Genesis Roadmap — Shipped & Upcoming Features | Unreal Engine Camera Tracking
// Development Roadmap · Live Document

What's Next
For Genesis.

A transparent look at what we've already shipped, what's in testing right now, and what we're building next — plus the philosophy behind how we ship it.

Last Updated · September 2026

2
Features Shipped
1
In Testing
5
In Development
100%
Free For Active Subscribers
// The Roadmap

Building Out
The Pipeline

Listed in approximate order of release, shipped features first. We've left exact dates off the page intentionally — we'd rather ship great work than miss arbitrary deadlines.

✓
✓ Shipped · Ongoing Phase 01 · Performance

Speed & Workflow Improvements

Get your camera tracked dramatically faster, with deep optimization passes across the entire solving pipeline. Shipped in Genesis 1.1 — and still being pushed further with every release.

  • 5x faster tracking, 15x faster environment reconstruction
  • Background mesh reconstruction — get your solve into Unreal as soon as it's done, while reconstruction runs in the background
  • Targeted optimization for the slowest stages of the solve pipeline
  • Performance work continues in every release, not just this one
✓
✓ Shipped In 1.1 Phase 02 · Reconstruction

Dedicated Mesh Reconstruction

Capture quick scene walkthroughs and reconstruct a high-detail, dedicated environment mesh — completely separate from your tracking footage. Genesis now aligns that reconstructed mesh to an existing tracking scene automatically, so you get clean shadow catchers and holdouts without lining anything up by hand.

  • Capture-driven mesh creation from dedicated walkthrough footage
  • Automatic alignment of the reconstructed mesh to an existing tracking scene
  • Higher fidelity than tracking-based reconstruction
03
● In Testing Phase 03 · Static Solves

Static & Limited-Parallax Camera Solves

The hardest tracking problem — solved. Track tripod shots, locked-off plates, and shots with very little parallax using either scanned environment meshes or our dedicated tripod solver. No more "I couldn't get a track" because the camera didn't move enough. Currently in testing.

  • Dedicated tripod solver for static shots
  • Option to use scanned or reconstructed meshes to aid limited-parallax solves
  • Solves the most common tracking failure case in indie filmmaking
04
○ Up Next Phase 04 · Distortion

STMaps & Advanced Distortion Workflows

Drop Genesis into any pipeline. Generate STMaps automatically from tracked footage for full distortion round-tripping with Nuke, Fusion, or any other comp software — and bring external distortion data back in seamlessly.

  • Automatic STMap generation from tracked footage
  • Round-trip distortion to and from external comp software
  • Integration with established external lens calibration pipelines
05
Planned Phase 05 · Scene Management

Multi-Shot Scenes

Automatically align every camera angle captured in the same location into one shared scene. Set dress once and every shot in that location inherits the same world — with all of your tracks organized under a single scene instead of scattered across separate projects.

  • Automatic alignment of multiple camera angles shot in the same location
  • Consistent set dressing, lighting, and CG placement across every angle
  • One organized scene per location instead of one project per shot
06
Planned Phase 06 · Masking

Automatic Object Masking

Remove unwanted moving elements from your tracking solve in just a few clicks — vehicles, people, animals, foreground rigs. The same masking system also lets you isolate moving objects for our object tracking workflow.

  • Click-to-mask workflow with intelligent edge detection
  • Removes moving elements that pollute the tracking solve
  • Direct integration with the upcoming object tracking system
07
Planned Phase 07 · Object Tracking

Object & Face Tracking

Track isolated moving objects, vehicles, or faces in any shot — independent of your main camera solve. Attach CG elements to a moving subject with the same Unreal-native workflow you already know.

  • Track moving objects independent of the camera solve
  • Face tracking for character work and digital makeup
  • Native Unreal workflow — no external tools required
08
Planned Phase 08 · Anamorphic

Advanced Anamorphic Solves

Properly track anamorphic footage with advanced distortion modeling built specifically for the unique characteristics of anamorphic lenses — squeeze ratios, oval bokeh distortion, and the curvature unique to each lens design.

  • Anamorphic-specific distortion modeling
  • Support for varying squeeze ratios
  • Built for the cinematic look filmmakers actually shoot
// How We Build

Our Development
Philosophy

A few principles that shape what we ship — and how.

// 01
Ship Quality, Not Promises

We don't list firm release dates because we won't ship a feature that isn't ready. The roadmap reflects our genuine intent — not marketing copy. Shipped items stay on this page so you can check our track record.

// 02
100% AI-Free Algorithm

Genesis uses real, traditional computer vision — not generative AI. Every feature on this roadmap maintains that commitment. Predictable, deterministic, and reliable.

// 03
Built For Unreal, First & Always

Every feature is designed to extend the Unreal pipeline — not bolt onto it. That principle shapes every decision we make about what to build and how.

// 04
Updates Are Included

Every feature on this roadmap is included automatically with active subscriptions and within your perpetual license update window. No upcharges, no premium tiers.

// Get Started

Get In On The
Ground Floor.

Two major features already shipped, and every feature still on this roadmap is coming free to active Genesis subscribers and perpetual license holders within their update window. Lock in your access today.