Reserving a slot for an eventual Windows MR module

Steam is a 3rd party launcher…

. Funny how people seem to blast other companies like origin oculus gog microsoft and never realize valva is the same.

when steam first shipped with half life everybody hated that shit.

unless you buy all your games as cdroms from target… you are buying from a digital distributor like everyine else.

funny part is yout probably using windows so that would make microsofts own store a first party launcher actually.

. im not attacking you just setting the record straight.

Here is the Openxr site above.

As I understand it, the whole point of OpenXR is so that the platform doesn’t need to care if the hardware is using inside-out/outside-in, lasers, cameras, sonar or whatever.

MS would get the coordinates and orientation already calculated for them.

It is up to Valve or Pimax to make the driver interface for OpenXR ( device layer )
Microsoft then “only” needs to make their platform recognise the OpenXR api ( aplication interface )

EDIT: actually, MS might need to also make the API for the device layer, but this would need to be done one time and should then support all devices that support openXR

Read the link. Openxr is just an api so programmers can use it to have their aps used on any platform without the need to have to use a variety of different apis to adapt the program from 1 platform to another.

It’s not making Oculus Home compatiable with third party headsets etc.

Now MS MR headsets are being able to be used in steam. However when I googled Windows vr with vive & such. No articles saying ms is giving vive acs to windows vr (yet).

It makes sense for Valve to accept MS MR headsets as Valve’s vr platform is not closed to headsets.

With the OpenXR being from the folks behind vulkan. Vulkan is cross platform graphics library api. Using it makes it easier to create cross platform games but doesn’t ensure a game will be available on more than one platform.

@Sjef as a programmer can likely give better details. But the link even shows it.

It is 2 things.

A device interface and a program interface.
In the link they refer to the two parts as “device layer” and “application interface”

You described the “Application interface”.

direct quote from link

OpenXR defines two levels of API interfaces that a VR platform’s runtime can use to access the OpenXR ecosystem.

Apps and engines use standardized interfaces to interrogate and drive devices. Devices can self-integrate to a standardized driver interface.

Standardized hardware/software interfaces reduce fragmentation while leaving implementation details open to encourage industry innovation.

Ofcourse, they must still implement support for openXR devices, but if they do, they will support them all.

Yep if Oculus & MS want to support other headsets is the key.

Like Vulkan it is meant to be an open standard so content developers don’t need to learn specifics of each platforms hardware/software environments to create content.

Until MS & Oculus announce they are supporting other headset solutions like Valve has. To use these 2 platforms will require a workaround of sorts.

Now I can see possibly ms might before Oculus does. But I am sure atm MS is likely getting license fees for official MS MR supported headsets.

See diagram

Actually windows MR is just 3d launcher like other said. but pixma have 8k ,means that we can create 8 1080 screen around us at the same time all running full windows mode…instead of stuck in “widget” only.