Analysis updated 2026-05-18
Test an OpenXR-based VR or mixed-reality app locally on an Apple Silicon Mac.
Stream VR content from a Mac to a Meta Quest headset over the Android client.
Build or debug against OpenXR extensions like hand tracking on macOS.
Prototype a visionOS-based immersive viewer that connects to this runtime.
| demonixis/openxr-osx | zcythiero/delta-exec-pc | caspermeijn/onvifviewer | |
|---|---|---|---|
| Stars | 40 | 40 | 41 |
| Language | C++ | C++ | C++ |
| Last pushed | — | — | 2023-01-19 |
| Maintenance | — | — | Dormant |
| Setup difficulty | hard | moderate | moderate |
| Complexity | 5/5 | 2/5 | 3/5 |
| Audience | developer | general | general |
Figures from each repo's GitHub metadata at analysis time.
Needs Apple Silicon macOS 13+, C++20 toolchain, and Android SDK/NDK for the headset client.
OpenXR OSX Runtime is a C++ project that brings OpenXR support to Apple Silicon Macs. OpenXR is an open standard for virtual and augmented reality applications, the kind of software that runs on VR headsets and mixed reality devices. Historically, macOS has had no official OpenXR runtime, so developers had nowhere to test or run OpenXR-based apps directly on a Mac. This project, created by Yannick Comte, fills that gap. It includes a macOS runtime, a unified viewer for macOS and iOS that offers both a Simulator mode and a StereoView two-eye display mode, an early visionOS viewer, and a streaming stack with an Android client aimed at Quest-class headsets. In practice this means someone can stream OpenXR content from a Mac out to a connected VR headset. The visionOS viewer is described as opening a small floating search window, then entering immersive VR automatically once a stream connects, sending head position and hand tracking data back to the runtime. The README is direct about the project's current state: it is in early development and not production ready, frequent crashes and bugs are expected as a normal part of that stage, and on macOS the non-standard nature of OpenXR support means apps currently need to be launched from the command line rather than as a typical desktop app. The README also discloses that the project uses AI-generated code and documentation. On the positive side, it reports that Metal rendering, the core runtime flow, Vulkan interop, and loader-backed runtime tests are already working, along with several OpenXR extensions for hand tracking and debugging, and that a recent conformance test run passed 63 tests with none failing. To build it you need macOS 13 or later on Apple Silicon, C++20, CMake with FetchContent, Ninja, SDL3, the OpenXR SDK, Metal, and Vulkan headers for the interop paths, plus the Android SDK, NDK, and Java 17 if you want to build the Android streaming client. The project is licensed under MPL-2.0, with third-party SDKs and platform components keeping their own separate licenses.
An early-stage OpenXR runtime that brings VR and mixed-reality app support to Apple Silicon Macs.
Mainly C++. The stack also includes C++, Metal, Vulkan.
You can use, modify, and share the code, but changes to MPL-2.0 licensed files must be shared under the same license.
Setup difficulty is rated hard, with roughly 1day+ to a first successful run.
Mainly developer.
This repo across BitVibe Labs
Verify against the repo before relying on details.