Realtime show automation for Windows

Connect, automate and run the show.

Showmesh is a Windows-first show automation platform for theatres, concerts, immersive installations and live events. It connects media, realtime engines and show-control signals through one operator-focused model: Resource → Action → Trigger.

Not simply “QLab for Windows”Cue control + automation + media engine
Show fileSmoke demo / rehearsal
Now playing07 · Opening video
Next on GO08 · Smoke fieldStart Notch block · Fog 0 → 0.8 · OSC pulse
Cue workspace

Run order

Edit mode · ⌘K command palette
07
▶ VideoOpening videoPlaying
Program output · 01:24 elapsed · 00:50 remaining
Fade inOpacity 0 → 100 · done
Blur0 → 20 · 1.4 / 3.0s
Fade outOn finish · targets this cue
08
◆ NotchSmoke field buildNext
Will run: block playback · Fog Density · Bloom · OSC lighting pulse
Fog Density0.2 → 0.8 · GO
BloomMIDI CC22 · live value
09
⇄ TransitionLeaves into blackoutWaiting
Connects cue 08 → cue 10 · triggered by LTC 01:02:15:12
Inspector
Notch block cue08 · Smoke field buildReady for GO
GeneralActionsParameters

Lifecycle

On startPlay block

On stopStop and hold

Actions

Fog DensityGO · 4.0s

BloomMIDI CC22

OSC pulse/lighting/smoke

Runtime status

Notch SDKNot connected

Output Program 1080p60Audio WASAPI 48 kHzEngine 93 fps · 0 underrunsNetwork OSC online · MIDI live
Positioning

A show workspace, not another list of cue types.

Showmesh is designed for productions where playback, realtime graphics, lighting/control messages and external systems have to behave like one show. The cue list becomes a hierarchy of live show objects, with actions visually attached to the resources they manipulate.

Show-first hierarchy

The interface answers: what is playing, what is next and what GO will do.

No fake availability

Integrations are described as core, planned or research until they are production-ready.

Windows-native engine

The product direction is a real Windows playback stack, not a browser-only prototype.

Automation over cue sprawl

Transitions and parameter changes stay attached to the media or system they manipulate.

Resource → Action → Trigger

One language for media, control and realtime systems.

The editor should not need a new UI for every integration. Resources expose capabilities, operators add actions, and triggers decide when those actions fire.

01Resource

Everything that can be used in the show.

Video, audio, images, text, devices, outputs, OSC endpoints and realtime engines are represented as reusable show objects.

02Action

What changes when the show runs.

Fade opacity, set volume, trigger a cue, send OSC, animate a Notch parameter or route content to an output.

03Trigger

What makes the change happen.

GO, timecode, MIDI, OSC, keyboard, network messages and show lifecycle events can fire actions predictably.

Windows-first engine direction

Built for the machines that actually run the room.

The product direction is native Windows playback: GPU-aware video, fullscreen outputs, audio-led timing, external control and realtime system orchestration. The website intentionally uses interface placeholders until final product screenshots are ready.

01Audio-master timing

Video follows the show clock, not the other way around.

02Fullscreen operator outputs

Program, preview and routing are treated as first-class show objects.

03Realtime-ready control

OSC, MIDI, timecode and future SDK integrations fit the same action model.

Capability map

Clear about what is core, planned and under research.

Showmesh should earn trust by not implying unfinished integrations are already available. The marketing language separates current product direction from future runtime work.

Video / audio playbackCore
Images and textCore
OSC and MIDI controlPlanned
DMX and timecodePlanned
NDI and Spout routingPlanned
Notch BlocksResearch
Unreal EngineResearch
TouchDesignerResearch
Marketing strategy

Lead with the idea, then prove the engine.

For theatres

Reliable cue execution, operator clarity and rehearsal-friendly workflows.

For immersive rooms

Media, realtime graphics and control signals in one show graph.

For technical artists

A system where exposed parameters can be automated without inventing a new cue type.

Early access

Building for operators, designers and technical directors.

Showmesh is in early development. The first public site should explain the product category, document the automation model and collect conversations with productions that need Windows-native show control.

hello@showmesh.app