Scope: Dependencies that V3 launch depends on — Unreal Engine 5.5 LTS and
its plugins, Pixel Streaming infrastructure, middleware, generative-AI
providers (music, voice, motion, world-assets), XR SDKs, hardware peripherals,
cloud / infrastructure services, language runtimes, build tooling, and the V1
internal packages on the V3 critical path. The Tier-2 three.js fallback stack
is included here as a constrained sub-tree. Out-of-V3 dependencies are
catalogued in the whole-monorepo /DEPENDENCIES.md and
in V1/DEPENDENCIES.md. Companion docs:
V3/V3_features.md, V3/V3_TODOS.md,
V3/V3_ARCHITECTURE.md. Date: 2026-05-12
Purpose#
This file is the V3-scoped dependency contract. For each dependency it answers
three questions a reviewer needs before launch:
- What is it — one sentence on the dependency itself.
- Where does V3 use it — the V3 features or TODOS sections that need it.
- How is it wired — env vars, package paths, ports, version source.
Pinned versions live in V3/ue/V3.uproject, each plugin's *.uplugin, each
*.Build.cs, the per-platform configs in V3/ue/Config/, pnpm-workspace.yaml
(TypeScript), each Rust service's Cargo.toml, and the per-service Docker
compose files. This document references those sources of truth rather than
duplicating them.
Cross-Reference Convention#
Throughout the V3 docs, bare §N and §N.M references resolve to
V3_TODOS.md (the canonical backlog). Within this file, bare numeric
references (e.g., §3, §14) point to this document's own sections.
Explicit doc prefixes are used where ambiguity matters:
todos§40 → V3_TODOS.md §40.
arch§"<anchor>" → V3_ARCHITECTURE.md by section anchor.
features§"<anchor>" → V3_features.md by section anchor.
v1deps§N → V1/DEPENDENCIES.md §N (where V3 reuses V1 dependencies as-is).
v2deps§N → V2/V2_DEPENDENCIES.md §N (UE plugins shared with V2).
Table of Contents#
- Internal Packages — V3 Modules
- Internal Packages — V1 Foundations Reused
- UE5 Engine Version
- UE5 First-Party Plugins
- UE5 Third-Party Plugins
- Pixel Streaming Infrastructure
- Audio Middleware (UE5)
- Application Runtimes
- Backend Frameworks (Services)
- Web Shell + Pixel Streaming Player
- Tier-2 Fallback Web Client Stack
- Mobile (Companion + UE Mobile)
- VR / AR / XR Stack
- Generative AI — Music
- Generative AI — Voice and Speech
- Generative AI — Motion and Avatar
- Generative AI — World Assets
- Generative AI — Text and Lyrics
- Pose Estimation and Embodied Coaching
- Multiplayer Networking and SFU
- Physics
- Spatial Audio and DSP
- Animation & Mocap Pipeline
- Music Licensing and Rights Infrastructure
- Avatar Source Pipelines
- Data Stores
- Object Storage and CDN
- Identity, Auth, and Provisioning
- Payment, Billing, Royalties
- Provenance and C2PA
- Observability and Telemetry
- Search and Vector Stores
- Inbound and Outbound Channels
- Cloud Providers and Infrastructure
- Build, Cook, Patch (UE5)
- CI/CD and Build Tooling
- Source Control
- Testing Tooling
- Security and Secrets
- Containerization and Local Development
- Compliance, Age Gating, Rating Boards
- Hardware Peripherals
- Esports / Tournament / Streaming Toolkit (post-GA)
1. Internal Packages — V3 Modules#
| Package |
Path |
What V3 uses it for |
| UE5 project |
V3/ue/ |
The canonical V3 client; one project, every premium surface. |
@oshun/lilith-web-pxstream |
libs/v3/lilith-web-pxstream/ |
Browser-side Pixel Streaming player wrapper (TS). |
@oshun/lilith-engine-web-fallback |
libs/v3/lilith-engine-web-fallback/ |
Tier-2 web fallback engine: three.js + WebGPU + Rapier WASM + audio runtime. |
@oshun/avatar-pipeline |
libs/v3/avatar-pipeline/ |
VRM 1.0 importer + Oshun rig binding + costume slots + provenance (shared TS surface). |
@oshun/spatial-audio |
libs/v3/spatial-audio/ |
Tier-2 HRTF rendering, ambisonic fallback, mix buses, voice chat client (Web Audio + WASM). |
@oshun/multiplayer-protocol |
libs/v3/multiplayer-protocol/ |
Shared wire format: Rust crate + TS bindings + UE C++ bindings. |
@oshun/tenant-tara-studio |
libs/v3/tara-studio/ |
Tara Studio TS-side glue (booking, marketplace, V1 BFF adapters). |
@oshun/tenant-saraswati-stage |
libs/v3/saraswati-stage/ |
Saraswati Stage TS-side glue (persona dossier, performance plan driver, fan-economy adapters). |
@oshun/tenant-lilith-commons |
libs/v3/lilith-commons/ |
Lilith Commons TS-side glue (venue catalog, programming calendar bindings). |
@oshun/aja-pose |
libs/v3/aja-pose/ |
On-device pose estimation, asana classifier, alignment cue generator. |
@oshun/memory-iris-spatial |
libs/v3/memory-iris-spatial/ |
Scene/pose memory scope; extends V1 Iris. |
@oshun/isis-music |
libs/v3/isis-music/ |
Music generation workflow registered with V1 Isis control plane. |
@oshun/isis-motion |
libs/v3/isis-motion/ |
Avatar motion generation workflow. |
@oshun/isis-world-asset |
libs/v3/isis-world-asset/ |
World-asset generation workflow. |
@oshun/psyche-3d |
libs/v3/psyche-3d/ |
3D embodiment runtime extensions: lipsync, expression coherence, gesture (TS glue). |
@oshun/sophia-saraswati-grounding |
libs/v3/sophia-saraswati-grounding/ |
Sophia adapter for grounding Saraswati artist backstories. |
@oshun/lilith-identity-bridge |
libs/v3/lilith-identity-bridge/ |
Translates V1 account ↔ UE session ↔ Tier-2 session; reputation bands. |
Rust crates under apps/v3/*/Cargo.toml and shared crates under
libs/v3/multiplayer-protocol/rust/:
| Crate |
Path |
What V3 uses it for |
lilith-world-server |
apps/v3/lilith-world-server/ |
Authoritative state, physics, room sharding, presence, persistence sync. |
lilith-realtime-gateway |
apps/v3/lilith-realtime-gateway/ |
QUIC/WebTransport termination; WebRTC fallback; voice SFU. |
lilith-pxstream-relay |
apps/v3/lilith-pxstream-relay/ |
Pixel Streaming matchmaker + signaller integration; UE worker pool manager. |
saraswati-service |
apps/v3/saraswati-service/ |
Music generation orchestration + performance engine + concert calendar. |
lilith-commerce-service |
apps/v3/lilith-commerce-service/ |
Tickets, tips, subs, royalty waterfall, signed-edition mint via Aje. |
multiplayer-protocol (Rust) |
libs/v3/multiplayer-protocol/rust/ |
Wire format, packet schema, snapshot delta encoding; codegen for TS + UE. |
2. Internal Packages — V1 Foundations Reused#
V3 deliberately reuses V1's foundational packages without duplication:
| Package |
Path |
V3 role |
@oshun/contracts |
libs/contracts/ |
Zod contracts; V3 contracts live under libs/contracts/src/v3/. |
libs/openapi |
libs/openapi/ |
OpenAPI 3.1 specs and clients for V3 BFF routes. |
libs/proto |
libs/proto/ |
gRPC for service-to-service traffic. |
@oshun/persistence |
libs/oshun/persistence/ |
Prisma renderer; V3 schemas under v3.* namespace. |
@oshun/event-bus |
libs/shared/event-bus/ |
Cross-tenant events. |
@oshun/queue |
libs/shared/queue/ |
Saraswati gen queue, royalty settlement queue, recording transcode queue. |
@oshun/http-client |
libs/shared/http-client/ |
Idempotent calls into Isis, Sophia, generative providers. |
@oshun/data-residency |
libs/shared/data-residency/ |
V3 sessions honor V1 residency primitives. |
@oshun/inbound-integrations |
libs/shared/inbound-integrations/ |
Yoga Alliance API, Stripe Connect, Aje, music-licensing API connectors. |
@oshun/audit-platform |
libs/shared/audit-platform/ |
All operator actions, persona decisions, generation jobs audited here. |
@oshun/identity |
libs/shared/identity/ |
RBAC; V3 adds tenant Tara / Saraswati / Commons scopes. |
@oshun/auth-primitives |
libs/shared/auth-primitives/ |
JWT / session primitives extended with realm, avatar_id claims. |
@oshun/design-tokens |
libs/oshun/design-tokens/ |
Lilith canonical tokens carried into UE UMG + Tier-2 HUD surfaces. |
@oshun/ui |
libs/oshun/ui/ |
Shared 2D UI for HUDs, modals, calendars. |
@oshun/navigation |
libs/oshun/navigation/ |
Deep links into V3 routes, command-surface registration. |
@oshun/analytics |
libs/oshun/analytics/ |
Route-level analytics and experiment scoping for V3. |
@oshun/testing |
libs/shared/testing/ |
Test utilities shared with V1. |
@oshun/offline |
libs/oshun/offline/ |
Offline shell, retry, recent-content fallback (limited utility in real-time V3). |
@oshun/evidence-sophia |
libs/oshun/evidence-sophia/ |
Grounding for artist backstories and instructor lineage claims. |
@oshun/persona-policy-lilith |
libs/oshun/persona-policy-lilith/ |
Persona policy applied to embodied avatars. |
@oshun/generation-control-isis |
libs/oshun/generation-control-isis/ |
Generation control plane; V3 adds music/motion/world-asset workflows. |
@oshun/embodiment-aja |
libs/oshun/embodiment-aja/ |
Aja substrate; V3 extends with in-world pose estimation. |
@oshun/embodiment-psyche |
libs/oshun/embodiment-psyche/ |
Psyche; V3 extends with 3D-aware lipsync and gesture. |
@oshun/memory-iris |
libs/oshun/memory-iris/ |
Iris memory; V3 adds scene/pose scope. |
libs/aje |
libs/aje/* |
Crypto substrate for tickets, signed editions, royalty waterfall. |
libs/yemaya |
libs/yemaya/* |
Off-line media render for recap reels, signed-edition video, Stadium-tier fallback proxy. |
libs/themis |
libs/themis/* |
Adjudication for music rights, instructor credential disputes, persona impersonation. |
3. UE5 Engine Version#
| Dependency |
Version |
Notes |
| Unreal Engine |
5.5 LTS |
Lock to 5.5.x; no engine upgrade across the launch window without explicit signoff |
| Engine source path |
Engine/ (Epic) |
Built from source if engine modifications required; binary otherwise |
| Visual Studio |
2022 17.10+ |
Windows toolchain |
| Xcode |
16.x |
macOS + iOS + visionOS |
| clang (Linux) |
16+ |
Linux client + Pixel Streaming Win-Server cook on Linux container |
| Android NDK |
r25+ (UE-pinned) |
Android + Quest builds |
| PS5 / XSX toolchains |
platform-issued |
Console builds; behind platform-cert gates |
V3 shares the UE5.5 LTS choice with V2 (the fighting game). Sharing the engine
version simplifies toolchain, plugin compatibility, and shared patch / hotfix
processes across the two products. See v2deps§1 for the parallel V2 pinning.
4. UE5 First-Party Plugins#
Enabled in V3/ue/V3.uproject Plugins list.
| Plugin |
Used by V3 for |
| PixelStreaming |
Browser delivery of the canonical UE5 client (see §6). |
| PixelStreamingPlayer |
Browser-side WebRTC player components (for embedding in the V3 web shell). |
| EnhancedInput |
Input mapping across KBM, touch, gamepad, OpenXR controllers, hand-tracking. |
| CommonUI |
Front-end shell, input-style routing, focus graph (V3UI). |
| ModelViewViewModel |
HUD attribute binding (V3UI). |
| GameplayAbilities (GAS) |
Light use: interaction, asana lock, gesture, applause (V3Gameplay). |
| MotionWarping |
Throw / asana entry alignment to props or asana targets. |
| AnimationWarping |
Foot lock, stride warping for traversal in Commons free-roam. |
| MotionMatching |
World-free-roam traversal in Lilith Commons venues. |
| Mover (2.0) |
Locomotion replacement for CMC in exploration modes. |
| ChooserTable |
Asana variant selection by lineage tag; gesture variant selection. |
| Niagara |
Stage particles, ritual effects, asana cues, light shafts, weather (V3VFX). |
| GeometryScripting |
Editorial-only stage builds. |
| ChaosCloth |
Costume cloth, robes, scarves. |
| MetaSound |
Native audio runtime; all music and ambient (V3Audio). |
| AudioModulation |
Dynamic mix, ducking, music stack (V3Audio). |
| AudioGameplayVolume |
Venue acoustic zones (e.g., reverb in stone halls, dry in studio). |
| ReplicationGraph |
Interest management for stadium-tier concert replication priority bands. |
| NetworkPrediction |
Used in non-rollback channels for asymmetric flows. |
| GameFeatures |
Modular tenants + modes shipped as Game Feature Plugins. |
| ModularGameplay |
Per-mode actor extension. |
| Iris |
UE5 networking layer. |
| OnlineSubsystem |
Cross-platform online abstraction; presence, friends. |
| TraceInsights |
Perf profiling. |
| Gauntlet |
End-to-end automation runner. |
| FunctionalTesting |
Per-feature in-engine automation. |
| AutomationController |
CI test orchestration. |
| MoviePipeline |
Concert master recording, cinematic capture for trailers. |
| Replays |
Demo recording for replay system. |
| Mover2 |
Newer locomotion path used for Commons + World Tour-style Lilith spaces. |
| GameplayCameras (UE5.5) |
Camera-rig framework for in-world camera, audience cameras. |
| ContentBrowserAliasIDs |
Editorial workflow for content versioning. |
| MetaHuman |
High-fidelity MetaHuman avatars (Saraswati artists; verified premium Tara instructors). |
| MetaHuman Animator |
Facial capture pipeline for premium personas. |
| LiveLinkFace |
Performance capture for cinematic sequences. |
5. UE5 Third-Party Plugins#
| Plugin / Vendor |
Used by V3 for |
| VRM4U (or in-house port) |
VRM 1.0 avatar import in UE5; required for community / Ready-Player-Me / VRoid. |
| Resonance Audio (Google) |
Default HRTF / spatial audio renderer on UE for non-VR clients. |
| Steam Audio (Valve) |
Higher-fidelity spatial audio with occlusion + reflections (VR opt-in). |
| OpenXR Plugin (Epic) |
OpenXR runtime for cross-headset VR support. |
| OnlineServicesEOS |
Default OnlineServices provider (cross-platform). |
| EOSShared / EOSVoiceChat |
Friends, presence, party, voice chat backbone. |
| Wwise (optional, see §7) |
Bank-style audio authoring (decision recorded in §35 launch readiness). |
| AssetLinter (V3) |
Internal plugin enforcing V3 naming conventions and asset budgets. |
| MetaHuman SDK |
(separate from MetaHuman plugin) third-party tools for MH workflow. |
| WebRTC Importer (Epic) |
Used by Pixel Streaming for ICE / DTLS / SRTP. |
| OmniCloth / Nvidia Flow |
(optional, premium concerts only) cloth + volumetric sim. |
| Adobe Substance Plugin |
Editorial-only material runtime import from Substance Painter. |
6. Pixel Streaming Infrastructure#
Pixel Streaming makes the canonical UE5 client reachable from any WebRTC-capable
browser without an install. See arch§"Pixel Streaming Infrastructure" for the
architecture diagram.
| Component |
Version target |
V3 use |
| UE PixelStreaming plugin |
UE 5.5 LTS bundled |
Native UE pipeline for server-side rendering + WebRTC encode + stream. |
| UE Signalling Server |
Epic OSS (Node.js) |
One signaller per POP; SDP exchange between browser and UE worker. |
| Stun / Turn servers |
coturn (OSS) |
NAT traversal for WebRTC sessions. |
lilith-pxstream-relay (internal) |
Rust |
Matchmaker; selects POP by geo / load / programming priority; issues session JWTs. |
| NVIDIA L40S / L4 / RTX 6000 Ada |
GPU silicon |
Per-POP worker GPU. ~6 class-tier sessions per 24-vCPU node; ~3 stadium-tier. |
| AMD MI300 (alt) |
GPU silicon |
Alternate GPU silicon for cost-optimized POPs. |
| WebRTC stacks |
browser-native |
Browser-side stream + input data channel. |
| AV1 encode |
NVIDIA NVENC / AMD VCN |
High-fidelity concert streams to Chrome / Edge browsers that decode AV1. |
| H.264 encode |
NVIDIA NVENC / AMD VCN |
Default encode for broad browser compat (including Safari). |
| Opus (audio in stream) |
libopus |
Audio in the WebRTC stream. |
| Cloud GPU providers |
see §34 |
AWS g6e / p4 / Azure NVadsA10 v5 / Lambda / Hetzner GPU. |
| Auto-scaler |
Karpenter / KEDA |
Auto-scale UE worker fleet by queue depth + scheduled concert load. |
| Worker container image |
Docker (Ubuntu + UE Win-Server cook + GPU runtime) |
Built nightly; pushed to ECR / GHCR. |
POPs at GA: us-east-1, us-west-2, eu-west-1, ap-northeast-1,
ap-south-1, ap-southeast-2, sa-east-1. Latency budget ≤ 60 ms browser ↔
POP. Per-region routing honors GDPR / residency rules. See
arch§"Per-POP Capacity, GPU Quota, and Multi-Cloud Posture" for the full
coverage matrix.
7. Audio Middleware (UE5)#
| Dependency |
Version |
V3 use |
| MetaSounds |
UE 5.5 native |
Default audio runtime; all music graphs, ambient, UI SFX. |
| AudioModulation |
UE 5.5 native |
Mix-bus runtime, ducking, music-bed transitions. |
| AudioGameplayVolume |
UE 5.5 native |
Venue acoustic zones. |
| Resonance Audio (Google) |
OSS plugin |
Default HRTF renderer for non-VR clients. |
| Steam Audio (Valve) |
OSS plugin |
Higher-fidelity HRTF + occlusion + reflections (VR opt-in; concert stadium tier). |
| Wwise (Audiokinetic) |
optional |
Bank-style audio if editorial requires it; per-platform license. |
| Opus (libopus) |
^1.5 |
Voice codec; HRTF mixed client-side. |
| FFmpeg |
^7.0 |
Server-side transcode (recordings → on-demand library) and Yemaya fallback proxy. |
Default decision: MetaSounds + Resonance Audio for non-VR, MetaSounds + Steam
Audio for VR. Wwise stays as an optional path if Saraswati audio team needs
bank-style authoring.
8. Application Runtimes#
| Runtime |
Version source |
V3 use |
| C++ |
UE5 toolchain per-platform |
UE5 client modules (V3/ue/Source/*) and plugins. |
| Node.js |
engines.node in app package.json; target node22 |
V1 BFF extension; Pixel Streaming UE Signalling Server (Node.js). |
| TypeScript |
typescript in pnpm-workspace.yaml |
Tenant adapter packages, Tier-2 fallback, browser shell. |
| Rust |
per-crate Cargo.toml; toolchain pinned in rust-toolchain.toml |
World server, gateway, pxstream-relay, saraswati-service, commerce-service, shared protocol. |
| Python |
per-service pyproject.toml |
Pose-estimation training jobs, music-licensing offline jobs. |
| Swift |
Xcode 16+ |
UE Native iOS / Vision Pro shim modules where needed. |
| Kotlin |
Android Studio |
UE Native Android shim modules where needed. |
| WASM |
rustc target wasm32-unknown-unknown |
Rapier physics + audio DSP + protocol encoder for Tier-2. |
9. Backend Frameworks (Services)#
| Framework |
Version source |
V3 use |
| Fastify |
fastify: ^4.28.1 |
V1 Oshun BFF, extended with V3 routes. |
| axum |
axum = "0.7" (pinned per Rust service) |
World server, gateway, pxstream-relay, saraswati-service, commerce-service. |
| Hono |
hono: ^4.0.0 + @hono/* |
Lightweight service routers (Lilith Studio internal API). |
| Prisma |
prisma: ^5.20.0 |
Per-tenant Postgres schemas in V3 namespace. |
| Zod |
zod (pinned through @hono/zod-openapi) |
All V3 contracts; OpenAPI generation; runtime guards. |
| tokio |
tokio = "1" (pinned per Rust service) |
Async runtime for all Rust services. |
| quinn |
quinn: ^0.10 |
QUIC implementation in the realtime gateway. |
| livekit |
livekit-server-sdk: ^1.x |
Voice SFU module embedded in the gateway. |
10. Web Shell + Pixel Streaming Player#
The browser-side surface that hosts the Pixel Streaming player and the launcher
/ tier-router landing page.
| Library |
Version source |
V3 use |
| Next.js |
next: ^14.2.21 |
apps/v3/lilith-web browser shell; V1 web extension routes. |
| React |
react: ^18.3.1 |
All web shell surfaces. |
@tanstack/react-query |
^5.90.16 |
Catalog / billing / programming data fetch from V1 BFF. |
@epicgames-ps/lib-pixelstreamingfrontend-ue5.5 |
latest |
Epic's Pixel Streaming browser library (WebRTC player, input). |
@oshun/lilith-web-pxstream |
libs/v3/lilith-web-pxstream/ |
Internal wrapper around the Epic library with V3-specific UX + auth. |
@oshun/design-tokens |
(V1 reuse) |
Lilith canonical design language carried into the browser shell. |
11. Tier-2 Fallback Web Client Stack#
The no-one-locked-out path. Activated by the tier router when Pixel Streaming
isn't available or the user explicitly chooses Lite mode.
| Library |
Version source |
V3 use |
| Next.js |
next: ^14.2.21 |
apps/v3/lilith-web-fallback. |
| React |
react: ^18.3.1 |
UI shell. |
three |
^0.170.0 |
Core 3D render engine (Tier-2). |
@react-three/fiber |
^8.17.0 |
React bindings for three.js. |
@react-three/drei |
^9.105.0 |
High-level three.js helpers (controls, post-processing). |
@react-three/postprocessing |
^2.16.0 |
Post-processing chain. |
@rapier3d/core (WASM) |
^0.14.0 |
Tier-2 client-side physics prediction. |
webxr-emulator |
dev-only |
Emulating XR sessions during CI for the fallback. |
wasm-bindgen consumer pkgs |
per-package |
Rust-WASM bridges for protocol encoding and audio DSP. |
@livekit/components-react |
^2.5.0 |
WebRTC voice chat client. |
12. Mobile (Companion + UE Mobile)#
| Library |
Version (package.json) |
V3 use |
| Expo |
~51.0.0 |
V1 mobile shell; V3 companion stack inside apps/oshun/mobile. |
| React Native |
0.74.5 |
V1 mobile + V3 companion UI runtime. |
expo-router |
~3.5.0 |
V3 stack routing in the companion shell. |
expo-haptics |
~13.0.0 |
Hand-gesture haptic feedback in the companion surfaces. |
expo-camera |
~15.0.0 |
Aja pose estimation source (opt-in). |
expo-av |
~14.0.0 |
Audio playback fallback path. |
expo-secure-store |
~13.0.2 |
Credential storage shared with V1 mobile. |
react-native-mmkv |
^2.12.0 |
Fast key-value cache. |
| Deep link to UE5 native app |
expo-linking |
Launches the canonical UE5 mobile client from companion screens. |
| UE Mobile (iOS / Android) |
UE5.5 LTS |
The canonical mobile V3 client; built from V3/ue/. |
The split: the React Native companion app inside apps/oshun/mobile provides V1
continuity surfaces (booking, Arete log, ticket inventory) and a "launch Lilith"
deep-link. The actual 3D embodied experience runs in the UE5 mobile client.
13. VR / AR / XR Stack#
| Platform / SDK |
Version target |
V3 use |
| OpenXR |
OpenXR 1.0+ |
UE plugin; cross-headset input, render, hand-tracking, anchors. |
| Meta Quest SDK (Quest 3, Pro) |
v68+ |
Quest-native UE binary; hand-tracking, passthrough, body tracking. |
| Apple visionOS SDK |
visionOS 2.x |
UE visionOS pipeline. |
| PSVR 2 SDK (Sony) |
latest |
UE PS5 build; submitted through Sony approval. |
| SteamVR / OpenVR |
latest |
Valve Index, HTC Vive Focus support via OpenXR. |
| WebXR Device API |
browser-native |
Tier-2 entry path on Quest browser; reduced fidelity. |
| Khronos glTF / VRM 1.0 |
spec versions |
Avatar and scene asset format for community avatars (UE imports via VRM4U). |
| Steam Deck (Proton) |
latest |
Linux UE5 cook + Proton verification badge ("Verified" target). |
Hand-tracking: OpenXR hand-tracking extension; controller-only fallback. Body
tracking: Quest 3 inside-out + OpenXR body-tracking when adopted.
Steam Deck specifics: V3 ships as a "Steam Deck Verified" or "Playable"
candidate. The build uses the standard Linux UE5 cook with Steam Deck detection
(gamepad / touch hybrid input mode + 720p / 40 fps default preset). Tested per
Valve's hardware compatibility guidelines pre-launch and gated by the cert task
in V3_TODOS.md § 69.
14. Generative AI — Music#
Music generation underpins Saraswati Stage. V3 uses a multi-provider strategy
with explicit licensing constraints.
| Provider / Model |
Version target |
Use case |
Licensing posture |
| Suno |
API v4+ |
Vocal + accompaniment for indie folk, hip-hop, ambient. |
Commercial license at Pro/Premier tier; full output ownership confirmed pre-launch. |
| Udio |
API v2+ |
Vocal + accompaniment for electronic, classical-crossover. |
Commercial license confirmed. |
| Stable Audio Open / 2.0 |
API + on-prem |
Ambient stems, sound-baths, devotional cells. |
OSS or commercial Stability AI license; on-prem option for compliance. |
| MusicGen (Meta) |
API + on-prem |
Backing-track gen; open-weight on-prem option. |
Open-weight; commercial use validated. |
| AudioCraft (Meta) |
API + on-prem |
Backing + sound-effect gen. |
Open-weight; commercial use validated. |
| Mubert |
API |
Royalty-free ambient stems for low-stakes Commons ambient. |
Commercial subscription. |
| Custom in-house model |
self-hosted (post-GA) |
Per-Saraswati-persona fine-tunes for voice + style consistency. |
Trained on licensed datasets only; per-contributor royalty waterfall. |
Failover policy: Saraswati performances must not go silent. Real-time generation
provider failure falls back to pre-rendered catalog tracks. Concert sync drift
target ≤ 25 ms maintained across providers.
Routing through V1 Isis: @oshun/isis-music registers a workflow with V1 Isis
(v1deps§9). UE's MetaSound layer consumes the resulting streams via the
world-server-issued sync timestamps.
15. Generative AI — Voice and Speech#
| Provider / Model |
Version target |
Use case |
| ElevenLabs |
API v2+ |
Voice cloning, TTS for instructors (with consent), Saraswati persona speech. |
| Cartesia Sonic |
API v2+ |
Low-latency real-time voice; Tara live-class TTS where latency matters. |
| PlayHT |
API v3+ |
Fallback TTS provider; multi-locale. |
| Coqui TTS (open) |
on-prem |
On-prem TTS for residency-restricted regions. |
| WhisperX |
OSS |
Server-side transcript for crisis / harassment detection (60 s buffer). |
| Whisper (OpenAI) |
API |
Multi-locale transcription for accessibility captions. |
Voice-cloning consent flow + public-figure registry sit in front of any voice
signature build (see features§"Voice Cloning Boundaries").
16. Generative AI — Motion and Avatar#
| Provider / Model |
Version target |
Use case |
| DeepMotion Animate 3D |
API v3+ |
Video-to-motion-capture for instructor demo recordings. |
| Rokoko |
hardware + SDK |
Pro-grade mocap suit for editorial team motion authoring. |
| Move.AI |
API |
Markerless mocap from video. |
| Cascadeur |
desktop app |
Keyframe + AI-assist for non-mocap motion (stage performance moves). |
| MetaHuman Animator |
UE-bundled |
Facial capture for high-fidelity recording exports + Saraswati personas. |
| Ready Player Me |
API v2+ |
Avatar import bridge for community avatars (via VRM4U). |
| VRoid Hub |
API |
Community avatar import (verified before publish). |
| Stable Diffusion + LoRA |
Isis pipeline |
Text-to-costume texture generation; per-creator LoRA fine-tunes (verified). |
| Sora / Veo (post-GA) |
API when available |
Text-to-video for editorial trailers; not real-time in-world. |
Motion provenance: every motion clip carries an Isis provenance bundle.
17. Generative AI — World Assets#
| Provider / Model |
Version target |
Use case |
| Stable Diffusion XL / 3.x |
Isis pipeline |
Texture generation for stage props, ritual implements, costume textures. |
| Adobe Substance 3D Sampler |
desktop |
Material capture from reference photos. |
| Meshy.ai |
API |
Text-to-3D for low-stakes props (cushions, stools, candles). |
| Tripo3D |
API |
Text-to-3D alternative. |
| Luma AI Genie |
API |
Image-to-3D for editorial bootstrapping. |
| Polycam / Reality Capture |
desktop |
Photogrammetry for high-fidelity stage props and venue scans. |
Asset publishing gate: every generated asset passes through Lilith Studio
editorial review and Isis provenance verification before production.
18. Generative AI — Text and Lyrics#
| Provider / Model |
Version target |
Use case |
| Claude (Anthropic) |
claude-opus-4-7, claude-sonnet-4-6 |
Lyric gen, artist-persona dialog, instructor copy, Sophia grounding. |
| GPT-4o / o3 / o4 (OpenAI) |
latest |
Alternate provider for diversity and cost-quality choice. |
| Gemini 3 Pro |
latest |
Cost-mode alternative for non-critical paths. |
| Llama 3.x / 4.x (Meta) |
on-prem option |
Residency-restricted regions, on-prem deployments. |
| Mistral Large / Codestral |
API + on-prem |
Multi-locale lyric gen; on-prem option. |
Lyric tone runs through Lilith persona-policy; factuality runs through Sophia
for any claim touching real culture, persons, or events.
19. Pose Estimation and Embodied Coaching#
| Library / Model |
Version target |
Use case |
| MediaPipe Pose (Google) |
tasks-vision 0.10+ |
On-device 2D pose estimation from camera (both UE and Tier-2 clients). |
| MediaPipe Holistic |
tasks-vision 0.10+ |
Combined body / face / hands estimation. |
| MoveNet (TF) |
tflite + tfjs |
Lightweight on-device pose model. |
| BlazePose GHUM 3D |
MediaPipe |
3D pose estimation where camera quality allows. |
| OpenPose (server-side QA) |
OSS |
Validation set evaluation only. |
| AlphaPose (server-side QA) |
OSS |
Validation set alternative. |
| Custom asana classifier |
trained in-house |
Per-asana classification head over pose features. |
| OpenXR hand-tracking |
OpenXR ext (UE plugin) |
VR pose estimation source on Tier-1 VR clients. |
| Apple Vision Body Tracking |
iOS 17+, visionOS 2+ |
iOS / Vision Pro body tracking through UE Native. |
Pose data privacy: on-device by default; aggregate metrics only to Iris; camera
frames never leave device.
20. Multiplayer Networking and SFU#
| Library / Service |
Version target |
Use case |
| WebTransport (W3C) |
browser-native |
Tier-2 client ↔ gateway transport (QUIC). |
| WebRTC data channel |
browser-native |
Tier-2 fallback transport; Pixel Streaming input channel. |
| WebSocket |
browser-native |
Last-resort fallback for restrictive networks. |
| quinn (Rust) |
^0.10 |
QUIC server in the realtime gateway. |
| str0m / webrtc-rs |
latest |
Native Rust WebRTC stacks for SFU. |
| LiveKit Server SDK |
^1.x |
Voice SFU module; Apache 2.0 OSS. |
| Janus / MediaSoup (alt) |
latest |
Alternative SFUs; evaluated, not default. |
| UE OnlineSubsystem (EOS) |
UE 5.5 |
Presence, friends, parties on UE clients. |
| UE Iris networking |
UE 5.5 |
Non-rollback channels inside UE. |
V3 implements the authoritative world server outside UE in Rust so that UE
clients and Tier-2 fallback clients can share a single state authority.
Voice chat: Opus codec (libopus); 24 kbps mono per speaker; HRTF mixed
client-side (UE: Resonance / Steam Audio; Tier-2: Web Audio + WASM DSP).
21. Physics#
| Library |
Version target |
Use case |
| Chaos (UE5) |
UE 5.5 native |
UE client-side physics prediction. |
| Rapier 3D (Rust) |
^0.21 |
Authoritative physics on world server. |
| Rapier WASM |
@dimforge/rapier3d |
Tier-2 client-side prediction physics on web. |
| PhysX (alt) |
bundled |
Considered as Chaos alternative; rejected (Chaos parity is enough). |
Physics scope at GA: prop interaction, posture IK, asana lock, camera
collisions. No active ragdolls; no destructible meshes (out-of-V3 scope).
22. Spatial Audio and DSP#
| Library |
Version target |
Use case |
| MetaSounds (UE) |
UE 5.5 native |
UE audio runtime; music graphs, voice routing, ambient. |
| Resonance Audio (Google) |
OSS UE plugin |
HRTF + ambisonic on UE non-VR clients. |
| Steam Audio (Valve) |
OSS UE plugin |
Higher-fidelity HRTF + occlusion (VR opt-in; stadium tier). |
| Web Audio API |
browser-native |
Tier-2 audio graph. |
| Resonance Audio JS |
OSS |
Tier-2 HRTF via WASM DSP. |
| AudioWorklet |
browser-native |
Low-latency audio DSP on Tier-2 web. |
| libopus |
^1.5 |
Voice codec. |
| FFmpeg |
^7.0 |
Server-side transcode (recordings → on-demand library). |
Music sync drift target: ≤ 25 ms across all attendees in Stadium-tier concerts.
Achieved via server-issued sync timestamps and NTP-style client clock
adjustment.
23. Animation & Mocap Pipeline#
Same pattern as v2deps§5; the Tara + Saraswati motion catalogs ride this
pipeline.
| Dependency |
Used by V3 for |
| Vicon / OptiTrack |
Body mocap recording (editorial studio shoots). |
| MetaHuman Animator |
Facial capture pipeline (default). |
| Faceware |
Performance face-capture (optional). |
| Move.AI / Plask |
Markerless mocap for pickup sessions. |
| Cascadeur |
Keyframe + AI-assist animation. |
| Autodesk Maya |
Animation cleanup, retargeting. |
| MotionBuilder |
Mocap retargeting and cleanup. |
| Blender |
Alt DCC for indie passes; community asset prep. |
| Houdini |
Procedural venue authoring for high-end Commons venues. |
| ZBrush |
Character sculpt for MetaHuman + premium VRM. |
| Substance Painter |
Material / decal painting. |
| Marvelous Designer |
Cloth simulation source. |
24. Music Licensing and Rights Infrastructure#
| Service / Org |
Use case |
| ASCAP / BMI / SESAC (US) |
Performing-rights registration for off-platform distribution. |
| PRS for Music (UK) |
Performing-rights in the UK. |
| GEMA (DE) |
Performing-rights in DE. |
| JASRAC (JP) |
Performing-rights in JP. |
| MCPS / MLC (mechanical) |
Mechanical rights registration where applicable. |
| SoundExchange (US digital) |
Digital performance royalties for non-interactive streaming. |
| The MLC |
US mechanical-licensing collective. |
| HFA / Songfile (mechanical) |
Mechanical license clearance. |
| Auddly / Sound Credit |
Credit and split-sheet tooling. |
| Pex (rights identification) |
Identify uploaded material against rights registry; takedown automation. |
| YouTube Content ID (post-GA) |
Off-platform monetization for Saraswati tracks on YouTube. |
| Rights ID (Audible Magic) |
Pre-publish fingerprint check against major-label catalogs. |
Editorial process: every Saraswati track passes a fingerprint check (Audible
Magic / Pex) before release; matches trigger editorial review. Voice-similarity
registry checks against a public-figure voice corpus.
25. Avatar Source Pipelines#
| Source |
Use case |
| Oshun Avatar Gallery |
Canonical avatar set authored by Oshun art team. |
| MetaHumans |
High-fidelity premium personas (Saraswati artists; verified Tara instructors who opt in). |
| Ready Player Me |
Community avatars (imported via VRM4U); verified before publish. |
| VRoid Hub |
Community avatars; verified before publish. |
| Polycam / RealityCapture |
Photogrammetry-sourced avatars (post-GA). |
All avatars are normalized to a runtime that supports both MetaHuman and VRM
1.0; the Tier-2 fallback rasterizes only the VRM 1.0 path (MetaHumans render to
their VRM proxy on Tier-2).
26. Data Stores#
| Store |
Version source |
V3 use |
| PostgreSQL + pgvector |
docker/docker-compose.dev.yml |
Durable state: tenant catalogs, attendance, royalty records, vector search for assets. |
| Redis Streams |
docker/docker-compose.dev.yml |
Hot room state, session token cache, voice transcript rolling buffer. |
| MinIO / S3 |
docker/docker-compose.dev.yml |
Object store: avatars, scenes, music, recordings, signed editions. |
| Qdrant (optional) |
vectors profile |
Vector search for asana / track / artist / scene similarity. |
| Neo4j (optional) |
graph profile |
Relationship graph: artist → lineage → track → contributor → fan. |
| Elasticsearch (optional) |
search profile |
Full-text search across instructor / artist / venue / track catalogs. |
| Kafka (optional) |
streaming profile |
Cross-tenant streaming for analytics, royalty settlement, Aje events. |
27. Object Storage and CDN#
| Service |
Use case |
| MinIO (dev) |
Local development. |
| AWS S3 (prod) |
Asset object store with regional buckets for residency. |
| Cloudflare R2 (alt) |
Egress-optimized object store for music streaming. |
| Cloudflare CDN |
Global asset distribution for scenes, music, avatar textures. |
| Bunny.net (alt) |
Alternative low-cost CDN. |
| AWS CloudFront |
Alternative CDN with AWS-native auth. |
All CDN assets signed-URL-only; signed by the V1 identity service.
28. Identity, Auth, and Provisioning#
V3 reuses V1's identity / auth stack with UE-specific bridges:
| Service / Tool |
V3 use |
@oshun/identity |
RBAC; V3 adds tenant Tara / Saraswati / Commons scopes. |
@oshun/auth-primitives |
JWT with realm, avatar_id claims. |
@oshun/auth-client |
V3 client SDK for session bootstrap. |
| UE OnlineServicesEOS |
UE-side OAuth bridge to V1 account. |
| OAuth bridges |
Quest / Vision Pro / PSVR2 OAuth linking to V1 account. |
| SCIM / SSO |
Tenant-administered SCIM/SSO for partner organizations (carried from V1). |
29. Payment, Billing, Royalties#
| Service |
Use case |
| Stripe Connect |
Fiat payouts to verified instructors (Tara) and rights-holders (Saraswati). |
| Stripe Billing |
Subscriptions. |
| Apple In-App Purchase |
iOS / Vision Pro in-app payments where required by Apple policy. |
| Google Play Billing |
Android in-app payments where required by Google policy. |
| Sony PSN Wallet |
PSVR2 payment routing. |
| Meta Horizon Store |
Quest in-app payments. |
| Aje (V1) |
Crypto-native tickets, signed-edition mint, royalty waterfall on-chain. |
| Plaid |
Bank-link for fiat payouts where applicable. |
| TaxJar / Avalara |
Sales-tax on tickets / subscriptions per region. |
| Vertex (alt) |
Alternative tax engine. |
30. Provenance and C2PA#
| Service / Lib |
Use case |
| c2pa-rs / c2pa-node |
C2PA manifest writes on video / audio exports. |
| Truepic / Truera (alt) |
Alternative C2PA provider. |
| Steg.AI |
Watermark embedding in generated audio / video / images. |
| OriginTrail (alt) |
Knowledge-graph provenance for content lineage. |
| Adobe CAI tools |
C2PA authoring and verification. |
V1 @oshun/provenance |
In-house provenance substrate carried through V1 Isis. |
UE exports through MoviePipeline carry C2PA manifests written via c2pa-rs
invoked from a post-export hook.
31. Observability and Telemetry#
V3 reuses V1 observability stack with UE-specific OTel exporters:
| Tool |
Use case |
| OpenTelemetry |
End-to-end tracing: UE clients (OTel C++), Pixel Streaming workers, gateway, world-server, tenant services, V1. |
| Jaeger |
Trace UI in dev and staging. |
| Prometheus |
Metrics scrape. |
| Grafana |
Dashboards under grafana://v3/*. |
| Loki |
Structured-log storage with redaction. |
| Tempo (alt) |
Alternative trace store. |
| Sentry |
Client error reporting (UE + Tier-2 + companion mobile). |
| Datadog (alt-cloud) |
Alternative observability stack. |
V3-specific eval dashboards:
v3/world-server/perf, v3/realtime-gateway/lat.
v3/pxstream/session-count, v3/pxstream/p99-lat,
v3/pxstream/worker-utilization.
v3/voice/lat, v3/music/sync-drift.
v3/saraswati/gen-queue.
v3/tara/aja-accuracy.
v3/lilith-safety/queue-sla.
v3/tier-router/decision-share.
32. Search and Vector Stores#
| Tool |
Use case |
| Postgres + pgvector |
Default vector store for asset / artist / track / sequence similarity. |
| Qdrant (optional) |
Higher-scale vector search if needed. |
| Elasticsearch |
Full-text search for catalogs. |
| Typesense / Meilisearch (alt) |
Alternative search. |
33. Inbound and Outbound Channels#
| Channel |
Use case |
| V1 event bus |
Cross-tenant events between V3 and V1 domains. |
| V1 webhook simulator |
Inbound webhooks (Yoga Alliance, Stripe, Aje, music-rights services). |
| Telegram / WhatsApp / push / email / SMS / Discord / Slack |
V1 messaging-channel substrate; V3 sends class / concert reminders, drop notifications, festival announcements. |
| C2PA verifier |
Inbound verification when receiving externally-signed assets. |
34. Cloud Providers and Infrastructure#
| Provider |
V3 use |
| AWS (primary) |
World-server fleet, S3, CloudFront, Route 53; g6e / p4 GPU for UE Pixel Streaming. |
| GCP (alt) |
Alternate region for residency requirements; A100 / L4 GPU options. |
| Azure (alt) |
NVadsA10 v5 GPU option for Pixel Streaming. |
| Cloudflare |
CDN, Workers (edge auth / signed URLs), R2. |
| Lambda Cloud / CoreWeave (alt) |
Spot GPU for Pixel Streaming bursts. |
| Hetzner (cost-optimized) |
Static asset CDN backup; dev / staging environments. |
| Fly.io (edge) |
Realtime gateway edge POPs in low-latency regions. |
| Vercel (web only) |
Browser shell + Tier-2 fallback hosting (Next.js). |
| EKS / GKE |
Container orchestration for world-server / gateway / tenant services / Pixel Streaming. |
| HashiCorp Vault |
Secret management. |
Terraform (>= 1.7) |
Infrastructure-as-code. |
GPU POPs at GA: us-east-1, us-west-2, eu-west-1, ap-northeast-1,
ap-south-1, ap-southeast-2, sa-east-1.
35. Build, Cook, Patch (UE5)#
| Tool |
V3 use |
| UE Build Tool (UBT) |
UE5 client builds across all platforms. |
| UnrealAutomationTool (UAT) |
Cook + package + stage automation. |
| IncrediBuild |
Distributed compile on Windows build farm. |
| FASTBuild |
Distributed compile cross-platform alternative. |
| UE Patcher + Iostore |
Delta patches per platform. |
| Pak files |
Chunked by Game Feature plugin for staged loading. |
| Pixel Streaming worker image |
Headless Win-Server cook + GPU runtime; pushed nightly to ECR / GHCR. |
Fallback bake (tools/v3/fallback-bake/) |
Nightly job; consumes UE cooked assets and emits glTF + KTX2 + lightmaps for Tier-2. |
| MoviePipeline |
Concert master recording / trailer capture. |
| Tool |
V3 use |
| Nx |
Monorepo build orchestration (existing V1 setup; V3 projects added). |
| pnpm |
TypeScript dep management. |
| cargo + cargo-nextest |
Rust build and test. |
| UE BuildGraph |
UE5 CI pipelines. |
| EAS Build (Expo) |
Companion mobile build pipeline. |
| Xcode Cloud / fastlane |
iOS / Vision Pro CI (UE Native). |
| Gradle |
Android CI. |
| GitHub Actions |
CI orchestration. |
| Docker + Buildx |
Multi-arch container build for services + UE worker images. |
| Helm + Kustomize |
Kubernetes deployments for services. |
| Argo CD |
GitOps deployment. |
37. Source Control#
| Tool |
V3 use |
| Perforce |
UE assets (uasset, umap) under V3/ue/Content/; binary asset support; per-file locking. |
| Git |
UE code modules (V3/ue/Source/), plugins (V3/ue/Plugins/), all TS / Rust packages, V3 docs. |
| git-p4 / git-LFS bridges |
Mirror between git and Perforce on commit boundaries. |
| UEFN-style asset linting |
Pre-commit hook for asset naming and budget compliance. |
Asset / code split mirrors V2's pattern (v2deps§13). Perforce ignore lists,
asset-naming conventions, and derived-data-cache configuration are shared with
V2 where possible.
| Tool |
V3 use |
| Vitest |
TypeScript unit tests (V1 standard). |
| Playwright |
Tier-2 fallback E2E + browser shell E2E. |
| Detox |
Companion mobile E2E. |
| cargo test / nextest |
Rust unit + integration tests. |
| UE Automation Spec |
UE gameplay logic. |
| Gauntlet |
UE end-to-end (concert run-throughs, class run-throughs, smoke). |
| FunctionalTesting |
UE per-feature in-engine. |
| Locust / k6 |
Realtime load testing of gateway + world-server. |
| Custom Rust load-gen |
V3-specific simulator for class / stadium tier concurrency. |
| Pixel Streaming load-gen |
Headless browser fleet simulating browser-tier sessions. |
| WebXR emulator |
Headless VR session simulation in CI. |
| Axe-core |
Web accessibility audits. |
| Lighthouse |
Performance budgets on V1 web extensions + Tier-2. |
| WireMock / Polly.JS |
External provider stubbing. |
| Audio sync harness |
V3-specific harness for music-sync drift measurement. |
| Pose accuracy harness |
V3-specific harness for Aja validation. |
| Adversarial prompt suite |
Saraswati persona-policy and Lilith-safety adversarial test set. |
39. Security and Secrets#
| Tool |
V3 use |
| HashiCorp Vault |
Secret store. |
| AWS Secrets Manager (alt) |
Alternative secret store. |
| OIDC / OAuth (V1) |
Auth. |
| Cloudflare WAF |
Web application firewall. |
| OWASP ZAP (CI) |
Security scanning. |
| Snyk |
Dependency vulnerability scanning. |
| trivy |
Container vulnerability scanning. |
| gitleaks |
Secret leak detection in repo. |
| UE code-signing toolchain |
Per-platform signing for UE binaries. |
40. Containerization and Local Development#
| Tool |
V3 use |
| Docker Compose |
Local infrastructure stack (extends docker/docker-compose.dev.yml). |
| k3d / kind |
Local Kubernetes for end-to-end testing. |
| mkcert |
Local TLS certs for WebTransport development. |
| tilt / skaffold |
Local dev loop for Rust services. |
| UE Editor |
Local UE development; binary-installed Epic build of UE5.5 LTS. |
Local dev: pnpm dev:v3 brings up world-server, gateway, pxstream-relay (in
single-node mode), saraswati-service, commerce-service, Postgres, Redis, MinIO.
UE development uses the locally-installed Editor opening V3/ue/V3.uproject.
Pixel Streaming requires a local NVIDIA / AMD GPU for the worker process; on dev
machines without one, the browser launcher routes to the Tier-2 fallback for
development.
41. Compliance, Age Gating, Rating Boards#
| Authority |
V3 use |
| GDPR / CCPA / DSA / DSAR / CalOPPA |
Privacy compliance (carried from V1). |
| COPPA |
Minors under 13 not admitted; minor-mode 13+. |
| ESRB / PEGI / CERO / USK |
Content rating for native UE5 builds. |
| Apple App Review |
iOS + Vision Pro distribution of UE5 mobile. |
| Google Play Review |
Android distribution of UE5 mobile. |
| Sony / Meta / Valve cert |
Quest / PSVR2 / SteamVR distribution of UE5 binaries. |
| MUSO / IFPI |
Music-rights compliance liaison. |
| PCI DSS |
Payment compliance (Stripe / Aje). |
| Yoga Alliance |
Instructor credential verification API. |
Age gating: V3 admits users 13+; Saraswati Stage 16+ at GA. Per-region age gates
per local law. Minor-mode safety defaults enforced by Lilith-Safety.
42. Hardware Peripherals#
| Peripheral |
V3 use |
| Meta Quest 3 / Pro |
Primary VR headset target. |
| Apple Vision Pro |
Premium AR/VR headset target. |
| PSVR 2 |
Console VR target. |
| Valve Index |
PC VR via SteamVR. |
| HTC Vive Focus 3 |
Standalone enterprise VR. |
| Bluetooth heart-rate sensors |
Optional Tara biofeedback (Polar H10, Apple Watch). |
| Camera (webcam, phone) |
Aja pose estimation source (opt-in). |
| Voice headset (any) |
Voice chat I/O. |
| Haptic vests (post-GA) |
Optional concert haptic feedback (bHaptics Tactsuit X40). |
| MIDI controllers |
Saraswati Studio music authoring (editorial team). |
43. Esports / Tournament / Streaming Toolkit (post-GA)#
| Tool |
V3 use (post-GA) |
| OBS / Streamlabs |
Concert / class broadcast tooling. |
| Twitch / YouTube Live |
External live-stream targets for Saraswati concerts. |
| Restream / Castr |
Multi-platform live-stream relay. |
| Discord stage channels |
Cross-platform community gathering during concerts. |
| Vimeo OTT |
On-demand catalog distribution (optional). |
(Competitive yoga is not a V3 launch concept; tournament tooling is reserved for
post-GA evaluation.)