OpenXR or Oculus OVRPlugin?

Given that we have multiple options today for VR development, if you were to start a new VR project today, what approach would you use for development and why?

I have used OpenXR only from early on but I see that OVRPlugin (and I think the new one actually uses openXR) is packed with things like audio tools.

I know there is no right or wrong answer here but I am hoping to hear from those who have used both methods in the past and see what they prefer. Thank you!

I choose the one with the documentation and support that is currently being developed and focused on, and the most intuitive one (IMO).

Which is?

I use OVR without OpenXR, the main reason, I only have Meta Quest glasses so it is impossible for me to test the results on other devices, the main function of using OpenXR.

On the other hand, I think that the Oculus Integration versions are always one step ahead of OpenXR, which allows me to use features that are not in OpenXR.

Greetings to all.

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Thanks. From my recent findings, the latest OVR actually uses OpenXR underneath, though I think there is an option to force it off, not entirely sure.

It seems so, in fact I am with many tests to be able to install App Space Warp and it is necessary to select OpenXR to be able to use it. However, after selecting OpenXR during the installation of Oculus Integration, I use OVR in the code and prefabricated as OVRPlayerController without “problem”, I have problems with URP that is being a disaster… Greetings.

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