OpenXR has emerged as a game-changer in the XR landscape by setting a universal standard that bridges the gap between XR software and headset compatibility. Among the latest tech giants to embrace this open standard is Google, aligning itself with the likes of Meta and Microsoft. Even ByteDance has recently thrown its hat in the ring, establishing OpenXR not just as a mere open standard, but as a cornerstone of the industry. Yet, in a landscape where nearly every major XR player has embraced OpenXR, there’s still one significant outlier.
Launched in 2017, OpenXR is all about simplicity for developers, allowing them to craft XR applications that run seamlessly across a multitude of headsets without needing extensive tweaks. Heavyweights such as Meta, Microsoft, Valve, and HTC have already jumped on board with OpenXR, which leaves us with the glaring exception: Apple.
Apple, known for its tendency to march to the beat of its own drum, often eschews industry-wide standards in favor of its proprietary formats. Sometimes, it eventually aligns with the broader tech community’s consensus, but not always.
Take their Vision Pro, for example. It currently lacks support for OpenXR—a choice that means developers face more hurdles when trying to adapt their XR apps for the device. Add to this the fact that Vision Pro doesn’t natively support motion-tracked controllers, which are vital for most XR content, and developers face a double whammy of hurdles.
While Apple remains on its solo path, Google has been prompt in its support for OpenXR with its new Android XR platform. This move simplifies the process for developers aiming to port apps originally designed for headsets like the Quest to Android XR devices.
Google proudly states that their Android XR platform already adheres to OpenXR 1.1, while also offering their proprietary ‘vendor extensions.’ These added capabilities enable new possibilities on specific devices, and sometimes these vendor extensions are integrated into the OpenXR standard with subsequent updates.
Meanwhile, Pico, ByteDance’s XR wing, has also announced compliance with the OpenXR 1.1 standard on its Pico 4 Ultra, with aspirations to extend this to Pico 4 and Neo 3 by mid-2025. The company has been vocal about its vision for the future of the standard, advocating for a framework that allows XR applications to run simultaneously, providing users the capability to switch apps within the same XR environment. Pico is actively lobbying for their proposal within the OpenXR working group, the organization overseeing the standard’s progression.
The adoption of OpenXR by major players like Google and Pico solidifies its status as the industry norm. However, whether Apple will ever join the OpenXR fold remains anyone’s guess.