Mixing the Real and Unreal: The Future of XR in UE4
summary
Engine now targets a single OpenXR 1.0 plugin to replace multiple runtime plugins, promising one codepath and vendor conformance instead of per-vendor ports. Input moves to rebinding actions and interaction profiles (MotionController keys are slated for deprecation). HoloLens 2 gets native and streaming support with Live Link finger and eye data; ARKit 3 adds 2D/3D skeletal and human occlusion. Renderer features: late-update to remove a full-frame of latency from an 11 ms budget, Vulkan fragment-density maps / variable-rate shading on Quest, and an 11M-polygon HoloLens streaming demo.
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chapters (31)
- 0:00Start
- 4:42Khronos Group
- 5:24Fragmentation
- 6:03Unification
- 7:08Vendor Extensions
- 8:17Where are the hacks?
- 9:58Active runtime selection
- 10:42What are actions?
- 11:24Action Events
- 12:14Binding the actions
- 13:15Interaction profiles
- 14:45History
- 15:24OpenXR Input
- 16:10Future improvements
- 16:34Current situation
- 17:18Future Plans
- 18:29Supported Extensions XR KHR_d3d11 enable
- 20:37Regular Pipeline
- 21:12Deep Pipeline
- 24:09Plugin Roadmap
- 24:53AR Update
- 25:25Hololens Support
- 26:00Hololens 2 - setup
- 26:36Hololens 2- configuration
- 26:55Hololens 2 native
- 29:45Hololens 2 remoting
- 35:36ARKit update
- 37:48AR Refactor
- 42:02Variable Rate Shading - VR example
- 43:44Variable Rate Shading Roadmap
- 44:49To wrap up
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