WebXR That Runs In Any Browser
We build browser-native AR and VR experiences using the WebXR API, Three.js, and A-Frame — zero app install required, maximum audience reach.
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Our Capabilities
WebXR API Development
Native WebXR Device API integration for immersive AR and VR sessions directly in the browser — no plugins, no app downloads, maximum reach.
Three.js & A-Frame Scenes
High-performance 3D scenes built with Three.js for programmatic control or A-Frame for declarative HTML-like markup. Both optimised for immersive WebXR sessions.
Browser-Based AR
AR overlays via WebXR AR Session — place 3D objects on real-world surfaces through the browser camera on supported Android devices and iOS via compatible apps.
Immersive VR in Browser
Full 6DOF VR experiences delivered through the browser for Meta Quest, PC VR headsets, and desktop preview modes — zero friction entry for users.
WebGL Performance Optimisation
Profiling and optimisation of WebGL render pipelines — draw call batching, texture compression, level of detail, and shader optimisation for smooth browser XR.
Cross-Device WebXR Testing
Systematic testing across Chrome Android, Meta Quest Browser, Safari (iOS WebXR polyfill), and desktop browsers to ensure consistent experience quality.
How We Work
Experience Design
We define the interaction model, content hierarchy, and performance budget based on target devices. WebXR experiences are designed for zero-friction access from day one.
3D Scene Build
Our 3D team constructs optimised WebGL scenes — geometry, materials, lighting, and audio — built for browser performance constraints rather than native app luxury.
WebXR Integration
WebXR Device API integration for AR hit-testing, VR session management, controller input, hand tracking, and DOM overlay for hybrid 2D/3D interfaces.
Cross-Device Testing
Live testing on Meta Quest Browser, Chrome Android, iOS polyfill, and desktop. We validate frame rates, interaction fidelity, and graceful degradation on unsupported devices.