LGTM1; thank you so much for the detailed Explainer.

Best,

Alex

On Wednesday, February 4, 2026 at 10:17:37 AM UTC-8 Chromestatus wrote:

> *Contact emails*
> [email protected], [email protected], [email protected], 
> [email protected]
>
> *Explainer*
> https://github.com/immersive-web/layers/blob/master/explainer.md
>
> *Specification*
> https://www.w3.org/TR/webxrlayers-1 
>
> *Summary*
> WebXR Layers offers a more efficient way of drawing immersive content. In 
> addition to support for native color and depth textures and texture arrays, 
> it also provides support for different layer types that are managed by the 
> system compositor (as opposed to javascript). 
>
> *Blink component*
> Blink>WebXR 
> <https://issues.chromium.org/issues?q=customfield1222907:%22Blink%3EWebXR%22>
>
> *Web Feature ID*
> webxr-layers <https://webstatus.dev/features/webxr-layers> 
>
> *Motivation*
> Performance: Layers are presented at the frame rate of the compositor but 
> can be updated at a lower rate in the browser. The compositor can reproject 
> layers at high refresh while the browser just needs to draw pixels when 
> they need to change (instead of when the user moves) Legibility / visual 
> fidelity: In a typical WebXR session, the pixels are resampled twice. This 
> greatly affects text legibility by drawing into a layers, resampling only 
> happens once. Power consumption / battery life: Because the browser only 
> has to render the pixels that changed and can rely on the compositor to 
> draw cubemaps and equirects, far less javascript and gl commands need to 
> run in the browser which increases the system's battery life. Latency: 
> Since the compositor always has the latest pose data and runs at very high 
> system priority, the scene will “stick” to the right location which 
> improves the experience and lowers user fatigue. A good example where this 
> all comes to gether is 360 videos. With regular WebXR, a large framework 
> and very careful coding is needed to do the reprojection. Typically, the 
> resolution and framerates of the video is lowered so the experience can fit 
> in the cpu/memory budget of the device. The efficiency gains of layers 
> should enable such video to reach parity quality with what is possible in 
> native apps on XR devices. Additionally it significantly reduces the amount 
> of 
>
> *Initial public proposal*
> https://github.com/immersive-web/proposals/issues/46
>
> *TAG review*
> https://github.com/w3ctag/design-reviews/issues/528 
>
> *TAG review status*
> Issues addressed 
>
> *Risks*
>
>
> *Interoperability and Compatibility*
> The spec is based upon the feature set of OpenXR with wide 
> consensus/support across devices & operating systems. As long as the 
> platform supports this standard (or something close to it), it should be 
> possible to implement. 
>
> *Gecko*: Defer (https://github.com/mozilla/standards-positions/issues/412)
>
> *WebKit*: Support (
> https://github.com/WebKit/standards-positions/issues/601) Safari WG 
> member has no objections to the spec moving from the CG to the WG
>
> *Web developers*: Positive Positive initial response (privately) from 
> multiple popular XR video framework developers.
>
> *Other signals*:
>
> *Ergonomics*
> The WebXR layers API is extending the WebXR feature set. Its primary use 
> case is improved performance and rendering quality. Today, authors have to 
> rely on large frameworks to render high quality 360 or 180 video and they 
> have to be very careful to not overload the system. With layers, this is 
> now natively supported by the browser and since the compositor will do a 
> lot of the heavy lifting, the load on the browser is significantly lower. 
> We expect this API to improve developer ergonomics in WebXR.
>
> *Activation*
> Not all user agents will have immediate support for this feature. To 
> mitigate this, we are planning on creating a polyfill.
>
> *Security*
> This spec leans heavily on WebXR existing security mitigations. The spec 
> calls out some additional rules.
>
> *WebView application risks*
>
> Does this intent deprecate or change behavior of existing APIs, such that 
> it has potentially high risk for Android WebView-based applications? 
> *No information provided* 
>
>
> *Debuggability*
> WebXR Layers are debugged in the same fashion as regular WebXR. 
>
> *Will this feature be supported on all six Blink platforms (Windows, Mac, 
> Linux, ChromeOS, Android, and Android WebView)?*
> No 
> The feature performs best if the platform has native support for layers 
> which can be done through OpenXR or some other native API. We expect that 
> most implementations will take that path. It might be possible to build a 
> compositor into Chrome itself as a fallback. 
>
> *Is this feature fully tested by web-platform-tests 
> <https://chromium.googlesource.com/chromium/src/+/main/docs/testing/web_platform_tests.md>?*
> Yes 
>
> https://wpt.fyi/results/webxr/layers?label=experimental&label=master&aligned
>
> *Flag name on about://flags*
> WebXR Projection Layers 
>
> *Finch feature name*
> WebXRLayers 
>
> *Rollout plan*
> Will ship enabled for all users
>
> *Requires code in //chrome?*
> False
>
> *Tracking bug*
> https://buganizer.corp.google.com/issues/409255534
>
> *Estimated milestones*
> Shipping on Android 147 
>
> *Anticipated spec changes*
>
> Open questions about a feature may be a source of future web compat or 
> interop issues. Please list open issues (e.g. links to known github issues 
> in the project for the feature specification) whose resolution may 
> introduce web compat/interop risk (e.g., changing to naming or structure of 
> the API in a non-backward-compatible way). 
> *No information provided*
>
> *Link to entry on the Chrome Platform Status*
> https://chromestatus.com/feature/6634466544058368?gate=5852705186775040
>
> This intent message was generated by Chrome Platform Status 
> <https://chromestatus.com>. 
>

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