Which One Should You Use?
Use Meta XR SDK if:
You’re developing specifically for Meta Quest.
You need device-specific features like hand tracking, passthrough AR, and custom controller support.
You want a simpler, Meta-optimized development experience.
Use OpenXR if:
You want your application to run across a wide range of XR platforms.
You don’t need device-specific features (like passthrough or hand tracking).
You want greater flexibility in developing for multiple platforms.
1. Meta XR SDK (All-in-One SDK)
Platform-Specific: The Meta XR SDK is specifically designed for Meta's (Oculus/Meta Quest) devices, including Meta Quest 1, 2, and 3, and works exclusively with those devices.
Features:
Custom Built for Meta Devices: Offers deep integration with Meta's hardware (including sensors, controllers, passthrough, hand tracking, etc.).
Oculus Features: It supports features specific to Meta's ecosystem, like hand tracking, Oculus Touch controllers, and passthrough AR.
Simplified Setup for Meta Devices: Streamlined workflows for developing apps optimized for Meta Quest with specific tools for controlling the Meta Quest experience.
Optimized: Directly optimized for performance on Meta Quest hardware and leverages Meta’s proprietary features (such as Oculus-specific controllers and Meta Quest runtime).
Limitations:
Platform Lock-in: It works only on Meta Quest devices and is not cross-platform.
Limited Flexibility: It doesn't work with other VR or AR headsets (e.g., HTC Vive, Windows Mixed Reality).
2. OpenXR
Cross-Platform Standard: OpenXR is an open-source, cross-platform standard for XR (Extended Reality) applications. It’s a unified API that works across a wide variety of XR headsets (VR/AR) and devices, including Meta Quest, HTC Vive, Windows Mixed Reality, Valve Index, and more.
Features:
Device Agnostic: It allows developers to write applications that can run on multiple platforms (Meta Quest, HTC Vive, etc.) without changing the codebase for each device.
Standardized API: It standardizes the way you interact with different XR hardware, meaning that instead of having to integrate each device's specific SDK (like Meta SDK), you can use a common interface.
Compatibility with XR Tools: OpenXR allows you to build apps that are compatible with many different XR runtimes and devices, giving developers the flexibility to deploy to a wide range of headsets without customizations.
Limitations:
Less Device-Specific Features: While OpenXR is compatible with many devices, it doesn’t have access to some device-specific features or optimizations (like Meta's hand tracking or passthrough) that you get from using the device-specific SDK (Meta XR).
Additional Configuration: For some devices, you may need to configure or enable additional support for full functionality.
Added by : Eunjin Hong 2025/02/18
1. Universal Render Pipeline (URP) (Recommended for Visuals & AR Expansion)
✅ Supports modern shading & rendering (better lighting, shadows, etc.)
✅ More compatible with future AR/MR features (e.g., shaders for visualizing scatter points in the environment)
✅ More scalable for advanced AR experiences
❌ Needs extra setup for Meta Quest (modifying scripts, handling render pipeline settings)
❌ Some Meta XR SDK features (like Passthrough) may require workarounds
Best choice if you want higher-quality visuals and plan to integrate more complex scatter visualizations (e.g., interactive 3D scatter plots with shaders, depth effects, or environmental integration).
2. Built-in Render Pipeline (Recommended for Stability & Performance)
✅ Best for performance on Meta Quest
✅ Easier to implement features like Passthrough & Light Estimation
✅ More stable when working with Meta XR SDK
❌ Lacks modern rendering features like better lighting & shading
❌ Less flexible for advanced visuals (e.g., reflections, realistic materials)
Best choice if you want a lightweight, stable solution to add scatter points in AR without complex rendering needs.
Which One Should I Pick?
If performance & stability are your priority → Built-in Render Pipeline
If you want better visuals & future scalability for advanced AR features → URP
Added by : Eunjin Hong 2025/02/24