OpenXR

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OpenXR
OpenXR logo.svg
Developer(s)Khronos Group
Stable release
1.0.22 / January 12, 2022; 35 days ago (2022-01-12)[1]
Repositorygithub.com/KhronosGroup/OpenXR-SDK-Source
Operating systemCross-platform
PlatformCross-platform
TypeVirtual reality and augmented reality API
LicenseApache License 2.0[2]
Websitewww.khronos.org/openxr/

OpenXR is an open, royalty-free standard for access to virtual reality and augmented reality platforms and devices.[3] It is developed by a working group managed by the Khronos Group consortium. OpenXR was announced by the Khronos Group on February 27, 2017 during GDC 2017.[4][5][6] A provisional version of the standard was released on March 18, 2019 to enable developers and implementers to provide feedback on it.[3] On July 29, 2019, OpenXR 1.0 was released to the public by Khronos Group at SIGGRAPH 2019.[7]

Reviewers of the 0.90 provisional release considered that the aim of OpenXR was to "Solve AR/VR Fragmentation".[8]

Architecture[]

The standard provides an API aimed for application developers targeting virtual reality or augmented reality hardware. This enables developers to build applications that will work across a wide variety of devices.[9]

The fundamental elements of this API are:

Implementations[]

The Khronos Group maintains the list of OpenXR-conformant platforms and products.[10]

Currently conformant OpenXR platforms are:

Preview and early development releases of OpenXR are available for the following platforms:

  • Varjo PC platform, with a first release in July 2019[16]

Game and rendering engine support[]

Support for OpenXR application development can be found in the following engines:

  • Unreal Engine, with initial support in the 4.23 release from September 2019[17]
  • Blender, with initial support in the 2.83 LTS release from June 2020[18]

Announced upcoming support:

  • Unity, with a first release expected by the end of 2020[19]
  • Godot, with full-time development starting February, 2021[20]

Browser support[]

Roadmap[]

After the release of OpenXR 1.0, progress will likely be driven through the development of extensions to the core API. This can be seen in the subsequent release of extensions for support of hand tracking and eye gaze tracking.[22] As implementers and developers get more experience with the extensions, they could get integrated into the core OpenXR API in future releases.

Contributors[]

The following companies are listed by Khronos as public supporters of OpenXR:[23]

See also[]

References[]

  1. ^ "Releases".
  2. ^ "LICENSE".
  3. ^ a b "Khronos Releases OpenXR 0.90 Provisional Specification for High-performance Access to AR and VR Platforms and Devices". Khronos.org. Khronos Group. March 19, 2020. Retrieved 19 March 2020.
  4. ^ "Khronos Reveals API Updates & New Working Groups at GDC". Khronos Group. 2017-02-27. Retrieved 2017-03-08. The Khronos Virtual Reality Initiative announced in December is making rapid progress in designing an open standard for portable Virtual Reality and Augmented Reality apps and devices. Today, Khronos releases the official name of the standard: OpenXR
  5. ^ "Khronos Bolsters VR, AR, MR Markets With OpenXR Working Group, API Updates, More". Tom's Hardware. 2017-02-27. Retrieved 2017-03-08.
  6. ^ "GDC 2017: Khronos Group Unveils VR/AR Standard OpenXR". UploadVR. 2017-02-27. Retrieved 2017-03-09.
  7. ^ "Khronos Releases OpenXR 1.0 Specification Establishing a Foundation for the AR and VR Ecosystem". The Khronos Group. 2019-07-29. Retrieved 2019-07-31.
  8. ^ "OpenXR 0.90 Aims to Solve AR/VR Fragmentation". InfoQ. 2019-03-23. Retrieved 2019-06-20. With Monday’s release of the OpenXR provisional specification, Khronos’ open source working group wants to create a world where developers can code their VR/AR experience for a single API, with the confidence that the resulting application will work on any OpenXR-compliant headset.
  9. ^ "The OpenXR Working Group is Here!". Khronos Group. 2017-02-27. Retrieved 2017-03-08. The OpenXR standard comes in two parts. First, the Application Interface, which application developers and middleware providers write to, and which serves to define and combine common, cross-platform functionality(...)Next, the Device Layer allows VR/AR runtimes to interface with various devices
  10. ^ "Conformant Products". Khronos Group. 2020-10-26. Retrieved 2020-10-26.
  11. ^ "OpenXR now available on the Microsoft Store for Windows Mixed Reality". windowscentral.com. 2019-07-23. Retrieved 2020-01-05.
  12. ^ "Oculus Rift Has Hidden Preliminary Support For OpenXR". uploadvr.com. 2019-09-13. Retrieved 2020-01-05.
  13. ^ VR, Oculus. "OpenXR for Oculus". developer.oculus.com. Retrieved 2021-08-25.
  14. ^ "Monado 21.0.0, an officially conformant OpenXR implementation!". Collabora. 2021-02-15. Retrieved 2021-02-15.
  15. ^ "Introducing SteamVR 1.16.8 - Now with full OpenXR support". Valve. 2021-02-25. Retrieved 2021-03-17.
  16. ^ "OpenXR - Varjo for Developers". Varjo. 2019-07-28. Retrieved 2020-10-26.
  17. ^ "Unreal Engine 4.23 released!". Epic Games. 2019-09-04. Retrieved 2020-10-26.
  18. ^ "2.83 LTS - blender.org". Blender Foundation. 2020-06-03. Retrieved 2020-10-26.
  19. ^ "Unity's plans for OpenXR". Unity Technologies. 2020-10-23. Retrieved 2020-10-26.
  20. ^ "Godot Engine receiving support funded by Facebook Reality Labs". Godot. 2020-12-11. Retrieved 2020-12-11.
  21. ^ "OpenXR Might Open The Door To Minecraft On Oculus Quest". Road to VR. 2020-07-28. Retrieved 2020-10-26.
  22. ^ "Multiple Conformant OpenXR Implementations Ship Bringing to Life the Dream of Portable XR Applications". Khronos Group. 2020-07-28. Retrieved 2020-10-26.
  23. ^ "OpenXR". Khronos Group. 2019-10-26. Retrieved 2020-10-26.
  24. ^ "Zhaoxin". en.wikichip.org. Retrieved 2018-08-07. Zhaoxin (Shanghai Zhaoxin Semiconductor Co., Ltd., also goes by VIA Alliance Semiconductor Co., Ltd.)

External links[]

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