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I don’t suppose Apple has any plans to support the open standard that every other hardware maker supports:

https://www.khronos.org/api/index_2017/openxr




Don't hold your breath on that one

https://docs.google.com/document/d/1F6ns6I3zs-2JL_dT9hOkX_25...

> Apple is not comfortable working under Khronos IP framework, because of dispute between Apple Legal & Khronos which is private. Can’t talk about the substance of this dispute. Can’t make any statement for Apple to agree to Khronos IP framework.


I'm confused about this and related comments (it doesn't support Unreal, etc.)

There is probably something that I'm missing here. What is technically preventing Unreal/OpenXR/etc. apps from running on Vision Pro?


From what I understand, OpenXR is a common interface that needs to be implemented by the headset manufacturer. If Apple doesn't do this, OpenXR apps won't work.

Before OpenXR every headset had its own interface. Valve and descendants have SteamVR, Oculus has its own runtime, Microsoft and descendants have Windows Mixed Reality.

Games/Apps targeting these platforms used to have to implement each one of these interfaces separately if they wanted to support that family of headsets. OpenXR shifts the responsibility onto the headset manufacturer, from my limited understanding.

edit: I don't understand why this is being downvoted? If there is a technical detail I got wrong, I'd welcome an explanation rather than Reddit-esque downvotes.


This is the correct answer, despite being downvoted.

What’s technically preventing OpenXR apps from working? Vision Pro doesn’t implement OpenXR.




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