Inability to adjust brightness in immersive XR apps

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Introduction

Extended Reality (XR), which encompasses Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), has revolutionized digital interaction by creating immersive environments. However, despite rapid advancements in XR technology, many applications still lack basic accessibility and comfort features—one of the most notable being the inability to adjust brightness.

Brightness control is crucial for user comfort, visual clarity, and accessibility, yet many XR apps either hardcode brightness levels or provide no adjustment options at all. This oversight can lead to eye strain, reduced immersion, and even exclusion of users with light sensitivity. This article explores the implications of unadjustable brightness in XR, the technical challenges behind its implementation, and potential solutions to improve user experience.

The Importance of Brightness Control in XR

1. User Comfort and Eye Strain

XR headsets display content at close proximity to the user’s eyes, often for extended periods. If brightness is too high, it can cause discomfort, glare, and eye fatigue. Conversely, if brightness is too low, users may struggle to discern details, reducing immersion. Unlike traditional displays, where users can adjust brightness via hardware or software settings, many XR apps do not offer such flexibility, forcing users to endure uncomfortable lighting conditions.

2. Accessibility Concerns

Some users have photophobia (light sensitivity) due to medical conditions like migraines, autism, or post-concussion syndrome. For these individuals, excessively bright visuals can trigger headaches or nausea. The lack of brightness adjustment in XR apps makes these experiences inaccessible to a significant portion of potential users.

3. Environmental Adaptability

XR experiences are used in varying lighting conditions—some users may be in a dimly lit room, while others are in bright sunlight (especially with AR glasses). Without brightness controls, the app may appear washed out or too dark depending on the surroundings, degrading the experience.

Why Many XR Apps Lack Brightness Adjustment

1. Technical Limitations in Rendering Pipelines

XR apps often rely on complex rendering techniques such as dynamic lighting, HDR (High Dynamic Range), and post-processing effects (e.g., bloom, glare). Implementing dynamic brightness adjustments requires modifying these rendering pipelines in real-time, which can be computationally expensive or interfere with artistic intent.

2. Platform Fragmentation

Different XR platforms (Oculus, SteamVR, HoloLens, etc.) handle display brightness differently. Some headsets allow system-wide brightness adjustments, while others leave it to individual apps. Developers may avoid implementing brightness controls due to inconsistent APIs across devices.

3. Overemphasis on Visual Fidelity

Many XR developers prioritize graphical fidelity over usability settings. Since brightness adjustments can alter the intended artistic vision (e.g., a horror game meant to be dark), some designers deliberately omit user-controlled brightness to preserve the experience—though this can backfire by making the app uncomfortable for some users.

4. Lack of Standardized Brightness Controls

Unlike TVs or smartphones, which have standardized brightness settings, XR platforms lack uniform brightness adjustment protocols. Developers must implement custom solutions, which increases development complexity.

Potential Solutions for Better Brightness Control

1. System-Level Brightness Adjustments

XR platforms should provide system-wide brightness controls that apps can inherit. This would allow users to set a preferred brightness level without relying on individual apps. Some headsets, like the Meta Quest, offer a “Night Mode” (similar to smartphone blue light filters), but full brightness control remains rare.

2. In-App Brightness Sliders

Apps should include a brightness adjustment slider in their settings menu. This would allow users to fine-tune visuals without breaking immersion. Games like Half-Life: Alyx and Beat Saber offer limited brightness/contrast adjustments, but more apps should follow suit.

3. Dynamic Brightness Adaptation

Using ambient light sensors (available in some AR/MR headsets), apps could automatically adjust brightness based on the user’s environment. This would improve usability without requiring manual input.

4. Accessibility-First Design

Developers should treat brightness control as a core accessibility feature, not an afterthought. Following guidelines like the XR Access Initiative (https://xraccess.org/) can help standardize best practices.

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