Backend abstraction
One renderer, several backends. A clean layer across Vulkan, DirectX 12 and Metal, so features are written once and not per platform.
Services / Cross-platform porting
Ship one renderer on PC, PS5, Xbox Series, Switch and mobile, behind a clean backend abstraction across Vulkan, DirectX 12 and Metal.
Your renderer was written for one API and one platform, and now it has to ship on three. Every assumption about binding, synchronization and memory that was safe on the first platform is a bug waiting on the next.
A port done as a pile of special cases keeps costing you on every feature afterwards. A port done as a proper backend abstraction is paid for once.
What we do
One renderer, several backends. A clean layer across Vulkan, DirectX 12 and Metal, so features are written once and not per platform.
Binding models are where the APIs differ most. We have shipped a reflection-free Shader Resource Table and a resource-binding system across Vulkan, Metal and Direct3D 12.
PC, PS5, Xbox Series, Switch, iOS and Android. Split-E is an Official PlayStation Partner, with shipping experience from PS3 to PS5.
A port that runs is half the job. We profile on the target with PIX, RenderDoc, GPAD and Razor GPU and bring the frame back inside its budget.
Unreal 4/5, Godot, proprietary engines and cross-platform rendering frameworks. We adapt to your codebase, not the other way around.
WebAssembly and WebGPU are real targets now. Our own engine compiles to WebAssembly and renders through the browser's native WebGPU, and we built SciChart's engine to run on WebAssembly too.
Proof
Cross-platform work we have shipped, plus an engine you can run right now.
Designed and implemented a unified Shader Resource Table (SRT) that eliminates runtime reflection, plus a new resource-binding system and dynamic-rendering support across Vulkan, Metal and Direct3D 12, for a commercial cross-platform rendering framework.
Built a cross-platform, shader-based rendering engine from the ground up: a single API running seamlessly on Windows, Android, iOS and WebAssembly.
Our from-scratch C++ engine runs one codebase on six platforms and five graphics APIs (DirectX 12, DirectX 11, Vulkan, Metal, WebGPU), with shaders written once in HLSL. The same engine runs live in your browser.
See SETech and its live demosHow it works
Split-E is led by Shady El Mously, a graphics and engine programmer with two decades in AAA and indie studios, and a former technical director and lead. We plug into your team as senior contractors, with no ramp-up and no hand-holding, and work remotely from Cairo (UTC+2/+3) with studios worldwide.
You talk to the person doing the work. Send a note, and you'll hear back from Shady directly.
Related services
Frame analysis with PIX, RenderDoc, GPAD and Razor. We find the stalls, the overdraw and the bandwidth walls, and we fix them.
Forward, deferred and clustered pipelines, plus modern shader pipelines and SRT / resource-binding infrastructure.
Get in touch
Platform, engine, the problem you are hitting and a rough timeline are enough to start. You'll hear back from Shady directly.