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mouse_bear's avatar
mouse_bear
Retired Support
6 years ago

Questions and issues with the OpenXR Framework?

Oculus OpenXR Mobile SDK: https://developer.oculus.com/downloads/package/oculus-openxr-mobile-sdk/
Prototype OpenXR Support for PC Development: https://developer.oculus.com/documentation/native/pc/dg-openxr/

Please post your questions and issues with the OpenXR Framework in this forum for your fellow developers to see and answer - chances are these questions and issues will be shared! If you need extra eyes on an issue you're experiencing, please submit a ticket through https://developer.oculus.com/contact with the Issue Type "Development - OpenXR". We'll file a task on your behalf to the OpenXR team to take a look at your issue.

3 Replies

  • The OpenXR working group believes that we can help solve these problems through standardization. A standard will allow application developers to spend more time on creating amazing experiences and less time on getting the experiences to work on a myriad of hardware combinations. It will also enable device vendors to have more content available on their platforms and will future-proof their investments.

    The OpenXR standard comes in two parts. First, the Application Interface, which application developers and middleware providers write to, and which serves to define and combine common, cross-platform functionality. This enables application developers to write code once that will run everywhere, to focus on innovating in their applications, and to not have to support multiple interfaces for a diversity of different devices.

    Next, the Device Layer allows VR/AR runtimes to interface with various devices. If a hardware manufacturer wants to add support for a new device, they implement code that conforms to Device Layer specification, and their hardware will be immediately compatible with the applications written for the Application Layer. This is a powerful architecture that enables everyone to focus on what’s most important to them.

    The OpenXR standard is being designed to enable a rich diversity of implementation differentiation between vendors. Runtimes from various vendors might differ in performance and capabilities, but having these runtime implementations support the same standard interfaces results in significantly more choice for end-users.

  • We have been working to improve our multi-platform offering, enabling direct integrations through a unified plugin framework. The resulting tech stack consists of an API that exposes common functionalities across our supported platforms.
  • I would like to see more step-by-step setup documentation on the mobile OpenXR SDK for the Oculus Quest, and maybe a few example programs. I was running into issues trying to setup hello_xr for Android from the OpenXR source code Visual Studio project.