MR is the point where a digital object stops floating over the screen and starts answering the room.
The headset builds a 3D map of the physical space, so a virtual object can rest on a real table, disappear behind a real wall, and respond to a real hand.
That takes sensors to measure the room, computer vision to read it, and real-time computing to keep digital objects aligned while somebody walks around.
If a virtual character stands behind a real office chair, the chair naturally conceals the lower half of the character.
Meta's developer documentation describes a Depth API that provides real-time, per-eye environment depth estimates to let developers build dynamic occlusion. Meta developer blog, 2023
Eye tracking adds foveated rendering on top: the area a person is looking at stays sharp while peripheral detail drops, to save on graphics performance.
Occlusion decides what you can see. Lighting decides whether your eye accepts that it is there at all.
When a digital figure occupies a real chair, the giveaway is the light.
A headset that estimates the room's own lighting can throw that figure's glow onto the seat and the floor beneath it. The eye stops reading two pictures and starts reading one room.
That matters more for practice than for looks. If the person you are rehearsing with does not seem to be in the room, neither does the conversation.
It feels less like going somewhere and more like something arriving. The room stays visible, so people keep their bearings and keep talking to whoever else is standing there.
Reaching for a virtual control panel beside a real machine works because hand tracking responds immediately, and because the panel behaves as though the room's geometry applies to it. Direct hand interaction also cuts down on controller use.
MR fits work where digital guidance and physical equipment have to stay in view and answer each other.
PTR builds mixed reality alongside its virtual and augmented reality work, for realistic practice: a safe setting, real pressure, the learner's own choice, and a debrief afterwards.
What changes is where the practice happens. MR anchors the scenario in the room the learner is already standing in, so a holographic person is met at a real bedside and a procedure is rehearsed against real equipment.
Mixed reality earns its place when the digital thing must line up with a real bed, a real machine or a real colleague.
What people get wrong about mixed reality.
The conditions that make MR the obvious choice, and the ones that mean another format will serve better.
To explore how mixed reality applications are built for enterprise and training, visit the XR overview page.
MR keeps the real world visible, like AR, and gives digital objects a working understanding of the room. They can rest on real surfaces, hide behind real furniture, and stay in place between sessions.
That deeper environmental integration separates MR from standard AR.
One clinical scenario, shown on three headsets.
Still have a question about mixed reality?




Research on mixed reality definitions and the reality-virtuality continuum, with guidance on building for Meta Quest.

The study behind the "means several things" note above: ten experts, 68 papers, six competing definitions.

IEICE Transactions on Information and Systems. The original continuum that placed MR between the real and virtual ends.

The Depth API and occlusion documentation behind the "occlusion, in Meta's own terms" band above.
MR is the point where a digital object stops floating over the screen and starts answering the room.
The headset builds a 3D map of the physical space, so a virtual object can rest on a real table, disappear behind a real wall, and respond to a real hand.
That takes sensors to measure the room, computer vision to read it, and real-time computing to keep digital objects aligned while somebody walks around.
If a virtual character stands behind a real office chair, the chair naturally conceals the lower half of the character.
Meta's developer documentation describes a Depth API that provides real-time, per-eye environment depth estimates to let developers build dynamic occlusion. Meta developer blog, 2023
Eye tracking adds foveated rendering on top: the area a person is looking at stays sharp while peripheral detail drops, to save on graphics performance.
Occlusion decides what you can see. Lighting decides whether your eye accepts that it is there at all.
When a digital figure occupies a real chair, the giveaway is the light.
A headset that estimates the room's own lighting can throw that figure's glow onto the seat and the floor beneath it. The eye stops reading two pictures and starts reading one room.
That matters more for practice than for looks. If the person you are rehearsing with does not seem to be in the room, neither does the conversation.
It feels less like going somewhere and more like something arriving. The room stays visible, so people keep their bearings and keep talking to whoever else is standing there.
Reaching for a virtual control panel beside a real machine works because hand tracking responds immediately, and because the panel behaves as though the room's geometry applies to it. Direct hand interaction also cuts down on controller use.
MR fits work where digital guidance and physical equipment have to stay in view and answer each other.
PTR builds mixed reality alongside its virtual and augmented reality work, for realistic practice: a safe setting, real pressure, the learner's own choice, and a debrief afterwards.
What changes is where the practice happens. MR anchors the scenario in the room the learner is already standing in, so a holographic person is met at a real bedside and a procedure is rehearsed against real equipment.
Mixed reality earns its place when the digital thing must line up with a real bed, a real machine or a real colleague.
What people get wrong about mixed reality.
The conditions that make MR the obvious choice, and the ones that mean another format will serve better.
To explore how mixed reality applications are built for enterprise and training, visit the XR overview page.
MR keeps the real world visible, like AR, and gives digital objects a working understanding of the room. They can rest on real surfaces, hide behind real furniture, and stay in place between sessions.
That deeper environmental integration separates MR from standard AR.
One clinical scenario, shown on three headsets.
Still have a question about mixed reality?
Research on mixed reality definitions and the reality-virtuality continuum, with guidance on building for Meta Quest.

The study behind the "means several things" note above: ten experts, 68 papers, six competing definitions.

IEICE Transactions on Information and Systems. The original continuum that placed MR between the real and virtual ends.

The Depth API and occlusion documentation behind the "occlusion, in Meta's own terms" band above.