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Proprietary · C++ · Vulkan Path-Tracing · v0.1

Raw power.
Zero overhead.

A high-performance, ultra-lightweight Vulkan path-tracing engine built from scratch in C++. No garbage collection. No managed runtimes. Direct hardware execution.

Uncompromised hardware execution

Metisor strips every abstraction layer that stands between your code and the GPU. Strict memory control. Maximum cache locality. Minimum latency.

~1.2MB
Static executable footprint.
Zero external dependencies.
<1ms
Vulkan swapchain handshake.
Direct pipeline communication.
0
Managed runtimes or GC.
Every byte manually controlled.
01
Zero dependencies

Statically linked into a single ~1.2 MB binary. No framework sprawl, no runtime installs, no hidden allocators pulling the rug out from under you.

02
Direct Vulkan pipeline

Sub-millisecond swapchain handshakes. No scene graph, no abstraction layer — your draw calls reach the GPU with nothing in between.

03
Total memory control

Every CPU and GPU allocation is manually pooled, tracked, and freed exactly when required. Garbage collection is not a concept that exists here.

04
Path-tracing from day one

Hardware-level geometry and backface culling, explicit command buffer management, and a clear upgrade path to inline x86-64 Assembly.


Three systems. Built to last.

Every subsystem is engineered for strict memory control, minimal overhead, and a direct path to the hardware.

Renderer
Vulkan Path-Tracing Pipeline

The rendering pipeline bypasses standard high-level scene graphs and communicates directly with GPU hardware. Structured for a direct upgrade path into pure Vulkan Compute pipelines and inline x86-64 Assembly.

  • Optimized hardware-level geometry and backface culling math
  • Explicit command buffer management — minimal synchronization overhead
  • Maximized asynchronous compute execution throughout the pipeline
Asset I/O
Asset Environment System

Resources are managed through a virtualized tracking system that fully decouples file-system logic from the rendering layer. The renderer never queries a disk path directly.

  • Asset mapping via centralized ASSETENVIRONMENT config file
  • Non-allocating I/O — streams .gltf geometry straight into GPU-allocated memory
  • Renderer requests data indices only; file-system overhead stays out of the render loop
Updater
Native Win32 Auto-Updater

An independent lightweight background utility (MetisorUpdater.exe) handles the full deployment lifecycle using only native Windows APIs — no curl, no JSON libraries.

  • WinINet layer communicates with the GitHub REST API natively
  • Zero-bloat parser uses explicit string slicing to extract download URLs
  • Multi-threaded zip extraction via Windows COM Shell (IShellDispatch)

Up and running in three steps

No account. No installer wizard. Download, open, build.

01
Download

Grab the latest release from GitHub. Includes prebuilt binaries for Windows and MetisorUpdater.exe for automatic future updates.

02
Open a template

Start with the included beginner templates. See how the engine initializes Vulkan, how assets are mapped, and how the render loop runs.

03
Build

Extend the template with your own geometry and pipelines. The architecture scales from first triangle to full path-traced scene.


Under the hood

Current build targets. More platforms planned in future releases.

ComponentTechnologyStatus
Graphics APIVulkan 1.3Stable
Rendering modePath TracingStable
LanguageC++17Stable
Build systemCMake 3.21+Stable
Binary footprint~1.2 MB (static)Stable
PlatformWindows 10 / 11Supported
LinuxPlanned
SourceProprietary / ClosedEULA

Ready to get close to the hardware?

Download Metisor v0.1 free from GitHub.

Download v0.1 — it's free