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.
Zero external dependencies.
Direct pipeline communication.
Every byte manually controlled.
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.
Sub-millisecond swapchain handshakes. No scene graph, no abstraction layer — your draw calls reach the GPU with nothing in between.
Every CPU and GPU allocation is manually pooled, tracked, and freed exactly when required. Garbage collection is not a concept that exists here.
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.
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
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
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.
Grab the latest release from GitHub. Includes prebuilt binaries for Windows and MetisorUpdater.exe for automatic future updates.
Start with the included beginner templates. See how the engine initializes Vulkan, how assets are mapped, and how the render loop runs.
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.
| Component | Technology | Status |
|---|---|---|
| Graphics API | Vulkan 1.3 | Stable |
| Rendering mode | Path Tracing | Stable |
| Language | C++17 | Stable |
| Build system | CMake 3.21+ | Stable |
| Binary footprint | ~1.2 MB (static) | Stable |
| Platform | Windows 10 / 11 | Supported |
| Linux | — | Planned |
| Source | Proprietary / Closed | EULA |
Proprietary software
Metisor is distributed under a strict End User License Agreement. Executing the binary constitutes full, legally binding agreement to its terms.
This software and any disputes arising from its execution or distribution are governed exclusively by the laws of Flanders, Belgium.
Any legal proceedings must be initiated and settled solely within the competent courts of the jurisdiction of Flanders.
Ready to get close to the hardware?
Download Metisor v0.1 free from GitHub.
Download v0.1 — it's free