Platform
One SDK. A real engine underneath.
A WebGPU engine and one TypeScript SDK, with sync and on-device AI built in.
Engine
Rendered with WebGPU
A Rust core, compiled for the browser and for desktop.
- Physically based. Looks right by default.
- Fast assets. Compressed glTF.
- Web first. No install.

SDK
Code that feels familiar
Scenes, meshes and lights, the way three.js developers expect.
- Batteries included. Controls, models, UI panels.
- Scenes as files. Typed JSON.
- Typed. Every part of the API.
Multiplayer
Shared scenes, in sync
Everyone sees the same scene. Only changes travel.
- Declared. Mark what is shared.
- Small updates. Only changes travel.
- Together. People and agents, one scene.
A personIn the browser
Sync on the edge
A change
One shared scene
Only the changeAn AI agentSame scene
AI on the device
Built into the engine
Runs on the device. Camera and mic data stay there.
Person cut-out
Face and head
Hand gestures
Auto-framing
Clean speech
Assets and platforms
From upload to every screen
Asset service
Upload, store and serve 3D assets.
Web
TodayDesktop
NextMobile
AfterWhere it comes from
Years of engine work underneath
It started as the TMRW Engine behind ROOM and AiredTV.
- Then
TMRW Engine
C++ and WebGL. Ran ROOM and AiredTV.
- Now
RealityOS engine and SDK
A Rust core on WebGPU, one TypeScript SDK. HOLOH is moving onto it; IndieBox and Plasmon Studio are building on it.
Get started
Request access
RealityOS is invite-only for now. Requests open at launch. Write to info@holoh.com meanwhile.
Free to build and test. Evaluation terms
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