About ExplorXR
ExplorXR covers the engineering behind extended reality, virtual reality, and real-time computer graphics: not what a headset looks like, but what has to happen inside it for the thing on screen to be convincing.
Who writes it
ExplorXR publishes under the ExplorXR Editorial byline rather than a personal one. The work is written by a graphics engineer who builds real-time rendering and immersive systems, and the argument is meant to stand on the reporting rather than on a CV: check the numbers, follow the sources, decide for yourself.
The site exists because most XR coverage stops at the announcement. A headset ships with a resolution and a price, and the interesting part, which is the foveation strategy, the reprojection budget, the compositor model underneath, never gets explained. That gap is the whole editorial remit here.
What is not anonymous is accountability. Every article carries a sourcing note, the editorial standards set out how claims are checked and how corrections are handled, and hello@explorxr.com reaches a person who can fix a mistake.
What gets published
- Deep dives, original analysis that ties several developments into one argument, with the technical detail to support it.
- Guides, evergreen explainers on fundamentals, kept current rather than left to rot.
- Briefings, short, sourced summaries of news that matters, always linking to the reporting they summarise.
How sources are checked, how briefings differ from original reporting, and how corrections work is all written down in the editorial standards. That page is the honest description of the process, including where AI tooling is used and where it is not.
Topics covered
- Real-time rendering: deferred shading, PBR, ray tracing, global illumination, foveation
- Shader programming: GLSL, HLSL, WebGPU compute, material authoring
- XR platforms: Vision Pro, Quest, Steam Frame, Android XR, Pico
- Graphics APIs: Vulkan, Metal, WebGPU
- Engines: Unreal, Unity, Godot, custom engines
- Spatial computing: hand and eye tracking, passthrough, world meshing, compositors
- AI and graphics: NeRF, Gaussian Splatting, neural rendering, DLSS/FSR
Independence
ExplorXR is independently owned and self-funded. There are no sponsored posts and no paid placements. Display advertising is served programmatically, and advertisers have no say in what is covered. The privacy policy explains what advertising means for readers, and the terms cover reuse of the text.