OpenXR for Spatial Displays

Write once. Run on any spatial display. DisplayXR is an open platform for spatial displays — OpenXR extension specifications, a reference runtime, and reference implementations — for tracked stereo and multiview lightfield 3D, portable across engines, graphics APIs, and vendor hardware.

The Problem

Spatial displays deserve a common interface

OpenXR standardized how applications talk to headsets and controllers. But a growing category of spatial displays — tracked spatial display monitors, laptops, and related systems — has no equivalent.

Today, every vendor ships its own SDK with its own compositor, its own rendering path, and its own way of handling eye tracking and display geometry. Developers who want to target multiple displays must write and maintain separate integrations for each.

The result is fragmentation: duplicated effort, inconsistent behavior, and a higher barrier for both developers and vendors entering the space.

Without a standard, one app needs five separate SDK integrations for five displays; with DisplayXR, the same app hits one OpenXR target and runs on any display.

What DisplayXR Provides

A practical stack for tracked spatial displays

Runtime

A full OpenXR runtime with native compositors for every major graphics API — no interop layers required.

Extension Specs

Custom OpenXR extensions for display info, window bindings, and spatial display capabilities not covered by standard OpenXR.

Native Compositors

Per-graphics-API compositors (D3D11, D3D12, Vulkan, Metal, OpenGL) that avoid cross-API translation overhead.

Engine Integrations

Unity plugin shipping with UPM support. Unreal plugin in beta (UE 5.3+). Standard engine workflows, no custom forks.

Vendor Display Processor

A clean boundary where vendor-specific processing (weaving, interlacing, calibration) plugs in without touching app code.

Workspace Extensions

XR_EXT_spatial_workspace + XR_EXT_app_launcher — a documented surface for swappable workspace controllers that compose multi-app 3D layouts, drive window placement, and register launcher tiles. The DisplayXR Shell is the reference; OEMs, vertical integrators, kiosks, and AI-agent drivers can ship their own.

Who is this for?

Three audiences, one stack

DisplayXR is layered so app developers, contributors, and display vendors can each pick up exactly the part they need without forking the rest.

Shipping a finished 3D-display product?

OEMs and vertical integrators (laptops, monitors, kiosks, CAD / medical / automotive HMIs) can ship the bare runtime, the reference DisplayXR Shell, or their own workspace controller built on XR_EXT_spatial_workspace + XR_EXT_app_launcher — and embed displayxr-mcp to expose the same surface to an AI agent.

Architecture & workspace controllers →

The Ecosystem

More than a runtime

DisplayXR is developing as a full ecosystem — runtime, extensions, engine plugins, projection math, demos, and reference workspace controllers.

Core

Engine Plugins

Libraries

Demo Applications

Workspace Controllers

Why Now

Spatial computing is not headset-only

Spatial computing is still largely framed around headsets. But spatial displays are becoming a real category — tracked spatial display monitors, laptops, and Android devices are already shipping from Samsung, Acer, Lenovo, ZTE, and Barco, with more vendors on the way.

These devices need a common interface layer. Without one, the ecosystem fragments before it has a chance to grow. DisplayXR brings that missing layer, so developers and hardware vendors can build against a shared interface rather than isolated SDKs.

The end goal is not a parallel standard — it's the standard. DisplayXR's 3D-display extensions are designed to be upstreamed into OpenXR at Khronos (EXT → KHR), with DisplayXR as the open reference implementation, so an app written once runs on any spatial display — exactly as OpenXR did for headsets.

Start building for spatial displays

DisplayXR works in simulation mode — no hardware required. Read the docs, explore the demos, or dive into the source.