What's New
New platforms, graphics APIs, engines, vendors and capabilities across the DisplayXR ecosystem. Version bumps and internal changes don't make this list — for exact component versions, see Platform Support.
Q3 2026
- Capability
Several spatial apps at once, switched with Alt-Tab
The service now runs a single always-on compositor pipeline with one display processor per panel, so concurrent apps no longer contend for the lens — and every app on it behaves like an ordinary window: it appears in the taskbar and in Alt-Tab, focusing it hands it the display, and it can take the panel over a running spatial workspace and hand it back without either side being torn down.
- Engine
See weaved 3D inside the Unreal editor viewport
Play-in-Editor previews the runtime’s woven output in the viewport tab itself and follows it live as panels and splitters move, so an Unreal scene can be checked on the display without packaging a build.
- Demo
Drop a stereo photo on the player and it just opens
The spatial media player loads files and folders by drag-and-drop and works the stereo layout out from the file itself — container metadata first, then a pixel analysis calibrated on 2,380 real photos — rather than trusting the filename.
- Platform
The Unity plug-in now builds and ships for Linux
First Linux (x86_64) release of the Unity plug-in: the Vulkan backend is platform-parametric and deploys into a Linux player, verified against real weaving hardware. Preview — the primary stereo path only, with the runtime self-hosting its weave window.
- Product
DisplayXR Browser: 3D on the open web
A Chromium browser that weaves 3D content natively — now on Chromium 151, with the display following the foreground tab.
- Capability
Eye-position latency down to one display refresh
Late-weave presentation pacing is default-on across every in-process present path — measured 62→17 ms on D3D12 and 96→17 ms on Vulkan — and Vulkan apps get it with no app-side code.
- Capability
Motion controllers, from any tracking source
A second plug-in type: input providers let an externally-shipped library expose tracked controllers to the runtime, discovered and ABI-gated exactly like display plug-ins. Ships with a reference provider and a documented network wire protocol.
- Standards
The official OpenXR CTS runs on every release
The Khronos conformance test suite is wired into CI and runs the full suite on release tags — and immediately caught a real conformance bug.
- Vendor
Ultraleap hand tracking as motion controllers
The first third-party input provider: Ultraleap hands surface through the standard OpenXR action system, with no app-side changes.
- Platform
Every graphics API now works on Intel iGPU laptops
Adapter-force overrides plus an NT-handle composition bridge fix transparent windows and multi-adapter setups on hybrid-GPU machines.
- Platform
Wayland windowed weaving lands (preview)
A vendor-shippable compositor geometry publisher lets the runtime weave into a window on Wayland, with a schema gate and a packaging contract.
- Engine
Unreal Engine plug-in: zero-copy, adaptive N-view
A first-class Unreal HMD plug-in that loads the runtime directly, hands the atlas over with no copy, and adapts its view count to the display.
- Capability
Model Viewer renders OpenPBR and all nine KHR_materials_*
The reference model viewer now covers the full glTF PBR extension set — transmission, volume, clearcoat, sheen, iridescence and the rest — verified across platforms and view counts.
- Capability
Display zones: mixed 2D and 3D in one window
Apps can declare several independent 3D regions alongside flat 2D content in a single window, each with its own render pass and swapchain.
- Product
@displayxr/inline3d 1.0 is on npm
A drop-in web SDK for putting 3D content on any page, published to npm with zero-token trusted publishing.
- Platform
DisplayXR runs on Linux — Vulkan and X11
A native Vulkan compositor presenting over an X11 surface, hardware-validated and distributed as a tarball and Debian packages. Preview, ahead of GA.
- Capability
Array swapchains are first-class on every backend
Single-pass-instanced apps can submit eyes as array layers instead of a tiled atlas, on all five graphics backends.
Q2 2026
- Platform
The spatial shell comes to macOS (beta)
The multi-app spatial workspace now ships for macOS as an installable package, alongside the native Metal, OpenGL and Vulkan compositors.
