Sony is an Official Supporter of OpenXR But Hasn’t Committed to a PSVR Implementation

Despite being among the early supporters of the OpenXR consortium—the industry group building the open standard for XR devices—Sony so far seems to have avoided making a specific commitment to implement OpenXR on PSVR or its next-gen headset.

OpenXR is an open standard developed under the Khronos Group. It’s goal is to make XR applications ‘portable’, allowing them to be built in a way that can run across many different headsets without developers needing to build different versions of their applications for each headset. The hope is that this will allow XR developers to support a wide range of XR headsets with less overhead.

Image courtesy Khronos Group

After years of development, the OpenXR 1.0 specification has taken major strides toward real industry adoption. Major VR stakeholders—including Oculus, Valve, HTC, Microsoft, Unity, and Unreal Engine—now offer full or partial support for the standard.

Members of the OpenXR consortium publicly supporting the standard as of March, 2021

Sony, however, remains an odd one out. The company was among the early members of the OpenXR consortium, and was ostensibly involved in the years-long group effort to define the standard’s inner workings. But as other members have moved to implement the standard into their products over the last year and a half, Sony has remained quiet.

Road to VR has reached out to Sony on numerous occasions over the last year to request a comment on the company’s plans for OpenXR with regards to PSVR or PSVR 2 on PS4 or PS5. To date, it has chosen not to comment.

Sony’s next-gen VR controllers | Image courtesy Sony

It’s tough to gauge whether Sony will choose to adopt the standard. Considering it is in the midst of a console transition from PS4 to PS5, and that a successor to PSVR has already been announced, we’d guess that PS4 and PSVR won’t see OpenXR support. But it’s harder to say regarding PS5 and the next-gen PSVR headset.

OpenXR is largely designed to make the development of cross-platform XR applications easier. From the outside it seems like a no-brainer that Sony would want to encourage VR developers to bring their applications to its headset by offering support for the standard. But, Sony has been much more selective than most platforms about what VR content ends up on its headset, and it’s possible that the company doesn’t see a need to lower the barrier of entry given that it’s already curating PSVR applications for quality. Any developer that ought to be on the headset, the company might reason, should have the resources to port their application to it.

In any case, it seems like a fine time—with Sony enticing developers and customers alike with glimpses of its next-gen VR headset—for the company to make a determination one way or the other.

The post Sony is an Official Supporter of OpenXR But Hasn’t Committed to a PSVR Implementation appeared first on Road to VR.

SteamVR v1.16 Introduces Full OpenXR 1.0 Support

SteamVR - OpenXR

The Khronos Group, alongside the myriad of other tech companies, have been working on a royalty-free, open standard for the virtual and augmented reality (VR/AR) industry called OpenXR for a number of years now. This week SteamVR has rolled out a new update to fully support the OpenXR 1.0 API standard.

OpenXR

While PC VR users won’t notice any change, developers most certainly will. The whole purpose of OpenXR is to remove fragmentation across the XR industry. So rather than a developer having to create a project for one specific platform and then port to more further down the line – not always an easy process – with OpenXR its a one and done approach.

Thus it’s great for creators and end-users. Studios don’t have to decide on one VR headset to support initially, they save time and money bringing their project to multiple devices, and in turn earn more from a greater customer reach. Of course, on the other end, PC VR owners don’t need to worry if the headset they own will be supported, plus true cross-platform XR experiences can be created.

OpenXR’s 1.0 specification was established in 2019 with companies including Valve, Microsoft and Oculus deploying developer preview programmes in 2020. With the standard now firmly in place thanks to the SteamVR update, there should be no issue with titles supporting all PC VR headsets.

Valve Index

The main portion of SteamVR’s v1.16 update was for OpenXR but it includes some smaller extras. Most notable is the option to: “Allow motion smoothing to apply up to six frames of extrapolation (was three). Note: This also only applies to SteamVR’s compositor.” This will allow users to run applications at a lower framerate.

The news continues to help the XR industry create a more open ecosystem, removing barriers that could hinder adoption. As further updates for SteamVR are announced, VRFocus will keep you updated.

SteamVR Update Adds Full OpenXR Support

Valve announced the latest version of SteamVR, 1.16.8, now has full OpenXR support.

OpenXR is a new standard that provides an API for VR and AR content that allows game engines to write code that is compatible across multiple hardware platforms. Previously, major companies like Microsoft, Valve and Facebook all had their own APIs for VR/AR content. Developers had to implement multiple APIs to ensure their content worked on different headsets and platforms, which was often quite time consuming and more complex to integrate.

OpenXR solves this problem by providing one standard API for use in all platforms and devices. It was developed by Khronos, a non-profit industry consortium which also manages OpenGL. Late last year, Microsoft and Facebook both announced support for OpenXR and pushed the standard towards becoming the new default for developers.

Midway through last year, Valve said that future SteamVR features would use OpenXR, transitioning away from OpenVR. However, with SteamVR now adding full support, Valve is the last of the big three to fully embrace OpenXR on its platform.

On the software side, Microsoft announced in July last year that the RenderDragon rendering engine for Minecraft would now support OpenXR. Meanwhile, Facebook also added a latency-reducing option called Phase Sync to Unity and Unreal integrations using OpenXR.

The SteamVR update also includes some other new settings, such as “per-app settings for overriding automatic throttling and prediction behavior” which Valve says is good for apps like simulators with “particularly poor performance that benefit … from a fixed lower framerate for an overall smoother experience.” You can read the full SteamVR update notes here.

SteamVR Update Brings Full Support for OpenXR 1.0, A Huge Step for the Open Standard

The latest update to SteamVR, version 1.16, now includes full support for OpenXR 1.0, the widely backed industry 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 for different headsets. SteamVR’s support for OpenXR 1.0 is a huge step forward for the adoption of the standard.

SteamVR is the leading platform for PC VR thanks to its wide ranging support for every major PC-compatible headset. This makes it one of the most important platforms to adopt OpenXR, which will make it easier for developers to create applications which work seamlessly across a growing number of VR headsets.

Valve says that version 1.16 of SteamVR, available today to all users, “now passes all OpenXR 1.0 conformance tests on Windows for Vulkan, OpenGL, D3D11, and D3D121.”

This means that Valve is now giving VR developers the greenlight to build and distribute OpenXR apps which will seamlessly support major headsets with less work from developers. Such apps will also be compatible with other OpenXR platforms even outside of SteamVR (for instance, a developer could theoretically distribute the same OpenXR application on Steam and Oculus PC without making any changes to the code).

Image courtesy Khronos Group

SteamVR version 1.16 also brings a handful of fother improvements, including more options for VR app rendering performance (like throttling, prediction, and motion smoothing). You can check out the full patch notes here.

OpenXR has been in the works for several years, and has garnered backing by many key players in the XR space. The 1.0 version of the standard was announced in 2019 and has been slowly but steadily finding its way into key VR platforms and game engines like Oculus Quest & Rift, Windows Mixed Reality, Unity, Unreal Engine, SteamVR, and more.

The post SteamVR Update Brings Full Support for OpenXR 1.0, A Huge Step for the Open Standard appeared first on Road to VR.

Microsoft Introduces New HoloLens 2 Industrial Edition

Microsoft introduced a new edition of the HoloLens 2 this week, which is “designed, built, and tested to support regulated industrial environments.”

The HoloLens 2 Industrial Edition adds a few standards and certifications to the headset, along with changes to warranty and unit replacement. The Industrial Edition meets the “clean room compatible” standard, with an ISO 14644-1 Class 5-8 rating, as well as the “Intrinsic safety” standard, with a UL Class I, Division 2 rating.

The headset also comes with a two year warranty and a ‘Rapid Replacement Program’ which Microsoft says “minimizes downtime, with advance exchange and expedited shipping.”

The HoloLens 2 started shipping in November 2019 as an enterprise-level, standalone AR headset, priced at $3,500. A successor to the original HoloLens, we found that the HoloLens 2 made some good improvements to comfort and accessibility. In June last year, the headset was made available to purchase directly for non-enterprise customers, but not for any cheaper — it still carried the same hefty $3,500 price tag.

The Industrial Edition shipping later this year is even pricier, at $4,950 per unit. The increase is likely to cover the new standards and comprehensive replacement program, given that industrial environments might see the headset needing to be replaced or repaired more frequently.

In August last year, a new HoloLens 2 application was released that helps doctors and nurses safely identify symptoms of COVID-19 patients using volumetric capture.

HoloLens 2 Industrial Edition shipments will begin in Spring 2021, with pre-orders now open to all existing HoloLens 2 markets.

You can read more about the Industrial Edition over on Microsoft’s blog, and be sure to also check out our hands-on with the original HoloLens 2 from MWC 2019.

Flight Simulator VR Controller Support ‘Being Worked On’

VR controller support for Microsoft’s Flight Simulator is ‘being worked on’, Eurogamer reports in an interview article.

Asobo Studio shipped support for VR headsets on December 22, but you’re limited to using a mouse + keyboard, gamepad, or flight stick. A stick is the ideal way to play of course, but it does make setting up the game and navigating menus a somewhat awkward trial.

The studio hasn’t yet detailed how VR controller support will work. At minimum, it should let you navigate the game’s menus more easily with a laser pointer. Hopefully it also brings support for directly interacting with cockpit controls with your hands- we’ve seen already this in games like VTOL VR & Aerofly FS 2.

In the Eurogamer interview, head of Microsoft Flight Simulator Jorg Neumann also spoke of the effort required to get VR running smoothly: “With VR you need to be really disciplined. We’ve found many gigabytes, and it’s already quite a bit better.

That said, we’ve heard widespread reports of VR performance issues on even the highest end hardware. A game with the sheer number of objects and fine details like this was never going to run on most PCs, but we’ll keep testing with each new patch to see if Microsoft can pull off some magic for VR users.

Do you play Flight Simulator with a mouse + keyboard, a gamepad, or a flight stick? Would you try playing with VR controllers? Let us know in the comments below!

Facebook Follows Valve & Microsoft In Recommending Game Engines Use OpenXR

Facebook now recommends game engines support Oculus headsets via the OpenXR standard, not its proprietary SDK (software development kit).

Most VR games are made with the Unity and Unreal game engines. Unreal added support for OpenXR this year, and Unity plans to do the same by next year. Earlier this week, Facebook added a latency-reducing option called Phase Sync to the Unity & Unreal integrations. That same feature won’t be available to other engines via the Oculus SDK. According to Facebook:

…Phase Sync will be the default Vr Timing management method in our OpenXR implementation. Since we have rolled out our formal OpenXR support, we encourage native developers to switch over and test the feature.

This marks the first Oculus feature available on OpenXR but not the native SDK. On Twitter, a Facebook engineer told Virtual Desktop developer Guy Godin that OpenXR is “the future”, and to not be surprised if further features are OpenXR-only.

Valve made an announcement to the same effect back in June, and Microsoft followed back in October.

Facebook started accepting OpenXR submissions to it Oculus Store back in July. It looks like it now intends to make it the default. There’s no word on any plans to deprecate the existing Oculus SDK.

What Is OpenXR?

An API (Application Programming Interface) allows software to interact with other software or hardware. VR developers used APIs like Facebook’s Oculus and Valve’s OpenVR to build apps- the API is 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- though 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 wanted to support all VR headsets, they needed to use multiple APIs. This can be time consuming and increase complexity.

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

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.

SideQuest Joins The Khronos Group To Push OpenXR

SideQuest is now a member of the Khronos Group with plans to support the industry standard OpenXR.

While we are still in the early days of adoption for OpenXR among developers, the standard is already initially supported by runtimes from Facebook, Valve and Microsoft with game engines Unity and Unreal on board as well. SideQuest’s support for Khronos and OpenXR could one day make it easier — or cheaper — for developers to release early access applications that will run on a wider range of headsets.

It will still take years for developers to build new applications for headsets using OpenXR. The hardware responsible for computing the physics and drawing the walls of virtual worlds differ quite a bit between standalones like Oculus Quest and PC-powered systems. These differences mean that developers will still need to make at least two versions of their OpenXR app to run on all headsets, one for a standalones like Quest and the other for PC-based Windows systems.

There are some games already that sell access to both a .apk you can install to Quest and a .zip file you can download to your PC. One such example is Tommy Maloteaux,’s Deisim, which is sold via the indie game store Itch.io for several dollars. Maloteaux works for SideQuest now and explained how OpenXR would’ve changed things for him if he started fresh today:

“This is a project I made 4 years ago and that I am still actively maintaining so each new market fragmentation introduced by a new headset is complicating my life. If I started fresh today I would probably abstract myself from the vendors SDK as much as possible before I build the project to be sure to not lose a lot of time in maintenance like I did for Deisim. I made a system to mitigate that issue in Deisim now allowing me to quickly implement something around each new vendor SDK but I am looking forward for what OpenXR will bring to the table. Games are not made, sold and forgotten as it once was and I truly believe that having that layer of abstraction will not only avoid a lot of issues for most developers but also allow players in the future to experience what was made by VR pioneers regardless of their VR headset.”

We’ll of course be watching this space closely to see what SideQuest does with OpenXR in the future and how the standard affects developers going forward.

Microsoft Transitions To OpenXR Standard For Windows Mixed Reality & HoloLens

Microsoft is transitioning to the OpenXR standard for future new features it builds in VR and AR.

A post by Alex Turner at Microsoft explains that “starting in Unity 2021, OpenXR will then graduate to be the only supported Unity backend for targeting HoloLens 2 and Windows Mixed Reality headsets.” OpenXR is also supported in Epic’s Unreal Engine and Microsoft formally recommends others using their own custom engines in VR and AR switch to using the OpenXR API going forward.

“HoloLens 2 and Windows Mixed Reality will continue to support apps that target our previous WinRT APIs as well, although new features may not be available in these APIs,” the post explains.

The OpenXR standard aims to “lets engines write code once that’s then portable across hardware platforms from a wide range of VR and AR vendors,” making it less expensive and time consuming for a developer to put a piece of software on multiple VR/AR systems. The standard has wide industry support from the likes of Valve and Facebook as well, with Microsoft pushing forward on the content side with Minecraft’s new RenderDragon engine implementing PC VR support using OpenXR.

This is still early days for the implementation of OpenXR. Unity is the most popular engine for making games but developers use many different versions of the software, so it may take some time before the version Turner mentions — Unity 2021 LTS — is the version used by developers releasing new OpenXR projects.

We’re curious to see how OpenXR implementation affects indie developers in the coming years. The majority of content out there was made in an earlier version of Unity and for some developers updating software to a new version might not make sense just to access future features platform makers like Microsoft, Facebook or Valve might implement. In other words, time will tell how OpenXR affects the VR and AR development ecosystem.

Microsoft Transitions To OpenXR Standard For Windows Mixed Reality & HoloLens

Microsoft is transitioning to the OpenXR standard for future new features it builds in VR and AR.

A post by Alex Turner at Microsoft explains that “starting in Unity 2021, OpenXR will then graduate to be the only supported Unity backend for targeting HoloLens 2 and Windows Mixed Reality headsets.” OpenXR is also supported in Epic’s Unreal Engine and Microsoft formally recommends others using their own custom engines in VR and AR switch to using the OpenXR API going forward.

“HoloLens 2 and Windows Mixed Reality will continue to support apps that target our previous WinRT APIs as well, although new features may not be available in these APIs,” the post explains.

The OpenXR standard aims to “lets engines write code once that’s then portable across hardware platforms from a wide range of VR and AR vendors,” making it less expensive and time consuming for a developer to put a piece of software on multiple VR/AR systems. The standard has wide industry support from the likes of Valve and Facebook as well, with Microsoft pushing forward on the content side with Minecraft’s new RenderDragon engine implementing PC VR support using OpenXR.

This is still early days for the implementation of OpenXR. Unity is the most popular engine for making games but developers use many different versions of the software, so it may take some time before the version Turner mentions — Unity 2021 LTS — is the version used by developers releasing new OpenXR projects.

We’re curious to see how OpenXR implementation affects indie developers in the coming years. The majority of content out there was made in an earlier version of Unity and for some developers updating software to a new version might not make sense just to access future features platform makers like Microsoft, Facebook or Valve might implement. In other words, time will tell how OpenXR affects the VR and AR development ecosystem.