OpenXR is a remarkable open standard designed to streamline compatibility between XR software and the array of XR headsets available. Google, a towering figure in the tech world, has embraced this standard from the start, aligning itself with giants like Meta and Microsoft. ByteDance, among other influential tech companies, is also on board, underscoring OpenXR’s role not just as an open standard but as a cornerstone of the industry. Nevertheless, despite widespread adoption by leading XR firms, one significant holdout remains.
OpenXR was first unveiled in 2017 as a way to simplify the work of developers aiming to create XR applications that seamlessly operate across diverse headsets with minimal adjustments. Major players in the XR space—Meta, Microsoft, Valve, HTC, and many more—have rallied around OpenXR. However, one notable exception is Apple.
Apple is famously known for paving its own path, often opting for proprietary systems over established industry norms. At times they’ll adopt these standards, but usually not without forging their own way first.
Take their Vision Pro headset—it’s a prime example of Apple’s independent approach. It doesn’t support OpenXR, nor does it offer built-in compatibility with motion-tracked controllers, a staple for most existing XR content. Incorporating OpenXR could have eased the transition of XR applications to Vision Pro, but without controller support, developers still face a significant challenge.
As ever, Apple remains the standout.
Conversely, Google has eagerly announced that its latest Android XR platform will fully embrace OpenXR, smoothing the path for developers wanting to transition their XR content to devices like the Quest.
Google has confirmed that Android XR is already aligned with OpenXR 1.1. Moreover, it’s enhanced the platform with ‘vendor extensions,’ adding new device-specific capabilities that may eventually be integrated into future iterations of OpenXR.
In recent developments, Pico, the XR branch of ByteDance, declared its runtime compliant with OpenXR 1.1 on its Pico 4 Ultra, planning further expansion to Pico 4 and Neo 3 by mid-2025.
Pico is not just stopping at compliance; they’re envisioning new directions for the standard. The company has proposed a framework to standardize how multiple XR applications can run concurrently in a shared space—an idea they’re pushing in discussions with the OpenXR working group, the body responsible for guiding the standard’s evolution.
With Google and Pico now actively supporting it, OpenXR has cemented its status as an industry benchmark. Nonetheless, despite its growing influence, the probability of Apple joining the movement remains dubious.