Navigation
Recherche
|
How OpenXR could glue virtual reality’s fragmenting market together
mardi 19 mars 2019, 12:42 , par Ars Technica
Enlarge / OpenXR is like a girl reaching for a moon, or something... (credit: Khronos)
Consumer-grade virtual reality (and, to a lesser extent, augmented reality) is only a few years old, but it’s already an extremely fragmented market. Wikipedia lists almost 30 distinct VR headsets released by dozens of hardware makers since 2015. Creating a game that works seamlessly with all of these headsets (and their various runtime environments) can be a headache even for the biggest studios. OpenXR is out to change all that. With Monday’s release of the OpenXR provisional specification, Khronos’ open source working group wants to create a world where developers can code their VR/AR experience for a single API, with the confidence that the resulting application will work on any OpenXR-compliant headset. 'By accessing a common set of objects and functions corresponding to application life cycle, rendering, tracking, frame timing, and input, which are frustratingly different across existing vendor-specific APIs, software developers can run their applications across multiple XR systems with minimal porting effort—significantly reducing industry fragmentation,' Khronos said in a statement announcing the provisional release. Read 12 remaining paragraphs | Comments
https://arstechnica.com/?p=1475815
|
56 sources (32 en français)
Date Actuelle
sam. 23 nov. - 03:38 CET
|