š XR Under the Microscope
- Adrian BartoÅ
- Oct 27
- 3 min read
Other Key Terms Every Virtual Technology Enthusiast Should Know
In the previous article, we explored the basic concepts of VR, AR, and MR.
If the world of virtual technologies has caught your interest and you want to go further, youāve probably already come across abbreviations like FOV, 6DoF, or terms such as passthroughĀ and hand tracking.
But what do all these mean?
In this article, Iāll walk you through the key terms and conceptsĀ that will help you better understand how XR technologies actually work.

šļøāšØļø FOV (Field of View) ā Field of Vision
FOV defines how wide a āslice of realityā your headset displays ā in other words, how much you can see at once. For example, the human eye has a natural field of view of about 210°. Older VR headsets offered around 90ā100°, while newer models (like the Quest 3) reach 110ā120°.
Why does it matter?
The wider the FOV, the more natural and immersive the experience feels. A narrow FOV can make users feel confined or claustrophobic.
š§ 6DoF vs. 3DoF ā Degrees of Freedom
This abbreviation stands for Degrees of Freedom, referring to how freely you can move within XR:
0DoFĀ ā The user cannot look around or move at all. Itās a static, non-interactive experience.
3DoFĀ ā Head movement only (rotation: up/down, left/right, tilt).
6DoFĀ ā Includes spatial movement (forward/backward, up/down, sideways).
Modern XR experiences almost always use 6DoF. Headsets like Meta QuestĀ or HTC ViveĀ allow full movement through virtual environments, while cheaper mobile-based headsets typically support only 3DoFĀ ā rotation of the head without positional movement.
š„ Inside-out vs. Outside-in Tracking
XR devices must know exactly where you are in space, and there are two main tracking methods:
Outside-in trackingĀ ā Uses external sensors (e.g., SteamVR ābase stationsā with HTC Vive).
Inside-out trackingĀ ā Uses cameras built directly into the headset (e.g., Meta Quest, Pico).
Todayās trend is clear: inside-out trackingĀ is more practical because it doesnāt require any additional hardware. Just put on the headset ā and youāre in the game.
š¶ļø Passthrough ā Seeing the Real World
Passthrough allows you to see the real world through your headset, usually using built-in cameras.Color passthroughĀ (as on Meta Quest 3) is the foundation of mixed reality, where virtual objects are overlaid naturally onto your physical environment.
With passthrough, you can:
Interact safely with your surroundings,
See your hands or keyboard,
Combine AR and VR experiences seamlessly.
š§ XR Engines ā Where Virtual Worlds Are Built
Most XR applications today are developed using one of two main engines:
UnityĀ (highly recommended for accessibility, SDK integration, and XR simulation design)
Unreal Engine
Both engines support VR and AR development, and even beginners can create their first interactive XR projects. If youāre curious about XR from a creatorās perspective, this is where the fun truly begins.
ā Hand Tracking & Eye Tracking
Hand TrackingĀ ā Recognizes and follows hand movements without controllers.
Eye TrackingĀ ā Tracks your gaze, allowing you to focus or control the interface with your eyes.
These technologies are changing how we interact in XR ā no buttons, just natural movementĀ ā and they also open new possibilities in accessibility, gamification, and user experience design.
š§ Locomotion in VR ā How We Move
In VR, you canāt just run freely around your room. To ensure safety, you define a play area boundaryĀ when setting up your headset. Within this space, movement methods vary:
TeleportationĀ ā Point and instantly move to a location. Reduces motion sickness.
Smooth locomotionĀ ā Continuous joystick movement, like in traditional video games.
Room-scaleĀ ā Physical movement within your real-world space.
Omnidirectional treadmillsĀ (e.g., Kat Walk) ā Let you āwalkā in any direction while staying in place. These setups are rare and mostly found in specialized VR arcades.
š§ Summary
The XR world is like an onion ā layered and rich. The deeper you go, the more you discover how amazing and complex these experiences can be. Even if you donāt need to understand every detail, knowing the basics helps you become a more confident user ā or even a future creator.
š Coming Next:
In the next article, weāll look at one of the most common challenges for VR beginners ā motion sickness, the discomfort often associated with using VR headsets.




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