Gaming, Graphics & XR

OpenXR

Also known as: Open XR, OpenXR standard

OpenXR is a royalty-free, open standard from the Khronos Group that lets virtual, augmented, and mixed reality apps work across many headsets using one common interface.

Before it, developers had to support each company's proprietary system separately. While OpenXR has been adopted by most major XR platforms, including Meta, Valve, Microsoft, and Android XR, Apple's visionOS uses its own frameworks instead.

OpenXR, explained at three levels

At home

Think of OpenXR like a standard wall outlet. Any appliance with the right plug works in any outlet, whoever made the appliance or the wiring. Before OpenXR, each VR headset had its own plug, so apps had to be rebuilt for each brand. OpenXR defines one shared way for apps to ask a headset where your head and hands are and to send it images to display.

At work

OpenXR is a royalty-free open standard from the Khronos Group that defines one interface between XR applications and headsets. Developers write an app once against OpenXR, and it runs on any conforming device, including Meta Quest, SteamVR headsets, Pico, and Android XR devices. For businesses, that lowers the cost of supporting several headsets and reduces lock-in to a single hardware vendor.

Real-world examples

At home

Sophie bought a VR game on a PC store and was pleased it worked with both her old headset and her new one from a different brand, because the game used OpenXR.

At work

Thomas runs a small Toronto studio building VR training apps. Because his team targets OpenXR through their game engine, they ship one version that works on several headsets clients already own.

How it compares

featureOpenXRProprietary XR APIs
OwnershipOpen standard, Khronos GroupSingle company
Device supportMany headsetsOne vendor's devices
Lock-in riskLowerHigher
Newest featuresOften via extensionsSometimes earlier

OpenXR lets developers build once for many headsets.

For analysts

When commissioning XR apps, I'd require OpenXR support where possible, so you can change headset vendors later without paying to rebuild the app.

History & origin

As VR headsets multiplied after 2016, the industry suffered from fragmentation: Oculus, SteamVR, and Windows Mixed Reality each had separate software interfaces. The Khronos Group, which also manages OpenGL and Vulkan, formed the OpenXR working group in 2017 with major companies. OpenXR 1.0 was released in July 2019. Meta made OpenXR its preferred interface and deprecated its older proprietary APIs in the early 2020s, and game engines such as Unity, Unreal, and Godot added OpenXR support. OpenXR 1.1 arrived in 2024, folding common extensions into the core standard, and Google built Android XR around it. In my view, OpenXR is one of the reasons small studios can afford to ship on several headsets at once.