HoloLens 2 Review: Ahead Of Its Time, For Better And Worse

Is HoloLens 2 proof that AR is the future? Find out in our HoloLens 2 review!

For both better and worse, Microsoft’s HoloLens 2 is ahead of its time. The $3,500 headset is a trailblazer, offering a tantalizing glimpse of a future we otherwise only read about in patent filings. But the technology behind HoloLens is here before it’s truly ready or, at least, ready for consumer adoption. That’s why the thing is so insanely expensive and why Microsoft pivoted it toward the enterprise market rather than going after gamers and tech enthusiasts. In doing so, the company avoided a high-profile failure akin to the Magic Leap One.

It’s through that lens you have to view this device. HoloLens 2 is an incredible piece of hardware that simultaneously suggests the future of AR is both very bright and very far away with huge caveats that are easier to accept as necessary trade-offs in this early stage.

Transparent Design

HoloLens 2 Review (2)

Microsoft has branded the HoloLens 2 a ‘Mixed Reality’ headset, but that label is a little confusing. This is really just augmented reality – the headset features a pair of transparent lenses that the onboard compute — stored at the back of the device — projects virtual images into. With a limited field of view and the inability to show fully opaque objects, the device doesn’t have any VR features. That said, a lot of the tech behind the platform is comparable to — and hugely improves upon — what makes up the Quest 2 and what you can see in current smartphone AR.

Similar to Apple’s ARkit or Google’s ARCore, for example, the device is able to understand your surroundings and place these objects within the context of your environment. You can attach virtual tables to the real world floor, or clear surfaces to accommodate scale models. HoloLens 2 features a 1-MP Time-of-Flight depth sensor that makes this anchoring much more reliable and also enables hand-tracking, something Quest users will be familiar with. It’s also got features we long to see in cheaper headsets, like eye-tracking via two infrared cameras. In other words, this is a technological smorgasbord with a bit of everything included.

Making AR A Cosy Fit

Anyone that wore the original HoloLens for more than a minute knew just how uncomfortable the headset could get. It was heavy, bulky and pinched my nose, making it hard to have it on for a long time. Improving comfort was of huge importance to Microsoft for its follow-up and, I have to say, they more than pulled it off.

The device weighs in at 566 grams, which is almost exactly the same weight as the Oculus Quest 1 and about 70 or so grams heavier than Quest 2. However, by storing much of its compute at the back of the device alongside the dial for the headstrap, HoloLens 2 feels far more comfortable than almost any VR headset I’ve used. A brow pad perfectly cushions the device on my forehead, leaving enough space that it doesn’t even really rest on my nose at all. That story will be different for everyone, of course, but of the people I know that have tried the device, basically no one has complained about comfort.

You’re even able to instantly flip the visor upward, removing the lenses from sight when necessary, and the back dial paired with the top strap means finding the right fit for you takes just a few seconds. This is, of course, still an incredibly bulky and awkward-looking piece of kit that you wouldn’t dream of wearing outside, but when I first tired HoloLens 2 in 2019 I said it was an AR headset so comfortable that I could actually see myself using it every day (at least indoors). Having now had that opportunity, that holds true.

Magic Right In Front Of Your Eyes

HoloLens 2’s lenses are transparent, but not fully, so the view is a little darker than the real world. The virtual objects displayed aren’t fully opaque – Microsoft calls them holograms. That said, they’re anchored solidly in place and feel believable. There’s no denying the magic of experiencing head-worn AR for the first time. Even the kit’s introductory Tips app proves to be a moreish treat, showing a virtual hummingbird that flutters about as if it really is there.

Unlike VR, which is — in its current form — mostly preoccupied with games and entertainment, HoloLens 2 shows you why AR has such remarkable potential for productivity and education. With the headset’s new collaborative platform, Microsoft Mesh, I’m able to host meetings with other people that have genuine, tangible advantages over web calls, social VR platforms and physical meetings. We can pass around 3D assets and renders, for example, using incredibly intuitive hand-tracking with pinch and grab gestures. But, if I need to access my phone, PC, or grab something from another room then HoloLens 2 doesn’t require me to remove the headset like VR would. Removing barriers like this might seem superficial, but in practice it’s anything but, and demonstrates how AR can be a truly useful tool.

Reaching out and grabbing these images often works well, too. Thanks to its depth-sensor, HoloLens 2’s hand-tracking is incredibly solid – far more so than what’s currently on offer with the Quest 2. Simply pinching a 3D asset will let you grab it and move it with your hand, and you can use the ‘Air Tap’ with your thumb and index finger, paired with pointers, to manipulate objects and windows from afar. I had very little issue with these sorts of gestures, but there are some caveats we’ll get to in a bit. You can also basically voice operate the device by bringing up a pointer to look at options and then speaking to select them.

Meanwhile, using Microsoft Edge, Photos and Firefox Reality, I can place browser and playback apps around physical space, not as tabs but as whole-other screens that anchor to a space and are ready to just reach out and touch. No smartphone-style app juggling – everything you need can be laid out right in front of you. Concepts like these are undoubtedly going to play a big part in AR’s future but, with HoloLens 2, you can already get a taste of it.

Illusions Revealed

HoloLens 2 Review (2)

But, marvellous as this all is, there’s some big drawbacks. Field of view (FOV) is the big one. Again, HoloLens 2 improves on the FOV of the original, but the horizontal FOV of 43° and a vertical of 29° only captures a very small slice of the world around you. Unless you’re standing at a distance, the images you’re viewing inside of HoloLens 2 will likely be cut off by restrictive borders that are a real pain to try and work with. It is, without a doubt, the headset’s biggest flaw and the primary reason that, as impressive as it is, HoloLens 2 doesn’t feel ready for mass adoption.

Interacting with this new world can also be a bit of a mixed bag.  Yes, hand-tracking is mostly dependable but, paired with the limited FOV it can make interacting with apps a hassle. It isn’t 1:1, which makes interactions feel sluggish compared to the responsiveness of a PC or VR controller,  and it also struggles with occlusion and the tracking’s field of view.

Take the browser, for example. If I want to interact with a webpage, I want to bring the screen close to me so I’m not reaching out too far every time I want to select something. But doing that cuts off half the page from view, meaning I need to anchor my neck to scroll up and down the field of view. It makes web-browsing much more strenuous and sluggish than it is with a keyboard and mouse. That may speak more to the need to redesign the web for AR than AR’s need to accommodate current formats, but it’s still a problem in the here and now.

Moreover, typing on the virtual keyboard can only be done with your index fingers, which slows web-browsing considerably (though Bluetooth keyboard and mouse support is included), and it also means you’ll be tracking your hands as you use other devices which, as I write this review on my laptop, I’m learning can be troublesome (though, again, you can just flick the visor away in an instant).

Battery life, meanwhile, varies. You could keep the device on your head and only use it intermittently for about three hours of life, but constant use in something like Mesh will bring that crashing down to around the two hour mark if not less. Elsewhere, you’ll notice some screen hitches from time to time, be it momentary distortion inside the lenses or jitters in image placement. Sometimes I’d select apps and the device would unexpectedly restart and, on the unit I was using I also noticed some lag when trying to scroll through the Microsoft Store or use browser apps.

Touching Windows 10

HoloLens 2 essentially runs on Windows 10. If you’ve used one of the Windows VR headsets like the HP Reverb G2 (which is also labelled ‘Mixed Reality’), you’ll be familiar with the layout – a home window gets you to your different apps and the Microsoft Store to download new ones. Touching your wrist below your palm brings up the menu where you can access your library of content.

This is where it’s perhaps most important to remember the market HoloLens 2 is designed for and why it exists. At the end of the day, most of the HoloLens customers out there are using it for a specific purpose, not as an all-in-one entertainment and work device. There isn’t much to actually ‘do’ inside HoloLens 2, but it isn’t really fair to judge it on that criteria, because that isn’t what it’s here for. Almost everything on the device is either a proof of concept tech demo or an enterprise application that requires approval to properly access.

HoloLens 2 Review (2)

You will find some small demos for games and other experiential pieces. I’ve been quite taken with Ford’s GT App, which takes you on a history of the classic car. A detailed 3D model sits on a surface to be studied and altered like a toy from the future, and there’s minigames involved too. There are several other educational apps in this vein and, if you are interested in gaming, there’s a short little puzzler that requires you to guide a robot around a level, interacting with different elements, though nothing on the scale of the Minecraft cross-play support we saw at E3 years ago.

That said, HoloLens 2 is as much about software evolution as it is hardware, and that’s where Microsoft Mesh comes in. Mesh is a framework for building shared AR experiences that can also be cross-platform, working with VR headsets and PCs/smartphones too. Right now Microsoft’s own Mesh preview app is the only place to experience it but it really is an impressive thing and feels like you’re inviting people into your own home to socialize and collaborate with. Once developers really start utilizing the platform for apps designed for the mass market, HoloLens itself will become a much more compelling platform.

Conclusion

Microsoft’s HoloLens 2 is a proof of concept device that sows the seeds for a revolution, if not launching one off of its own back. Even as an enterprise-only device free from the demands of consumer perfection, the headset’s limited field of view and imperfect interaction give it a distinctly experimental feel. Many of the things you’ve dreamed of doing with AR, from remote work meetups via Mesh to virtual, TV-less video playback are possible inside this headset, but implementation is often primitive, buggy and restricted, not because Microsoft has done a bad job realizing its vision so much as it is wrestling with what’s possible with current breakthroughs.

But consider what HoloLens 2 is really designed to do – it’s not an all-day wearable that seamlessly bounces back and forth between productivity and play. It’s often sold directly to businesses for specific purposes, most likely used in bursts of 10 – 20 minutes. Specific as that may be, there isn’t anything else that can match HoloLens 2’s feature-set. The technology to make AR a truly viable new medium can be glimpsed in HoloLens 2, but it’s going to be a long time yet before it’s fully realized. When it finally arrives, though, Microsoft will no doubt be very glad it had this head start.


Enquiries about buying HoloLens 2 can be made via an official site. Did you enjoy our HoloLens 2 review? Let us know in the comments below!

US Army Signs Contract For Wide-FoV HoloLens Headsets From Microsoft

Microsoft won a large US Army contract to supply advanced AR headsets for frontline soldiers, based on the HoloLens platform.

The US Army’s Integrated Visual Augmentation System (IVAS) program aims to equip infantry with AR helmets for situational awareness and convenient display of sensor outputs.

The contract is worth up to $21.88 billion over 5-10 years. While the order has been widely reported as 120,000 units, a US Army statement to Breaking Defence suggests that is the maximum, not a fixed quantity.

Early evaluation units based on HoloLens 2

In 2018 Microsoft won the $480 million evaluation contract for just over 2500 units, based on HoloLens 2 with some modifications and an extra sensor.

The current, ruggedized, upgraded IVAS

The evaluation found the hardware not rugged enough for military use, and identified problems with the sensors at night. Since then the hardware has been significantly upgraded. It’s more ruggedized and houses many more sensors.

The field of view has been significantly increased from roughly 40°x30° to 80°x40°. That’s significantly wider than any other see-through AR headset on the market.

Reported use cases for the headset include:

  • overlaying icons on friendly units, objectives, threats, and points of interest
  • built-in night vision & thermal view modes
  • live picture-in-picture feeds from drones, including the Soldier Borne Sensors (SBS) personal drone
  • simulated weapons & enemies for training exercises
  • scanning nearby people for high temperature (COVID-19)
  • facial recognition for hostage rescue situations

The Army is also testing integrations with vehicles, such as soldiers being able to see-through the walls of the armored vehicle carrying them. That means on dismounting they’ll be situationally aware.

Some Microsoft employees have protested providing technology for the military, but that’s unlikely to have any effect given the enormous potential value of the contract.

IVAS is still in the late testing & evaluation stage, and the scale of deployment will depend on future budgets. But if things go to plan, frontline soldiers could be equipped with these game-changing AR capabilities by the end of the decade.

Microsoft & Niantic zeigen Pokémon Go auf HoloLens 2

Tower Tag auf Steam

Eventuell könnte es sich zukünftig mit Pokémon Go tatsächlich so anfühlen, als würden wir gemeinsam mit den unterschiedlichsten Pokémon auf diesem Planenten leben. Ermöglicht könnte dies mit AR-Brille wie der HoloLens 2 und Microsoft Mesh werden.

Microsoft & Niantic zeigen Pokémon Go auf HoloLens 2

Um zu demonstrieren, was mit Microsoft Mesh möglich ist, hat Niantic gemeinsam mit Microsoft einen Prototypen gebaut, der eine Multiplayer-Version von Pokémon Go für die HoloLens 2 darstellt. Microsoft betont hierbei, dass es sich nur um einen Prototypen handelt und nicht um eine Version die für Konsumenten.

Microsoft Mesh

Microsoft Mesh ist ein neuer Cloud-Service von Microsoft, welcher die Erstellung und Nutzung von XR-Anwendungen für mehrere Personen vereinfachen soll. Das Tool wird Entwicklern und Entwicklerinnen ein Framework für die Verbindung von Nutzern in gemeinsamen Instanzen bieten, die räumliche Sprachkommunikation, Cloud-basiertes Asset-Management, persistente Szenen und ein gemeinsames Avatar-System unterstützen. Während der Dienst primär auf immersive Anwendungen ausgerichtet ist, kann er auch nicht-immersive Zugangspunkte wie Webbrowser oder Smartphones unterstützen.

(Quelle: Road to VR)

Der Beitrag Microsoft & Niantic zeigen Pokémon Go auf HoloLens 2 zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Microsoft & Niantic zeigen Pokémon Go auf HoloLens 2

Tower Tag auf Steam

Eventuell könnte es sich zukünftig mit Pokémon Go tatsächlich so anfühlen, als würden wir gemeinsam mit den unterschiedlichsten Pokémon auf diesem Planenten leben. Ermöglicht könnte dies mit AR-Brille wie der HoloLens 2 und Microsoft Mesh werden.

Microsoft & Niantic zeigen Pokémon Go auf HoloLens 2

Um zu demonstrieren, was mit Microsoft Mesh möglich ist, hat Niantic gemeinsam mit Microsoft einen Prototypen gebaut, der eine Multiplayer-Version von Pokémon Go für die HoloLens 2 darstellt. Microsoft betont hierbei, dass es sich nur um einen Prototypen handelt und nicht um eine Version die für Konsumenten.

Microsoft Mesh

Microsoft Mesh ist ein neuer Cloud-Service von Microsoft, welcher die Erstellung und Nutzung von XR-Anwendungen für mehrere Personen vereinfachen soll. Das Tool wird Entwicklern und Entwicklerinnen ein Framework für die Verbindung von Nutzern in gemeinsamen Instanzen bieten, die räumliche Sprachkommunikation, Cloud-basiertes Asset-Management, persistente Szenen und ein gemeinsames Avatar-System unterstützen. Während der Dienst primär auf immersive Anwendungen ausgerichtet ist, kann er auch nicht-immersive Zugangspunkte wie Webbrowser oder Smartphones unterstützen.

(Quelle: Road to VR)

Der Beitrag Microsoft & Niantic zeigen Pokémon Go auf HoloLens 2 zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Watch: Pokemon Go HoloLens Demo Uses Microsoft Mesh For Multiplayer Battles

Microsoft and Niantic demonstrated a Pokemon Go HoloLens demo at Microsoft Ignite today.

Alex Kipman, Technical Fellow for HoloLens, was joined virtually on-stage by Niantic CEO John Hanke who hinted at a multiplayer battle alongside product marketing manager Veronica Saron. The video featured a number of different Pokemon hanging out in the real world in a way that went far beyond what’s currently possible with the smartphone-based game. This demo was purely proof of concept; Microsoft made it clear this doesn’t represent a consumer product at this stage. Check out the video below.

The demo was designed to showcase Microsoft Mesh, the company’s new platform for building multi-user online experiences that work across HoloLens and a variety of other devices. We got to try out the platform last week and came away impressed with the possibilities. In the case of Pokemon Go — which doesn’t yet have a native app on HoloLens — it allows players to battle online across the world as if they’re in the same space.

Pokemon Go HoloLens

It’s an exciting development, though AR headsets like HoloLens are still too expensive and too limited for full consumer adoption. A Mesh-powered Pokemon Go on a future consumer-oriented version of HoloLens would be an incredible draw and it is hard not to see the demos as a hint that Microsoft knows that’s the direction it should be headed.

Hanke also appeared alongside James Cameron to talk about a new collaboration with OceanX to produce a ‘holographic laboratory’ for the OceanXplorer research and exploration vessel that users from around the world could visit remotely.

Mesh will be rolling out in a preview phase first as Microsoft continues to add more features to the platform.

Microsoft Ignite To Host Immersive ‘Mixed Reality Keynote’ Next Week

Microsoft will host a “mixed reality keynote” at its Ignite digital conference next week.

Alex Kipman, Technical Fellow and HoloLens/Mixed Reality figurehead at the company confirmed as much on Twitter this week. In a video clip, Kipman promised an immersive keynote “the likes of which you have not experienced before”. Those joining inside a Mixed Reality headset will apparently experience “more immersion than you’ve ever seen before.” Now there’s a promise.

You’ll still be able to watch the conference via livestream if you don’t have a headset, though.

Microsoft labels both HoloLens and the PC VR headsets it produces with partners like HP and Dell as ‘Mixed Reality’. It’s not clear exactly which category Kipman is referring to here but he likely means that PC VR fans with an HP Reverb G2 or older device can watch the stream. It doesn’t appear that Oculus Rift, Quest, HTC Vive and Valve Index owners will be able to watch in VR based on this branding, but we’ve asked Microsoft.

You can register to attend Ignite here, though there aren’t details on how to attend in VR just yet. Kipman is confirmed to be speaking at the Day 1 Keynote, which kicks off at 8:30am PT on March 2nd. There’s no details yet on exactly what he’ll be talking about but, given his role within the HoloLens and Mixed Reality teams, we’re hoping for some new reveals.

That said, Ignite is a largely business-focused conference, so don’t hold your breath for any big consumer-facing news. Either way, we’ll bring you all the latest on UploadVR.

Windows MR Figurehead Alex Kipman To Speak At Microsoft Ignite Conference

Microsoft’s Ignite conference is just around the corner, and the company’s Mixed Reality figurehead, Alex Kipman, will be speaking at the event.

Ignite 2021 takes place from March 2nd – 4th, with a keynote speech opening up the first day. It’s the second year that the show has gone online in the wake of the COVID-19 pandemic. A list of speakers confirms that Kipman will speak alongside the likes of CEO Satya Nadella. Exactly what Kipman will be speaking on hasn’t been revealed.

We’ll definitely be interested to see what updates Microsoft has on the Mixed Reality side. The HoloLens 2 AR headset is now two years old and remains one of the only high-end devices of its kind on the market. A focus on enterprise gave it a head start over its rival, the Magic Leap One, and it’s still readily available. Earlier this month the company even launched a new Industrial Edition of the device.

2020 also saw Microsoft return to what we’d thought was its forgotten VR ‘Mixed Reality’ platform on Windows 10. HP once again adopted the platform for its second PC VR headset, the HP Reverb G2 (review here), which was also made in collaboration with Valve. It would certainly be interesting to see if Microsoft has plans for the future of that platform again.

With all that said, don’t forget that Ignite is Microsoft’s chance to talk about updates to Windows and other services; don’t expect many gaming and entertainment-focused announcements. We wouldn’t hold our breath for an Xbox VR headset to be announced at the show, for example.

Microsoft Introduces New HoloLens 2 Industrial Edition

Microsoft introduced a new edition of the HoloLens 2 this week, which is “designed, built, and tested to support regulated industrial environments.”

The HoloLens 2 Industrial Edition adds a few standards and certifications to the headset, along with changes to warranty and unit replacement. The Industrial Edition meets the “clean room compatible” standard, with an ISO 14644-1 Class 5-8 rating, as well as the “Intrinsic safety” standard, with a UL Class I, Division 2 rating.

The headset also comes with a two year warranty and a ‘Rapid Replacement Program’ which Microsoft says “minimizes downtime, with advance exchange and expedited shipping.”

The HoloLens 2 started shipping in November 2019 as an enterprise-level, standalone AR headset, priced at $3,500. A successor to the original HoloLens, we found that the HoloLens 2 made some good improvements to comfort and accessibility. In June last year, the headset was made available to purchase directly for non-enterprise customers, but not for any cheaper — it still carried the same hefty $3,500 price tag.

The Industrial Edition shipping later this year is even pricier, at $4,950 per unit. The increase is likely to cover the new standards and comprehensive replacement program, given that industrial environments might see the headset needing to be replaced or repaired more frequently.

In August last year, a new HoloLens 2 application was released that helps doctors and nurses safely identify symptoms of COVID-19 patients using volumetric capture.

HoloLens 2 Industrial Edition shipments will begin in Spring 2021, with pre-orders now open to all existing HoloLens 2 markets.

You can read more about the Industrial Edition over on Microsoft’s blog, and be sure to also check out our hands-on with the original HoloLens 2 from MWC 2019.

Microsoft Transitions To OpenXR Standard For Windows Mixed Reality & HoloLens

Microsoft is transitioning to the OpenXR standard for future new features it builds in VR and AR.

A post by Alex Turner at Microsoft explains that “starting in Unity 2021, OpenXR will then graduate to be the only supported Unity backend for targeting HoloLens 2 and Windows Mixed Reality headsets.” OpenXR is also supported in Epic’s Unreal Engine and Microsoft formally recommends others using their own custom engines in VR and AR switch to using the OpenXR API going forward.

“HoloLens 2 and Windows Mixed Reality will continue to support apps that target our previous WinRT APIs as well, although new features may not be available in these APIs,” the post explains.

The OpenXR standard aims to “lets engines write code once that’s then portable across hardware platforms from a wide range of VR and AR vendors,” making it less expensive and time consuming for a developer to put a piece of software on multiple VR/AR systems. The standard has wide industry support from the likes of Valve and Facebook as well, with Microsoft pushing forward on the content side with Minecraft’s new RenderDragon engine implementing PC VR support using OpenXR.

This is still early days for the implementation of OpenXR. Unity is the most popular engine for making games but developers use many different versions of the software, so it may take some time before the version Turner mentions — Unity 2021 LTS — is the version used by developers releasing new OpenXR projects.

We’re curious to see how OpenXR implementation affects indie developers in the coming years. The majority of content out there was made in an earlier version of Unity and for some developers updating software to a new version might not make sense just to access future features platform makers like Microsoft, Facebook or Valve might implement. In other words, time will tell how OpenXR affects the VR and AR development ecosystem.

Microsoft Transitions To OpenXR Standard For Windows Mixed Reality & HoloLens

Microsoft is transitioning to the OpenXR standard for future new features it builds in VR and AR.

A post by Alex Turner at Microsoft explains that “starting in Unity 2021, OpenXR will then graduate to be the only supported Unity backend for targeting HoloLens 2 and Windows Mixed Reality headsets.” OpenXR is also supported in Epic’s Unreal Engine and Microsoft formally recommends others using their own custom engines in VR and AR switch to using the OpenXR API going forward.

“HoloLens 2 and Windows Mixed Reality will continue to support apps that target our previous WinRT APIs as well, although new features may not be available in these APIs,” the post explains.

The OpenXR standard aims to “lets engines write code once that’s then portable across hardware platforms from a wide range of VR and AR vendors,” making it less expensive and time consuming for a developer to put a piece of software on multiple VR/AR systems. The standard has wide industry support from the likes of Valve and Facebook as well, with Microsoft pushing forward on the content side with Minecraft’s new RenderDragon engine implementing PC VR support using OpenXR.

This is still early days for the implementation of OpenXR. Unity is the most popular engine for making games but developers use many different versions of the software, so it may take some time before the version Turner mentions — Unity 2021 LTS — is the version used by developers releasing new OpenXR projects.

We’re curious to see how OpenXR implementation affects indie developers in the coming years. The majority of content out there was made in an earlier version of Unity and for some developers updating software to a new version might not make sense just to access future features platform makers like Microsoft, Facebook or Valve might implement. In other words, time will tell how OpenXR affects the VR and AR development ecosystem.