The web, one dimension at a time
the thesisEvery generation of the web added a dimension. Read that way, thirty years of version numbers turn into a ladder, and it gets easier to see which rung we are standing on.
Most of the web still lives on the second rung. The third is open to anyone with a link and a browser. The fourth is arriving in pieces.
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1DWeb1
Read-only, linear.
The first web was a line. Someone published a page; you read it from the top to the bottom and followed a link to the next one. You could look, and that was all. It was already a great deal: anyone with an address could reach anything published. One direction of travel, one dimension.
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2DWeb2
Read and write: pages, feeds, you scroll.
Then the page learned to listen. You could post, comment, upload and answer back, and the web spread out into a surface: profiles, timelines, feeds with no last page. It is still what most people mean when they say “the web”. You cross it with a thumb, and you stay on your side of the glass.
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3DWeb3
Ownership and decentralization: spaces you enter and walk.
The third step gives the web depth, in two senses. What you hold on it can belong to you, with no single company standing in the middle. And a link can open a place: a room you step into, walk around, and share with whoever else followed the same address.
Every entry in our directory is one of those places, and each one opens from a URL.
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4DWeb4
Time and senses.
The fourth dimension has two halves, and it needs both. The first is time: memory, context, persistence. A world that remembers you were there, keeps track of what happened while you were away, and is still standing when you come back.
The second is the senses. Sight and sound were the start. Now there is a vest that turns a hit into vibration across your torso, a device that releases the smell of a forest as you walk into one, a treadmill or a motion rig that lets your legs and your balance take part. The peripherals of the fourth dimension are already shipping, and we keep a list.
A note on “Web5”: the name promised a stage of the web, the concept was a tech stack (an identity platform on Bitcoin), and it was wound down in 2024.
One link, every way in
the mediumA WebXR address carries the world; the device you open it on decides how you meet it. The open medium lets one link reach all of these:
- On a desktop screen
- A window. You look in, and move with the mouse and keys.
- On a phone in your hand
- A magic window. Turn the phone and the view turns with it.
- Through the phone’s camera
- AR. The scene settles onto your floor or table and stays put while you walk around it.
- In a headset
- VR. You are inside, with the world on every side.
- In a headset with passthrough
- AR. The world comes into your room, and your walls stay where they are.
- In phone goggles
- Stereo, one image for each eye, where the browser allows it.
Not every browser ships every one of these yet, so each entry in the directory lists where it actually runs, and the devices themselves have a page of their own.
What the jump from 3D to 4D still needs
three pillarsA place you can walk into is already here. A place that remembers you, and that you can feel, asks for three things the open web does not yet share.
Money in the pocket. Functional assets that travel. A self that is recognised.
None of the three can belong to one world. They only make sense as shared open rules any world and any maker can use, which is why each one is a draft or a proposal.
We are building a proposed version of each, in the open, and the front page says exactly how early they are.
XR status
as of October 2026As of October 2026, the ground under the open XR web is ready to build on. Each line below was checked this month, and each carries the year it became true.
- 2025
WebGPU runs in every major browser engine: Chrome and Edge since 2023, Firefox and Safari since 2025 (Firefox on Windows and Apple-silicon Macs so far).
Engine-grade graphics in the open browser, with no plugin.
- 2026
WebTransport became Baseline in March 2026, when Safari added it, and it is one of the Interop 2026 focus areas.
Low-latency networking for worlds that people share.
- 2022
The WebXR Device API has been a W3C Candidate Recommendation since 2022, and its working group published a new draft in 2026.
One written contract for VR and AR in the browser, maintained in the open.
- 2025
Meta unveiled its Immersive Web SDK at Connect 2025 and published it as open source under the MIT licence.
A free, open toolkit for building WebXR worlds.
- 2025
Samsung Galaxy XR launched in 2025 on Android XR, and Chrome on Android XR supports WebXR.
A second major standalone headset platform that opens links.
- 2024
three.js has shipped its WebGPU renderer with its own entry point since release r171 in 2024.
WebGPU from inside three.js, with no new engine to learn.
- gap
Apple is the gap. Safari on visionOS has run immersive VR since 2024, but it offers no AR in the browser, and Safari on iOS still ships no WebXR at all in 2026.
The largest hole in the floor, and the reason every directory entry lists where it runs.
The floor is ready. What is still missing are the shared rules on top of it, the three pillars above, and that is why building them starts now.