
OpenXR for glasses-free 3D displays
DisplayXR is an open runtime and extension stack for tracked spatial displays. It helps developers build portable 3D display applications across engines, graphics APIs, and vendor-specific hardware runtimes.
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 glasses-free 3D 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.
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 integration in progress. 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.
The Ecosystem
One project, many repos
Core
Engine Plugins
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 glasses-free 3D monitors, laptops, and related display systems are shipping from multiple vendors.
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.
Start building for spatial displays
DisplayXR works in simulation mode — no hardware required. Read the docs, explore the demos, or dive into the source.