OpenXR is a royalty-free, open standard that provides high-performance access to Augmented Reality (AR) and Virtual Reality (VR)—collectively known as XR—platforms and devices.
“OpenXR seeks to simplify AR/VR software development, enabling applications to reach a wider array of hardware platforms without having to port or re-write their code and subsequently allowing platform vendors supporting OpenXR access to more applications. With the release of the OpenXR 1.0 specification, AR/VR developers can now create true cross-platform XR experiences.”
More runtimes to follow soon!
The OpenXR 1.0 specification is free for anyone to download, review and comment – please give us feedback on the specification and implementations on the Khronos OpenXR Forums, Slack Channel or Issue Tracker! If you are developing OpenXR-related resources – let us know! If you want to participate directly in the development of the OpenXR standard join Khronos and become a member of the OpenXR Working Group, please visit our Membership page.
Without a cross-platform standard, VR and AR applications and engines must use each platform’s proprietary APIs. New
input devices need customized driver integration.
OpenXR enables applications to run on any system that exposes the OpenXR APIs. Input device manufacturers will be able to self-integrate their drivers into OpenXR runtimes that expose the device plug-in interface (available in future specification update).
* OpenXR 1.0 is focused on enabling cross-platform applications. Optional device
plugin interface will be supported post
** Check on this web page for expected availability of OpenXR on each of the run-times above
“The working group is excited to launch the 1.0 version of the OpenXR specification, and the feedback from the community on the provisional specification released in March has been invaluable to getting us to this significant milestone. Our work continues as we now finalize a comprehensive test suite, integrate key game engine support, and plan the next set of features to evolve a truly vibrant, cross-platform standard for XR platforms and devices. Now is the time for software developers to start putting OpenXR to work.”
“OpenXR 1.0 release is a huge milestone and AMD is proud to have been a member in its creation. The expanding XR industry and ecosystem continues to be a key focus for AMD and we are excited by the potential for market growth that OpenXR 1.0 enables. As always, AMD is a proponent of open industry standards.”
“Arm is focused on developing technology innovations that power the next generation of untethered, standalone AR/VR devices. The release of the OpenXR 1.0 specification will further enable us to break barriers for cross-platform XR applications, while bringing the performance and efficiency required to support these complex, immersive use cases.”
“As part of its unwavering commitment to open source and open standards, Collabora is proud to be part of bringing OpenXR 1.0 to life. We are pioneering the Monado open source runtime for OpenXR to ensure the future of XR is truly open and accessible to all hardware vendors. As the OpenXR specification editor, I am grateful for the diligent efforts of the working group, as well as the community feedback that shaped this release.”
“OpenXR 1.0 steers us toward an alignment of many crucial emerging interface platforms. CTRL-labs is excited to contribute to this crucial step forward and to give developers the tools they need to explore neural interfaces.”
“We're thrilled to support the OpenXR 1.0 release, along with all of the Khronos Group members who have worked tirelessly to create the standard. Unreal Engine led the way with support for the OpenXR 0.9 provisional specification, and we're excited to move the 1.0 revision forward in collaboration with our hardware partners releasing at the same time. Epic believes that open standards are essential to driving technology and bridging the gaps between digital ecosystems.”
“Facebook and Oculus continue to believe in the value the OpenXR standard delivers to users and developers. We plan to provide runtime support for apps built on OpenXR 1.0 on the Rift and Quest platforms.”
“WebXR relies on APIs like OpenXR to provide the communication layer between browsers and virtual reality or augmented reality devices. The Immersive Web Working Group is excited for OpenXR support to become widely available because it has the potential to reduce the development and maintenance burden for WebXR implementers while increasing the range of supported hardware.”
“HTC VIVE is committed to creating a viable ecosystem for the XR industry which is why we are proud to support OpenXR. Bringing the community together to help define standards and best practices, allows all of us to move forward, together.”
“The mobile era of computing was defined and ultimately constrained by closed ecosystems. With mixed reality, the next wave of computing must be and will be open. Today, Microsoft is proud to release the first OpenXR 1.0 runtime that supports mixed reality, for all Windows Mixed Reality and HoloLens 2 users. We are excited to now work with the OpenXR community to design the key extensions that will bring mixed reality to life, with full support by end of year for HoloLens 2 hand tracking, eye tracking, spatial mapping and spatial anchors.”
“Congratulations to the OpenXR team on this important 1.0 release. The flexible, extensible design of OpenXR 1.0 will support innovative, next-generation graphics technologies that accelerate XR applications and even enable new XR use-cases.”
“OpenXR provides a solid foundation for developers to more easily support a broader range of platforms and devices. 1.0 is an exciting milestone and it is just the beginning. This release will open new doors for developers to experiment and extend the capabilities, pushing the VR and AR industry into the future.”
“Qualcomm Technologies has always been committed to enabling the XR ecosystem - our partners, customers and developers - to deliver premium XR experiences. OpenXR is a valuable standard and with OpenXR 1.0, the entire industry has taken a collective stride forward to overcome cross-platform challenges. We are humbled to be part of this standardization with Khronos Group and the wider cohort, and will support the implementation of OpenXR in the most optimal way across our Qualcomm Snapdragon XR business.”
“It’s great to see this important milestone finally completed and we are excited by the promise OpenXR holds for lowering the barrier for creating XR applications across a wide array of devices. Now that the stable 1.0 release of OpenXR is out and we are beginning to see industry adoption, Tobii will work diligently to unlock support for eye tracking through OpenXR extensions for eye gaze interaction and foveated rendering.”
“Unity is committed to being an open and accessible platform and we remain supportive of open standards for XR applications and devices. To that end, we're excited about OpenXR and believe this is a significant step towards a more open ecosystem.”
“OpenXR is an important milestone for VR. This API will allow games and other applications to work easily across a variety of hardware platforms without proprietary SDKs. Valve is happy to have worked closely with other VR industry leaders to create this open standard, and looks forward to supporting it in SteamVR.”
“Varjo is creating the world’s most groundbreaking VR/AR/XR hardware and software by merging the real and digital worlds seamlessly together in human-eye resolution. We're excited for the release of the OpenXR 1.0 specification because it ensures the enterprise community has compatible, easy access to the best XR technology on the market today while removing barriers to future innovation.”