Most spatial apps load their sky. StratoSync computes it. Metal compute kernels rebuild the Aurora and Star Nest domes on the GPU every display refresh, and Dusty Nebula ray-marches a live field over an 8K procedural star sky — no authored image or video assets. Sunlight is aimed from the real subsolar point, so Earth's day/night terminator matches this moment; the live ISS moves through it on its ~51.6° orbit. Grab Earth, inspect the station, draw around it, or watch together over SharePlay.
Hi Product Hunt 👋
StratoSync started from one question: what changes when the scene around you is computed from real state instead of loaded from disk?
So the sky isn't a file. The three environment domes are programs. Metal compute kernels write RealityKit LowLevelTexture fields that inward-facing spheres sample — Aurora rebuilds a 2048×1024 equirectangular map and Star Nest a 1536×768 one every display refresh, while Dusty Nebula precomputes an 8192×4096 procedural star dome and a 256³ density volume, then ray-marches a localized 2K patch from a changing camera orientation. Writing into a texture instead of shading per eye lets RealityKit reproject one computed field to both eyes.
The lighting follows the same rule. The directional light is aimed from the real subsolar point for the current moment, so the day/night terminator on the globe is where it actually is right now.
Live ISS telemetry is what moves through all of that. Real fixes stay the source for coordinates, altitude and speed; between fixes only the 3D station's presentation advances along the motion observed from recent samples, so a derived pose is never shown to you as a new measurement.
Version 2.1 is largely an answer to a long device-test critique from the r/VisionPro community — the orbit that read as flat, the ring that spun with Earth's rotation, the station too large while orbiting, the empty black full-immersion state. Being told precisely what was wrong was the most useful thing that happened to this app.
Credit where it's due: the Star Nest field is Kali's MIT-licensed Shadertoy work, and Dusty Nebula is adapted from "Dusty nebula 4" by Duke. My part is the equirectangular dome port, the bounded spherical volume, and the LowLevelTexture pipeline around them.
It's free on the App Store for Apple Vision Pro (visionOS 2.6+). Two things I'd love your read on:
1. Does a runtime-generated environment feel different to you than a loaded one — and if it does, where do you notice it?
2. What would you want computed next?
— Durul