Facebook’s Oculus Store Now Accepts OpenXR Apps

The Oculus Quest Store and Oculus Rift Store now accept VR app submissions made with OpenXR instead of the proprietary Oculus SDKs.

Most VR games are made in Unity or Unreal Engine. Unity has no announced timeline for using OpenXR, currently focused on its own cross platform in-engine VR framework & tools. Unreal Engine added support for OpenXR in December.

What Is OpenXR?

OpenXR is an open standard for VR/AR. It was developed by Khronos, the same non-profit industry consortium managing OpenGL. The working group includes the major VR companies such as Facebook, Sony, Valve, Microsoft, HTC, NVIDIA, and AMD.

OpenXR Win-Win Cycle

To clear up any confusion: OpenXR is not the same as OpenVR. That was Valve’s API for SteamVR. OpenVR works on all PC VR headsets, but it doesn’t support Android headsets like Quest and (due to Facebook’s policies) cannot be used in Oculus Store apps. In June, Valve announced that new SteamVR features would be “on the OpenXR side”.

The Problem OpenXR Solves

An API (Application Programming Interface) allows software to interact with other software or hardware. VR developers use APIs like Facebook’s Oculus and Valve’s OpenVR to build apps. The API is often part of an SDK (software development kit), and informally these terms are often used interchangeably.

The problem with the Oculus API is apps developed with it only work on Oculus hardware, with the caveat that hacks could make that software run on other systems. In addition, for developers using a custom engine, there are actually two separate APIs between Quest and Rift.

This means that if a developer wants to support all VR headsets, they need to use multiple APIs. This can be time consuming and increase complexity.

Engines like Unity and Unreal make this easier, and both are trying to separately unify VR APIs under their own new engine subsystems, but the problem still exists.

Will These Games Work On Other Headsets?

Microsoft was the first to add support for OpenXR to its Windows MR platform back in July of 2019. SteamVR has ‘preview’ support too.

This raises the obvious question: will OpenXR Oculus Rift Store games run on Valve Index, HTC Vive, or Windows MR headsets without the need for the ReVive hack?

Theoretically yes, but we’ll have to test this once such a game actually releases to confirm.

Developers submitting to the Oculus Store still need to use the Oculus Platform SDK to integrate the entitlement check (a very basic form of DRM, similar to Steam DRM). The Platform SDK is essentially the SDK for the social features, such as leaderboards, achievements and bringing Parties into the same session.

This check isn’t required for apps distributed through unofficial channels such as SideQuest, and can actually be added post-build, so shouldn’t prevent other headsets. It only tries to check whether the app was purchased, not which headset is running it.

Known Issues

Facebook notes the following known issues with the current OpenXR support, which it says will be fixed in future releases:

  • Grip pose is misaligned.
  • Action spaces continue to track even when isActive == false, which is conformant but misaligned with other runtimes. This will cause issues if relying on tracking state  vs. isActive for rendering hands.
  • Parent interaction profile bindings are missing for non-natively supported profiles (everything besides the Simple, Touch, and XBox controller profiles)

If you’re developing a VR app in a custom engine, or your own engine, and want to use OpenXR, you can find the Oculus documentation here for Windows.

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Valve: Future SteamVR Features Will Be On ‘OpenXR Side’ As Valve Transitions From OpenVR

Valve’s transition toward the open standard OpenXR API from its earlier OpenVR efforts is gaining steam as the company announced they “expect new features on SteamVR to appear on the OpenXR side.”

Valve recently rolled out initial support for the standard in a beta release while saying today that more than 4000 titles released on Steam in the last four years and that “OpenVR applications will continue to work not just on hardware that exists today, but also on the headsets of tomorrow.”

“The challenge we as an industry have faced with many of these titles is that for developers targeting multiple VR platforms, it requires extra time and effort to build polished applications that work across SDKs. In order to solve this and support the next generation of VR applications, we are moving forward to the OpenXR API,” a Valve announcement explains. “OpenXR was created with the goal to enable engines and developers to target a single non-proprietary SDK, easing the friction in creating polished VR experiences. Valve has worked closely with VR hardware vendors, game engine developers, and graphics hardware providers to develop this new API and we believe it represents a big step forward in cross-vendor application support.”

Future “new features on SteamVR” then will utilize OpenXR “rather than as new OpenVR” application programming interfaces, the announcement explains.

Though there are big differences between Android-powered and PC-based VR systems, OpenXR carries wide industry support and should generally make it easier for developers to target multiple platforms with a single API. Facebook’s Oculus Quest Android-based standalone includes “prototype” support for OpenXR and Rift is also expected to gain support for the API as well.

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Valve Releases OpenXR Developer Preview For SteamVR

Valve released a developer preview for OpenXR support in SteamVR.

The release is a big step toward what should ultimately represent industry-wide support for an open standard in VR and AR. Facebook’s Oculus Quest Android-based standalone also includes “prototype” support for OpenXR and Rift is also expected to gain support for the application programming interface (API) as well. There are still significant differences between PCs and Android-based VR systems, but the broader support of OpenXR should generally make it easier for developers to target more platforms with a single API.

“With OpenXR, for the first time, developers will be able to build their content in a way that will allow them to span the myriad types of hardware and software platforms,” a statement from Valve explains. “Thanks to The Khronos Group and the extensive hard work of OpenXR’s many members (AMD, ARM, Epic, Facebook, Google, HTC, Microsoft, NVIDIA, Qualcomm, Unity, Valve, and many more) VR now has a consolidated API to enable developers to bring universal VR support to their applications.”

Valve is releasing initial support for the 1.0.9 OpenXR release and the developer preview can be accessed by opting into the SteamVR Beta by right-clicking SteamVR in your Steam library, selecting properties, clicking the betas tab and select ” beta – SteamVR Beta Update.”

“Our definition of initial support is that SteamVR is currently passing 95% of conformance tests. This means now is the time to start testing things,” Valve explains. “SteamVR’s OpenXR implementation supports D3D11 on Windows, and Vulkan on both Windows and Linux. Support for both D3D12 on Windows is on the way.”

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Oculus Quest Gets ‘Prototype’ OpenXR Support

Android game engine developers can now support Oculus Quest using OpenXR instead of Facebook’s Oculus Mobile API.

The support is currently described as ‘prototype’. OpenXR 1.0 doesn’t offer a standard Android loader, but Facebook provides one as part of its OpenXR SDK Package.

OpenXR is the recently finalized open standard for VR & AR. That means that apps built for Quest using OpenXR should theoretically also work on any future Android-based Quest competitor.

The Oculus Rift will also get OpenXR support soon. When SteamVR adds support for OpenXR, that means PC game engine developers will be able to support all platforms with one API.

Just to clear up any confusion here: OpenXR is not the same thing as OpenVR. OpenVR is Valve’s API for SteamVR, entirely unrelated to OpenXR. While OpenVR works on all PC VR headsets, it doesn’t support Android headsets like Quest and due to Facebook’s policies cannot be used on Oculus Rift store apps. Valve said last year it plans to support OpenXR in SteamVR but that doesn’t appear to have happened as of yet.

The Problem OpenXR Solves

An API (application programming interface) allows software to interact with other software or hardware. VR developers use APIs like Facebook’s Oculus and Valve’s OpenVR to build apps. The API is often part of an SDK (software development kit), and informally these terms are often used interchangeably.

The problem with the Oculus API is that apps developed with it can only run on Oculus hardware (without hacks). In addition, for developers using a custom engine, there are actually two separate APIs between Quest and Rift.

This means that if a developer wants to support all VR headsets, they need to use multiple APIs. This can be time consuming and increase complexity.

Engines like Unity and Unreal make this easier, and both are trying to separately unify VR APIs under their own new engine subsystems, but the problem still exists.

What Exactly Is OpenXR?

OpenXR is an open standard for VR/AR. It was developed by a working group managed by Khronos, a non-profit industry consortium. The working group includes the major VR companies such as Facebook, Valve, Microsoft, NVIDIA, AMD, HTC, Google, Unity, and Epic.

The API allows developers to add universal VR support to their apps, so in the future any Windows OpenXR app should technically run on any PC VR headset, and any Android OpenXR app should technically run on any standalone headset.

OpenXR Win-Win Cycle

When OpenXR 0.9 was released back in March 2019, Facebook stated that it planned to support it on Rift and Quest “later this year“. The Rift platform actually has hidden preliminary support already

It’s also important to note that most VR apps are built with the Unity game engine, which has not announced any plans to support OpenXR yet (Unity is a member of the consortium, though).

A few years ago, OpenXR seemed like a distant dream. But now it’s here, and soon engine developers will be able to develop for VR without worrying about what hardware they’re supporting. This should shorten the time taken to develop cross platform VR apps, and may encourage developers to jump into making VR software who were originally put off by proprietary APIs.

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OpenXR 1.0 Specification Release Carries Wide Industry Support

An effort to standardize certain aspects of VR and AR applications gains wide industry support today with the release of version 1.0 of the OpenXR specification.

The cross-platform OpenXR application programming interface is poised to simplify the deployment of VR and AR applications across a wide range of systems. Microsoft already released an OpenXR runtime for Windows Mixed Reality headsets, Oculus is releasing its own implementation, according to the Khronos Group, and Epic Games will support OpenXR with its Unreal Engine toolset. There’s also an open source implementation available as well.

OpenXR xr chart
Chart provided by the Khronos Group showing the intended benefits of OpenXR.

“This API will allow games and other applications to work easily across a variety of hardware platforms without proprietary SDKs,” said Valve’s Joe Ludwig in a prepared statement. “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.”

The API covers view configuration, the handling of layers, how to track real and virtual objects and their relative motion, and more. At SIGGRAPH Epic, Microsoft and Varjo are showing cross-platform XR applications using the same OpenXR API.

“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,” said Brent Insko, OpenXR working group chair and lead XR architect at Intel, in a prepared statement. “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.”

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Microsoft Joins OpenXR, Becoming a Decisive Backer in the Open, Royalty-free VR/AR Standard

Khronos Group, the consortium behind the OpenXR project which aims to standardize the way applications communicate with AR and VR headsets, just added Microsoft to its ranks. Among its count of members, the OpenXR working group consisted of nearly every major player in the industry except Microsoft until now.

By the virtue of its Windows operating system, the basis of which nearly every PC VR headset uses to function, Microsoft joining the OpenXR initiative represents a win for the others involved, which include industry players like Google, Oculus, HTC, AMD, NVIDIA, Epic Games, Unity, Intel, Qualcomm, Sony, Samsung and Valve.

image courtesy Khronos Group

Although guessing at a company’s motives is a bit like reading tea leaves sometimes, Microsoft taking part in building OpenXR makes a strong case for its ultimate interest in growing the open, royalty-free standard, and not trying to create its own internally developed “DirectXR” that would essentially dictate how headsets will talk to their OS. Up until now, it wasn’t clear which way Microsoft was headed.

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Khronos says work on the actual OpenXR project has already begun and that it stands to eliminate market fragmentation by forcing VR applications and engines to be ported and customized to run on multiple VR runtimes, and requiring VR sensors and displays to be integrated with multiple driver interfaces.

There are however two reluctant holdouts left; Apple and Magic Leap, but it remains to be seen what either are bringing to the table.

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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: Vive ‘Working’ to Join Oculus on a Committee for Open VR Standards

GDC 2017: Vive ‘Working’ to Join Oculus on a Committee for Open VR Standards

Earlier this morning the Khronos Group announced a name and details for its open virtual and augmented reality standard committee. Christened now as the Open XR Working Group, the organization will be comprised of representatives from the worlds leading AR/VR companies. Today’s announcement indicated that most of the major VR imprints have been granted membership into the group including: Oculus, Valve, Unity, Epic, Samsung, and Google. One name, however was missing from that list.

HTC’s VR subsidiary, Vive, was not included as an included member of the Open XR Working Group. The Vive headset gets its content through Steam and its own Viveport distribution platforms. Vive has been considered a more open headset than its chief competitor, the Oculus Rift, due to the accessibility of those platforms and its willingness to make its in-house content compatible with the Rift.

Last week at DICE, Oculus VP of content Jason Rubin challenged this perceived openness indirectly during a panel interview where he stated that “a truly open platform can not come from just one company” and that the correct way to create standards in VR is as a multi-corporation consortium. Rubin and Oculus are putting their money where their mouth is by joining Open XR and it seems they will soon be joined by Vive as well.

According to an HTC spokesperson, Vive is actively working to join the working group as well:

“We share the same vision as Khronos with keeping VR an open platform, and are currently working with Khronos to formally join their initiative and membership.”

The goal of Open XR is to create “an open and royalty-free standard for VR and AR applications and devices” that makes it easier for the myriad of devices and content platforms available now to work together seamlessly. The question of openness has hovered around Vive and Oculus throughout the lead up to and past the launches of their respective headsets.

Now, thanks to this new working group the two will finally have the chance to work together to solve this problem once and for all pending Vive’s admission to the committee.

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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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