OpenXR is making waves as the new go-to standard for bridging XR software with XR headsets more seamlessly. Big tech is on board with this initiative, and Google is diving in headfirst, joining the ranks of Meta and Microsoft. Even ByteDance has jumped into the mix, underlining that OpenXR is carving its niche as an industry essential. Despite many in the XR scene rallying around this open standard, there’s a notable exception – Apple isn’t playing ball.
OpenXR was first unveiled to the public in 2017, aimed at simplifying the process for developers to create XR applications capable of functioning across various headsets without extensive tweaking. Heavy hitters like Meta, Microsoft, Valve, HTC, and more have lent their support, yet there’s still one holdout that’s hard to ignore. Any guesses? That’s right, it’s Apple.
Apple’s reputation for shunning industry conventions and forging its unique path precedes it. The tech giant often sticks to proprietary formats, though history has occasionally seen it adopting widely accepted standards later down the line.
Take the Vision Pro, for instance. Not only does it skip OpenXR support, but it also lacks built-in compatibility for motion-tracked controllers, a staple for most XR content. If Vision Pro made peace with OpenXR, developers would find it a breeze to port their XR apps over, but those missing controllers still pose a significant challenge.
Apple, as always, is marching to its own beat.
In contrast, Google has leapt at the chance to integrate OpenXR from the start, announcing that its fresh Android XR platform will embrace this standard. This move simplifies life for developers wanting to bring XR content that’s been crafted with headsets like the Quest in mind.
Google reveals that Android XR is already working with OpenXR 1.1. They’ve even developed their own ‘vendor extensions,’ enabling OpenXR to enhance specific device functionalities. These extensions are sometimes rolled into future OpenXR versions, offering exciting possibilities.
Last month, ByteDance’s XR arm, Pico, mentioned that their runtime aligns with the OpenXR 1.1 standard on the Pico 4 Ultra and plans to expand support to the Pico 4 and Neo 3 by mid-2025.
Pico isn’t stopping there; they’re pitching new ideas for the standard’s future. They’re advocating a framework that permits XR applications to run in parallel, proposing a shared space for users to juggle multiple apps. Pico is voicing this vision in the OpenXR working group, the industry body steering the standard’s future direction.
With Google and Pico in OpenXR’s corner, it’s cementing its place as an industry benchmark, even if convincing Apple to jump on board seems like a long shot.