A key challenge in creating a universal virtual world constructor is the vast diversity of devices on which the created projects must run. Hardware power ranges from high-performance PCs to smartphones and future devices we can only guess at. Our strategy is based on the "create once, run anywhere" principle, and it is enabled by our choice of technology stack and flexible architecture.
The Foundational Base: The Power and Cross-Platform Nature of Unreal Engine
As our foundation, we use Unreal Engine—one of the most advanced and cross-platform engines in the world. Technically, our project inherits support for all 17 platforms that Unreal Engine itself supports. This includes:
Desktop OS: Windows, macOS, Linux.
Mobile Systems: iOS, Android.
Game Consoles: PlayStation, Xbox, Nintendo Switch.
VR/AR Platforms: Oculus, SteamVR, PlayStation VR, Varjo, HTC Vive, and many others.
Exotic and Future Platforms: WebAssembly, cloud gaming services.
This gives us unprecedented coverage "out of the box." However, power must be managed wisely. We cannot simultaneously develop and support all 17 platforms with equal priority.
Strategic Focus: The Three Pillars of Accessibility
In the first phase, we will focus on three main directions that cover over 95% of the target audience of creators and users:
Windows: The primary platform for development and use with maximum graphics. This is the "workhorse" for enthusiasts and professionals.
macOS and Linux: Support for these OSs is critically important for attracting certain segments of professional users (developers, designers, researchers) who traditionally work in this environment.
Pixel Streaming — VR as a Service: This is our "secret" tool for overcoming hardware limitations.
Pixel Streaming: Magic in the Cloud, or How to Run Photorealistic VR on a Smartphone
We are applying the same revolutionary model used by modern LLMs (like ChatGPT): the heaviest work is done on powerful servers, and the user only receives the final result.
How does it work?
Your virtual world runs on a high-performance server in the cloud (ours or a partner's) with a top-tier graphics card.
All complex rendering, physics calculations, and logic processing happen on this server.
A high-definition video stream is sent to your device (smartphone, tablet, old laptop, Smart TV) via a browser, while data about your actions (button presses, head movements in VR) is sent back to the server.
What does this provide?
Accessibility: Anyone with a stable internet connection can enter the most complex, photorealistic world created in our constructor, even on a device with minimal computing power.
VR for Everyone: We eliminate the main barrier to mass VR adoption—the high cost of a headset and a powerful PC. Now, having an entry-level headset (or even just a smartphone in a Cardboard-compatible holder) is sufficient to access full-fledged VR worlds.
Architectural Flexibility: The user chooses where to deploy their world: rent capacity in our cloud service for maximum convenience or run it on their own powerful PC, acting as a personal server for themselves and their friends.
Adapting to the Interfaces of the Future: Open Architecture as the Key to Longevity
We cannot predict what control devices will emerge in 5 years: neural interfaces, haptic suits, new types of controllers. Therefore, we are not trying to hardcode support for everything into the core. Instead, we are creating an open, extensible architecture.
Complete Interface Customization. All UI elements—menus, tool panels, HUD—are fully customizable. You can move, modify, and create your own control elements using built-in visual scripts.
Modding and Plugins as the Core Strategy. We don't just "allow" mods; we are building the constructor around this possibility.
Visual Scripting: For most tasks involving adding new functionality or interfaces, writing code will not be required.
C++ Plugins API: For complex, low-level tasks, we provide developers with access to a full-fledged C++ API. This will allow the community to:
Add support for any new input devices (from gloves to motion trackers) long before we officially integrate them into the core.
Create specialized tools for specific industries (e.g., a plugin for architectural visualization with CAD import).
Integrate third-party services and technologies.
Conclusion: A Platform That Grows With the World
Our goal is to create not just a tool, but a living, evolving organism. By using Unreal Engine's cross-platform capability as a base, focusing on key OSs and the breakthrough Pixel Streaming technology for mass access, and building in unprecedented openness through a system of modding and plugins, we are building a platform that is:
Accessible here and now on any device.
Ready for the hardware of tomorrow.
Evolving through the efforts of not only our team but also a global community of creators.
We adapt to the future. The future adapts to our open ecosystem.