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andsoitislast Wednesday at 5:11 AM7 repliesview on HN

Godot already supports VR via OpenXR.

OpenXR is the Khronos-maintained industry standard for VR/AR devices—supported by SteamVR, Oculus, Vive, Pico, Windows Mixed Reality, Quest.

Notably absent is visionOS / Vision Pro.

I would insist Apple conforms to the industry standard. More scalable, open.


Replies

skeptrunelast Wednesday at 5:23 AM

> The visionOS platform doesn't have OpenGL support, as it's not supported by visionOS.

Hell would freeze over before Apple conformed and contributed to an existing open standard. They even failed to follow the Godot contribution guide for the PR itself.

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jeroenhdlast Wednesday at 11:04 AM

> I would insist Apple conforms to the industry standard

Insisting Apple conforms to anything is useless, unless you're in control of government regulations.

You can stick to Apple's ridiculous custom APIs, or you can release your software without Apple support. Luckily, VisionOS seems to have gone the way of the Apple Pippin, so I don't think many people will care much about Apple's headsets not being supported by VR games. Apple certainly doesn't.

If Godot wants VisionOS support, this is probably the way to do it. The question then becomes: is an alteration this heavy worth the maintenance cost, especially for hardware that expensive and uncommon? You don't want to end up in a situation where the one guy with such a headset falls ill and suddenly you can't test your engine anymore without spending a couple thousand on new hardware.

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migueldeicazalast Wednesday at 12:35 PM

There is no need to have Apple conform to it, you can just expose the functionality, like this plugin does

https://github.com/jamuus/OpenVision/tree/main

Which was used by a community effort to bring VisionOS support to Godot:

https://github.com/jamuus/godot-vision

klausalast Wednesday at 5:36 AM

This would get you, maybe, VR/AR games/apps running on the device.

The PR from Apple also adds support for "flat" Godot games/apps running on Vision Pro.

dagmxlast Wednesday at 6:36 AM

This PR specifically is about getting Godot able to build for visionOS.

Even if Godot insisted on needing OpenXR support , you’d still need to land this PR to get the engine itself to work first.

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mort96last Wednesday at 6:19 AM

If Godot does nothing and insists that it's on Apple to to support OpenXR, then VR developers who want to support the Vision Pro will have to use Unity or Unreal or some other non-Godot engine. It achieves nothing other than to reduce Godot's relevance. Godot isn't big enough to pressure Apple.

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