googlevr / cardboard

Open source Cardboard SDK and samples
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What are the plans for cardboard and OpenXR #197

Open jnroesch opened 3 years ago

jnroesch commented 3 years ago

Hey there, I just stumbled upon Unity starting to support the OpenXR standard (https://www.khronos.org/openxr/) and I was wondering what the position of the google cardboard sdk is in all this.

Afaik the cardboard sdk and the cardboard unity plugin is developed for unitys "Unity XR SDK" , their new way of handling vr etc. and would more or less reside next to the other providers such as the oculus xr plugin etc as depicted in the graphic here: https://forum.unity.com/threads/unity-support-for-openxr-in-preview.1023613/

Now as i understand it openXR does not currently have compliant support for mobile/cardboard, however the strength of this standard is that new platforms can be made accessible rather easily. In fact a developer preview already exists for android which is mentioned here: https://www.collabora.com/news-and-blog/news-and-events/monado-update-passing-conformance-android-support-and-more.html

With platforms like oculus and valve transitioning to openXR i am wondering if the "Unity XR SDK" is becoming deprecated before it got fully implemented and also if cardboard is planning to implement openXR.

Sorry if I misunderstood how openXr and cardboard is positioned to one another, this whole XR space just got pretty messed up in the past year.

Mandelbrow commented 3 years ago

Perhaps an extra layer (of bullshit?) is not primarily whats needed to deal with some different inputs from pointers, joysticks, or hand, or finger trackers, and eye trackers, and various 3DOF, or 6DOF tracking in various headsets with different lences, and displaysystems in VR? The applications arn't even running on the same processors.

Unity and other game engines already have input systems to deal with different inputs, and controls. And all of the other stuff for physics, and graphics rendering.

jballoffet commented 3 years ago

There are currently no plans to add OpenXR support to the Cardboard SDK. We are currently prioritizing what helps individual app developers the most. From that perspective, we would like to know what advantages and improvements it would bring for your apps, what use cases it would address for your apps, or what current issues in your apps it would solve. With that information we can evaluate this feature request and prioritize it accordingly. For example, it may be faster for us to add support for a particular game engine than to add full OpenXR support.

billyquith commented 3 years ago

@jballoffet we would like to know what advantages and improvements it would bring for your apps

Hi. OpenXR is new standard for VR. We are moving over to OpenXR on OpenBrush, a TiltBrush fork. If vendors support OpenXR, and the Unity XR plugin supports your device it makes support for the device easier. Instead of per-device SDKs we can support a more generic device type. Every developer can then concentrate on more features instead of mass duplication of input/presentation code.

felicitywire commented 3 years ago

It would increase accessibility for many next gen xr experiences.

On Sat, Oct 23, 2021, 10:17 AM Bill Quith @.***> wrote:

@jballoffet https://github.com/jballoffet we would like to know what advantages and improvements it would bring for your apps

Hi. OpenXR is new standard for VR. We are moving over to OpenXR on OpenBrush https://github.com/icosa-gallery/open-brush/issues/135, a TiltBrush fork. If vendors support OpenXR, and the Unity XR plugin supports your device it makes support for the device easier. Instead of per-device SDKs we can support a more generic device type. Every developer can then concentrate on more features instead of mass duplication of input/presentation code.

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jcarlosrc commented 1 year ago

Any plan to include Godot 4 in the list of supported engines? Godot supports OpenXR but there is not a proper Cardboard package. I can see that unity and Unreal engines do have official cardboard development packages.