Valve has released SteamVR 1.18.5 update with improvements for OpenXR. This improvements include:
- Changed Touch controllers to use Facebook provided grip and aim offsets.
- Enable OpenXR Grip pose for WMR controllers (requires WMR SteamVR driver update).
- Fixed left thumbstick axis input for HP Reverb G2 controllers.
Phasmophobia has outlined plans for future updates with new content, an overhaul of the progression system, and OpenXR support. Swapping OpenVR to OpenXR will allow support for new headsets and controllers with easier integration.
War Thunder now uses the OpenXR standard, which provides better image quality, increasing picture sharpness compared to the previous implementation at the same super sampling settings. For example, a picture at 100% SS in SteamVR is comparable in quality with 140% SS in the previous implementation! Implementation of OpenXR allowed the developer to fix a lot of bugs, for example, the incorrect display from the gunner position or blurred object outlines.
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
Watch OpenXR Working Group Chair, Brent Insko, give a wide-ranging interview to DigitalDenizens.
The Khronos Group and VeriSilicon are holding a joint Technical Tutorial and Workshop in Shanghai on April 22 & 23rd. The first day will be a virtual event and will include an overview of the Khronos Group and then deep dive into Vulkan and Vulkan Ray Tracing. On day 2, which will be onsite in Shanghai, the workshop will focus on OpenXR and parallel processing, vision acceleration and inferencing. Be sure to check out the event’s page for more information and register.
Varjo is now OpenXR 1.0 conformant. Varjo’s entire portfolio of virtual and mixed reality headsets (current and previous generations) are now fully compatible with the OpenXR 1.0 standard. As a result, developers can more easily take advantage of Varjo’s unique VR/XR capabilities while conforming to industry standards and ensuring true cross-platform experiences.
Godot gives updates on the Godot 3.2 OpenXR plugin, Microsoft Hololens compatibility, and the hiring of Bastiaan Olij for OpenXR support.
Microsoft has announced Microsoft Mesh, a connective fabric for mixed reality collaboration. Microsoft Mesh leverages Azure to allow people in different physical locations using different types of devices to join and collaborate in a shared holographic space. Microsoft Mesh is designed to be device and operating system agnostic. And yes, while AltspaceVR is one of the first applications to support Mesh, there will be more cross-platform Microsoft productivity applications and 3rd party applications soon with Mesh in Preview.
Microsoft is one of the biggest supporters of the OpenXR standard, which means that the company wants to help the industry standardize around a certain level of agreed-upon ways of handling common XR functions and APIs and critical inputs like hand tracking and eye-tracking. Adopting OpenXR as Microsoft has helped solve the XR fragmentation problem and benefit Microsoft’s desire to support as many XR devices simultaneously.
In the latest update of SteamVR, version 1.16, full support for OpenXR 1.0 is included. SteamVR’s support for OpenXR 1.0 is a huge step forward towards industry adoption of the standard. SteamVR is the leading platform for PC VR thanks to its wide ranging support for every major PC-compatible headset. Full support for OpenXR 1.0 will make it easier for developers to create applications that work seamlessly across a variety of headsets.
The OpenXR standard is now poised to become the foundation for the future of spatial multi-apps. Beyond creating a more unified way of connecting headsets and runtimes together, extensions are being added to facilitate these overlays and multi-app capabilities. As more of tools exist and seamlessly run alongside each other, new opportunities arise for developers to create experiences that leverage them.
In this new multi-app ecosystem companies like Dopl Technologies can focus on developing the applications that enable their remote robotic surgery use-case. Instead of having to build out everything themselves, they are able to rely on other applications like Pluto to provide the communication layer. Separating each of these functions gives developers the ability to focus on their specific use-case, instead of having to re-implement the wheel every time they build a new app.
The Khronos Group sessions from SIGGRAPH Asia are now available. Watch to hear:
- Khronos President, Neil Trevett, give an Open Standards Update
- glTF’s Ed Mackey shows off next-generation PBR materials for glTF
- Nathaniel Hunter from DreamView discusses 3D Commerce’s Asset Creation Guidelines
- OpenXR Chair, Brent Insko, gives us an informative OpenXR update
- HTC’s, Tony Lin, demonstrates the Vive Cosmos OpenXR developer preview
- WebGL Chair, Ken Russell gives an in-depth update on WebGL
- Vulkan Chair, Tom Olson, updates us on Vulkan’s latest deliverables and future directions
- Followed by Neil Trevett who gives us the latest from the ANARI Working Group’s work on an analytical rendering API for the scientific community
Come and hear the latest from The Khronos Group!
The flight sim community has been a very active and insightful partner in shaping how the Microsoft approached VR, and continues to be a critical partner in Microsoft’s continued development in making further improvements and adding new features to the simulation. Adding VR to Microsoft Flight Simulator was a direct result of community feedback.
Microsoft’s goal was to make this update accessible to as many VR players as possible. To achieve this goal, they worked to make this free update compatible across a wide range of supported devices, including most Windows Mixed Reality headsets (including the HP Reverb G2), Oculus, Valve, and HTC headsets using OpenXR. To access VR, make sure you have downloaded the latest update for Microsoft Flight Simulator.