Voxelmind XR

Technical evidence

Every native Quest capability has a WebXR equivalent or a safe fallback, so the studio never blocks on missing hardware features.

Native featureWebXR equivalentQuest Browser statusHandling
MRUK room modelOptional WebXR planes/mesh bounds, hit-test, manual surface, then virtual roomPartialBrowser labels only; no inferred complete scan or safety clearance. Physical room behavior: TO FILL.
Scene surface alignmentMetre-space surface bounds, bounded snap and smoothed updatesPartialUser confirms floor/table. Unknown/glass/clutter remain manual. No automatic moving of saved objects.
Spatial anchorsRelative-to-surface alignment saved with worlds; one-tap re-alignFallback onlyPersistent XR anchors remain diagnostic-only until physically verified; relative metadata is not a persistent handle.
ISDK hand manipulationWebXR joints + HandleStore; right-hand primary, two-hand near assistPartialTracking loss cancels interrupted edits. Head-pinch assist adds hysteresis; real precision/occlusion: TO FILL.
Eye-gazePrimary-hand pinch and optional head-gaze button dwellFallback onlyNever eye tracking. Dwell never records or consents automatically; reviewed Apply uses explicit arm/confirm. End-to-end dwell remains unverified.
FoV-aware UICentral control board recalls when outside forward fieldPartialSeated height follows tracked head; comfort/system-zone tests: TO FILL.
72 FPS / 60 minimumProduction-scene rolling timing, draw/triangle counters, adaptive shadows and compressed furniture mesh LODPartialTargets only. Frame intervals are not compositor/GPU timing. Sustained Quest FPS: TO FILL.
Foveated renderingWebXR renderer foveation if exposed; no requested refresh changePartialApplied via renderer API; actual optical/performance effect needs device test.
Asset compressionShared cached geometry, instanced teleport cells, local Draco/Meshopt/KTX2 decoder supportPartialAll 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 / layersOptional AR entry and transparent production stage; confirmed table fitPartialProduction AR composition exists; no depth occlusion claimed. Physical table registration/AR availability: TO FILL.
Lifecycle resilienceOptional discovery, denial fallback, session-bound cancellation, scene recoveryPartialNo automatic re-entry after sleep/end. Real Quest resume and permissions: TO FILL.
Native MRUK / ISDK binariesNo native SDK; browser-based equivalents aboveNot availableNative-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
Run on-device diagnostics

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.