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I don't see microsoft anywhere, although I think they'll have to come around since everyone else is participating.
https://www.khronos.org/3dportability
Lets see if anything will come out of this.
If anything, Vulkan needs simpler APIs abstraction, something higher level that uses common logic for stuff like memory management and etc. That's actually useful. And not spending time on this. But well, Khronos can do whatever they want of course.
And we'll need to wait and see if the above lock-in jerks will decide to participate this time.
The theory is that the term Augmented Reality has too much associated baggage accumulated over the years from implementations that don't do realistic 6DOF.
So they are trying to say - approximately - that anything that doesn't have depth is AR and anything that does is MR.
Graeme Devine made this distinction by throwing shade at the iterations of mobile AR from previous generations that didn't have SLAM or any kind of tracking in a recent talk [1].
In reality MR was defined by Paul Milgram in 1994, and does well to describe the spectrum that encompasses Augmented Reality, Augmented Virtuality and Virtual Reality.
[1]https://www.vrandfun.com/magic-leap-provides-updates-dice-su...
https://www.youtube.com/watch?v=3UQK_ksU3kc http://www.horizonirs.com/vr-ar-ir-mr-vw-hmd-hud-whaaaat-2/
One of the only significant differences is whether or not the skybox is filled in.
Broadly the technical requirements of the object tracking, 3d visuals and user interactions will be very very similar.
I suspect you'll end up writing applications with basically the same stack once we get there.
Useful applications across both VR and AR are more likely to be holographic in the sense that they are free standing in 3d space and designed to inhabit whatever 3d space WITH other applications.
The current VR "draw the whole world and totally control the ui" is this fields DOS era.
For example if you were to say: "To get idealized VR, take idealized AR and make the display opaque." that is a completely different technical claim than "To get to idealized AR, take idealized VR and make it see through." The reason being, the maximum limits of VR are lower than (or rather different from depending on your view) the maximum limits of AR.