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Overview#
Argus supports immersive exploration of large relationship graphs using WebXR (VR/AR in the browser) and GPU-accelerated 3D rendering. For customers working with larger graphs (tens of thousands of visible nodes) or enabling 3D terrain maps, the difference between a "good experience" and "motion-sickness-inducing stutter" is usually determined by:
- GPU capacity (stereo VR rendering and large 3D buffers)
- CPU single-core performance (interaction logic, layout simulation, and browser overhead)
- Memory headroom (large datasets + browser tabs + background tooling)
- Browser/runtime support (WebXR + WebGL/WebGL2)
This page provides tiered recommendations you can use for procurement and deployment planning.
Key Features#
What drives performance (plain English)#
Large graphs (VR + 3D rendering)#
Large graphs stress the system in two main ways:
- VR renders the scene twice (one view per eye) at high refresh rates (commonly 72-90 Hz).
- Graphs can include many visible nodes and edges at once.
- Some views run layout simulation (force-directed motion) and spatial queries.
- Even if the GPU is strong, a weak CPU can cause frame pacing issues.
3D terrain maps#
Argus 3D terrain maps use a WebGL-based map engine (MapLibre GL) with:
- Raster DEM (digital elevation model) terrain tiles
- Terrain exaggeration
- Optional hillshade and contour lines
- Reliable WebGL support, preferably WebGL2
Recommended tiers (PC + headset + expected scale)#
The table below is designed for customer procurement conversations. "Graph scale" is practical guidance, not a hard limit. Edge density (how many connections per node) can cost more than node count.
Notes on GPU selection#
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A discrete GPU is strongly recommended for large graphs and for any VR use. - Favor GPUs with 12 GB+ VRAM when planning for "large graphs" and high-resolution headsets. - If choosing between CPU and GPU upgrades, upgrade the GPU first for VR comfort.
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A discrete GPU is strongly recommended for large graphs and for any VR use.
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Favor GPUs with 12 GB+ VRAM when planning for "large graphs" and high-resolution headsets.
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If choosing between CPU and GPU upgrades, upgrade the GPU first for VR comfort.
Headset guidance (what works best in practice)#
Because Argus uses WebXR for immersive graph viewing, headset support depends on the headset browser/runtime.
Recommended default: Meta Quest 3#
Quest 3 is a strong default for customers because it:
- Supports WebXR in-headset for quick, standalone usage
- Supports hand tracking on compatible experiences
- Can scale up via PCVR streaming when graphs become very large
PCVR-first headsets (when you have a VR-ready workstation)#
Some customers prefer a PCVR-first approach for tracking fidelity or different ergonomics. If you go this route, validate the full chain:
- VR runtime > browser support for WebXR > GPU drivers > deployment environment
Use Cases#
- Public safety agencies requiring comprehensive operational tools
- Organizations managing complex multi-stakeholder workflows
- Teams requiring real-time data analysis and performance reporting
- Compliance-driven environments needing audit-ready documentation
- Multi-agency operations requiring coordinated information sharing
- Leadership teams monitoring operational performance and resource utilization
Integration#
- Wired (USB-C Link): most consistent performance
- Wireless streaming: requires strong Wi-Fi and clean RF environment
- Prefer Wi-Fi 6/6E with good signal strength
Last Reviewed: 2026-02-04