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Native visionOS platform support

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Re: Native visionOS platform support

#31

Earlier quoted context omitted.

> it could be beneficial to the other platforms too (iOS). In what way? As far as I know, iOS support on Godot is almost entirely community-driven. If true, Godot has nothing to gain. Apple is struggling with adoption so they have most to gain from Godot support for visionOS, but is not obvious that visionOS support would benefit Godot in any strategic manner. One strategic heuristic is that you don’t want to underta…

exclusivity ?? its an open source project why would they want that, its not a competition :p

Godot is absolutely in competition with other game engines.

Re: Native visionOS platform support

#33
post #18

Looks like Apple might be prioritizing gaming for the next gen Vision devices? Hopefully, as I know many, myself included that passed on the Vision because the gaming support wasn't there. Price was never an issue.

Does anyone in the industry care about VR gaming right now?

I don't see people buying headsets, I don't see VR features in new major games, it's just not a thing outside of a probably shrinking niche.

Re: Native visionOS platform support

#35

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.

[deleted]

Re: Native visionOS platform support

#36

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.

> 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.

Re: Native visionOS platform support

#37
post #17

Earlier quoted context omitted.

And since Apple is here, please help adding support for Apple TV. Apple and Android TV support sometimes makes the difference when choosing an engine.

Apple TV for games is super niche, with very little market share in the big scheme of things. Even when it comes to TV, Apple realized they had to create an Apple TV+ app for other platforms to extend the reach of their investment in shows/movies beyond their own hardware.

There are however some games which thrive on apple tv. The virtual cycling game zwift is probably one of the most important apple tv games, it's the recommended system to get the game running on the cheap.

So, if you're making an app that benefits from a big screen and your customers are willing to buy a cheap dedicated device to easily use your app on a big screen, supporting apple tv might be a very sensible choice.

Re: Native visionOS platform support

#39

Insane that Apple put this PR up without at all contributing to the development fund. Didn't even put up an issue first haha.

If they did the work, what’s wrong with that?

Are they going to do the ongoing maintenance if this is merged in?
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