The world arrives before you do.
GPEG predicts which areas the player can reach and prefetches mesh clusters and texture tiles ahead of the viewpoint. There are no just-in-time loads when the player crosses a boundary.
13 patents · IEEE Computer 2022 / 2024
The infrastructure layer for interactive entertainment.
01 — The problem
“The world is too big to download.”
01 · Download
Hours of download and install before the first frame.Illustrative
Hours of download and install before the first frame.Illustrative
A picture of the world, compressed and a round trip away.
The world itself, rendered on the player's own GPU in seconds.
Pixels don't know the world they came from. Polygons do.
02 — How it works
01 · Encode
Illustrative Figures in the animation
The studio's build is broken into assets, then into subassets: mesh clusters and texture tiles. An engine plugin and encoder do it; the game isn't re-architected.
GPEG (Geometry Pump Engine Group) precomputes what is visible from where. As the player moves, it knows what they are about to see.
Those subassets go first, from commodity CPUs on a CDN. No server GPU and no video encode.
The player's own GPU renders the world at native resolution and frame rate. Nothing is compressed, because nothing was ever video.
Illustrative Figures in the animation
03 — Outcomes
Players are in your game within seconds of clicking. No long download, no install wait.
Hand people the gameplay, not a video of it.
With Slice, a shared moment is the game itself. Viewers jump in right where it happened.
Series made in Unreal or Unity stream the same way, and viewers can tip into play at any moment.
Rendering happens on the headset, so there's no video round trip between a head turn and the frame.
04 — Proof
Traversal stutter and shader-compilation stutter come from the same thing: the engine finds out what it needs at the moment it needs it. GPEG knows sooner.
01 · Traversal stutter
GPEG predicts which areas the player can reach and prefetches mesh clusters and texture tiles ahead of the viewpoint. There are no just-in-time loads when the player crosses a boundary.
GPEG predicts which areas the player can reach and prefetches mesh clusters and texture tiles ahead of the viewpoint. There are no just-in-time loads when the player crosses a boundary.
The same visibility prediction tells the engine which materials are coming, so their shaders compile before first sight instead of mid-frame.
~5%
The cost of video-based cloud gaming
0
Server GPUs. GPEG runs on commodity CPUs
Built by people from Electronic Arts, PlayerScale, and DreamWorks Animation, with a CTO who is a Harvard MD. Meet the team →
05 — Who it's for
Game studios
Licensing for indie and mid-tier teams today. Instant demos, playable trailers, and no stutter.
Explore →Film & animation
Content built in Unreal or Unity, streamed as a world rather than a video.
Explore →Creators & players
Slice turns a shared moment into the game itself. Play it right then and there.
Explore →Tell us what you're building. We reply to every message.