# Introduction

**XR hardware** are the physical, hardware components used to access XR content. Contemporary XR hardware typically consists of a set of interconnected off-the-shelf hardware and software components, which we will refer to as an [XR system](/pimkb/preserving-xr-hardware/head-mounted-display.md).&#x20;

## Assessing XR Hardware

To start developing a preservation plan for XR hardware, begin by assessing characteristics of the hardware that the experience/content you wish to preserve depends on. Consider the following prompts:

* What kind of **computer system** is needed to run the software?
  * How flexible is the specification of the hardware?&#x20;
  * Is a **dedicated** [**GPU**](#user-content-fn-1)[^1] required? If so, does it require one with a specific feature set?&#x20;
* What kind of **interactivity** is supported (refer back to [Initial Assessment](/pimkb/getting-started/initial-assessment.md))? What kind of specialised XR hardware is needed to support this?&#x20;
  * Does the experience require the use of a **controller** or other **human interface device (HID)**?&#x20;
  * If yes to above, can this be fulfilled by a generic piece of hardware or is a specific or custom-made device required?&#x20;
* Are there any technical or conceptual reasons that [**specific XR hardware**](/pimkb/preserving-xr-hardware/head-mounted-display.md) (e.g. [HMD](/pimkb/preserving-xr-hardware/head-mounted-display.md)) is needed to access the XR content?&#x20;
  * Dependency relationships with specific hardware can be baked into software when it is created (e.g. by using certain manufacturer-specific plugins).
  * A creator might prefer certain hardware for its characteristics (e.g. technical, visual, conceptual).
* **How many users** are supported simultaneously? e.g. single or multiple stations providing access, discrete or shared experience.
* Does the software require **internet access**? If so, what for and does this need to be maintained?
* Does the experience involve **sound**? How is this played back?&#x20;
  * How is **sound** played back? Is this via the HMD or is additional hardware required to support this? e.g. audio interface, speakers, headphones.
  * Is [**spatial audio**](/pimkb/preserving-360-video/spatial-audio.md) utilised and if so how is it played back? e.g. via positional speakers or head-related transfer function (HRTF) through an [HMD](/pimkb/preserving-xr-hardware/head-mounted-display.md) or headphones.&#x20;
  * Is **subtitling or captioning** used, or might they be needed?&#x20;

[^1]: **G**raphics **P**rocessing **U**nit, also known as a graphics card or video card.


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