demo · v147 · WebXR · rendering
Layer Performance Analyzer
Benchmarks three rendering strategies — single framebuffer, quad layer overlay, and equirect background — and shows per-frame time budgets as a stacked bar chart. Feature-detects XRSystem and layer support; falls back to Canvas2D simulation.
WebXR + Layers requires a connected XR device.
When no device is present, this page runs a Canvas2D simulation with
realistic frame timing based on published Quest 3 benchmarks.
All layer API calls are shown in the trace panel.
Layer configuration
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Reprojection Rate
—
% frames
Compositor Latency
—
ms avg
Frame Budget Used
—
ms / 11.1ms total
Per-frame time budget breakdown (ms)
CPU (app)
GPU (render)
Compositor
Reprojection
about the modes
- Single framebuffer (baseline)
- All content — 3D scene, UI, background — drawn into one
XRProjectionLayer. The compositor gets one texture; everything goes through a single warp pass. - Quad layer overlay
- UI is separated into an
XRQuadLayerat native resolution. The compositor composites it independently — no double-warp, sharper text, and the UI can update without re-rendering the 3D scene. - Equirect background layer
- A 360° environment image in an
XREquirectLayerhandled entirely by the compositor. The app GPU never draws the background; reprojection is eliminated for that layer.
see also
implementation reference
Need the exact API surface, compatibility boundaries, errors, lifecycle, and source links? Read the matching gendn reference ↗