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Native visionOS platform support

Native visionOS platform support

133 comments

·April 23, 2025

andsoitis

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.

skeptrune

> 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.

eksu

OpenGL is quite dated for VR/AR. In the Apple ecosystem they supported OpenGL 4.1 for quite some time before moving to Metal, which was announced 2 years before Vulkan.

If you spent the time developing an in house graphics API since open standards weren’t moving forward, why would you rewrite everything a second time just a few years later? Shouldn’t you expect to get a decade or two out of your existing API and only do the massive rewrite when the benefits become more substantial?

Vulkan & OpenGL applications can translate to Metal with MoltenGL and MoltenVK, respectively.

andsoitis

> OpenGL is quite dated for VR/AR.

Vulkan and DirectX are the favored graphics rendering technologies for VR.

Godot supports Vulkan rendering via OpenXR.

To get a vibe for Apple’s general posture in this regard it is worth noting that Vulkan rendering through OpenXR on macOS is technically possible via MoltenVK, but macOS does not have an official OpenXR runtime. You’d need to use third-party workarounds or wait for broader support.

serbuvlad

> why would you rewrite everything a second time just a few years later?

Why is this the dichotomy? Why not support both?

bigyabai

In an ideal world, Apple would have just built DirectX and sold the Xbox too. But you can't look at it from an executive's perspective, you have to look at it from the developer's point-of-view. This insistence on high-investment, low-ROI APIs is why the Mac doesn't have games. If you run the Metal playbook with VR again, you will have developers outright abandon you. We've already seen what happens.

Apple's GPUs support a decent chunk of the Vulkan featureset, you can go boot it up on an M1 with Asahi. Same goes for OpenXR. These are things that Apple neglects because they want to use their customerbase as leverage to market proprietary APIs. This hurts users, because Apple has neither industry-leading standards nor the leverage to force the industry to adapt. And they sure as hell lack the humility to just support both in the name of fair competition.

josephg

> Hell would freeze over before Apple conformed and contributed to an existing open standard.

Better get some blankets because Apple has made significant contributions to many open standards - for example, USB-C. And, back in the day, OpenGL.

Its a mistake to think of a large company like apple as if it were a person, with their own goals and ideas. Apple is just too big for that. I mean, they have 164,000 staff. Thats big enough that "small" business units will still have thousands of people. So each area will end up creating its own culture, and have its own way of doing things.

The graphics division - these days - seems very intent on doing their own thing. But that doesn't tell us much about the rest of apple. 164 000 people is a lot of people. That's an awful lot of different opinions about open standards.

andsoitis

> The graphics division - these days - seems very intent on doing their own thing.

Apple is a top-down hierarchy with ruthless business strategy. Not a value judgment; merely a fact to keep in mind when entering a business relationship with Apple.

Mike Rockwell, serves as the Vice President of the Vision Products Group. Rockwell has been instrumental in spearheading the Vision Pro project and the underlying visionOS platform. His leadership has been pivotal in advancing Apple’s spatial computing initiatives.

To think he and his team have not made intentional choices to support/advance or undermine OpenXR would be naïve in my view.

DecentShoes

>Apple has made significant contributions to many open standards - for example, USB-C.

And then refused to use it until the EU forced them

bigyabai

I think people are (rightfully) upset at the business-oriented decisions that limit MacOS as a platform, prevent competition on iOS and demand annual tithes from their developers like they're peons tilling land for coin. These are fair criticisms, prosecuted in a few courts even, and well within the realm of reasonable change.

Apple makes great things for their users when they collaborate with the industry. That's why we're concerned when they abandon standards and demand convergence on suspicious centralized cloud crap.

charcircuit

USB-C is not a Khronos standard.

willtemperley

> Hell would freeze over before Apple conformed and contributed to an existing open standard.

Why the vitriol?

Apple did in fact initiate and co-create the WebGPU standard [1].

[1] https://en.wikipedia.org/wiki/WebGPU

Edit to include quote of parent comment.

andsoitis

I don’t know that that is relevant.

In this context, what’s relevant is OpenXR. Apple’s visionOS does not natively support OpenXR, the open standard developed by the Khronos Group for cross-platform AR/VR development. Apple has not indicated any plans to adopt OpenXR, choosing instead to promote its proprietary frameworks such as ARKit, RealityKit, and PolySpatial for spatial computing on the Vision Pro.

What Apple is finding, however, is that there’s virtually no consumer or developer appetite for visionOS / Vision Pro.

skeptrune

> Cross-platform dev is for low-rent chumps, unless it's our cross-platform dev

From an article talking about their decision to build WebGPU[1]. I was definitely being dramatic, but do think that Apple's overall vibe doesn't mesh well with open standards.

[1]: https://www.theregister.com/2017/02/08/apple_webgpu/

tormeh

It's my impression that the WebGPU spec design team went to extreme lengths to accommodate Apple's wishes, and Apple in turn does not even support WebGPU in Safari. Why not express vitriol? Apple does not seem to act in good faith.

greenknight

Correct... But from my understanding... OpenXR isnt reliant on OpenGL? it supports Vulkan, DirectX and metal -- https://github.com/godotengine/godot/pull/98872

klausa

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.

dagmx

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.

andsoitis

Apple has no intention of fitting within godot’s GTM strategy for VR via OpenXR standard.

Amongst other signals, the PR comment says: “To support creating Immersive experiences by using a new Godot's visionOS VR Plugin.”

dagmx

Okay? That still doesn’t mitigate the need for this specific PR first though to even get to that discussion point. That line you mention is not part of the contents of this PR.

mort96

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.

jayd16

Considering install base, I'd figure the Vision Pro isn't big enough to pressure Godot.

skeptrune

Apple is big enough to sponsor Godot and should if they want to burden their maintainers with extra work long term.

mort96

I agree. I'm just saying that the result of responding "no, we won't accept this PR because we won't support visionOS until it supports OpenXR" only results in Godot not support ion visionOS. It doesn't result in visionOS gaining OpenXR support.

Now that doesn't mean it would be the wrong choice for the Godot project, they don't have to support visionOS.

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elAhmo

Both users of visionOS are happy about this announcement.

v1sea

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...

lordofgibbons

This is surprising. From everything I've been hearing in the media, I got the impression Apple had mostly given up on their XR products and will keep them on life-support until the technology is ready for mass consumption.

jitl

The media loves to spin Apple things as failures right up until the point when they’re a success. See coverage of iPhone, Apple Pay, iPad, etc. Even “Apple faithful” media like MacRumors.com will be measured but pessimistic about Apple’s new efforts because negativity drives clicks more than positivity across the board.

october8140

Reading a lot of comments it sounds like Apple should:

1. Give Godot some money.

2. Implement visionOS support via an extension not directly into core OR conform to industry standard OpenXR.

dagmx

The people making the latter comments are ignoring the contents of this PR however, and showing a lack of understanding of the engine itself in the process.

You cannot build this as an extension. It’s a different OS and Godot needs it to be done this way, as many people in the PR have commented as well. An extension would not cover it, and people suggesting that are probably used to the PC VR development model where VR is an extension of an existing supported platform, not a platform in and off itself.

Beyond that, even if Apple supported OpenXR, you’d still need this PR first because it’s covering build support first. It doesn’t cover any of the XR/Spatial rendering elements.

andsoitis

> VR development model where VR is an extension of an existing supported platform, not a platform in and off itself

This is the crux of the issue, both for Apple and for Godot.

In Apple’s case, they’re finding that their vision does not resonate with consumers or developers. So they’re searching for ways to expand chances of success but not entering with an equal partnership mentality. Thats their prerogative but I would argue the arrogance blinds them to reality.

From Godot’s perspective, the question is whether all this distraction is worth it for a platform that has for all intents and purposes failed to prove itself. There’s an opportunity cost and likely constraints that would flow from supporting Apple’s divergent and unproven vision.

In my books it seems clear that it would be a mistake for Godot to invest energy in supporting a niche, heretofore unsuccessful product that is not aligned with Godot’s technical and product roadmap.

aprilnya

I still don’t understand why I see people saying Vision is an unsuccessful and failed platform.

Vision Pro is very clearly an early adopter version of a platform that has yet to truly get started. Obviously, a huge $3500 headset on your head is not the actual intended final form of this platform. The actual intended final form is glasses.

And until those glasses are out you can’t say it failed, because it hasn’t even started yet.

frosting1337

Apple should flick Godot a chunk of change to properly get this rolling.

theshrike79

What Apple should do is drive a truckload of money on Valve's doorstep and get a Proton-like system built for M-series Macs.

tim--

They have done that.

They gave some cash money to CodeWeavers, the company that created wine. It's called the Game Porting Toolkit: https://developer.apple.com/games/game-porting-toolkit/

mattlondon

That's the problem I think: porting.

As I understand things, proton allows windows games to just work (pun intended) on Linux. No porting, no rebuild - just download and run.

Who is going to bother doing all the extra work to port their game for Mac?! Time and time again there have been loads of articles on here over the years with developers saying it is simply not worth the hassle to support Linux and Mac.

skeptrune

Insane that Apple put this PR up without at all contributing to the development fund.

Didn't even put up an issue first haha.

azinman2

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

skeptrune

Maintainers have to review the PR, answer Apple's "Open Questions", and support their users who want to build with the new functionality long term.

Laughably, it looks like the PR didn't even compile...[1]

> When you try and bundle, it will fail. The library paths are incorrect.

[1]: https://github.com/godotengine/godot/pull/105628#pullrequest...

blitzar

Apple really are not sending their finest.

jchw

There's more to development than just code. I'm sure the Godot developers value the contribution and will try to make the most of it, but they got zero input into how to implement it and this PR contains a lot of issues (e.g. it does some API breaking changes that can't just be done as-is.) On top of that, they have no idea (from the outset, I mean: obviously they are communicating now) if Apple intends to continue maintaining this code in the long run or if they just want to put the minimum amount of effort into shipping it and then consider that box checked, shifting the maintenance burden to volunteers. I don't think there needs to be intentional malice, even very nice gestures can work out poorly; we almost lost the Linux NTFS3 driver because Paragon initially stopped maintaining it and nobody else stepped up.

I think Apple can do good here but they should definitely communicate better. For open source, early and often is a good idea. (Though also good to follow through... I have been guilty of many licked cookies purely by accident and poor focus.)

tapoxi

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

wfme

Looks like it would be in their interest to do so, so yeah I don’t see why not.

colechristensen

This question is asked and answered in the linked PR thread.

fixprix

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.

mattlondon

This to me smells of desperation - not so much as "prioritising gaming" and more "prioritising anyone making any kind of content at all please please please someone make something for our device".

zapzupnz

It no more smells of desperation than when Apple contributed modern ScreenCaptureKit support to OBS Studio. They want great experiences for their own platforms and sometimes that means reaching out to other projects.

It's true that the Vision Pro hasn't seen the uptake that Apple's other platforms did at launch, like the iPhone, iPad, Apple Watch, etc. — but it's nearsighted to think that Apple can't play a long game. It has the patience (and money) to play it all the way to the eventual release of their glasses; by that time, the platform will already have plenty of fantastic software ported from iOS and, eventually, other platforms through ventures like this.

KeplerBoy

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.

singularity2001

Lookup GorillaTag a surprise smash hit that made half $1 billion(!) revenue on the Meta quest!

hnlmorg

You’re not looking very hard then because there are loads of new games released both with VR support and also exclusively for devices like the Oculus Quest.

What we’ve seen less of is AAA games bolt on VR support as an afterthought - and the reason for that is because it’s almost always a terrible way to play a game that was originally designed to be played with a keyboard and mouse, or traditional game controller.

mvkel

It would be strange if they went about it this way, as it gives the godot community some unprecedented control over apple's release schedule

__m

My fear is that they won't treat godot first class and release updates for unity first. That kind of first class support would be required for me to switch from unity.

amelius

Back in the day when Microsoft dominated everything, we would have said embrace, extend, extinguish.

yreg

VisionOS doesn't dominate anything.

raverbashing

Jeez, some people are just insufferable

I'm glad some people like https://github.com/godotengine/godot/pull/105628#issuecommen... exists

"why this is not an extension" sounds like an awfully naive question. I'm not a Godot expert but I'd bet a very large amount of money that this is not in the realm of a simple extension, as flexible as Godot can be (and a check of the PR seems to confirm this)

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andsoitis

Shiny. Unsolicited advice. visionOS is a distraction for the Godot team (whether or not you believe visionOS is a dead end or not). I would recommend focusing on high impact domains while Godot competitors like Unreal and Unity diffuse their attention.

If you officially support visionOS, it now requires all product and engineering innovation to take it into account, slowing down velocity for very little gain, if any.

999900000999

It looks like Apple put their own people on this one.

If they want to maintain this, the Godot foundation needs to be extremely clear about that. You're talking about an extremely niche platform that will require tons of ongoing maintenance.

I would have hoped Apple also spent time working on the general engine and maybe tackling some bugs. Maybe they did maybe they didn't.

andsoitis

Even debating support for a niche platform is a distraction. Noise.

dewey

Niche platform from one of the biggest companies on the planet isn’t as niche as others though. If there’s a way to get first party support from the vendor directly it could be beneficial to the other platforms too (iOS).

nopakos

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.

andsoitis

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.

dynjo

They already said they plan to do this in the PR.

macintosh-hd

One of the comments says another team is working on Apple TV.

solardev

That's one of the things they are discussing in the comment chain. Apple hasn't directly addressed it yet. Seems like if they want this to be official, they ought to donate some headsets and money to offset the increased maintenance...

andsoitis

Apple has more to gain than does Godot. Money and headsets cannot faithfully account for additional complexity and coordination tax. Nevermind potential constraints on other platform expressions of the game engine.

What you want to do is first decide whether it is strategically valuable to be on this platform. If it is important, then you want to make sure there’s ROI in approach. Doing things in reverse, I.e. seeing whether there’s a cost-effective path to support another platform before deciding whether to support is is misguided in my opinion.

Just because you can doesn’t mean you should.

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