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Holochip has deep expertise in OpenXR development and implementation, and is an active member of the Khronos OpenXR working group pushing to ensure the standard handles next-generation display solutions.

What is Vulkan ?

Vulkan is a cross-platform 3D graphics and compute API. It provides high-efficiency, cross-platform access to modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms. With Vulkan, developers can take advantage of the performance and capabilities of the latest GPUs while still having access to a wide range of existing graphics hardware.


Holochip has been developing the ability to incorporate advanced Vulkan rendering capabilities into OpenXR projects to support light field and other next generation displays. At SIGGRAPH 2021 Holochip demonstrated the ability to use Vulkan ray tracing to render Quake II RTX on a commercial light field display in real-time.

This year at SIGGRAPH 2023 as part of the Birds of a Feather program, Holochip will demonstrate that Vulkan ray tracing has been integrated with OpenXR and enables users with different types of displays (VR headset, and a light field display) both rendered using OpenXR, to play against one another in Quake II RTX.

Getting Started With Vulkan in OpenXR

To help developers get started with this type of development, holochip has created an OpenXR demo.

  • Holochip OpenXR Demo

    • Requirements

      • An OpenXR compatible headset (or a headset emulator)

      • An OpenXR compatible runtime installed and properly configured on a Linux OS (Windows and MacOS support coming soon). We are using the Monando runtime developed by Collabora.

      • Install demo dependencies

      • OpenXR SDK ​

      • Vulkan

      • GLFW

      • GLSlang

  • Demo Installation Instructions

    • Clone the "Holochip OpenXR Demo Suite" from the Holochip Git repo

    • cd into the folder into which the location of the "Holochip OpenXR Demo Suite" was downloaded

    • Initialize the submodules using the command "git submodule update --init --recursive"

    • Run the following commands:

      • mkdir build && cd build

      • set OPENXR_SDK_SRC_DIR=/OpenXRInstallPath/OpenXR-SDK-Source

      • set OPENXR_SDK_BUILD_DIR=/OpenXRInstallPath/cmake-build-debug

      • cmake ..

      • make

      • ./holochip_openxr

  • ​​Troubleshooting

    • If the demo application fails to run, you will see an error indicating what is wrong. Below are links to the Khronos troubleshooting resources.

  • ​​Need help with the Demo? 

    • If you run into any issues with the demo, have questions about implementation, or need help with your OpenXR projects, please contact us at

Vulkan Samples

Assistance with streamlining high-performance 3D rendering applications through efficient parallel computing and a simplified development process with cross-platform compatibility.Holochip Helped Khronos Group to produce basic “how-to” samples for the Vulkan graphics API that show users how to perform common tasks related to: Ray tracing, GPU-Based Rendering using Bindless Resources, Fragment Shading, External Memory, Sparse Textures & Buffers, and several others.


Support for all aspects of MoltenVK development to help you optimize Vulkan-based applications for iOS and MacOS, enhancing performance and cross-platform compatibility without extensive code rewrites.Holochip helped Khronos Group to:(1) add support for extensions to MoltenVK to improve functionality with the Android emulator(2) reduce conformance testsuite (CTS) failures associated with extensions (3) reduce overall CTS failures encountered when running MoltenVK.

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