MRPS v6 validation ================== Static validation completed: 1. JavaScript syntax extracted from the HTML passes `node --check`. 2. The session request now advertises both CPU and GPU depth usage preferences. 3. The CPU path uses `XRFrame.getDepthInformation(view)` only for cpu-optimized sessions. 4. The GPU path uses `XRWebGLBinding.getDepthInformation(view)` for gpu-optimized sessions. 5. GPU luminance-alpha depth is copied into an exact Uint16Array using R=low byte and A/G=high byte from the WebXR packed depth texture. 6. 2D GPU depth textures are supported in WebGL1/WebGL2; texture-array depth is supported in WebGL2. 7. MRD1 payload chunks and metric reconstruction metadata are preserved. 8. The implementation still opens getUserMedia only after real WebXR depth is active for headset stereo mode. Physical Quest validation is still required because WebXR depth and camera access availability are runtime/device/browser dependent.