula with god rays' — and RenderWave designs, builds, previews, and validates it.

AI design Codegen

Budget Cap, Always

Internal alpha

You set the dollar ceiling. Hard caps at every stage. No paid model call happens without a green light from you.

Cost control Review gate

Same Gates as the Catalog

Internal alpha

AI output runs the exact same validation as a hand-written shader. Approve before write. Quarantine before ship.

Quality gate Review

rw

The command line

Drive the App From Terminal

Internal alpha

Launch RenderWave, select shaders, tweak parameters, capture screenshots, swap outputs — all from a single binary. OSC + Apple Events under the hood.

OSC Automation

Headless Render

Internal alpha

Render any shader to PNG without ever opening the app. Contact sheets, time arrays, parameter overrides. Built for batch workflows.

Render Batch

Agent-Ready

Internal alpha

MCP server, Codex bridge, Blender bridge. The same surface our internal agents use to ship the built-in catalog is the one you get.

MCP Agents
Promises

What we'll never do

Some lines we won't cross, even if the roadmap shifts around them.

No AI slop in the default catalog

Every built-in shader is hand-tuned by humans. AI design ships your shaders into your library — never into ours.

Your originals are sacred

Variants live next to originals. Nothing gets overwritten. A pre-commit hook enforces it at the file-system level.

Same gates, every time

Compile, lint, hazard check, health check, Metal validation. Built-in shaders, your shaders, AI-designed shaders — all pass the same wall.

No phone-home

Your sets are your business. RenderWave does not telemeter your performance, your library, or your hardware.

From idea to live set

How a custom shader gets shipped

Same pipeline, whether you wrote it, typed it, or pasted it in. Same gates, same library, same live performance.

1

Describe or sketch

Type a prompt for Muse. Or open Forge and start writing Metal.

2

Preview live

Forge renders the moment you save. Muse renders the moment AI codegen returns.

3

Validate

The same compile + lint + hazard + health gates that ship the built-in catalog.

4

Ship to your library

Pass the gates and your shader lands in RenderWave next to the built-ins — ready for live use.

Want early access?

Forge, Muse, and the rw CLI are in internal alpha. We open the door in waves — VJs first, shader artists next.

Active VJ — built sets on RenderWave or wants to.
Comfortable with Metal, GLSL, or shader code in general.
Curious enough to break things and tell us about it.