A WebXR session in Quest Browser hangs permanently when combining MSAA (antialias: true), per-frame shadow map rendering (three.js shadowMap with autoUpdate enabled), and the Spark 3D Gaussian Splatting renderer (using fenceSync and getBufferSubData for async GPU readbacks). This issue occurs on Quest 3, is reproducible with three.js 0.185.1 and @sparkjsdev/spark 2.1.0, and does not occur on desktop Chrome, PICO 4, or Apple Vision Pro. The hang happens within ~2 seconds without a webglcontextlost event or GPU process recovery, and the browser fails to trigger context loss recovery, leaving the XR session frozen while the headset OS remains responsive.