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Great News for Cross-platform Development - OpenXR Apps now Supported on Quest & Rift

RuneSR2RuneSR2 Posts: 5,873 Valuable Player
More here:

https://developer.oculus.com/blog/openxr-for-oculus/?utm_medium=page&utm_campaign=organic&utm_source=tw&sf236271064=1

OpenXR for Oculus

Update: As of v19, we are officially supporting 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 (PCmobile) and join the discussion in the OpenXR Development forum. We’ll keep you updated as we add support for new extensions.


- and:

OpenXR is a widely supported open standard which aims to make cross-platform VR development easier by allowing developers to build around a single API rather than porting their apps to many different APIs. Today the company announced that developers can submit OpenXR applications to be published on the Oculus Quest and Oculus Rift stores.
https://www.roadtovr.com/oculus-accepting-openxr-apps-rift-quest-cross-platform-development/

Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

"Ask not what VR can do for you – ask what you can do for VR"

Comments

  • pyroth309pyroth309 Posts: 1,925 Valuable Player
    edited July 28
    RuneSR2 said:
    More here:

    https://developer.oculus.com/blog/openxr-for-oculus/?utm_medium=page&utm_campaign=organic&utm_source=tw&sf236271064=1

    OpenXR for Oculus

    Update: As of v19, we are officially supporting 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 (PCmobile) and join the discussion in the OpenXR Development forum. We’ll keep you updated as we add support for new extensions.


    - and:

    OpenXR is a widely supported open standard which aims to make cross-platform VR development easier by allowing developers to build around a single API rather than porting their apps to many different APIs. Today the company announced that developers can submit OpenXR applications to be published on the Oculus Quest and Oculus Rift stores.
    https://www.roadtovr.com/oculus-accepting-openxr-apps-rift-quest-cross-platform-development/


    I think the biggest benefit of it will be to small developers. You can simply design around OpenXR and release the title everywhere. Remains to be seen if consumers will see any benefits as Oculus doesn't have to accept other headsets. Perhaps revive will be more consistent if they don't though.
  • kojackkojack Posts: 6,547 Volunteer Moderator
    We have yet to see how well it runs (since there's almost zero OpenXR apps so far). In theory OpenXR should run better than SteamVR on a Rift, since it's integrated at a lower level with the Oculus server. But it depends. OpenXR is trying to be the common ground for all AR/VR headsets.

    I compiled the OpenXR SDK sample recently, it ran fine on my CV1. But it's just a few cubes on a flat colour background.

  • Nekto2Nekto2 Posts: 312
    Nexus 6
    Great news!

    How about WebXR support in browsers? (both PC and mobile/vr)
  • RuneSR2RuneSR2 Posts: 5,873 Valuable Player
    edited July 28
    Anandtech also published an article about OpenXR, seems Minecraft will support OpenXR:

    https://www.anandtech.com/show/15933/openxr-update-first-approved-runtimes-now-available-openxr-coming-to-minecraft


    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
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