Most Windows VR Headsets Have Vanished from the Microsoft Store, Limited Stock Elsewhere

Following months of steep discounts, most of the Windows VR headsets have vanished from Microsoft’s online store and are showing limited or no stock at other retailers. Microsoft has yet to offer an explanation, but signs are pointing toward discontinuation of some headsets.

Update (July 8th, 2019): Since the original article was published, the Lenovo Explorer headset has also vanished from the Microsoft Store, leaving just the Samsung Odyssey+ and the Asus VR headset (though the latter remains out of stock).

Responding to Road to VR’s inquiry about the disappearance of most of the Windows VR headsets from the company’s store, a Microsoft spokesperson said, “While select Windows Mixed Reality headsets are currently out of stock at the Microsoft Store, Samsung HMD Odyssey+ Windows Mixed Reality headsets remain available,” but offered no further information.

Original Article (June 24th, 2019): Six different companies have offered one or more Windows VR headsets—Samsung, Lenovo, HP, Dell, Asus, and Acer—since the introduction of the Windows Mixed Reality platform back in 2017. Previously, many of these headsets could be found at Microsoft’s online store and elsewhere.

For at least a week, the Windows Mixed Reality headsets store page has show just three headsets, two of which are out of stock. Elsewhere, signs point to the possibility of discontinuation.

Image captured by Road to VR

Samsung’s official site is no longer list the original Odyssey headset for sale, though continues to show it as a “Support Only Product.” The newer Odyssey+ is still for sale.

At Best Buy, the Dell VR headset is seeing a “clearance” discount, while the Acer VR headset is sold out. (The only other headset available from Best Buy, HP Reverb, is also listed as sold out, but it was just launched and we know that more stock is due in July)

On Amazon US, the Dell, HP (original), Lenovo, and Acer VR headsets are all listed as having “Only X left in stock,” with most showing in the single digits. The Asus headset is “currently unavailable,” while the original Odyssey headset appears to be in good stock.

Image captured by Road to VR

At Dell’s online store, searching ‘mixed reality’ returns results for the Odyssey+, HTC Vive, Vive Pro, and DAQRI smart glasses, but not the company’s own VR headset. At the online stores of Lenovo, Acer, and Asus, I’ve also been unable to find product pages where the headsets could be purchased. HP’s original VR headset appears in stock at the company’s online store.

Considering the underlying similarities between the headsets, it’s possible that a common component is short on stock and has caused manufacturing delays for a slew of Windows VR headsets. It also seems plausible that many of the headsets have been discontinued as Microsoft and its hardware partners have shown minimal enthusiasm for the VR side of the Windows Mixed Reality Platform in the years following its launch.

Road to VR contacted Microsoft about the disappearance of many of the Windows VR headsets from its store; the company has been in contact but has not offered an official comment on the situation after more than a week.

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Microsoft Aims to Improve VR for Users with Vision Problems

Microsoft researchers have created a tool that could make VR more accessible to users with impaired vision.

Called SeeingVR, the tool kit is designed to address a problem that affects users with low vision, or vision that can’t be corrected by prescription glasses.

As reported by Engadget, Microsoft researchers teamed up with Cornell Tech and Cornell University to create SeeingVR, a kit intended for Unity developers to integrate into their VR projects. SeeingVR includes 14 different tools that address a variety of vision issues.

The team’s purely visual tools include a magnification window, bifocal magnification, brightness and contrast enhancements, edge enhancement, an overlay that lets you see a miniature outline of you peripheral vision, configurable text (color, boldness, and size), depth measurement tool, a ‘guideline’ tool for better user orientation, a whole-scene recoloring tool, and an object highlight tool—similar to edge enhancement, but for specific objects in the scene.

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The team also included audio-based enhancements including text-to-speech, audible object descriptions, and AI and human-assisted object descriptions leveraged from existent mobile apps such as VizWiz and Seeing AI.

“A user can select, adjust, and combine different tools based on their preferences, the team’s research paper states. “Nine of our tools modify an existing VR application post hoc via a plugin without developer effort. The rest require simple inputs from developers using a Unity toolkit we created that allows integrating all 14 of our low vision support tools during development.”

The researchers’ evaluation included 11 participants with low vision; the team concludes that their various methods show that SeeingVR “enabled users to better enjoy VR and complete tasks more quickly and accurately.”

The team will be presenting their findings in May at the ACM CHI Conference on Human Factors in Computing Systems conference in Glasgow, Scotland.

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Microsoft Affirms No Plans for VR on Xbox Consoles

Back at E3 2016, Microsoft’s Head of Xbox Phil Spencer announced on stage that the Xbox One X (then ‘Project Scorpio’) would become the industry’s next VR-compatible console, positioning the platform to compete with Sony’s PSVR with what Spencer called “high fidelity VR.” Now, it appears, Microsoft’s chief marketing officer for gaming Mike Nichols has put a final nail in the Xbox One VR coffin in a recent GamesIndustry.biz interview, saying the company doesn’t have “any plans specific to Xbox One consoles.”

The company was initially bullish about Xbox One VR integration back in 2016, which included the announcement that Bethesda would eventually bring Fallout 4 VR (2018) to the platform—a game that still hasn’t made it to PSVR. Shortly after, Microsoft backpedaled however, indicating that one major roadblock to VR on Xbox was the ability to offer a fully wireless experience. Trouble in paradise? We weren’t so sure.

Image courtesy Microsoft

After two years of near silence on the team’s promised integration of VR into the Xbox ecosystem, Spencer offered a bold glimpse of the team’s future tech on stage at E3 2018, including gaming AI and new consoles (plural), but critically left out VR as area of future investment. The talk of new consoles comes less than one year since the Xbox One X hardware refresh was released in November 2017. Only one month prior, the company released a bevy of Windows VR headsets from various PC hardware vendors, and a big update to Windows 10 which bakes VR directly into the operating system.

Until now, Microsoft has almost entirely silent about their promise, which Spencer said in 2016 would “lead the industry into a future in which true 4K gaming and high-fidelity VR are the standard, not an exception.” Now that appears to have changed completely.

“We don’t have any plans specific to Xbox consoles in virtual reality or mixed reality,” Nichols told Games Industry. “Our perspective on it has been and continues to be that the PC is probably the best platform for more immersive VR and MR. As an open platform, it just allows faster, more rapid iteration. There are plenty of companies investing in it in the hardware side and the content side, or some combination therein. Obviously on phones, augmented reality is a good scenario as well that’s going to grow. But as it relates to Xbox, no. Our focus is primarily on experiences you would play on your TV, and ultimately we’d like to make those experiences more broadly.”

While it’s clear the company as a whole is investing in both virtual reality and augmented reality, any hope for Windows “Mixed Reality” VR compatibility is entirely gone, as the Xbox team dials in on it next TV-centric console(s), which according to Nichols’ statement, continues to be the company’s primary focus for its consoles.

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Microsoft Introduces New AR/VR Apps for Remote Assistance, Layout Visualization

Microsoft appears to be seeing strong traction with HoloLens in the enterprise space, and the company continues to expand its “Mixed Reality” platform in that sector, promising businesses time and money savings. Two new applications from the company aim to bring useful underlying functionality to enterprises.

Revealed on the Windows 10 Blog today, Microsoft Remote Assist is a new HoloLens app which seeks to remotely connect firstline workers—those who go hands-on to fix issues and maintain important equipment—with those who can support them with important information. The app steams a first-person view from the worker (via HoloLens), and allows collaborators to remotely annotate the view in real-time. It appears that the annotations aren’t just simple picture-on-picture markings, but actual augmented annotations that properly ‘attach’ to the view of the real world. Images can also be inserted into the scene.

In the concept video above, we can see that the collaborators are able to connect across different devices, including PC and mobile, offering a floating video chat window to the HoloLens user. Microsoft says this is made possible through Microsoft Teams integration, and the company promises “industry-leading identity and security measures”—especially important as businesses may be broadcasting sensitive information over such platforms.

The second application the company introduced today is Microsoft Layout. Supporting both HoloLens and Windows VR headsets, the application aims to help big businesses create virtual layouts for large facilities, in order to ensure that equipment fits correctly before being purchased and brought into the facility. The app also supports collaboration by connecting stakeholders to a feed of the virtual layout for discussion and editing in real-time.

The concept video above shows how layouts can be viewed just as easily through HoloLens or Windows VR headsets.

– – — – –

Microsoft says that both applications will be part of Microsoft 365, and launch as a limited-time free previews on May 22nd. Interested parties should head here to learn more about participating in the previews.

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Microsoft Joins OpenXR, Becoming a Decisive Backer in the Open, Royalty-free VR/AR Standard

Khronos Group, the consortium behind the OpenXR project which aims to standardize the way applications communicate with AR and VR headsets, just added Microsoft to its ranks. Among its count of members, the OpenXR working group consisted of nearly every major player in the industry except Microsoft until now.

By the virtue of its Windows operating system, the basis of which nearly every PC VR headset uses to function, Microsoft joining the OpenXR initiative represents a win for the others involved, which include industry players like Google, Oculus, HTC, AMD, NVIDIA, Epic Games, Unity, Intel, Qualcomm, Sony, Samsung and Valve.

image courtesy Khronos Group

Although guessing at a company’s motives is a bit like reading tea leaves sometimes, Microsoft taking part in building OpenXR makes a strong case for its ultimate interest in growing the open, royalty-free standard, and not trying to create its own internally developed “DirectXR” that would essentially dictate how headsets will talk to their OS. Up until now, it wasn’t clear which way Microsoft was headed.

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Khronos says work on the actual OpenXR project has already begun and that it stands to eliminate market fragmentation by forcing VR applications and engines to be ported and customized to run on multiple VR runtimes, and requiring VR sensors and displays to be integrated with multiple driver interfaces.

There are however two reluctant holdouts left; Apple and Magic Leap, but it remains to be seen what either are bringing to the table.

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Update: Steam Support for Windows VR Headsets to Arrive Before End of Year

Microsoft’s Windows VR headsets (branded as ‘Mixed Reality’) are nearly ready to ship, coming alongside the launch of Windows Fall Creators Update in mid-October. Announced today at Microsoft’s Windows Mixed Reality event, the company says a “preview” of SteamVR compatibility is sure to arrive sometime during the holiday season, giving its line of VR headsets access to the Steam’s vast library of room-scale games.

Update (10/03/17): Microsoft today announced that SteamVR support is surely headed to Windows VR headsets before the end of the year. Starting today, developers will be able to access a preview version of Windows Mixed Reality SteamVR support, but consumers will gain access sometime before the end of the year. The original article continues below.

Original article (09/04/17): Microsoft recently co-announced with Valve that the headsets will support SteamVR content, but didn’t say exactly when it would transpire.

As reported by the German tech publication Computer Base, Microsoft’s Greg Sullivan announced at the Berlin-based tech trade show IFA 2017 that SteamVR support wouldn’t be ready for the October 17th release of the Windows Fall Creators Update. According to ComputerBase, work on hooking the company’s swath of VR headsets into SteamVR has only just begun, and exactly when customers will be able to pop into Steam to buy and play supported titles, Sullivan couldn’t say.

image courtesy Microsoft

Windows VR headsets already have a number of confirmed titles, including Superhot VR (2016), Arizona Sunshine (2016), and Rec Room (2017) that can be available through the Microsoft Store. Check out the full list here.

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SteamVR Will Support Windows VR Headsets

Microsoft today announced that Windows VR headsets will be able to play SteamVR content.

Microsoft is working toward the launch of consumer Windows VR headsets coming this holiday, and today co-announced with Valve that the headsets will support SteamVR content.

“The introduction of Windows Mixed Reality headsets is big step forward for VR. Working with Microsoft to include SteamVR compatibility with these devices is also a big step in growing VR as an open platform for developers and consumers,” said Valve’s Joe Ludwig. “With a broad range of hardware options available from leading PC manufacturers, the Steam community will have more choice than ever to experience the amazing potential of VR.”

Microsoft isn’t offering specifics about SteamVR compatibility with Windows VR headsets just yet, but our expectation is that the companies are collaborating on an OpenVR driver for the Windows VR headsets, which allows them to hook into SteamVR content in a similar way to the HTC Vive and Oculus Rift. Valve created OpenVR specifically as an open pathway for other headsets to access SteamVR content; if their efforts have been successful, developers of SteamVR content should need to do only very little (if anything) in order for their apps to be compatible with Windows VR headsets.

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Microsoft is planning to sell so called “Mixed Reality” (their name for AR and VR) content from their own store, but since they’re essentially starting from scratch, Steam makes for a useful stopgap to ensure customers of the forthcoming Windows VR headsets have plenty to do in the meantime.

And while there’s a range of great VR applications on Steam, owners of Windows VR headsets will surely be wondering whether or not they can access games and apps that are exclusive to the Oculus store. Right now it seems unlikely that Oculus will officially support Windows VR headsets, however the company did recently say that in the future they may offer an open door for third-party headsets that want to access their store.

It’s also possible (maybe even likely) that we’ll see an unofficial workaround that makes Windows VR headsets compatible with Oculus content. Vive users can currently play Oculus games using the Revive workaround, which could provide a framework for doing the same with Windows VR headsets, especially if they have a working OpenVR driver.

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“Future Halo experiences” Coming to Windows VR Headsets, Microsoft Says

Microsoft today announced that 343 Industries, the studio tasked with overseeing the Halo franchise, will be creating Halo-themed experiences for the company’s lineup of VR headsets.

The information, revealed by HoloLens’ chief inventor and ‘Mixed Reality’ project lead Alex Kipman, comes alongside the news that Microsoft’s VR headsets and controller bundles will be launching this holiday season for $399.

“…it’s my pleasure to let you know that we are working with 343 Industries to bring future Halo experiences into mixed reality. We are not providing specifics right now, but it is going to be a lot of fun to work with them,” said Kipman.

Alex Kipman, image courtesy Microsoft

It’s uncertain at this time whether the Halo-themed VR experiences will be necessarily tied to the Windows Store, making them defacto exclusive to the Windows Mixed Reality platform. The company’s VR headsets will however have access to content published on Steam, allowing owners to download all supported VR titles, which thanks to the fairly standard button layout of the Windows VR motion controller may mean the full catalog of Vive/Rift games and experiences.

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‘Mixed Reality Ultra PCs’ Will Run Windows VR Headsets at Higher Framerates With Better Graphics

Microsoft is planning to divvy up so-called ‘Mixed Reality PCs’ into two categories, standard and Ultra. PCs meeting the higher specification will be designated ‘Ultra’ and will run Windows VR headsets at higher framerates and with better graphics.

Microsoft is planning a badging program to help consumers understand which PCs meet the requirements for the forthcoming Windows VR headsets, due to launch in consumer form from several Microsoft hardware partners this holiday.

Mixed Reality PCs

Standard ‘Mixed Reality PCs’ are those with integrated graphics and which meet the minimum specifications for Windows VR headsets. PCs that fall into this bucket will power Windows VR headsets at 60Hz, and presumably lower fidelity visuals. When it comes to the Windows Mixed Reality environment (which lets you run some Windows applications as floating windows inside of VR), Microsoft tells us that standard Mixed Reality PCs will have a three-app limit in order to maintain performance. So for instance you could be running Microsoft Edge, Word, and Netflix in the immersive Windows environment, but when you go to launch a fourth app, one of the three will need to be killed first.

Mixed Reality Ultra PCs

Then there’s ‘Mixed Reality Ultra PCs’ which will include dedicated GPUs and run the same Windows VR headsets in a 90Hz mode—offering a more immersive experience with smoother visuals and lower latency tracking—and as we understand, run games with higher fidelity graphics. PCs designated Mixed Reality Ultra won’t be limited to just three apps in the Windows Mixed Reality environment.

Microsoft has confirmed that both Mixed Reality PCs and Mixed Reality Ultra PCs will support the Windows VR controllers.

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Our expectation is that developers of VR apps for the Windows Mixed Reality platform will be asked to meet the standard spec, and also ensure that their games take advantage of the additional power brought by Mixed Reality Ultra PCs, though it isn’t clear how stringent Microsoft intends to be about enforcing this; they could withhold apps that can’t run on the lower spec, or simply leave it up to developers to decide which they want to target.

When it comes to cost, Microsoft says that brand new PCs supporting Windows VR headsets will start at $500 (and we expect this is for the standard Mixed Reality spec). That said, the low minimum spec means that a large number of existing computers will meet the minimum requirements for running Windows VR headsets.

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Windows VR Headset and Controller Bundles Launch This Holiday Starting at $400

Microsoft today announced that the company will be bundling its Windows VR headsets and motion controllers, and making them available for purchase this holiday season starting at $400. Revealed by Alex Kipman, HoloLens’ chief inventor and technical lead, a “variety” of headsets and motion controllers will be available by end of year from HP, Lenovo, Dell, and Acer.

The reference design, which all of these headsets are based on, feature inside-out tracking, meaning you won’t need external sensors like with Oculus Rift or HTC Vive for room-scale interactions. With the addition of motion controllers, which are optically-tracked by the headsets’ onboard cameras, Microsoft’s PC VR platform hypothetically has the same basic ability as the two previously mentioned headsets. Despite an initial focus of on media consumption over hard core gaming thanks to the headsets’ ability to run basic apps on computers using integrated graphics, the platform’s inclusion of motion controllers, the ability to play VR content from Steam, and a new subset of special ‘Mixed Reality Ultra PCs’ has changed the headsets’ potential usecase considerably.

“When it comes to deciding which hardware is right for you, we know that our customers value choice in brand, industrial design, and features,” said Kipman. “That is why we created Windows Mixed Reality as a platform for you to enjoy experiences across multiple devices that meet your mobility and performance needs.”

Notably, the Windows VR headsets all more or less come in around 350g in weight, which is about 200g lighter than the Vive and 100g lighter than Rift. In a hands-on with Acer’s developer edition, Road to VR contributor and community designer for Rec Room Shawn Whiting said he “didn’t notice any screen door effect and text looked very legible. The downside of the Acer’s visuals are its field of view and lens quality.” As for its inside-out tracking, Whiting says the headset was “quite solid in all of my demos. I did experience the occasional tiny jitter in the headset’s tracking, but nothing major.”

We recently got a hands-on with the Windows motion controllers, which Road to VR Executive Editor Ben Lang says still presents some outstanding reliability issues when it comes to tracking. Check out the hands-on here.

Since the Vive’s permanent price slash down to $600, and the Rift’s temporary cut to $400 (including Touch), new entrants into VR will have plenty of testing and demos to do to figure out which headset is right for them. We’ll be taking a deeper dive into specs in the coming weeks to give you a good idea of what headset to buy this holiday season, so check back then. In the meantime, check out our deep dive reviews on HTC ViveOculus Rift and Oculus Touch.

Microsoft’s proposed line-up also includes VR headsets from Asus and Chinese manufacturer 3Glasses, however the company makes no mention of the two in regards to holiday motion controller bundles.

Windows VR Headsets: Basic Specs

  • Two high-resolution LCDs at 1440 x 1440
  • 2.89” diagonal display size (x2)
  • Front hinged display
  • 95 degrees horizontal field of view
  • Display refresh rate up to 90 Hz (native)
  • Built-in audio out and microphone support through 3.5mm jack
  • Single cable with HDMI 2.0 (display) and USB 3.0 (data) for connectivity
  • Inside-out tracking
  • 4.00m cable

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