HYPER LIGHT

v2.1.6-alpha.1 · Windows 10 / 11 x64

Light the room.
Map the wall.
One desk.

A lighting console, a projection mapper and a media server — one engine, one desk.

The stage on this page is not an animation. It is 75 seconds of DMX from Academy Lesson 7, as it left the console — sACN at 44 Hz, 0 packets lost — drawn by your browser. Tap a head to read its channels.

loading recorded DMX…

01 — Engine

An engine that keeps time, whatever the screen does.

The show runs on a 44 Hz thread of its own. The network, the visualiser and the interface each have theirs, and none can hold it back.

DMX engine

44 Hz, locked

One frame every 22.7 ms, on a thread of its own, whatever the screen is doing.

0.100 ms

p99 jitter at 44.015 Hz

Source: CLAUDE.md §3 — measured on the target machine

Threaded transport

The network never holds the show

The engine hands each frame to a triple buffer; a send thread puts it on the wire. A slow link skips frames — it never delays one.

0 lost

15,416 sACN packets at 44.00 Hz

Source: CHANGELOG 1.6.0-alpha.1 — Academy Lesson 7, read off the wire

3D visualiser

Its own GPU presenter on display 2

A thread, a device and a swap chain of its own, drawing beams from the DMX the console sends.

60.0 fps

0 repeated refreshes

Source: CHANGELOG 1.0.0 — Phase 57, DXGI frame statistics

Zero allocation

No pause for garbage

The engine's loop allocates nothing, so the collector never stops a cue mid-fade. Tested on every build.

0 B

allocated per engine frame

Source: CLAUDE.md §3 — held and tested

02 — The console's own view

52 fixtures, drawn from the DMX the console sends.

The visualiser on display 2, recorded as it ran: a looping cue stack of fans, crossings and a sweep over the crowd — the same engine you saw above, at arena scale.

recorded from the console's visualiser · 52 fixtures · a looping cue stack, no edits

03 — Control surfaces

Four control surfaces, one engine underneath.

Every picture is a capture of the console; every figure was measured on the machine it is built on.

Effects that stay on the beat

Shapes, key-frame curves and a random wave, locked to the tempo and reaching every colour system on the rig.

44 Hzengine tick · 0 B per frame

measured · CLAUDE.md §3 — 44.015 Hz, p99 jitter 0.100 ms

  • Beat-locked phasers: circle, infinity, spiral and 15 more shapes
  • Key-frame curves you drag point by point, per attribute
  • Colour effects on RGB and CMY heads in one phase order
  • Audio bands drive strobe, FX size and FX speed
HYPER LIGHT key-frame editor with a spline tilt curve
console capture — HYPER LIGHT key-frame editor with a spline tilt curve

04 — Academy

Learn it the way it is played.

Every lesson is recorded on the console itself, in English with Arabic subtitles, with a practice show to open on yours. 9 recorded so far.

The whole masterclass

05 — Start

Fourteen days with everything.

Every installation starts with a full evaluation — all universes, saving, every studio. The console is in private beta: ask for a build, and activate when you are ready with the machine code it shows you.

Offline first

Licences verify on the machine. A console in a rack with no network runs exactly as it does in the studio.

Output is sacred

BLACKOUT and F12 reach the console from every window, and no licence check ever cuts running output.

Measured, not claimed

Every figure on this page comes from a recorded run. 4,074 automated tests guard them.