2600th

Pranshul Chandhokaka 2600th

Make the uncertain operable.

I lead product and technology for Interior Company at Square Yards. Fourteen years across games, XR, design software and AI, and I still ship code on the side.

  • 14+ years building
  • GreyKernel co-founder, CTO
  • IN 395331 patent co-inventor
New buildDLSS 5 Video Player is out

SF tone

Locked

Drag off 2600 Hz to break the signal. Turn sound on to hear it.

01 Why 2600th

2600th comes from a tone I learned about in college. It stuck.

I was into computers and gaming from an early age. In college, between 2007 and 2011, I got interested in hacking and its history. Watching a documentary about it, I found the phone phreaks, the Cap’n Crunch whistle, the 2600 Hz hack, Kevin Mitnick’s story and a lot more.

Skip the story, see the work

01 / 04

The network listened for one tone.

Long-distance trunks in the old analogue phone network used a 2600 Hz tone to mean “idle”. Play it down a connected line and the far switch assumed the call had ended, then waited for new routing digits.

02 / 04

A cereal-box whistle could make it.

A toy whistle given away in boxes of Cap’n Crunch happened to hit 2600 Hz. Blown into a handset, it could seize a long-distance line, and one phreaker took the name Captain Crunch.

03 / 04

Then came the blue box.

Phreakers built boxes that played the network’s own routing tones, two frequencies at a time. Understand the signalling and you could route a call anywhere. Carriers eventually moved signalling out of band, and the trick stopped working.

04 / 04

The weakest link was a person.

Kevin Mitnick started out as a phone phreak and became one of the most wanted hackers in America. Much of his access came from talking people into giving it to him. His story is the reminder that a system includes the people who run it.

The instinct stayed.

Learn how a system actually works, people included, then make it do something new. Today the systems are rendering engines, design tools and AI models, and the job is turning them into products people can operate.

Experience at a glance

02 Selected work

Trunk lines

Six systems I led or built, across design software, applied AI and immersive training. Tune a line to preview it.

All 20 projects

03 Call log

Four eras, four signals

How I got here, from shipping mobile games to leading product and technology. Each era sounded different. The longer version

  1. 2012–14

    Games

    Square wave

    Game programmer on mobile games, then cross-platform Unity at Merkur. I learned to care about how software feels on the device someone actually owns.

  2. 2015–21

    GreyKernel

    Sine wave

    Co-founded GreyKernel and led its technology for six years: immersive learning, enterprise training, games, and a patented humanoid robot control system.

  3. 2021–23

    HomeLane

    Sawtooth

    Principal software architect on SpaceCraft Pro. Real-time 3D stopped being a demo and became part of pricing, CAD and manufacturing.

  4. 2024–now

    Square Yards

    Signal from noise

    VP Product & Technology, Interior Company. Deciding where generation helps and where a product has to be exact.

04 Side channels

Independent builds

Open source, public and runnable. This is where I learn a technology by shipping something with it.

New
Player UI and demo clip from the project. Game footage: 007 First Light © IO Interactive, shown for comparison.
v0.26.2 · 26 Sep 2026 · Windows · RTX

DLSS 5 Video Player

A free, open-source player that puts any video through NVIDIA’s DLSS 5 neural renderer and checks every frame against the original.

It renders while you watch, then gives you split, wipe, difference and loupe views of what the model changed. Its own documentation includes a frame where the model makes the picture worse.

  • Renders while you watch Nearest frames first
  • Saves each comparison Images record the frame, view and settings
  • Verifiable builds Checksums, plus attestation for the core package

Community project, not an NVIDIA product. The neural runtime is an unsigned community build; the README explains how to verify each file or supply the runtime yourself.

The whole lab

05 Writing

Transmissions

Field notes, technical teardowns and essays, written while the work is still fresh.

  1. EssayAI-native game development, three years later
  2. TeardownThe hard part of AI floorplan parsing isn’t the model
  3. EssayThe boundary between generative and deterministic systems
  4. TeardownAI video got good. Directing a sequence is still hard.
All notes