App Store's 'xrOS' awareness is the latest hint of WWDC headset launch

Posted:
in Future Apple Hardware edited May 2023
Apple has started to lay the groundwork for the development of apps for its rumored mixed-reality headset, with the App Store knowing that apps could be made for "xrOS."

A render of a potential Apple headset [AppleInsider]
A render of a potential Apple headset [AppleInsider]

Apple's WWDC presentation on June 5 is widely expected to include the launch of the company's first foray into the AR and VR market. Accompanying that should be resources for developers to produce apps for the headset, with Apple needing to put in place systems for their development.

In a Mastodon posting by developer Steve Troughton-Smith, it appears that "App Store Connect has heard of xrOS." The message, posted on Monday, includes a screenshot of an error that includes a mention of "xrOS."

xrOS is believed to be the name of the operating system the headset will run, and has surfaced in trademark filings.

Troughton-Smith's screenshot shows an attempt to distribute a supplied app to App Store Connect "failed with errors." The Asset Validation Failed message explains the "Incorrect Platform" was included in the package.

The 'xrOS' error message [Mastodon/Steve Troughton-Smith]
The 'xrOS' error message [Mastodon/Steve Troughton-Smith]

"You included the xros arm64 executable in your ios bundle," the message says.

In effect, the message confirms that App Store Connect knows about xrOS in some way, and while apps cannot be developed for it yet, the system should still accept them in the future once Apple opens the floodgates.

Read on AppleInsider

Comments

  • Reply 1 of 2
    thttht Posts: 5,619member
    I'm more curious about the capabilities of the headset operating system rather than its brand name.

    There's got to be some kind of guarantee from the OS that it will generate the next frame at some minimum frame rate. If the frame rate slows down, it's going to be puke city. In a way, the requirements to deploy an app on Apple's headset may be more stringent than the Watch. Like the Watch and energy usage, the frame rate on the headset has to be absolutely protected. Wondering how they are going to achieve this.
    cornchipcg27Alex1Nwatto_cobra
  • Reply 2 of 2
    MarvinMarvin Posts: 15,446moderator
    tht said:
    I'm more curious about the capabilities of the headset operating system rather than its brand name.

    There's got to be some kind of guarantee from the OS that it will generate the next frame at some minimum frame rate. If the frame rate slows down, it's going to be puke city. In a way, the requirements to deploy an app on Apple's headset may be more stringent than the Watch. Like the Watch and energy usage, the frame rate on the headset has to be absolutely protected. Wondering how they are going to achieve this.
    One option they have for rendering is to do frame generation. Nvidia has this with DLSS 3 and AMD is rumored to have a similar feature in FSR 3:



    https://wccftech.com/amd-fsr-3-might-generate-up-to-4-interpolated-frames-be-enabled-on-driver-side/

    DLSS 3 adds a single AI-interpolated frame using motion vectors between real ones to double the FPS where it can. If there can be 3 interpolated frames between 2 real, this will be up to quadruple frame rate.

    The CPU limits how quickly real frames can be generated so I think interpolated frames will be a must for AR/VR to keep FPS above 90. Apple can either use FSR 3 or make their own implementation in MetalFX.

    Having custom R1 chips and a custom OS will also allow them to tune everything.
    cg27Alex1Nwatto_cobra
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