Compatibility
Current support status across platforms, graphics APIs, engines, and hardware backends.
Runtime — Native Compositors
Each graphics API has its own dedicated compositor implementation.
| Platform | Graphics API | Status | Notes |
|---|---|---|---|
| Windows | D3D11 | Shipping | LeiaSR weaver, window binding |
| Windows | D3D12 | Shipping | Window binding |
| Windows | OpenGL | Shipping | |
| Windows | Vulkan | Shipping | |
| macOS | Metal | Shipping | sim_display weaver, window binding |
| macOS | OpenGL | Shipping | |
| macOS | Vulkan | Shipping | MoltenVK; runtime error at launch (MoltenVK limitation) |
Engine Plugins
Standard engine integrations for Unity and Unreal.
| Engine | Status | Notes |
|---|---|---|
| Unity | Active | UPM package, sample scene, CI |
| Unreal | Early | Placeholder — not production-ready |
Hardware Backends
Display processor integrations for vendor hardware.
| Backend | Status | Notes |
|---|---|---|
| Leia SR SDK (LeiaSR displays) | Shipping | D3D11 weaver, eye tracking |
| sim_display (no hardware) | Shipping | Simulation mode for development |
Application Classes
Different ways applications can integrate with the DisplayXR runtime.
| Class | Description | Status |
|---|---|---|
| Handle | App provides window (HWND/NSView) | Shipping |
| Texture | App provides offscreen textures | Shipping |
| Hosted | Runtime hosts everything | Shipping |
| IPC | Out-of-process via service | Shipping |