Samsung and Apple Dive Deeper into VR and AR Technologies – In Profile Daily

In the fast paced world of extended reality, which includes virtual reality, augmented reality, and mixed reality, having a common standard is key to making things work together and easier for developers. The Khronos Group is well known for creating open standards for developers to use. They’ve recently made a big move with OpenXR 1.1.

The Story Behind OpenXR

OpenXR has always wanted to create one set of rules for all of XR so that programs can work on any system without needing special changes for each device. Since OpenXR 1.0 came out in 2019, OpenXR 1.1 brings some important updates right into the core rules, showing it’s keeping up with what XR needs.

Latest Updates in OpenXR 1.1

The latest version of OpenXR, version 1.1, brings new improvements that make developing VR and AR apps for various platforms more efficient,

  • The Local Floor Feature: Now there’s no need to go through complicated setup steps for when you’re creating experiences meant for standing up. This update gets rid of those calibration steps to make things easier and more userfriendly.
  • Foveated Rendering with Stereo Vision: This addition focuses on making rendering work better without putting too much strain on the graphics processor. It does this by supporting rendering that either follows eye movement or has a fixed focus area, keeping the performance smooth.
  • Consistent Interaction Handling: XrUuid, and xrLocateSpaces, These new parts of OpenXR officer uniform ways to deal with physical interactions in the virtual space, provide unique identifiers that are the same across different systems, and improve how virtual spaces match up with real ones. All these contribute to a more solid development process.

These features were once just optional addons but now they’re essential pieces of the whole package due to their popularity and usefulness.

Industry Adoption and Support

OpenXR 1.1 stands out because bigtime hardware makers and game making software giants have embraced it. Heavy Hitters like Acer, ByteDance, Canon, HTC, Magic Leap, Meta, Microsoft, Sony, and Valve have all rolled out OpenX ready platforms. Alongside them, major gaming and graphic engines such as Autodesk VRED Blender Godot Omnisphere 2 by NVIDIA Unreal Engine StereoKit ,and Unity are on board too.

Denny Rönngren, a guy who knows his stuff about OpenXR at Varjo, said something like “OpenXR 1.1 makes it easier for creators to get into making ultraclear mixed reality stuff with our gear. This could really shake things up.”

Future Implications

The launch of OpenXR 1.1 not only gives us more bells and whistles now for XR teaching. but also paves the way for even cooler interactive and

OpenXR 1.1 is paving the way for exciting new apps in the future. By simplifying the process of developing across different platforms, OpenXR 1.1 lets creators concentrate on being more innovative and improving the user experience.

The XR field is always changing, and having a common development standard is critical. OpenXR 1.1 marks an important progress point by supporting the creation of XR applications that are deeper, easier to get to, and more adaptable than before.

If you’re looking for details on OpenXR 1.1 or want to see all the updates and features, check out the Khronos Group’s official site or the GitHub OpenXR Registry.


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