7 December - 1:30PM

Today’s single most important issue in XR - and the least flashy - is that developers have an increasingly hard time to keep up with the proliferation of new HW & SW. Imagine a new app, e.g. a game, that must run on Unity, Unreal, WebVR, & other proprietary engines, and that has to work with Daydream, Oculus, Steam VR, etc., & use a variety of I/O devices such as controllers & haptics: today this involves writing as many pieces of code as there are combinations.

This short conference presents the emerging OpenXR standard, which solves this problem by providing a new API, with Application Interface & Device Layer. It is being developed by the American, non-profit Khronos Group, which includes over 120 members (industrial & academic). Last August, SIGGRAPH 2018 featured the first two OpenXR demos.

Abstract

Standardizing all the realities: a look at OpenXR

With the release of the latest generation of consumer HMDs, virtual reality (VR) has generated a new interest in both industry and home entertainment. But with multiple incompatible VR devices and software development kits (SDKs), and with augmented reality (AR) being on the horizon too, developing for, and supporting, multiple VR systems is still a challenge. That's why all major HMD manufacturers, as well as other VR related companies, came together within the Khronos group to make VR development easier by defining a common API which allows applications to run unchanged on multiple devices. This talk will give an overview of the challenges that this project wants to solve, and explain why the Khronos group is the ideal place to host such a project, and what the current status of OpenXR is. It will also give an outlook at how OpenXR might change not only the VR ecosystem, but also the AR ecosystem in the near future.

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