Omniverse Realtime Viewer
NVIDIAOfficialCreated by NVIDIA Omniverse
- Skill
- Tool integration
- Software development
- Apache-2.0
- Medium risk
AutoGineer summary
Written by AutoGineer from the skill’s own files, not by the author
The Omniverse Realtime Viewer skill acts as a central routing and architectural framework for developing USD-based 3D viewer applications. It provides a structured approach to composing rendering, scene state, and delivery mechanisms, ensuring that developers can integrate OVRTX rendering, OVStage scene management, and various UI or streaming adapters effectively. The skill emphasizes a modular architecture where the viewer runtime, UI/input adapters, and delivery systems are decoupled, allowing for consistent behavior across local and streamed environments.
What it does
- Provides a routing architecture for USD viewer apps, XR delivery, and GPU-accelerated rendering.
- Defines the separation of concerns between viewer runtime, UI adapters, and delivery systems.
- Offers guidance on integrating OVRTX for high-fidelity 3D rendering.
- Establishes conventions for camera interaction, scene state management, and input handling.
- Supports the implementation of specialized features like stylized rendering and CAE/CFD visualization.
- Provides protocols for agent-to-UI communication and scene control.
When to use it
- When starting the development of a new USD-based realtime viewer application.
- When integrating advanced rendering features like stylized visualization or AOV switching.
- When building XR or spatial editing capabilities into an existing Omniverse application.
- When you need to standardize the architecture for local and streamed viewer deployments.
- When implementing chat-driven scene control or agent-based inspection of a 3D scene.
Advantages
- Promotes a clean, modular architecture that separates rendering logic from UI and transport.
- Ensures consistent behavior across different delivery methods, such as local windows or WebRTC streaming.
- Provides clear paths for extending functionality without disrupting the core viewer runtime.
- Facilitates the integration of complex simulation and visualization data into the viewer.
- Standardizes conventions for scene state, selection, and camera control.
Usage examples
- “How do I set up a basic USD viewer application using the Omniverse Realtime Viewer architecture?”
- The agent will guide you to start with the viewer app reference, resolve dependencies, and implement the core runtime owner to manage the OVStage and OVRTX renderer.
- “I need to add stylized rendering to my existing viewer. Where should I start?”
- The agent will direct you to the stylized visualization references to implement the required USD/Lua/CUDA nodes within your existing runtime owner.
- “How can I enable an AI agent to control the viewer scene?”
- The agent will point to the A2UI Scene Copilot reference to implement an operation interface that allows the agent to send commands through the existing runtime owner.
- “How do I switch between different render outputs like beauty and depth in my viewer?”
- The agent will explain how to use the AOV switching reference to map RenderVars and update the RenderProduct's orderedVars through the runtime owner.
Install
Download the skill as a ZIP:
https://mp-staging.autogineer.com/agent-skills/nvidia/omniverse-realtime-viewer/downloadUnzip it into the cross-client skills folder of your project:
mkdir -p .agents/skills && unzip omniverse-realtime-viewer.zip -d .agents/skills
Documentation by NVIDIA Omniverse
<!-- SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. -->
<!-- SPDX-License-Identifier: Apache-2.0 -->
Omniverse Realtime Viewer
Build responsive USD viewers by composing OVRTX rendering, OVStage scene state, and the delivery/UI libraries appropriate to the app. Use this package for viewer architecture and interaction; use each selected SDK's upstream guidance for installation and exact release-specific APIs.
Start With The App
When delivery is explicit, select its recipe through
references/routing.mdand follow its current phase. Otherwise start withreferences/usd-viewer-app/README.md. For an existing app, keep its architecture and read only the references for the requested change. Broad app, conventions and UI catalogs are lookups as needed.Resolve the selected libraries through
references/dependencies/README.md. Preserve the project's manifest unless an upgrade is requested.Build a working frame and camera interaction in the chosen shell, then add the requested capabilities. Read
references/conventions.mdfor shared input, camera, selection, and protocol conventions.Use
references/viewer-ux-workflow/README.mdfor broader interface design. Loading, selection feedback, errors, and input responsiveness belong in the first working app, alongside rendering.Validate the actual delivery path with
references/validation.md. A browser screenshot does not validate a native window or a different transport.
Architecture
| Owner | Responsibility |
|---|---|
| Viewer runtime | Own the live OVStage, publication clock, OVRTX renderer, scene changes, and render stepping. |
| UI and input adapter | Display frames and copied app state; send user intent to the runtime owner. |
| Storage/query/simulation workers | Perform their assigned work and return results through the selected integration boundary. |
| Delivery adapter | Present locally or stream through ovstream; respect frame ownership and backpressure. |
Use OVRTX for USD/3D rendering. Browser apps display its WebRTC video; local apps present its output through their native shell. A missing GPU means rendering is unverified, not a reason to substitute a browser 3D renderer.
Keep viewer cameras, settings, effects, and transient edits in app-owned session
or runtime state so the source USD stays intact. Serialize scene mutation and
render stepping through the runtime owner. Read
references/ovstage-ovrtx-integration/README.md for that loop, then the population
or data-plane references when implementing scene loading or attribute writes.
Keep expensive loading and metadata work off the UI and render threads. Keep transport details behind a delivery adapter so camera, selection, properties, and loading state can be reused across local and streamed shells.
Add Capabilities As Needed
Use references/routing.md to select camera/picking, scene management, render
settings, cloud assets, simulation, editor tools, deployment, or CAE/CFD
visualization. Read the selected capability's implementation flow and its linked
contract; the full reference catalog is not a prerequisite for a first frame.
For simulation, use the routing reference's Simulation Ecosystem section plus
references/realtime-sim-integration/README.md. For UI-driven forces or control,
add references/interaction-round-trip/README.md.
For example scenes, use references/usd-sample-data/README.md. When a runtime
failure needs diagnosis, use references/troubleshooting/README.md and the
selected SDK's matching release guidance before changing the architecture.
Solid Modeling: Upstream First
For usd-brep, exact BRep, solid modeling, kernel failures, CAD topology, or
BrepArray questions, first read references/dependencies/README.md → USD BRep. Follow the
owning repository's current agent guidance, skills, operation docs, and package
API before selecting local integration references. Discover the upstream router
rather than assuming skill names or directory layouts remain fixed. Upstream
owns modeling semantics, schema rules, tuning, and diagnostics; this package
owns OVRTX display, worker handoff, selection mapping, and publication timing.
GPU Processing And Stylized Viewers
For custom GPU processing, chained outputs and lens sampling, read
references/spg-processing/README.md. For toon, ink, technical/X-Ray styles,
geometry strokes or full wireframe, continue to
references/stylized-visualization/implementation.md. Its USD/Lua/CUDA starting
node and geometry/depth/composite build sequence work with the selected viewer
recipe; use references/stylized-visualization/style-recipes.md for the preset
math and references/stylized-visualization/README.md for supporting contracts.
Implement the result inside the existing OVRTX/runtime owner and deliver the
published processed output. These instructions do not require a sample checkout
or a prior stylized-rendering implementation.
For an optional usd-brep geometry source, first read
references/dependencies/README.md → USD BRep and the owning repository's
current agent guidance, skills, and operation docs; then read
references/stylized-visualization/usd-brep-source.md for the display boundary.
XR Viewers
For headsets, immersive viewers, or spatial editors, start with
references/xr-viewer-recipe/README.md. Resolve SDK setup and contracts through
references/dependencies/ovxr.md; the library owns OpenXR lifecycle and frame
submission. For controllers, hands, navigation, or scene tools, add
references/xr-spatial-input/README.md and
references/ovxr-python-interactions/README.md. For projection-integrated UI,
read references/ovxr-composition-ui/README.md and
references/ovxr-composition-ui-validation/README.md.
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references/xr-desktop-mirror/README.md
<!-- SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. -->
<!-- SPDX-License-Identifier: Apache-2.0 -->
XR Desktop Mirror
Triggers
Use this reference for: mirror the headset view on the desktop, spectator window
for an XR session, show the XR view in a Tauri or Electron app, desktop viewport
that becomes the headset preview, one renderer for both the headset and a window,
which render product feeds the stream, pixel order swapped in the mirror, red and
blue swapped, --mirror-fps measured lower than requested, publish rate gate,
two ovrtx sessions on one GPU, handoff when a headset connects or disconnects.
Read ovxr-frame-loop-and-readback/README.md for the readback API itself and
ovxr-foveation-and-display/README.md for what decides the capture's size and
warp state. This reference is about everything between that capture and a window.
One session, one stream, and a product handoff
A second renderer can duplicate GPU allocations and render work. Reuse the XR renderer for a desktop mirror and measure memory, render time and delivery cost in the target application.
Build it as one process instead. One ovrtx.Renderer, one OVStage, one
ovstream SHM stream whose name never changes, and exactly one render product
feeding that stream at a time:
| Phase | Product feeding the stream | Viewport |
|---|---|---|
| No headset | the app's own perspective-camera render product | interactive: orbit, pick, gizmo |
| Headset connected | ovxr's left-eye frame readback | display-only; that camera belongs to the headset |
Use one frame owner and one renderer step. When the headset owns the view,
feed the mirror from its readback instead of issuing another desktop step.
If a separate application render product is requested, use the selected SDK's
set_frame_render_products contract to join the same OVXR bind step. Multiple
products in that supported step do not create another renderer session; measure
their additional work and preserve OVXR's result lifetime.
Attach and detach are driven by the runtime's connect/disconnect events. A disconnect does not end the process: destroy the context, resume the desktop product, and let the next client get a fresh context. Keep "stop the XR session" distinct from "stop the process" — the process owns the only renderer there is, so killing it blanks the viewport and re-pays the PSO compile.
The desktop product is what makes the window useful during the several-second renderer construction and the indefinite wait for a client, which is exactly when the window would otherwise be empty.
The consumer must not switch streams
A stream per producer looks tidier and is worse. The SHM client's only handle is
connect, which drops the live client before trying a new name, so a
switch initiated from the UI blanks the viewport and breaks input for the whole
wait — and a webview-side probe is the worst version of that.
Do the handoff in the producer. Because the two products are different sizes, the producer restarts its SHM server across the swap, and a consumer that already handles "the producer restarted" as an ordinary reconnect needs no new mechanism at all. Do not add a stream-preference flag, a client-side probe, or a handoff gated on scraping the producer's log tail.
Both current producers emit RGBA; carry the actual order
ovstream's SHM ring has a single fixed format tag (OVSTREAM_SHM_FORMAT_BGRA8,
see dependencies/ovstream.md), so it does not independently describe the producer’s actual byte order.
Both current OVRTX LdrColor and OVXR readback emit RGBA8; neither requires a
producer-side swizzle when the consuming shader correctly honours RGBA.
Resolve the selected capture format through upstream frame-readback via the SDK route, then match the consumer's byte order. Use red/green/blue fixtures to verify the full display path. A matched consumer may avoid a swizzle; standard consumers need their advertised format.
Whatever the answer, if the two producers can differ, the producer must state which order is on the wire — the consumer cannot infer it:
not from the stream name (there is only one),
not from the process state (the process being up is not the headset owning the stream),
and not from an out-of-band announcement alone.
Why an announcement alone loses
An announcement and a frame race, and the frame always wins. The announcement
crosses the control channel, an app.emit, an IPC bridge and a React re-render;
the frame it applies to reaches the draw loop through an already-parked long-poll
that resolves instantly. Keying the shader off React state drew the first frames
of every handoff with the previous product's order, and a webview reload with a
headset attached reset that state to the default and painted swapped red and blue
until the next status poll landed.
Send an announcement and poll-visible status, but bind their metadata to a producer/connection epoch and source revision. Feed a host-side latch and stamp validated metadata into the application-owned frame envelope. This is not a change to ovstream's fixed native SHM header. For example:
[epoch][source_revision][width][height][sequence][pixel_order][pixels...]Define fixed field widths/versioning in that application protocol. The shader
reads pixel_order from the frame, not asynchronously updated React state.
An announcement sent before pixels is not proof that the host received it first.
Before accepting pixels, require metadata for the attached producer epoch and
source revision. Gate a source-format transition with an acknowledged metadata
handshake while publication is paused, or exactly join metadata to a frame key.
Without such correlation, use a fixed wire format (swizzle to BGRA for standard
consumers) instead of guessing from the latest announcement.
A webview reload can preserve the host's validated metadata for the same producer epoch. A producer restart/SHM reconnect invalidates that metadata: clear old image, sequence, dimensions, pixel order and foveation, await the new producer's metadata, and reject old callbacks. Do not display frames with an old/default order during the gap. This is the generation-aware contract in mirror lifetime.
The cost of mislabelling is real and should be made deliberate: a stock SHM client pointed at this stream shows red and blue swapped while a headset is connected. Give the stream a distinct default name so that cannot happen by accident, and if a third-party consumer is ever needed, swizzle in the producer rather than teaching every client about the exception.
Rate gates must advance from a deadline, not from completion
The mirror's cost lands on the headset, so the publish rate is the lever that matters. Get the gate wrong and the cap is not the number you asked for.
Stamping "last publish" after the send folds two unrecoverable costs into every interval:
the send itself — a full-frame device-to-host copy into the SHM ring, ~5.6 ms at an 18 MB readback size;
the wait for the next frame to be offered — frames arrive on a grid (the headset's capture interval, and the publisher thread's poll), so a deadline missed by a microsecond costs a whole grid step.
33.3 + 5.6, rounded up to the next 11.1 ms capture or 15.6 ms poll, is 44-47 ms:
a requested 30 fps measured 21.5 fps. Keep a next_publish_at deadline and
advance it by the period, so slack is spent rather than compounded. Re-base to
now + period only when more than a whole period late (cold start, rate change,
stall) — never burst to catch up, because a backlog of 18 MB frames is the one
thing a bandwidth cap must not emit.
Windows timer resolution is the hidden grid step
That 15.6 ms poll is not a choice. A Windows process that has not called
timeBeginPeriod gets the default timer resolution, so
threading.Event.wait(0.002) — or any equivalent short sleep — actually sleeps
~15.5 ms. Assume the coarse value when reasoning about any pacing loop on
Windows, or raise the resolution deliberately and accept the system-wide cost.
Two more gates worth having:
Publish nothing beyond a low-rate liveness heartbeat while no consumer is attached, and skip the copy entirely when nothing is waiting for it.
Keep status/control reachable before the first capture, for example with a control-only SHM carrier. Report no image/source until real pixels arrive; a 1×1 carrier is not a rendered frame. Resize/reconnect on the first real frame.
The mirror must never take down the session
Every failure path in the mirror logs and returns a failure value. A missing
ovstream, a consumer that vanished, a size change mid-session — none of them may
propagate into the XR frame loop. The mirror is a convenience; the session is the
product.
Move slow transport work off the frame owner. Finish the source copy under the application capture lease before publishing owned storage. Follow upstream frame-readback for concurrency and pointer lifetime; a concurrent acquisition path does not reserve its pixels.
Common mistakes
| Mistake | Consequence | Prevention |
|---|---|---|
| A second process for the desktop viewport | Two ovrtx sessions on one GPU; ~9.5 GB VRAM, headset 33 → 21.7 fps | One process, one renderer, two render products |
| Calling a second renderer step for the mirror | Duplicate render work and conflicting frame ownership | Reuse eye readback, or join requested app products to the same OVXR bind step |
| A stream per producer, switched by the consumer | connect drops the live client first; viewport blanks for the whole wait | One stream name; swap the product in the producer |
| Inferring pixel order from stream name or process state | The process being up is not the headset owning the stream | State it explicitly and carry it in the frame header |
| Driving the swizzle from React state | First frames of every handoff drawn with the previous order; a reload paints swapped colours | Latch host-side, stamp into the frame header |
| Reusing old/default pixel order after producer reconnect | First frames can have swapped colors | Await new-epoch metadata; preserve the host latch only for a same-epoch webview reload |
| Stamping "last publish" after the send | 30 fps measured 21.5 fps; looks like a producer being slow | Advance a deadline by the period |
| Assuming a 2 ms sleep is 2 ms on Windows | Every pacing calculation is off by a 15.6 ms grid step | Default timer resolution unless timeBeginPeriod is called |
| Letting a mirror failure reach the frame loop | A vanished consumer takes down the headset session | Log and return; never propagate |
| Ending the process on client disconnect | Viewport blanks and the next session re-pays the PSO compile | Destroy the context, resume the desktop product |
Related References
ovxr-frame-loop-and-readback/README.md—acquire_frame, buffer lifetimes, consumer threadingovxr-foveation-and-display/README.md— what decides the capture's size and warp stateovxr-openxr-runtime/README.md— bring-up order, ordinals, context lifetimedependencies/ovstream.md— SHM frame contract, single format tag, no GPU-shareable handlewebgl-shm-transport/README.md— texture upload and the shader-side swizzletauri-local-viewer/README.md— moving frames across the webview boundaryxr-client-connection/README.md— the connect/disconnect events that drive the handoff
Independent readback, sizing and truthful availability
Use upstream frame-readback and foveation-and-display through the SDK route to request and inspect the capture domain. Select the intended eye from the actual negotiated view configuration. Do not override headset submission dimensions with desktop preferences. After capture, resize on the GPU without upscaling, preserving aspect ratio inside the requested bounds. For example, 1024×896 fits 1280×720 as 822×720. Use a public GPU-resize path supported by the selected package, such as its NPP scaler when available; do not assume an undocumented renderer helper. If resize fails and full-size fallback is allowed, report that the requested bound was not met; otherwise omit that mirror frame.
If independent capture remains unavailable while the headset stream is live, show a preview-unavailable warning while retaining the XR session and its requested settings. Test disabled and warped modes separately; success in one does not prove capture in the other. Record exact package identities in the test evidence rather than treating one prerelease limitation as an SDK guarantee.
Expose requested readback domain independently of actual source, last sequence and capture availability. With no capture, source remains none and image domain unknown. SDK-unwarped capture carries no PQW correction metadata, preventing a second inverse warp in the client. Clear stale misses/errors when fresh capture recovers. Validate changing head motion and actual decoded desktop pixels, not only SHM connection status or a control carrier.
Coordinate copy, resize and publication through mirror lifetime; the transport must receive application-owned storage, not a borrowed SDK pointer.
High-rate XR mirror presentation
Measure WebView delivery separately from renderer cadence. A raw frame may take several IPC hops; an acknowledgement gate can serialize them. If presentation limits the requested mirror rate, use a supported custom-protocol pull path with bounded concurrent requests and a single latest-frame slot. Responses may arrive out of order, so gate drawing by the payload sequence number. Carry pixel order and other frame-specific metadata in the same payload header. See SHM pixel transport and XR desktop mirror.
Requirements and compatibility
Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta
“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.
Needs: Needs Python, Needs Node.js
The author says: Orchestrator skill. Downstream focused references may require NVIDIA GPUs, ovrtx, ovstream, ovui, OpenUSD, Python, Node/React, Tauri, Electron, C++, or cloud GPU deployment access depending on the selected viewer path.
Security
What our scanner noticed· Medium risk
- Large base64-encoded blobs
- Instructions that use the network
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Attribution and licence
- Created by
- NVIDIA Omniverse
- Publisher
- NVIDIA (Official)
- Source
- NVIDIA/skills · skills/omniverse-realtime-viewer · commit fce3cca
- Licence
- Apache License 2.0 (redistribution allowed)
- LICENSE (added by AutoGineer from LICENSE-APACHE)
- ATTRIBUTION.md (written by AutoGineer)
- Synced
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