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PAXAL

how it works

A first-time viewer cannot tell, in the first twelve seconds, whether they're looking at PAXAL or at a screenshot from a current-generation console title.

No download. No GPU requirement. A captured real-world scene streams in under ten seconds the first time, two seconds every time after. The page in front of you is the whole product.

THREE WORKERS, ONE FRAME

The main thread renders. Everything else — fetching, decoding, persisting — lives in its own worker so the canvas never waits.

BROWSERtab opens, HTML paints in 200msMANIFESTchunk graph fetched from edgePERSIST WORKEROPFS read/write, warm cache 8s→2sSTREAMING HOSTpriority queue, backpressureDECODE WORKERgaussian-splat decompress, off-mainPLAYCANVASWebGPU raster, motion-aware LODGPUintegrated or discrete — same path

WHAT MAKES IT FAST

warm cache

OPFS persists every decoded chunk. Second visit boots in under two seconds because the GPU buffer is the only thing that hasn't been built yet.

motion-aware LOD

Driving fast? Lowest-detail splats. Parked? Highest. The controller swaps in under 200 ms when frame budget tightens — never as a jolt, always between motion frames.

three-worker pipeline

Manifest, decode and persist all run off-thread. The main thread is free for the canvas; the fetch path is free for whatever order the camera asks for next.

IN MOTION

cold cache · network stream · 8s to first pixel

warm cache · opfs replay · 2s to first pixel

Words don't do this justice. Open it in a tab and drive.

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