PRISM + VTX · Data Format

Capture everything. Replay anything.

PRISM captures real-time state from any game. VTX stores it as an open, self-describing binary standard. Together: a universal data layer partners can build on without waiting for publisher integration.

Overview PRISM VTX Dual Schema Applications Open Source
Overview

Two products. One data layer.

PRISM is how we get the data out. VTX is how the rest of the world reads it. Licence PRISM. Build on top of VTX. Ship products other teams can't.

01 · Licensable product
PRISM
Real-Time Data Capture
  • Extracts state from live game memory
  • Works on any engine, any title
  • Zero publisher integration required
  • Zero server access needed
  • Streams directly to VTX
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02 · Open source standard
VTX
State Data Format
  • Complete game state, per frame
  • Dual schema · generic + contextual
  • Self-describing · forwards-compatible
  • Streaming, storage, or both
  • Engine-independent C++
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PRISM

Live data, without the publisher.

Every broadcast-grade data stream today depends on the game publisher either shipping an API or partnering for a server feed. PRISM doesn't. It runs locally on a spectating machine and reads state from live game memory, frame by frame. The title doesn't need to know we're there.

01

Memory-level extraction

PRISM reads state directly from the running game process. Entities, transforms, weapons, abilities, scores, every frame. No SDKs, no waiting for the publisher to ship a data API.

02

Any engine, any title

The extraction layer is engine-agnostic. We've shipped PRISM across Unreal, Source, Hextech, RE Engine, and custom engines, for CS2, League, Rocket League, Dota 2, VALORANT, and StarCraft 2.

03

Zero-infrastructure deploy

One spectator PC at a venue, or wherever the match is being played. No server access, no publisher integration, no new infra. Drops into existing production workflows unchanged.

04

Streams straight into VTX

Output is written live into the VTX format. Every downstream tool, whether it's a broadcast overlay, an AI pipeline, or a 3D Twin, reads the same stream. One capture, any number of applications.

VTX

One format. Every game. Every use case.

VTX is an open, self-describing binary format for live game state. Designed to stream, to store, and to replay with identical fidelity. Built engine-independent in C++ so anyone can read it, from broadcast overlays to LLM training pipelines.

Schema Self-describing binary

Every capture carries its own schema. Readers can load a VTX file from any title, any version, without a companion config. Forwards-compatible by design: new fields don't break old readers.

Transport Streaming + storage

Same format, two modes. Stream live frames to a broadcast overlay with low latency, or persist full matches for replay and analytics. A tool written once reads either.

Access Random-access by frame

Jump to any frame of a stored capture instantly. Director scrubs it. Analysts query it. Models train on it. The format is indexed for it from frame 0.

Runtime Engine-independent C++

Reference implementation is portable C++ with no engine dependencies. Integrate into Unreal, Unity, a web viewer, a Python analytics notebook, or any pipeline that can link a library.

Licensing Open source

VTX is open. Spec, reference reader, tooling. The format is meant to outlast any one product, any one vendor. The more places it lives, the more valuable every capture gets.

Coverage Complete game state

Entities, transforms, animations, events, team state, match state. Everything the game is doing, frame by frame. Not a summarisation, not a stats blob, the full state.

Dual Schema

Two schemas. One format.

The defining VTX feature. Applications pick their layer: generic types for cross-game portability, contextual types for rich per-title depth. Same file, same reader, different amount of depth depending on what you're building.

Generic
Build once. Run anywhere.

The shared VTX vocabulary: entities, transforms, events. Build a tool against this layer and it reads any VTX capture identically, regardless of the source game. Perfect for cross-title dashboards, LLM pipelines, or any downstream that wants portability over fidelity.

Contextual
Native. Game-aware.

Game- and genre-specific types layered on top: CS2 weapon data, MOBA ability casts, racing telemetry. Full per-title fidelity when you need it, without forcing every downstream tool to care about game-specific fields they'll never use.

Applications

What partners build on top.

PRISM + VTX is infrastructure. These are the product categories that sit on top of it today, with partners shipping against the same open format.

Broadcast replay

Every frame, every angle, every entity, live or on-demand. The missing data layer under every modern sports broadcast.

AI training data

Structured per-frame state straight from live gameplay. Real ground truth for motion, decision, and simulation models, at gameplay fidelity rather than reconstructed video.

Third-party apps

Any tool can read a VTX file. Analytics dashboards, second-screen companions, coaching tools, mods. Build on top.

Live analytics

Streaming-first binary. Low-latency data for real-time overlays, in-venue screens, and tactical feedback.

Coaching tools

Full-state replays teams can scrub, annotate, and query. Not just heatmaps over a minimap, the actual positions and decisions, frame by frame.

Second-screen fan apps

Mobile companions that track a live match with structured data. Stat cards, per-player views, interactive timelines, all from a single VTX stream.

3D Twins

Combine VTX with the asset layer (UAF + Atlas) and you get a live Game Twin running in Unreal. The data side of the Twin stack is PRISM + VTX.

Your app

Ship it. The format is open, the reader is portable, the licensing is clear. If it can read a binary file, it can read VTX.

Open Source

VTX is open. Forever.

The VTX format spec, reference reader, and tooling are open source. PRISM is a licensable commercial product, but every capture it produces lives in an open container anyone can read.

VTX Format
Spec + binary layout
Production
VTX Reader
Reference C++ implementation
Production

Build on the open data layer.

Licence PRISM for live capture. Build against VTX for everything else. Let's talk about your use case.

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