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Feature deep dive · 17

One project file, every device you own

Cross-platform usually means one codebase pretending to be native everywhere, and everyone getting the worst of it. ProCut took the expensive route instead: a real engine per platform, and one project format they all read identically.

In short

  • Three native engines: Kotlin over media3, Swift over AVFoundation, C# and WinUI 3 over Media Foundation.
  • One JSON project schema — copy a project to another device and it opens with the same cuts at the same frames.
  • Golden-frame tests run against all engines, so a rendered frame matches across platforms rather than merely looking similar.
  • Cloud project sync is a Pro feature; the format itself works with any file transfer you like.
ProCut multi-device store frame showing the app running on a tablet, a phone and a desktop, captioned Android, iPhone, iPad, Mac and Windows
Five targets, one projectEach app is written natively for its platform; the project file is the part they share.

Why native, three times over

ProCut is not one codebase in a cross-platform wrapper. It is three:

PlatformLanguage and UIMedia pipelineStatus
AndroidKotlinmedia3 / MediaCodecShipping
iPhone · iPadSwiftAVFoundationShipping
MacSwift, Mac CatalystAVFoundationShipping — direct .dmg
WindowsC# · WinUI 3 · .NET 9Media FoundationIn development

The Windows editing core already passes the same golden tests; the desktop interface around it is not finished.

The cost of that decision is real: three codebases, three sets of platform bugs, three release processes. What it buys is equally real. Each app talks directly to its platform's hardware decoder, GPU compositor and hardware encoder, with no translation layer in between — which is why the binaries are small, launch is fast, and export runs at hardware speed rather than at framework speed.

One schema, one timeline model

A ProCut project is a JSON document describing the timeline: which media, which in and out points, which effect parameters, which keyframes. The schema is identical on every platform, and so is the timeline model built on top of it — the same rational time representation, the same frame-grid alignment rules, the same layering order.

That is what makes a project portable rather than merely importable. There is no conversion step, because there is nothing to convert.

Golden-frame tests

Sharing a file format is not enough on its own. Two engines can read the same timeline and still produce visibly different frames — a filter applied in a slightly different colour space, a transition curve with different easing, a rounding difference at a cut.

ProCut's engines are checked against golden-frame tests: a set of reference timelines rendered on every platform and compared against known-good output. The Windows core passes them today even though its interface is unfinished. It is the difference between "should look the same" and "verified to look the same".

The practical promise: a cut you make on the phone is the same frame on the Mac, and a graded clip is the same colour. Not approximately — measurably.

ProCut home screen with a New project button, one-tap tools for Speed, Text, Filters, Merge, Split and Volume, a Recent projects row and a Featured templates row
The same project listRecent projects on the home screen. The same JSON opens on any platform and rebuilds the same timeline.

Moving a project between devices

Two routes:

  • Copy the project. The format is a file. Move it however you move files — cable, drive, your own cloud storage — along with its media, and it opens on the other device.
  • Cloud project sync, which is a Pro feature and does the same thing without you handling files.

Either way, no account is required to use ProCut — see the privacy post. Sync is an optional convenience layered on top, not the mechanism that makes portability work.

Which device for which job

DeviceBest atBecause
PhoneCapture-to-post in one sittingThe footage is already there; export goes straight to the app you post from
TabletLonger edits, precise trimmingMore timeline on screen at once, and a finger covers proportionally less of it
MacAssembly, review, long projectsMenu bar, keyboard shortcuts, a resizable window and a large display

The realistic workflow is mixed: shoot and rough-cut on the phone, refine on the tablet or the Mac, export from whichever device is nearest when you are done.

What is actually inside a project file

A ProCut project is small because it contains decisions, not footage.

StoredExampleNot stored
Clip referencesWhich media file, and where it livesThe media itself
In and out pointsFrame numbers against the project rateTrimmed frames
Lane and layer orderWhich clip sits above whichRendered composites
Effect parametersWarmth +45%, speed curve points, keyframesRendered pixels
Project settingsFrame rate, resolution, aspectThe export

That is why a project is kilobytes rather than gigabytes, and why nothing about opening one on another device involves a conversion step. Both engines read the same numbers and rebuild the same timeline.

The one thing that does not travel automatically

A project references your media; it does not contain it. Moving a project by hand means moving its media too, or the timeline opens with clips it cannot find.

  • Copying by hand? Move the source footage alongside the project.
  • Using cloud project sync (a Pro feature)? That is precisely the problem it exists to handle.
  • Working across devices regularly? Keep the footage for a shared project in one place from the start rather than reorganising it later.

This is the same trade every editing application makes, from the largest desktop suites down. Referencing media rather than copying it is what keeps a project file small enough to move at all.

Two engines, one set of reference frames

Reading the same project file is the easy half. The hard half is producing the same picture from it, because Android composites through media3 and OpenGL while Apple platforms use AVFoundation and Metal — different code, different hardware, different rounding.

The way that stays honest is golden-frame testing. A set of reference projects is rendered on every engine, and specific frames are compared against stored references pixel by pixel. A change that shifts a transition by one frame, or a colour value by a step, fails the build rather than shipping quietly.

What that guarantees in practice:

  • A 0.6s dissolve occupies the same frames on every platform.
  • Warmth +45% is the same shift everywhere, not the same slider position.
  • A speed ramp resolves to identical source times.
  • A keyframed move interpolates the same way on both.

It is also why the Windows engine was built before the Windows interface: the same test suite has to pass before there is anything worth putting a window around.

Frequently asked questions

Can I start a project on my phone and finish it on my Mac?

Yes. The project schema is identical across platforms, so a project moved to another device opens with the same cuts at the same frames. You move the file yourself — automatic cloud sync is on the roadmap, not in 1.0.

Is ProCut built on a cross-platform framework?

No. Android is Kotlin over media3, Apple platforms are Swift over AVFoundation, and Windows is C# and WinUI 3 over Media Foundation — three native engines sharing one project format.

Do exports look identical on different platforms?

That is what the golden-frame tests exist to guarantee: reference timelines are rendered on each engine and compared against known-good frames.

Start anywhere, finish anywhere.

Native apps on every platform, one project format, and golden-frame tests keeping them honest.

Platform Android iPhone iPad Mac Windows

Keep reading

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