Openxr tagged news

Multiple Conformant OpenXR Implementations Ship Bringing to Life the Dream of Portable XR Applications

The Khronos Group announces multiple conformant implementations of OpenXR are shipping from Oculus and Microsoft, leveraging the newly opened OpenXR 1.0 Adopters Program and open source conformance tests. The OpenXR Adopter’s Program enables consistent cross-vendor testing and reliable operation of OpenXR across multiple platforms and devices with OpenXR-conformant products published on the Khronos Conformant Product Registry. Learn more in today’s press release and the latest OpenXR EcoSystem Update slides.

OpenXR for Oculus Update

Oculus announced that as of v19, they are officially supporting the OpenXR 1.0 implementation. Developers can now submit their OpenXR apps to the Oculus Store. For mobile, please use the OpenXR loader that shipped with v19 or higher. You can find the latest PC SDK version here and the latest version of the OpenXR SDK here. For more information, check out our documentation (PC, mobile) and join the discussion in the OpenXR Development forum. We’ll keep you updated as we add support for new extensions.

Playdeck Project Tutorial: Introduction to OpenXR

​Playdeck Project has a great tutorial to help you get started using OpenXR in your apps. The tutorial runs on Windows Mixed Reality headsets and the HoloLens 2 emulator, using C/C++, DirectX 11, and the OpenXR runtime that Microsoft recently shipped. Complete code is available on GitHub. The author also has an open source C# MR rendering library called StereoKit, which uses OpenXR as its core interface to Mixed Reality.

Ultraleap releases OpenXR integration

Khronos member Ultraleap announces the Alpha release of an OpenXR integration with their hand tracking technology. With this integration, developers can now use Ultraleap hand tracking within an OpenXR application by utilising an Ultraleap tracking device mounted onto an XR headset. Ultraleap is calling on developers to help gather early feedback and bug reports, as well as share any projects that they have used the integration to build.

OpenXR Adopters Program Launched and Conformance Tests Open Sourced

In a significant step in OpenXR’s rollout across the industry, the OpenXR Working Group has released its Conformance Test Suite, published the tests as Apache 2.0-licensed open source software on GitHub, and launched the OpenXR 1.0 Adopters Program so that implementations can be officially conformant for the first time. Products which are currently in conformance with OpenXR may be found on the Khronos website.

Valve is Transitioning To OpenXR

OpenXR was created with the goal to enable engines and developers to target a single non-proprietary SDK, easing the friction in creating polished VR experiences. Valve has worked closely with VR hardware vendors, game engine developers, and graphics hardware providers to develop this new API and we believe it represents a big step forward in cross-vendor application support. Valve expects new features on SteamVR to appear on the OpenXR side, rather than as new OpenVR APIs. Find out what this change means for both the Developers and the Users.

AREA Webinar “Introduction to OpenXR 2020” now online

Christine Perey of PEREY Research & Consulting hosted a public webinar in early June 2020. Neil Trevett, President of the Khronos Group, and Brent Insko, Lead VR Architect at Intel and OpenXR Working Group Chair, presented the OpenXR architecture. They provide an overview of a typical OpenXR application lifecycle including the order of function calls, creation of objects, session state changes, and the rendering loop. The webinar video and presentation slides are now available online.

Introduction to OpenXR Webinar June 2, 2020

Join the AREA Interoperability & Standards Webinar on June 2nd, 2020, to hear: Paul Davies of the Boeing Company will share how following the progress of OpenXR and other standards is helping companies future-proof their deployments and investments in AR technologies. Neil Trevett, President of the Khronos Group, and Brent Insko, Lead VR Architect at Intel and OpenXR Working Group Chair, will present the OpenXR architecture, and provide an overview of a typical OpenXR application lifecycle including the order of function calls, creation of objects, session state changes, and the rendering loop.

On June 2nd, Christine Perey of PEREY Research & Consulting will host a public webinar: Paul Davies of the Boeing Company will share how following the progress of OpenXR and other standards is helping companies future-proof their deployments and investments in AR technologies; Neil Trevett, President of the Khronos Group, and Brent Insko, Lead VR Architect at Intel and OpenXR Working Group Chair, will present the OpenXR architecture, and provide an overview of a typical OpenXR application lifecycle including the order of function calls, creation of objects, session state changes, and the rendering loop.

At Laval Virtual, Ryan Pavlik presented “Unifying Reality: Building Experiences with OpenXR”, a master class on OpenXR, the open standard API for building VR and AR experiences that work across devices, now and into the future. With version OpenXR 1.0 officially released at SIGGRAPH 2019, the standard has grown through increased adoption, vendor and multi-vendor extensions for additional functionality, and the upcoming release of the conformance test suite for verifying runtimes. As the OpenXR specification editor, Ryan provided an in-depth look at how the OpenXR application is structured, how the “action”-based interaction system works, and more. Below is the full recording and slides of his presentation. You can also see what his talk was like in VR here.

​Collabora announces the 0.14 release of xrdesktop, the Open Source project which enables interaction with traditional desktop environments, such as GNOME and KDE, in VR. The most exciting improvement is that xrdesktop is now able to run on XR runtimes providing the OpenXR API, which enables running xrdesktop on a full Open Source stack with Monado.

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