Khronos Bolsters VR, AR, MR Markets With OpenXR Working Group, API Updates, More

The Khronos Group announced a new standard, OpenXR, that's meant to help VR and AR game developers support more hardware platforms with less hassle. The consortium also revealed updates to Vulkan, WebGL, and glTF as well as new working groups devoted to developing these standards. With support from Intel, Oculus, and many other companies, the announcements promise to shake up XR game development as we know it.

OpenXR

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Nathaniel Mott
Freelance News & Features Writer

Nathaniel Mott is a freelance news and features writer for Tom's Hardware US, covering breaking news, security, and the silliest aspects of the tech industry.

  • bit_user
    Speaking of Vulkan: Khronos announced that the API, which is meant to compete with supersede AMD's Mantle,
    Fixed that, for you.
    Reply
  • bit_user
    In glTF 1.0, a material is defined with a GLSL shader – which causes an issue when wanting to import a glTF model into a Direct3D, Vulkan or Metal application. Fortunately, there is a technology that can solve both these problems in one stroke – Physically Based Rendering (PBR). A PBR material is defined by simply sending parameters into a well-defined rendering model.
    Is there a standard for PBR shaders? Surely, they're going to be less efficient than many of the simpler shaders out there, and not amenable to some of the hacks that employ shaders to accomplish various special effects.

    I'm really skeptical that textures can be adequately modeled as PBR shaders, but perhaps someone can educate me.

    IMO, they should've just used SPIR-V. Microsoft might whine about that, but it shouldn't be hard for them to support (all of the supported GPUs already implement it).
    Reply