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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.

WebGPU takes WebGL to the next level, providing a common abstraction over Vulkan, Metal and DirectX to leverage modern GPUs capabilities. W3C announced they have published the first public working drafts of the WebGPU Specification and WebGPU Shading Language.

WebGPU is derived from modern 3D/compute concepts but isn’t based directly on APIs like Vulkan or Direct3D, unlike WebGL which is based on OpenGL ES. WebGPU at this stage has broad industry support and interest and can be supported across all major platforms.

<model-viewer> will now generate a USDZ on-the-fly when the user clicks the Enter AR button, and it will include any modifications done through the scene-graph API. Other features include:

  • Updated the WebXR UX based on user feedback. Now the object is immediately placed, world-locked based on the last camera position from 3D mode, then when the floor is found, it is moved up or down to land on it
  • Added two-finger rotation to the WebXR UX, allowing large models to be rotated when you cannot touch outside their bounding box
  • Added an ar-tracking read-only attribute to indicate the state of ARCore world tracking in order to surface error messages
  • Added an interpolation-decay attribute to control the speed of camera and target interpolation, see the modified example.
  • Added CSS part to our default UI elements to allow them to be easily styled. This takes the place of most of our CSS custom properties, which have now been deprecated and will be removed when v2.0 comes.
  • Added support for external renderers. This is an early-phase feature and the idea is to make it possible to control a cloud-based or non-glTF renderer with ‘s camera and annotation APIs

In response to industry requests, the EMVA and The Khronos Group joined forced in February 2021 to form an Embedded Camera API Exploratory Group, open to all at no cost, to explore industry interest in the creation of open API standards for controlling embedded cameras and sensors. All participants — currently, 60 companies, with 145 representatives — are able to discuss use cases and requirements for new interoperability standards to accelerate market growth and reduce development costs in embedded markets using vision and sensor processing and associated acceleration. All sensor and camera manufacturers, silicon vendors, and software developers working on vision and sensor processing can participate in this initiative. If the exploratory group reaches significant consensus, then EMVA and Khronos will work together to initiate the proposed standardization initiatives at the appropriate organization.

By Kristofer Rose - Developer Relations, The Khronos Group

It has been a while in the making but we are very excited to launch the new Vulkan website to the community. Don’t worry, Vulkan is still maintained and owned by The Khronos Group; we just felt that it had outgrown its old website now that it has been five years since the Vulkan 1.0 launch.

The original Vulkan website was designed for the launch of a cutting edge new API that would, initially, have limited official materials and community content. The old website performed that role admirably, but Vulkan has come a long way and we now have a large and increasing amount of tools, libraries, educational material, and news to showcase that a single page website cannot handle. The new website allows us to gather all these currently disparate internal and community resources in a single, easily navigable place.

Our primary goal with the new vulkan.org site was to place key resources prominently to allow developers to quickly and easily find what they need. With this in mind, each page has buttons in the banner leading straight to the most essential and popular resources. If you need the Vulkan Specification, SDK or Guide you can just jump straight there, no digging needed.

The new site has a whole page dedicated to Vulkan tools and support , giving developers access to SDKs, profilers, debuggers, libraries, language bindings, game engines and frameworks all easy to navigate to through a series of quick buttons. This is a huge improvement and it let’s developers discover new tools or quickly find their go to favorites.

Vulkan is enjoying a boom in adoption by world class developers and we want to make sure we are showcasing this exciting content to our visitors. As such you’ll notice much more prominent use of imagery across the site that will be updated as time goes on and new content is available. There is also now a dedicated “Made with Vulkan” showcase which is a living list of Vulkan content and reveals just how powerful and versatile the API is. If you have a Vulkan project that you would like to let us know about, please use the linked form on the Made with Vulkan page above the showcase.

We hope this website becomes a new focal point for the Vulkan community and improves the Vulkan development experience for both new and experienced developers.

AdHawk Microsystems develops eye tracking technology that helps unlock the connection between the eyes, the brain and the world around us. By developing the first camera-free eye tracking system that offers unprecedented speed and data quality in a mobile device, AdHawk is powering immersive experiences and creating new opportunities for advancement in healthcare and behavioral research. A New Breed of Eye Tracking Technology for Research, Extended Reality (XR), Gaming and Healthcare.

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