XR Briefing: 10M Splats at 9.2 ms in a Browser Tab
Radix sorts 10 million Gaussians on the GPU at 9.2 ms per frame in a browser, plus VRChat refusing an AI label and Ultrawings rebuilt for Quest 3.
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Radix sorts 10 million Gaussians on the GPU at 9.2 ms per frame in a browser, plus VRChat refusing an AI label and Ultrawings rebuilt for Quest 3.
Super Mario 64 as a tabletop diorama on Vision Pro, Owlchemy's Hyper Visor leads XREAL Aura's launch, browser Gaussian splatting, and Getty's Chapter 11.
Ray-Ban Meta recorded speech without the wake word, photos became splats inside a browser, Steam's Linux client went 64-bit, and a Godot sky got rebuilt.
Meta streams college football to Quest in 8K, VR Glasses reshape the Quest line, WebGPU shader components go mainstream, and hand tracking hits VR games.
A Vulkan-compute wavelet codec hits sub-millisecond encode, GPU-sharing VMs make cloud XR cheaper, and SIGGRAPH shows LOD for volumes without popping.
Blender 5.3 makes Gaussian splats native scene data, Android XR Bridge runs Quest exclusives on PC VR at 4K per eye, and IDC puts glasses at 84.6% of XR.
Steam Frame, Project Phoenix, Snap's Specs and Meta's Luna are four answers to one question: which parts of the XR pipeline stay on your head.
Snap ships Specs with a cross-platform AI agent and an optional cellular case, Apple opens visionOS 27 to third-party IR accessories, plus scalper markets.
Blender 5.3 adds native 3D Gaussian Splat import, NVIDIA ships Rust tracks for GPU kernels, and a 93-gram tethered headset raises $1.2M on Kickstarter.
Apple ships visionOS 27 with high frame rate object tracking and an IR LED accessory framework, plus a hands-on tour of Quest Gaussian splat viewers.
A $149 add-on gives Steam Frame 6MP-per-eye color passthrough and tracked 3D capture, and Godot 4.8 dev 6 lands a multi-layer projection camera.
The first clear images of Meta's next headset surface in Horizon OS firmware, pointing to an ultralight open-periphery design with a compute puck.
Steam Link finally adds wired USB streaming for Quest, working without WiFi, plus a color passthrough add-on headed for Steam Frame.
An ICML 2026 Spotlight paper cracks the city-scale Gaussian Splatting memory wall: 1 billion+ primitives on one GPU, no cluster required.
Khronos put splats inside glTF, SPZ 4 cut encode times again, and Quest 3 measurements show where the frame budget goes. A state of play for splats in XR.