Technical evidence
Every native Quest capability has a WebXR equivalent or a safe fallback, so the studio never blocks on missing hardware features.
| Native feature | WebXR equivalent | Quest Browser status | Handling |
|---|---|---|---|
| MRUK room model | Optional WebXR planes/mesh bounds, hit-test, manual surface, then virtual room | Partial | Browser labels only; no inferred complete scan or safety clearance. Physical room behavior: TO FILL. |
| Scene surface alignment | Metre-space surface bounds, bounded snap and smoothed updates | Partial | User confirms floor/table. Unknown/glass/clutter remain manual. No automatic moving of saved objects. |
| Spatial anchors | Relative-to-surface alignment saved with worlds; one-tap re-align | Fallback only | Persistent XR anchors remain diagnostic-only until physically verified; relative metadata is not a persistent handle. |
| ISDK hand manipulation | WebXR joints + HandleStore; right-hand primary, two-hand near assist | Partial | Tracking loss cancels interrupted edits. Head-pinch assist adds hysteresis; real precision/occlusion: TO FILL. |
| Eye-gaze | Primary-hand pinch and optional head-gaze button dwell | Fallback only | Never eye tracking. Dwell never records or consents automatically; reviewed Apply uses explicit arm/confirm. End-to-end dwell remains unverified. |
| FoV-aware UI | Central control board recalls when outside forward field | Partial | Seated height follows tracked head; comfort/system-zone tests: TO FILL. |
| 72 FPS / 60 minimum | Production-scene rolling timing, draw/triangle counters, adaptive shadows and compressed furniture mesh LOD | Partial | Targets only. Frame intervals are not compositor/GPU timing. Sustained Quest FPS: TO FILL. |
| Foveated rendering | WebXR renderer foveation if exposed; no requested refresh change | Partial | Applied via renderer API; actual optical/performance effect needs device test. |
| Asset compression | Shared cached geometry, instanced teleport cells, local Draco/Meshopt/KTX2 decoder support | Partial | All 16 active furniture models have validated Meshopt/WebP full-detail and simplified LOD variants: full downloads 32.95 → 8.94 MB. Locked architecture is merged by finish; editable parts remain independent. KTX2 decoder available; these assets use WebP, not KTX2. |
| Passthrough / depth / layers | Optional AR entry and transparent production stage; confirmed table fit | Partial | Production AR composition exists; no depth occlusion claimed. Physical table registration/AR availability: TO FILL. |
| Lifecycle resilience | Optional discovery, denial fallback, session-bound cancellation, scene recovery | Partial | No automatic re-entry after sleep/end. Real Quest resume and permissions: TO FILL. |
| Native MRUK / ISDK binaries | No native SDK; browser-based equivalents above | Not available | Native-only functionality is not represented as parity. |
Measured scene budgets (device-independent)
Geometry is identical on every device, so these automated measurements transfer to the headset. Enforced by regression tests on every change.
- Heaviest world (88-part duplex), headset LOD detail
- ~88 draw calls · 112K triangles
- Busy cafe (51 parts), headset LOD detail
- ~51 draw calls · 72K triangles
- Office (37 parts), headset LOD detail
- ~37 draw calls · 43K triangles
- Budget limits
- < 100 draw calls · < 120K triangles (LOD)
- Cold start to ready scene (measured in-browser)
- 4.0 s
Why web
Open a URL or QR code directly in a supported Quest browser without installing a native app. The same world stays editable on desktop and phone. Optional PWA installation adds a home-screen entry.
Submission evidence
Record actual headset footage showing right-hand selection, a two-hand transform, reviewed voice changes, Save and reopen. Include the spatial mode, production performance HUD, permission errors and fallback. Diagnostics alone does not certify comfort, 72 FPS, complete room understanding or persistent location.