Quest Gets A System-Wide Blocking API, But Will Developers Use It?

Quest now has a system-wide Blocking API as part of the Platform SDK.

This means developers can keep people you already blocked in other apps away from you.

While Meta provides a friends and matchmaking service, most developers use their own system to be able to release on multiple platforms, including SteamVR and non-VR consoles. But this means if someone harasses, trolls or annoys you in one app, blocking them won’t stop them interacting with you in other apps.

When you click on an in-app block button, developers can now trigger a system popup to block their Oculus account too. Given this popup will return the response to the app, this could even replace the application’s own blocking interface.

Developers can also retrieve a list of app-specific unique identifications for people who own the same app that the current user has already blocked at the system level. This information can be used to at least mute these users, or ideally prevent them being in the same session at all.

Documentation for Blocking API is available on the Oculus Developer Website.

Using the Blocking API is currently encouraged but not required. It’s unclear how many developers will actually adopt the feature, especially those with focus on multiple platforms. Given the recent interest from wider media in negative interactions in social VR spaces though, might Meta one day enforce its use for apps on the Quest Store?

Facebook Deprecates Proprietary Oculus APIs In Favor Of OpenXR

Facebook will deprecate its proprietary Oculus APIs in favor of industry standard OpenXR.

Facebook says new features “will be delivered via OpenXR extensions” starting with v31, echoing language release by Valve last year regarding new features on SteamVR being connected to OpenXR as well.

According to Facebook, in August of 2022 the existing Oculus Native Mobile and PC APIs will become “unsupported”, meaning that “existing applications will continue to function on Oculus devices” but new applications will be required “to use OpenXR, unless a waiver is provided.” In the interim, Facebook will “help developers build new applications with OpenXR via our Developer Site” and “perform QA testing of OpenXR to ensure features are working.”

Facebook “will be unable to provide access to Oculus Native Mobile and PC APIs but will allow existing applications to continue to use them” and “can provide recommendations for migration of existing applications to OpenXR via guides but are unable to assist with creation of new applications with Oculus Native and PC APIs.”

Broad industry support for OpenXR from Facebook and other major VR players like Valve, Microsoft and HTC — as well as game engines from companies like Unity and Epic Games — should make it easier for developers to make VR apps that run on a wide range of hardware. Microsoft’s Flight Simulator VR is one of the first OpenXR-compatible titles. At the end of 2020 Facebook started recommending game engines use OpenXR.

VR Industry Ramifications

“This is the right move at the right time,” wrote original Oculus Rift creator Palmer Luckey in a direct message. “One standard to rule them all didn’t make sense in the earlier days of VR given the fundamentally different approaches of different companies on the hardware and software side, to say nothing of the business component – there was a time when SteamVR/OpenVR (which was not actually open) had huge issues and many companies were philosophically opposed to things like reprojection, the pain developers went through supporting various APIs was critical in building industry consensus on what works best and why. HTC is probably going to benefit the most from widespread OpenXR adoption on the corporate side in the near future, but there are some upcoming entrants who also stand to gain a lot. Industry-wide standardizing to the lowest common denominator still has some downsides, but they are almost certainly outweighed by the benefits to developers and gamers.”

While the move should make it easier for developers of new apps to build for multiple hardware platforms, those building with earlier APIs or older versions of game engines may face some pressure to update to ensure their software and their players are supported should bugs arise, or to gain access to new features like the new Passthrough API.

“I will eventually switch to OpenXR but it will take months of work as Virtual Desktop was developed against Oculus’ VrApi over the last 4 years,” Virtual Desktop developer Guy Godin wrote in a tweet and direct message. “Still have months of work to port Virtual Desktop from VrApi to OpenXR. A passthrough environment will not be possible until then.”

“I’ll no longer be able to expect that — if a critical issue arises caused by Facebook’s new software — that it will be fixed. Which will affect every PCVR game built before 2020 in Unity, ie. most of them,” wrote H3VR developer Anton Hand in a direct message.

You can read more about the OpenXR transition over on the Oculus developer blog.

Facebook Details Experimental Mixed Reality & Passthrough API

Facebook shared some details about its experimental Passthrough API to enable new kinds of mixed reality apps for Oculus Quest 2.

The feature may also serve as the foundation for the company’s long-term efforts in augmented reality, effectively turning Quest 2 into a $299 AR developer kit. When asked if the feature is coming to the original Oculus Quest, a Facebook representative replied “today, this is only available for Quest 2.”

The new feature will be available to Unity developers in an upcoming software development kit release “with support for other development platforms coming in the future.”

Facebook says apps using the API “cannot access, view, or store images or videos of your physical environment from the Oculus Quest 2 sensors” and raw images form the four on-board cameras “are processed on-device.”

The following capabilities will be available with the passthrough API, according to Facebook:

Composition: You can composite Passthrough layers with other VR layers via existing blending techniques like hole punching and alpha blending.

Styling: You’ll be able to apply styles and tint to layers from a predefined list, including applying a color overlay to the feed, rendering edges, customizing opacity, and posterizing.

Custom Geometry: You can render Passthrough images to a custom mesh instead of relying on the default style mesh—for example, to project Passthrough on a planar surface.

Facebook sees the Passthrough API as enabling more robust examples of productivity apps — remote work solution Spatial was one of the first apps to access the API — alongside the ability to interact with people or pets in your physical room at the same time as VR content, and it could open up new kinds of games that could incorporate more of your physical environment.

Google Launches Depth API for ARCore, Increasing Realism And Improving Occlusion

Google announced today that the Depth API is now available for ARCore 1.18 on Android and Unity. The Depth API is meant to improve occlusion and increase realism thanks to new interaction types.

The Depth API was first announced with a preview on the Google developers blog last year. The API allows a device to determine the depth of objects shown on the camera, according to how far or close by they are. In terms of AR, the API helps to significantly improve occlusion, which Google succintly describes as “the ability for digital objects to accurately appear in front of or behind real world objects.”

snapchat hotdog arcore

The example embedded above shows the dancing hotdog filter on Snapchat being accurately occluded by a lounge as the camera moves down. According to Google, another case where the API would be useful is in Five Nights at Freddy’s AR: Special Delivery, as occlusion is vital to the experience — characters can accurately hide behind objects and then provide a jump scare by moving out from behind the real-world object. Niantic showed something similar with Pokemon Go in the past as well.

However, Occlusion is not the only use for the Depth API — Google notes that developers have found many other uses as well, including implementing more realistic physics, better surface interactions, and environmental traversal. For example, the Google Creative Lab experiment ‘Lines of Play’ allows users to build AR domino arrangements that will accurately collide with furniture and walls in the room when the dominoes knocked over.

The Depth API will begin rolling out today. You can read more over on the Google developers blog.

The post Google Launches Depth API for ARCore, Increasing Realism And Improving Occlusion appeared first on UploadVR.

VR Hits Major Milestone As Computing Platform With New Google Team-Up

VR Hits Major Milestone As Computing Platform With New Google Team-Up

Google is taking its biggest step yet toward becoming an important service provider for immersive computing.

The company’s latest move allows people using development software like Unity and Unreal to easily bring 3D objects into their projects from a growing crowdsourced library. Earlier this month Google launched Poly, a repository for objects and scenes created in VR apps like Tilt Brush and Blocks. With its newly launched interface, Poly also becomes a library that’s easy to pull from for a variety of innovative VR creativity apps like Mindshow, Normal, TheWaveVR, AnimVR, Unity EditorXR, High Fidelity and Modbox.

The takeaway? You can now intuitively create something in one VR app and then use it in another VR app without taking the headset off. That’s a big step on VR’s path toward becoming the next platform for personal computing.

What’s The Big Deal?

Think of the way someone might save documents to their desktop and then use pagination software to turn them into a magazine, or how you capture a video and then use an editing program to turn it into a movie with snazzy transitions. When it comes to 3D immersive computing — sometimes called the “final platform” because we interact with it so naturally — there’s no similar process for moving work from one app to another without taking off the headset first. That could begin to change with something like Poly.

There is of course a long road ahead and a lot of improvements still need to be made for VR truly to become the final platform for computing. Today, VR is often mistaken for a peripheral device because you can’t do these seemingly simple things. That’s starting to change with Poly. As an example, you could theoretically build a bunch of objects in Blocks, save them to Poly, switch apps and open them up in Mindshow. Then you animate a cartoon tapping into your acting skills and using props you just made a few minutes earlier in VR. This example is a completely different form of content creation compared with 2D magazine design or movie editing and it draws on a new set of skills and talents to do well, but the trend here is crystal clear. VR as a new computing platform is finally starting to emerge.

“Making magic accessible is one of the promises of the medium that Google has now further empowered for the entire VR platform by putting the Poly ecosystem into the world,” wrote Mindshow CEO Gil Baron in an email. “We’re putting out an update for our astronauts with Poly support today and can’t wait to see what gets made!”

The idea with Poly is to make it easy to search, download and bring virtual objects into software ranging from VR and AR apps to workhorse development tools used to create some of the biggest videogames. There are other services like Sketchfab and Microsoft’s Remix that are focused on this same idea, but with this Web-based integration across different apps Google’s Poly might have jumped into a leading position.

“We are already integrated with more than 100 tools as an upload feature,” Sketchfab CEO Alban Denoyel said. “It makes it easier to add a download switch, giving us the potential to be the 3D search bar of all the 3D authoring applications….we are already integrated for download with a few apps.”

Earlier this month, I reported how an artist used a VR-first workflow to build a fully interactive game in just two weeks. That process depended on Unreal Engine’s blueprints, which allows people to add logic and interactivity to a virtual world without requiring knowledge of a programming language. The kinds of VR apps Poly is working with point toward a future in which creation time might be reduced down even further.

Find details about the Poly interface here. It is open to any developer.

Update: Quotes added from Sketchfab and Mindshow.

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Khronos Group Would Welcome Input From Microsoft On OpenXR Standard

Khronos Group Would Welcome Input From Microsoft On OpenXR Standard

During GDC 2017, Khronos Group unveiled OpenXR as the name for their VR/AR API standard that’s currently being developed. We reported on the announcement and broke down a bit of why this standard was something for the VR industry and community to get excited about, but we also got the chance to speak with Khronos Group president Neil Trevett to get some questions answered.

OpenXR’s First Task

OpenXR’s immediate task is combating the fragmentation of the VR industry, something that can continue to get out of hand in the industry’s youth as many different developers and manufacturers create in incredibly different ways. Now that the name is out in the wild, the next step is to work with current working group members over the next 12-18 months on the specifications of the standard. The approach is to create an API standard where devs make their app and that app will be able to work on different VR SDKs with minimal changes as opposed to having to create detailed, custom code for each device.

“Less cost, less porting, and a larger available market is the bottom line for developers,” Trevett says. The Khronos Group is hoping to be able to ship the API around GDC of next year.

If it is not evident by the “XR” in the title, this standard isn’t going to be limited to VR experiences though that is the immediate focus.

“The fragmentation issue is most urgent to solve in the VR community over the next 12 months or so,” Trevett explains when asked about the consideration of augmented reality solutions.

He says he “absolutely believes” augmented reality will be addressed, but the major push for it will likely come in the 2nd wave after the API starts to ship out.

“We’re going to take care that we don’t paint ourselves into any VR-only corners,” he said. “We want things to be applicable as far as possible to different mixed reality devices in the future.”

Will Microsoft Join The Effort?

The standard Khronos is working toward has sparked excitement across the tech industry, to the point that those involved have specifically asked to have their logos added to OpenXR’s partner image. The current collection of partners is dominated by those more involved in VR, including names like Sony, Oculus, Google, and more. When asked if there were any specific entities missing that Khronos Group would welcome, Trevett immediately mentioned one of the biggest faces of AR: Microsoft. He noted the company’s input now would be around the emerging Windows Mixed Reality platform, which we recently did a hands-on with, but they’d obviously be able to bring AR expertise to that 2nd round of the API’s development as well.

While this initiative’s purpose is to simplify things across the mixed reality industry, one would wonder if having so many entities involved in the development of a single standard could get noisy despite the obvious benefits down the line. Trevett details a democratic decision-making process that includes voting mechanisms to resolve disagreements when they occur, but he says that’s a rare occurrence.

“The weird thing is we actually don’t need the formal voting mechanisms very often,” he says. “The working groups tend to, quite successfully, work to unanimous consensus. It’s actually quite normal for a whole specification to be created and no formal voting is needed. The whole process is surprisingly non-political.”

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GDC 2017: Khronos Group Unveils VR/AR Standard OpenXR

GDC 2017: Khronos Group Unveils VR/AR Standard OpenXR

In December of last year, Khronos group made headlines for adding Epic Games to the list of companies in support of their pursuit of an API standard for virtual and augmented reality. Representatives for Google VR, Intel, and others already voiced their support of Khronos’ work by that point, but Epic’s Unreal Engine allowed Khronos to focus on a potential wider adoption of the standard. A couple months later, that standard now has a name as Khronos unveils the OpenXR working group at GDC 2017.

Visual representation of the fragmented industry without a standard.

As noted when we reported on the Epic Games support for Khronos’ standard, there’s a degree of fragmentation in the VR and AR industry as different groups attempt to innovate with their different interfaces. OpenXR aims to address the fragmentation created as a result of developers having to port to the APIs of different vendors. The OpenXR website points out that this practice leads to higher development costs and confused customers, which limits industry growth. The solution of a set standards means that application devs will only have to write code once and it will run everywhere.

Also announced at GDC, Khronos’ GPU standard Vulkan is gaining momentum. A handful of games have been released utilizing the standard since it was made available back in February of 2016. They’re releasing new extensions for VR and multi-GPU functionality.

Vulkan is a testament to the benefits of a standard and they’re looking for more companies to jump on board for OpenXR as they’ve moved beyond the exploratory phase and are now developing the actual standard. Samsung, Oculus, Valve and a great many others are on board and it is likely many more will jump on board now that there’s a finish line in sight that mutually benefits the industry collectively.

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Khronos Gains Epic Games Support For VR API Standard

Khronos Gains Epic Games Support For VR API Standard

Virtual reality is a young industry and, in its youth, many are scrambling to see what best practices will raise this budding market into the strong and healthy grown up industry it needs to become to sustain success. With so many trying different things, best practices can get lost in the shuffle. Khronos Group is attempting to create a standard API (application program interface) across VR components and, announced via press release, they recently received the co-sign from Epic Games.

We spoke with the president of Khronos Group, Neil Trevett, about the development and its implications.

Having standards across any part of development in tech can be a huge relief for companies big and small so it’s no surprise companies like Epic are getting behind Khronos on this effort. Trevett tells us standard API development extends market reach for developer’s games because they can easily port to different VR platforms and that benefits VR users who’ll have a deeper software ecosystem to fish from. He also believes having the creators of the Unreal engine behind them “would enable wider adoption of the standard”.

Development is an expensive endeavor so there will continue to be exclusives on some devices no matter how solid the standard will be, but having this type of foundation for the majority of the market is true peace of mind for devs and consumers.

Epic is a massive company to get support from considering their Unreal game engine is such a pivotal part of the VR industry, but they’re not the only ones supporting Khronos’ efforts. Representatives like Mike Jazayeri of Google VR, Jason Paul of Intel, John Carmack of Oculus, and Gabe Newell of Valve, have all echoed support for Khronos’ work on an API standard and more will surely chime in as we get closer to that reality.

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