It’s still early in development but what we’re developing is a shader compiler guaranteed to maintain flat execution times on GPU regardless of the data inputs to ensure real-time deadlines are reliably met no matter the content or user behavior.
You’ll be able to program it like a video game, visualizing a simulation of the virtual GPU executing in a manner similar to Minecraft redstone or Factorio conveyer belts. The idea is to enable making performance bottlenecks visually obvious. We’re also creating our own real-time debugging tools built atop a GPU-based interpreter, as well as a real-time multiuser development methodology that’ll act as an alternative to version control.
Two markets we are targeting. One is general purpose software for desktop and server applications.
The other more premium product is targeting the safety-critical embedded systems market. We still have some R&D to do but we are hoping to revolutionize that market and replace the need for custom safety-certified hardware, operating systems, drivers, and HMI tools. This might turn into a GPU-based RTOS, we shall see.
The idea is to treat the GPU as a hard real-time coprocessor where the CPU is only responsible for being a middleman for I/O, nothing more.