Today, Khronos released an update to its OpenXR API, version 1.1, to improve how it supports AR/VR/MR applications across different platforms. This update simplifies the API by combining several extensions. This change helps developers by reducing the need for different coding frameworks for various devices.
The OpenXR API plays a crucial role in many XR headsets from companies like Acer, ByteDance, Canon, HTC, Magic Leap, Meta, Microsoft, Sony, XREAL, Qualcomm, Valve, and Varjo.
Additionally, RT3D development services such as Autodesk VRED, Blender, Godot, NVIDIA’s Omniverse, StereoKit, Unreal Engine, and Unity integrate with OpenXR.
Denny Rönngren, an OpenXR system architect at Varjo, noted:
Varjo has been a contributor and adopter of OpenXR since 2019, and we are excited to be able to equip our enterprise customers with the cutting-edge capabilities of OpenXR 1.1. Among other important updates, the quad view configuration is a core part of this release, lowering the threshold for developers to render in human-eye resolution with Varjo’s mixed reality headsets. We look forward to the transformative impact OpenXR 1.1 will have on the XR industry at large.
Additionally, Muniz stated that OpenXR 1.1 represents the combined effort of the Working Group and the broader XR community to improve and develop the OpenXR standard. This update also responds to the quickly changing needs of a rapidly growing ecosystem.
New OpenXR 1.1 Integrations
The latest OpenXR framework brings several new features that enhance XR application development on any device.
Muniz also added:
OpenXR 1.1 marks a significant milestone in the development of this open standard that has become widely adopted throughout the XR industry. OpenXR 1.0 provided baseline capabilities and the foundation for experimentation with new functionality through extensions. Now the Working Group is pivoting to manage regular core specification updates that balance the need for flexibility to ship new functionality with consolidation of proven technology to reduce fragmentation and enable true cross-platform application portability.
Many of these updates are highly technical, but they all aim to eliminate extra steps and improve interacting technologies, especially tracking, which needs to be very precise.
OpenXR 1.1 includes many new updates, including one that eliminates the need for calibration steps when adjusting standing-scale content.
The updated stereo-foveated rendering enhances eye-tracking capabilities and is widely adopted, now integrated with Unity, Unreal, and NVIDIA Omniverse.
David Chu, Vice President of Spatial Computing and XR at NVIDIA, mentioned that the company considers OpenXR a “critical open standard” as the API framework allows for flexible use across various XR devices.
Chu explained:
OpenXR 1.1 is an important step in consolidating important functionality while reducing fragmentation for developers. NVIDIA is working to leverage OpenXR in its CloudXR Suite that enables flexible delivery of sophisticated immersive experiences to a broad range of devices.
Peter Kuhn, a principal software engineer at Unity, also pointed out that supporting OpenXR will offer Unity developers better compatibility, which will speed up the growth of the XR community and open up new opportunities for immersive storytelling.
Besides merging extensions, version 1.1 also offers developers additional small enhancements, like simplified programming of the action system, a broader range of universal tools, new error codes, and clearer explanations of what the specifications mean.
In the second quarter, OpenXR will introduce an updated OpenXR Conformance Test Suite (CTS) to boost functionality and implementation across all conforming platforms. A developer version of CTS is available now, ahead of its release in Q2.
Collaborating with Industry Leaders for Interoperability
The OpenXR Working Group collaborates with multiple industry leaders to find the best methods for enhancing cross-platform XR content.
In business settings, interoperability is crucial because of the growing variety of devices in a workplace. With more devices expected this year, interoperability will become even more important. Additionally, enhancing XR development will lead to a better overall user experience in applications.
The OpenXR Working Group uses feedback from across the industry to enhance its API service. Notably, they are rolling out the latest API version on Qualcomm’s Snapdragon Spaces platform to speed up innovation in XR and support an open ecosystem and community. “This is a significant step for the XR industry, decreasing fragmentation and adding new features that make it easier for developers to create immersive applications,” stated Brian Vogelsang, senior director of product management at Qualcomm Technologies.
Furthermore, companies like Collabora are heavily investing in Monado, an open-source OpenXR runtime, to “guarantee smooth compatibility and performance on a variety of devices,” according to Frederic Plourde, XR lead at Collabora.
Headset manufacturers are paying attention too. Asii Wu, vice president at HTC, mentioned that the company supports open standards and is focused on simplifying the development of XR experiences. Wu also noted that HTC VIVE supports OpenXR 1.1 on both PC and all-in-one devices.
Meanwhile, Jonathan Wright, a senior staff engineer at Meta, mentioned that OpenXR 1.1 is “another step towards making it easier for developers to create XR applications.”
Pico incorporated OpenXR into its PICO Neo3 and PICO 4 devices in 2022, contributing their insights to the OpenXR Working Group for the version 1.1 update. The company plans to fully implement 1.1 in an upcoming headset update. “We are excited to continue progressing cross-platform XR development with the Working Group and the community,” stated Jian Zhang, Head of XR Foundation engineering at PICO.
XREAL is preparing to launch a new XR device this year and has integrated the OpenXR 1.1 API into its Nebula OS and across its product range. OPPO also utilizes OpenXR 1.1 in its MR Glass Developer Edition to promote standardization goals.
The industry is recognizing the importance of this broad hardware update. However, Apple remains a notable exception; this isn’t unexpected. The implications for OpenXR’s or Apple’s future objectives will be a topic of discussion.
What we think?
I think the OpenXR 1.1 update is really important for making VR and AR gadgets work better together. It makes it easier for developers to create apps that can work on different devices without having to change a lot.
This should help more cool VR and AR apps come out faster. I’m excited to see how this will make using VR and AR more fun and common for everyone.