Graphics Software Engineer - OpenXR

SGS Consulting

Washington (District of Columbia)

On-site

USD 120,000 - 150,000

Full time

5 days ago
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Job summary

SGS Consulting in Washington, DC is seeking an experienced XR Software Engineer to develop OpenXR-based applications. You will architect, implement, test, and iterate end-to-end features, covering input handling, 3D scene interactions, and performance optimizations for latency-sensitive runs.

Collaborating with product and engineering teams, you will deliver high-fidelity XR experiences using Unity or Unreal, integrate platform features, and contribute to reusable components and build tools.

Qualifications

  • Shipped at least one OpenXR-based app or feature to production.
  • Experience with OpenXR extensions (e.g., hand tracking, eye gaze, foveated rendering, scene/space-related extensions).
  • Graphics experience: Vulkan/OpenGL/DirectX, shaders, profiling tools (RenderDoc, engine profilers).
  • Android XR experience (Gradle, NDK, JNI) or low-level platform integration.
  • Experience building reusable components/frameworks for XR interaction or app scaffolding.

Responsibilities

  • Develop XR applications using OpenXR end-to-end: architecture, implementation, testing, and iteration.
  • Build interactive features: input handling (controllers, hands, action sets, haptics).
  • Scene/interaction systems: grabbing, ray interactions, 3D UI.
  • Rendering and performance optimizations (frame pacing, latency-sensitive updates).
  • Integrate platform/runtime features where applicable (tracking spaces, passthrough/scene understanding).
  • Create clean, testable code and contribute to CI/build scripts as needed.
  • Debug runtime/device issues and provide clear repro steps and fixes.
  • Collaborate with product/UX and engineering stakeholders, document designs, and tradeoffs.

Skills

OpenXR development
Graphics experience
Communication skills
3+ years experience
Real-time 3D apps
OpenXR extensions
C/C++ / C#
Unity
Unreal
DirectX / Vulkan
XR performance

Education

Shipped OpenXR app
OpenXR extensions
Graphics: Vulkan/OpenGL/DirectX
Android XR experience
Reusable XR components

Tools

Unity (C#)
Unreal (C++)

Job description

Job Responsibilities
  • Develop XR applications using OpenXR (end-to-end: architecture, implementation, testing, and iteration).
  • Build interactive features such as: Input handling (controllers, hands, action sets, haptics)
  • Scene/interaction systems (grabbing, ray interactions, UI in 3D)
  • Rendering and performance optimizations (frame pacing, latency-sensitive updates)
  • Integrate platform/runtime features where applicable (tracking spaces, anchor-like constructs, passthrough/scene understanding if available via extensions)
  • Create clean, testable code and contribute to basic CI/build scripts as needed.
  • Debug runtime/device issues (graphics, tracking, input) and provide clear repro steps and fixes.
  • Collaborate with product/UX and engineering stakeholders, document designs, and tradeoffs.
Skills
  • Graphics Experience.
  • OpenXR app development experience.
  • Great communication skills.
  • 3+ years of professional software development experience (or equivalent).
  • Hands-on experience shipping 3D real-time applications (XR, games, simulation, or visualization).
  • Practical experience with OpenXR (core concepts: instance/session, swap chains, spaces, actions).
  • Strong C/C++ and/or C# skills (depending on stack), plus solid debugging skills.
  • Experience with a real-time engine or framework such as: Unity (C#) and OpenXR plugin ecosystem, or
  • Unreal (C++) XR pipeline, or
  • Custom/native OpenXR rendering with Vulkan/OpenGL/DirectX
  • Understanding of rendering/perf constraints for XR (72/90/120 FPS targets, GPU/CPU bottlenecks, latency).
Education/Experience
  • Shipped at least one OpenXR-based app or feature to production.
  • Experience with OpenXR extensions (e.g., hand tracking, eye gaze, foveated rendering, scene/space-related extensions).
  • Graphics experience: Vulkan/OpenGL/DirectX, shaders, profiling tools (RenderDoc, engine profilers).
  • Android XR experience (Gradle, NDK, JNI) or low-level platform integration.
  • Experience building reusable components/frameworks for XR interaction or app scaffolding.
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