XR (Extended Reality)
What is it?
XR stands for Extended Reality and is the umbrella term for technologies that combine real and virtual worlds, including Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR). In a 3D context, XR involves real-time rendering and presenting 3D content on devices that support tracking, head and hand tracking, and sometimes spatial mapping. Key technical concerns include performance optimization (latency, frame rate), asset pipelines (LOD, mesh and texture budgets), and interaction design that accounts for spatial perception and ergonomics.
Practical example
Imagine you are building an architectural walkthrough as an XR experience in Unity: you create low- and mid-poly 3D models, use PBR materials and bake lighting where possible to ensure real-time performance on a standalone headset. You implement spatial audio and simple physics for interactions with doors and objects, and use occlusion and LOD so you don't exceed the frame-rate budget. For an AR version you export the same 3D assets as glTF, scale down textures and swap heavy shaders for mobile-friendly alternatives, and use ARKit/ARCore to manage anchors and occlusion.
Test your knowledge
Which description best distinguishes XR, VR, AR and MR within 3D applications?