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a16z-backed · SOC 2 Type II

The 3D world SDK
that ships in hours, not quarters.

Wyrldscape is the developer-grade platform for designing, deploying, and scaling persistent 3D worlds on web and mobile — with patent-pending adaptive LOD streaming that holds a steady 72 FPS on Quest 2 and mid-tier laptops.

  • 4.2 hrsmedian upload → live URL
  • 1,247live worlds shipped
  • 72 FPSon Quest 2 & mid-tier laptops
SDK at a glance

Four primitives in the box the moment you npm i wyrldscape.

Every Wyrldscape install ships with the same four building blocks used by 1,200+ shipped titles — engineered to compress a six-month build cycle into a same-day launch.

  1. 01

    Adaptive LOD streaming

    Patent-pending mesh decimation that re-tiles assets on the GPU per frame, holding 72 FPS on Quest 2 and mid-tier laptops — independently verified by Polycount Labs, March 2024.

    patent-pending
  2. 02

    Deterministic 60Hz runtime

    Fixed-timestep core with deterministic rollback netcode, so the same world state replays identically across web, iOS, Android, and native Quest builds without rewrites.

    web · ios · android · quest
  3. 03

    14-PoP multi-region mesh

    Native presence in São Paulo, Lagos, Mumbai, Seoul and 10 more regions keeps median end-user latency under 38 ms — no edge config, no Cloudflare glue code.

    38 ms median
  4. 04

    Open SDK + 48 plugins

    TypeScript-first SDK, audited npm packages, and a marketplace of 48 verified community plugins backed by a 9,400-strong developer Discord.

    48 plugins · 9.4k devs
Under the hood

How adaptive LOD streaming keeps frame rate stable across hardware tiers.

Most 3D platforms ship one mesh and hope the device keeps up. Wyrldscape streams a continuum — re-tiling geometry on the GPU every frame based on the viewer's pose, viewport share, and thermal headroom — so a Quest 2 and a discrete-GPU laptop see the same world at the same 72 FPS target.

  • 01

    Pose-aware decimation

    Mesh tiles are decimated per eye based on foveal weighting — far-field geometry drops to 8% triangle count without visible seams.

  • 02

    Thermal-aware budgeting

    The runtime reads device thermals and shifts budget from shadows to LOD in real time, preventing the Quest 2 throttling cliff at minute six.

  • 03

    Verified at 72 FPS

    Polycount Labs' March 2024 independent benchmark held a steady 72 FPS on Quest 2 and mid-tier laptops across 14 shipped Wyrldscape titles.

Stacked cross-section showing adaptive LOD layers L0, L1 and L2 with teal highlight on the highest-detail mesh
72FPS held steady on Quest 2 & mid-tier laptops Polycount Labs, March 2024
Open SDK · Marketplace

An ecosystem around the engine, not a wall around it.

The Wyrldscape SDK ships with a verified plugin marketplace, a public roadmap, and the kind of developer surface area a technical evaluator actually wants to read. Forty-eight plugins are live today, written by the core team and by studios shipping on the platform.

Abstract isometric illustration of modular plugin blocks snapping onto a platform SDK backbone.
Core SDK

Adaptive LOD streaming runtime

The same patent-pending streaming layer that holds 72 FPS on a Quest 2 — exposed as a typed runtime plugin so studios can hook into LOD budgets, mesh decimation, and texture mip pools from day one. Verified by Polycount Labs, March 2024.

Read the SDK reference
Stylized 3D pipeline graphic showing asset upload flowing into a live world URL.
Integrations

Unity & Unreal bridges

Drop-in bridges for Unity 2022 LTS and Unreal 5.3. Bring existing scenes, lights, and Blueprints; publish to the Wyrldscape CDN without re-authoring. Two plugins, one dependency.

Network map of 14 points of presence highlighted across continents.
Networking

Multi-region PoP router

Fourteen points of presence, median round-trip under 38 ms from São Paulo, Lagos, Mumbai, and Seoul. Configurable in the SDK or in the dashboard — every plugin that opens a socket inherits the same routing layer.

Community

9,400 developers, 48 verified plugins, one Discord

Every plugin on the marketplace is reviewed by the core SDK team. Community contributions land in the Plugin Incubator, graduate once they hit adoption and stability thresholds, and stay open-source under the Wyrldscape Contributor License.

48 Verified plugins
9,400 Developers on Discord
Top 0.4% Game-dev community rank
From upload to live URL

Same-day world deployment, end to end.

The median time from first asset upload to a publicly reachable world URL on Wyrldscape is 4.2 hours — benchmarked against an industry-average 11-week build cycle. Here's the four-step runtime that gets a world there.

  1. 01

    Upload & ingest

    Drag in glTF, FBX, USDZ, or a Unity / Unreal scene export. The ingestion service validates meshes, texture budgets, and shader compatibility in parallel — no single-threaded blocking step.

    Median: 38 min from upload to validated asset set
  2. 02

    Compose & configure

    Lay out the world in the no-code editor: pin points of interest, drop interactive triggers, wire telemetry. Plugin slots surface at the same level as native components, so nothing feels second-class.

    Median: 92 min including one round of QA fixes
  3. 03

    Adaptive stream & deploy

    The adaptive LOD streaming runtime builds a tile pyramid, encodes to the Wyrldscape CDN, and pre-warms edge caches across the 14 PoPs. One click to a staging URL; one more to production.

    Median: 71 min from compose-complete to live edge
  4. 04

    Ship & observe

    Embed in a landing page, a Quest title, or a Meta Quest Store submission. SOC 2 Type II audit logs, retention analytics, and per-region latency dashboards are available out of the box — including on the free tier.

    Median: 4.2 h total · vs. 11-week industry average

Customer launch velocity improved 67% in the first 60 days after onboarding, per our 2023 customer impact survey of 412 studios.

Book a runtime walkthrough
Shipped at scale

The four numbers a technical evaluator asks about first.

1,247 Live worlds running on Wyrldscape infrastructure As of Q1 2024
3.8M Monthly active end-users across web, mobile, and Quest Trailing-quarter measurement
< 38 ms Median round-trip latency across 14 points of presence São Paulo · Lagos · Mumbai · Seoul
98.7% Customer retention across paying accounts over the trailing 12 months Verified internally; SOC 2 Type II audited
a16z Games fund · Series A lead SOC 2 Type II · audited annually G2 Leader · Immersive Experience Platforms 2024 WIRED · "Tools That Built the Metaverse" (Oct 2023) Best Creator Tool · Immersive Industry Awards 2024