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v1seatoday at 4:51 AM1 replyview on HN

It’s nice to see this addition. I’m not sure if Godot would be better off bridging OpenXR to apple’s ar compositer or do as these PRs implement.

It isn’t much work to bridge from a metal renderer to the ar compositor. There are nice, if under documented c apis for Compositor Services in visionOS. I don’t think this will end up being a heavy maintenance burden, but they should donate some headsets as the second vertex amplification doesn’t run in the simulator. The max threads per thread group also differ. So real hardware is needed to measure performance.

https://developer.apple.com/documentation/compositorservices...


Replies

luqtastoday at 4:16 PM

> they should donate some headsets

profiting 180 billion USD per year should put them in a position to also provide grants for hiring workforce for the necessary amount of years that will take to popularize their current and new AR/VR technology (if it'll ever be popular)

even if Godot starts also being the backend for non-gaming applications (which i don't know how the discussion about this went/is going), which AVP could also benefit, i doubt the investement of time to maintain this PR will pay itself, i.e. the few developers releasing software for Apple VR will make enough money and will donate enough for covering maintainer(s) to keep up with a (so far niche) new OS in Godot!