
In the release notes of the Microsoft Mixed Reality Toolkit 2.7, Microsoft noted additional support for OpenXR including:
- Added support, both in-editor and at runtime, for the system-provided motion controller model on OpenXR.
- Added support for WinMR gestures (select, hold, manipulation, navigation) on OpenXR.
- Added support for controller haptics across legacy WMR, Windows XR Plugin, and OpenXR.
- Added support for spatial mesh when using OpenXR on HoloLens 2.

Unreal Engine 5 is the next major evolution of Unreal Engine, redesigned and enhanced for the next generation of games, real-time visualizations, and immersive interactive experiences. It will empower game developers and creators across all industries to realize next-generation real-time 3D content and experiences with greater freedom, fidelity, and flexibility than ever before.
Unreal Engine 5 has a new VRTemplate using the OpenXR framework, the multi-company standard for VR development. The template is designed to be a starting point for all VR projects. It includes encapsulated logic for teleport locomotion and common input actions, such as grabbing and attaching items to your hand. The VR platforms currently supported by VRTemplate include:
- Oculus Quest 1 and 2
- Oculus Quest with Oculus Link
- Oculus Rift S
- Valve Index
- HTC Vive
- Windows Mixed Reality

In this Collabora blog post, Rohan Garg explores the new, low overhead extension in Mesa allowing OpenGL and Vulkan applications to talk to each other, bringing more flexibility to application developers while easing the transition path between the industry-standard Khronos APIs.

In this featured blog by Autodesk’s Jerran Schmidt, we explore the use of scalable cloud resources to process data from large datasets and why Autodesk chose Vulkan as their API.

Simulating the sensor modalities used in automated driving efficiently and accurately is an immense challenge. The best solutions is to rely on GPU-accelerated raytracing techniques and the efficient distribution of tasks. Today, the Vulkan API is the only tool that can support such a system – that’s why we’ve integrated it into aiSim.

Portable Computing Language (POCL) announced the release of version 1.7. Highlights include:
- Support for Clang/LLVM 12
- Improved support for cross-compiling
- Improved support for SPIR-V binaries when using CPU device
- Implemented OpenCL 3.0 features