Interesting call to action, and discussion in the comments, on Meta’s OVRPlugin and how their actions conflict with OpenXR’s openness and vision.
Since 2024, the OpenXR ecosystem on PC is under attack. What you have all enjoyed as a technology to create a better VR experience is in jeopardy and is at the brink of extinction. This attack is led by Meta, through a piece of software called “OVRPlugin”. OVRPlugin is a piece of software (a “middleware”) published by Meta for integration to Unity and Unreal Engine. OVRPlugin claims to be an OpenXR middleware, however it violates several fundamental principles behind OpenXR. Meta is using OVRPlugin to preclude developer’s content (games) from running on any platform other than theirs. This includes blocking applications from running with Virtual Desktop, SteamLink or ALVR, even if you have a Meta Quest headset. This includes blocking applications from running on your non-Meta headset as well, such as Pimax, Pico, Varjo, Vive, etc. More and more content has become subject to these unwarranted restrictions in the past year.
This comment on OpenXR’s pace of development…
I am / was a VR dev that worked a lot with OpenXR. I even pushed the product of my old employers to switch to this tech instead of having individual implementations for each system.
OpenXR is a good thing. But for fuck sake why is it so closed to integrate new path / possibilities. Even Meta pushed for devs to use it until OpenXR never made it possible to do mixed reality or even integrate trackers correctly… If they really wanted to kill it they’d just disable the option in the quest link to be an OpenXR runtime.
The OVR plugin being necessary to begin with is not 100% Meta’s fault. And with the current PCVR user base I understand a lot of devs are just going for the Meta implementations. It’s where the users are, it’s that simple.
To resume: OpenXR just doesn’t evolve fast enough to stay afloat with the new capabilities of headsets, controllers, and trackers.
… gets a nice reply on Meta not choosing to expose their APIs through OpenXR, but through their own SDKs:
Sorry, but you’re actually falling for Meta’s tricks here. OpenXR is infinitely expandable via its extensions system, in fact Meta do use this for adding features. The problem is it’s all wrapped up in their SDKs, which do non-conformant checks like mbucchia describes, and at this time they choose not to integrate with the official OpenXR engine implementations instead. Everything in their SDKs is totally possible outside, in fact I’ve re-implemented their extensions against Unity’s official plugin here: https://github.com/mikeskydev/unity-openxr-extensions
What do you think, valid points?