Microsoft zeigt Verbindung zwischen Virtual Reality und Augmented Reality

Microsoft hatte schon häufiger davon gesprochen, dass das Unternehmen eine Plattform für alle Menschen anbieten möchte. So sollen Menschen am Monitor, Menschen mit VR-Brillen und Menschen mit Mixed Reality Brillen in Windows 10 zusammenkommen und ihre Erfahrungen teilen. Wie dies konkret aussehen kann, zeigte Microsoft nun auf der WinHEC in Taipei.

Verbindung zwischen Virtual Reality und Augmented Reality

Im Video benutzt eine Person eine Virtual Reality Brille für Windows 10 und die andere Person die HoloLens von Microsoft. Während sich also die Nutzerin der VR-Brille in einer abgeschlossenen virtuellen Welt befindet, kann die Nutzerin der HoloLens das Treiben in der Virtual Reality über ein Hologramm beobachten und ggf. eingreifen.

Microsoft zeigt, wie Nutzer verschiedener Systeme gemeinsam Spielen und neue Welten entdecken können. Doch bevor es Spiele gibt, die eine ähnliche Integration anbieten, müssen sich zunächst entsprechende Brillen etablieren. Während die VR-Brillen auf dem besten Weg sind, könnte der Prozess bei den MR-Brillen noch deutlich länger dauern. Dennoch zeichnet Microsoft mit dieser Präsentation einen spannenden Ausblick in die Zukunft. Die Verschmelzung beider Perspektiven ist nicht nur im Bereich Gaming attraktiv, sondern auch in den Bereichen Medizin und Technik könnte ein weltweiter Support mit HoloLens-Assistenten viele Prozesse vereinfachen und beschleunigen.

(Quelle: Upload VR)

Der Beitrag Microsoft zeigt Verbindung zwischen Virtual Reality und Augmented Reality zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Nokia OZO SDK Recieves Version 1.3.0 Release, Brings First Support To Windows 10 Mixed Reality

Videogame and app developers looking to get utlise virtual reality (VR) playback within their product have a number of ways to do so. One of those ways is via Nokia’s OZO system and the Finnish communications and electronics company is looking to expand support even further in the latest version (1.3.0) of its OZO Player Software Development Kit (SDK) as it looks to bring support for all major platforms to OZO – including those currently in development as for tthe first time Nokia is extending support to the Windows Mixed Reality platform. Other additions include support for newly implimented 180 degree videos.

Microsoft are continuing to make a push in the realm of mixed reality (MR) with its forthcoming series of headsets, with the head mounted display (HMD) being made in partnership with Lenovo being recently confirmed for a Christmas release at Unite Europe 2017.

Nokia’s OZO camera was also recently used as part of a trial MR broadcast of a medical live stream as part of a joint project “Media meets Medicine” between Nokia and Finland’s Helsinki University. Elsewhere it also launched a new project within VR called “Healthier Together”.

You can find the full listing as given by Nokia below and for more queries about OZO SDK use more information can be found on the Nokia OZO FAQ.

Supported Deployment Platforms

  • Oculus Rift
  • HTC Vive
  • Gear VR (Oculus Mobile)
  • Cardboard / GoogleVR for Android & iOS
  • Windows Mixed Reality (preliminary support)

Development Platforms

  • Windows (for Rift, HTC Vive, Android)
  • Mac (for Android, iOS)
  • Unity Game Engine plugin

Mixed Reality

  • Mixed Reality API with Color and Depth buffers that allow you greater control to enable mixed reality experiences.
  • Chroma keying (or “green screen” compositing) functionality to build incredible CGI backgrounds in your mixed reality experiences.

Supports local, streaming, and live playback

  • Local playback from MP4 files.
  • DirectX 11 support to realize the latest in hardware features on Windows MPEG-DASH, HLS and RTP streaming with ABR for both on-demand and live playback.
  • Support for https protocols.

Video Format Support

  • Plays all standard 360 and 2D video formats
  • Native rendering performance on all platforms
  • Frame size: up to 4K per eye (if device supports)
  • Frame rate: up to 60fps (if device supports)
  • Frame format options:
    • Stereoscopic 360
    • Stereoscopic 180
    • Monoscopic 360
  • Projection format options:
    • Equirectangular
    • Lambert
    • Cubemap

Audio Format Support

  • OZO Audio 360 spatial content
  • First order ambisonics
  • 5.0, 4.0, 7.0 surround formats and stereo

VRFocus will bring you more information about further developments within VR, MR and Nokia’s continued projects in both as it becomes available.

Microsoft launch $50,000 Mixed Reality Development Challenge

Set up back in 2007 the Microsoft backed Dream Build Play development challenge saw the tech firm launch an annual contest where developers from around the world were encouraged to create new and original videogame content. Winners receiving a cash prize and being featured on the Xbox LIVE Arcade service. One of the more notable winners being Dust: An Elysian Tail.

The Challenge, which last took place in 2012, saw developers using the various Microsoft backed technology at the time, be it the PC, Microsoft XBox, XBox 360 or even the Windows Phone to develop their creations. Now Microsoft have brought the challenge back, once again “showcasing and rewarding talent and innovation” by focusing on the technologies of now – and that includes Mixed Reality (MR).

Microsoft Acer HeadsetMicrosoft, who whilst expressing a slight hesitancy with virtual reality (VR) have still been making headlines with their Windows 10 MR head-mounted displays (HMDs), the recent pre-E3 trademark for the term ‘DirectReality’, (not to mention Hololens of course) are including MR in a line-up of four categories.

In the Mixed Reality Game category developers are competing for a grand prize of $50,000 (USD). How you develop the videogame is, according to Microsoft, up to the developers. However it must utilise Microsoft’s platform.

“Create an immersive mixed reality experience that lets players interact with 3D volumetric content in a virtual space. Use whichever tools you prefer (like Unity) to build as long as your game uses Windows Mixed Reality. Judges will prefer games that incorporate audio content.”

The other categories are:

  • Console Game – Developing a Universal Windows Platform (UWP) title for XBox One.
  • PC Game – Crafting a videogame title that utilises Windows 10.
  • Cloud-powered Game – A title that utilises Microsoft’s Azure Cloud Services as part of its functionality. – This category has the highest grand prize at $100,000 (USD).

Registration is already open for developers on the Dream Build Play homepage with August 2nd 2017 set aside as the date where team formation and game entires begin. Game submission ends on December 31st 2017 with judging commencing in the new year and winners set to be announced in March. More information, including the rules, can also be found via the website.

VRFocus will bring you more information on Dream Build Play challengers as they become available.

MelodyVR Partners with Microsoft to Launch app Across all Windows MR Devices

A couple of weeks ago virtual reality (VR) music content platform MelodyVR revealed it had secured £5 million GBP in investment to expand its service. Now EVR Holdings plc which owns MelodyVR has announced a Global Partnership and Windows Mixed Reality (MR) App Collaboration Agreement with Microsoft, bringing the platform to every Windows MR device.

MelodyVR and Microsoft have a non-exclusive agreement that will see Microsoft provide MelodyVR with funding and technical expertise to support the partnership.

Anthony Matchett, Chief Executive Officer of EVR Holdings, said in a statement: “Currently there are over 500 million devices worldwide running Windows 10. In advance of the commercial release of forthcoming Windows Mixed Reality hardware produced by manufacturers such as Acer, ASUS, Dell, HP and Lenovo, I’m pleased to announce that we’ve entered into a global partnership and collaboration agreement with Microsoft that will see the MelodyVR App made available on all Windows Mixed Reality devices. We view this agreement as providing recognition and validation from one of the world’s largest companies, of the quality and opportunity that MelodyVR represents for music fans, VR users and our shareholders alike.”

Microsoft Acer Headset

To promote the MelodyVR platform Microsoft will actively market the app across a range of verticals, such as showcasing it at Microsoft events, including the name across Microsoft retail stores and add the app to retail demo experiences, feature the app in Windows Mixed Reality targeted advertising campaigns and more.

 “The VR/AR device market continues to develop at an exponential rate and with Microsoft entering the marketplace alongside other global technology companies such as Apple, Facebook, Google, HTC, Samsung and Sony, we remain extremely confident in the mainstream adoption of virtual reality technology as well as in the long-term success of our hardware-agnostic virtual reality music platform and original content strategy,” continued Matchett.

 “Following Microsoft’s review of the MelodyVR platform and due to their commitment to providing both engineering and financial support, I’m confident that consumers with Windows devices will have an amazing MelodyVR experience at launch and beyond. We look forward to working even more closely with Microsoft over the coming months and to the release of MelodyVR on the Windows Mixed Reality Store”.

The Windows MR headsets are due to launch later this year through partnerships with Dell, Asus, Acer, Lenovo and HP, with the devices set to retail for $399 USD with motion controls.

VRFocus will continue its coverage of MelodyVR, reporting back with any further announcements.

Multiverse Entertainment Looking at Bringing Seeking Dawn to PlayStation VR & Windows MR Headsets

Another year and another virtual reality (VR) filled Electronic Entertainment Expo (E3) has now passed, but the news keeps on coming. Multiverse Entertainment the developer behind upcoming HTC Vive and Oculus Rift title Seeking Dawn has indicated to VRFocus that plans are underway for PlayStation VR and Windows MR versions.

When asked about possible support for other head-mounted displays (HMDs) during an interview at E3, Freeman Fan, Multiverse Entertainment founder said: “We’re also talking to people at Sony and Microsoft to bring the game to PSVR, and Microsoft MR, Windows MR.”

Fan went on to add: “I’m not actually 100% sure that I’m allowed to say that, but everybody knows the headset is coming out and well…we’re talking to them. It’s not confirmed.”

Seeking Dawn screenshot

With Sony Interactive Entertainment’s (SIE) PlayStation VR leading the way in terms of headset sales it’s no surprise that Multiverse Entertainment would be looking at support for the headset to maximise sales. Seeking Dawn features multiplayer co-op so if it goes ahead cross-platform support might be an option.

Far more interesting are the plans for Windows mixed reality (MR) HMD support. Recently Microsoft has been showcasing more and more of the headsets – set to be built by manufacturers like Acer, HP, Asus and Dellrevealing what the motion controllers will look like, and that they’ll be part of a $399 USD bundle due for launch later this year.

What hasn’t been revealed is a possible content lineup – the company has shown how the tech works – but no developers have officially been confirmed. While Fan does point out that nothing is set in stone just yet, at least he’s one of the earliest to mention the possibility of support.

Expect more developers to be coming forward and revealing their plans for Windows MR in the coming months – especially with Gamescom 2017 coming up in August – so keeping reading VRFocus for further updates.

Xbox Head Phil Spencer Clarifies Stance on VR for Xbox One X in Refreshingly Candid Interview

Microsoft’s E3 2017 presentation concentrated on the new Xbox One X console, but made no mention of VR. After dodging questions for the first few days following the presentation, Phil Spencer, Head of Xbox, gave his thoughts on the games industry, the Xbox One X reveal, and Microsoft’s position in the VR space in a refreshingly candid interview with Giant Bomb’s Jeff Gerstmann last night.

Asked about the lack of VR at the Microsoft E3 presentation, Spencer replied saying that he is “long-term bullish”, and a “believer in the category”, but had some reservations about how suitable it is (in its current state) in the family room environment of the game console. He referred to the issue of cords, and that “there’s just more people” to think about. “I do think we need to lose the cords at some point, we’re a few years from that”, he said.

We’re beginning to see very effective wireless solutions already, but they are expensive accessories and Spencer is likely considering when such solutions will reach mainstream affordability for consoles. He thinks we’re still “a few years away from something that will really work”.

Spencer on stage at E3 2017 where the company announced that ‘Project Scorpio’ would officially launch as the Xbox One X.

He acknowledged that the Xbox One X is more than capable of running VR. “The power of the box is fine in terms of having a VR or MR experience run on it, it’s really that family room environment that we’re struggling a little bit with. We’re saying ok, let’s stay more on the PC where we’re seeing action and developer interest—until we really get the artform of what it means to create great MR experiences, then it can go to more places”.

“It’s not a shot at what anybody else is doing”, he said, diplomatically. “I love what we’re all try to go to. Actually the teams share a lot of learning—we’ve had the Sony team up, they’ve seen what we’re doing with HoloLens, we talk to the Valve guys all the time. I don’t think this is a time for us to be competitive in this space, it’s a time for us to share our learnings and try to get better, because the market is years away, but we want to be ready for it”.

“It’s great that as an industry we are investing, whether that’s PSVR, HoloLens, HTC, Oculus—this what the games industry should be about, investing in new technology. Our investment is on the Windows side right now.”

Spencer’s comments offer more detail to the statement Road to VR received from a Microsoft spokesperson following the keynote, saying “We believe that right now a Windows PC is the best platform for mixed reality as its open ecosystem and enormous installed base offer the best opportunity for developers, and Windows offers the most choices for consumers.”

Gerstmann asked about recent filing of a DirectReality trademark, and whether it was related to DirectX gaming APIs.

Microsoft says the Xbox One X has the power to do VR but we aren’t likely to see VR support as a feature at the console’s November 2017 launch | Photo captured by Road to VR

Spencer said, “You’re exactly right. When we focus on the Windows Mixed Reality API, I think it’s important that as the Windows platform company, we don’t start getting people tied into ‘well you’ve bought this HMD, sorry it’s not gonna work with these other things’. When I buy a great monitor and plug it into my PC, I’m not worried about whether Windows understands it and whether some games play on it and some games don’t. Windows as a platform has to natively support any HMD you plug in, and we’ve been getting good feedback from the Oculus and Valve teams about what we need to do on Windows 10.”

Spencer also offered some general thoughts about these early days of VR, where in some cases, there has been an unnecessary urgency to jump on the bandwagon, setting unrealistic expectations for what VR can deliver in its first generation.

“A couple of years ago I think we had maybe an over-exuberance on VR, where we put more interest in it than maybe the tech and experiences could deliver, and I think that’s a dangerous spot for us as an industry”, he said. “To me this isn’t something that’s gonna die, the experience is way too immersive, it is going to happen. You see it where venture capitalists are investing, where everybody’s gotta be ‘VR, VR, VR’, then a couple of people get their hands burned and everybody runs away. I think we have to moderate the temperature a bit in terms of where we are, and not try to tell everybody ‘this is the year of VR’, because then when it doesn’t happen you get [headlines like] ‘the biggest failure of E3’, and it’s neither one of those things.”

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Hands-on: Acer VR Headset for Microsoft's Mixed Reality Platform

“So our focus is on the Windows platform, making sure HMD manufacturers can plug in,” he concludes. “We have four OEMs shipping good HMDs at really affordable prices this fall”, he says, referring to the upcoming Mixed Reality headsets for Windows 10, and perhaps hinting that the new designs from Dell and Asus will being joining Acer and HP’s HMDs at retail this year.

The post Xbox Head Phil Spencer Clarifies Stance on VR for Xbox One X in Refreshingly Candid Interview appeared first on Road to VR.

Windows Mixed Reality Gets Its First 360 Video Platform from Pixvana

Windows Mixed Reality (MR) is coming, and Pixvana are making sure it’ll launch with plenty of content. Pixvana are stepping forward to ensure content creators have all the tools they need for the next generation of content.

Pixvana’s SPIN is a clod-based virtual reality (VR) streamer, and with the SPIN Play SDK, content producers can create custom Universal Windows Platform 360 videos and related apps.

Pixvana content can already be viewed on Oculus Rift, HTC Vive and Gear VR, and with the Windows Mixed Reality platform, Pixvana is quickly becoming a staple of the 360 content users can enjoy in VR.

Pixvana CEO and Co-Founder, Forest Key, is optimistic about Microsoft’s new platform, saying; “Microsoft is pushing the MR medium forward with its cutting edge, high quality devices, and we’re excited to offer SPIN Play SDK and SPIN Studio as an easy way for Microsoft’s media partners, developers, and other customers to create and publish new MR content.”

Key continues; “Windows 10 is a powerful platform across devices and experiences, and with this SDK we’re hoping to further empower content creators with even more accessible and affordable tools.”

Microsoft’s Mixed Reality projects look incredibly promising, offering a vastly different alternative to VR.

Hopefully we’ll see more of Microsoft’s MR experiments in the near future.

For more on Mixed Reality and the latest developments in VR, stay on VRFocus.

Microsoft Reveals Asus Mixed Reality Headset, New Design from Dell

Today at Computex 2017, the annual IT expo held in Taipei, Taiwan, Microsoft revealed more from their line-up of affordable Windows ‘Mixed Reality’ headsets, including Asus’ headset and an updated design from Dell.

While solid specs or pricing information aren’t available for either headset just yet, the company today revealed Asus’ headset which sports an interesting low-poly front cover panel. Microsoft says in their blogpost that the headset was designed with an ergonomically adjustable strap that can be adjusted with a single hand. The company further says that Asus is working with Microsoft to make the headset “fast, powerful, and ultra-light with a six degrees of freedom (DOF) tracked motion controller, for an incredible, immersive MR experience.”

The Windows 6 DOF motion controller was first announced at the company’s annual Build dev conference, and utilizes the headsets’ inside-out, positional tracking sensor tech.

image courtesy The Verge

Dell’s headset has undergone a noticeable change from when it was first publicly shown back at CES earlier this year, now featuring a remodeled front cover panel with indented sensor mounts and black head strap accents. Microsoft says the headset is designed by the same team that creates their premium XPS and Alienware PCs. The headset features cable routing, replaceable cushions and a halo-style headband with flip-up visor.

Microsoft’s Windows Mixed Reality (formerly called ‘Windows Holographic’) is the company’s immersive platform built on the foundation laid by their HoloLens AR headset. The platform features an operating environment—native to Windows 10 devices—that essentially allows compatible headsets to run any Universal Windows Platform (UWP) app. Microsoft says that a staggering 20,000 UWP apps are already available for Mixed Reality headsets. Compatible devices, first announced last December, include headsets from Asus, Acer, Dell, HP, Lenovo and Chinese firm 3Glasses.

As for computer hardware specs, Microsoft and Intel have partnered on a platform specification for these headsets so they’ll be able to “scale across mainstream Intel architecture platforms natively on [Intel’s CPU-integrated] HD Graphics,” by the end of 2017. That means there’s no need for a high-end dedicated GPU like with the Oculus Rift or HTC Vive.

Microsoft maintains that its Mixed Reality headsets will be available as early as holiday season. Acer ($299) and HP ($329) are now available for pre-order through the Microsoft Store for developers in the US (Acer, HP) and Canada (Acer, HP).

No concrete specifications have been published by either Dell or Asus regarding their respective headsets, although we wouldn’t be surprised if they look something like Acer and HP’s.

HP Headset Specs

  • Two high-resolution liquid crystal displays at 1440 x 1440
  • 2.89” diagonal display size (x2)
  • Front hinged display
  • Double padded headband and easy adjustment knob for all day comfort
  • 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
  • 4.00m/0.60m removable cable
  • Inside-out tracking

Acer Headset Specs

  • Two high-resolution liquid crystal displays 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

Update 31/05/17 18:00ET: updated to include specs of HP and Acer headsets.

The post Microsoft Reveals Asus Mixed Reality Headset, New Design from Dell appeared first on Road to VR.

Microsoft Reveal Z-Depth Layering for Windows 10 Mixed Reality Devices

Creating a stereoscopic effect within a virtual reality (VR) application has been a given for decades. It’s a standard component for immersion in a virtual environment, however in other applications – including the likes of Skype, Netflix and beyond – having a 2D plane embossed upon your real world has been the limitation up to now. At Microsoft Build 2017, plans have been revealed that would give applications such as these greater depth and even parallax effects.

 

Microsoft Z Depth Layering

 

Z-depth layering is a feature coming to 2D application development that would allow for a stereoscopic 3D viewpoint, automatically adjusting in relation to the user’s head movement. In a demo version built during the presentation at Microsoft Build 2017, the foreground remained central while a background image was positioned depending on head movement; scrolling left and right, towards and away from the user to promote a sense of depth.

While viewed via a desktop in the presentation, the technology is specifically aimed towards head-mounted displays (HMDs), be it a HoloLens or any of the forthcoming Windows 10 mixed reality (MR) devices. Furthermore, Microsoft has promised that a future update for the Windows 10 development environment and Unity engine would see this design opportunity added as standard, removing the need to learn any new tools to include the functionality in an app.

 

No timeline was given for when the technology would become available to developers, however it’s clear the Microsoft is investing heavily in their holographic computing platform, be it with HoloLens or the variety of third-party Windows 10 HMDs. VRFocus will obviously keep you updated with all the latest details on the holographic computing technology from Microsoft.

An In-depth Look at Microsoft’s HoloLens & Mixed Reality Ecosystem

Brandon-BrayThe HoloLens is the most impressive augmented reality headset on the market today, and their developer kit is already being deployed into industries ranging from architecture, engineering, design, sales, medicine, and education. Microsoft is taking a holistic approach with Windows Mixed Reality being baked into Windows 10, meaning that developers can create a single application that can run on the HoloLens, on one of their partner VR headsets, on a Surface tablet, or as a desktop app. At Microsoft’s Build conference today, the company is announcing a new OEM VR partner with HP as well as inside-out, six degree-of-freedom input controllers for VR headsets made by Microsoft partners like Acer.

LISTEN TO THE VOICES OF VR PODCAST

Greg-SullivanI had a chance to sit down for an hour with two representatives from Microsoft to talk about the latest HoloLens updates, the VR headsets coming from their partners, as well their overall Mixed Reality strategy. Brandon Bray leads the Mixed Reality developer ecosystem, and Greg Sullivan is on the marketing team for the Windows & Devices Group. We cover a lot of the high-level mixed reality strategies as well as the low-level details for developers, as well as a wide range of topics from AI integrations with Microsoft Cognitive Services to the technical details of their new motion-tracked controllers.

Microsoft has leapfrogged the augmented reality competition with the combination of having the best AR headset with the HoloLens, a healthy ecosystem of enterprise developers, a suite of AI-driven cognitive service APIs, and a forward-looking Mixed Reality strategy (which the company uses to describe both VR and AR headsets). They have impeccable timing with taking a leap of faith to solve a lot of really hard problems in order to have created the HoloLens in the first place.

Bray admits that there’s still a lot of remaining problems to be solved with the limited field of view, but that there was a tradeoff for being able to even create a battery-driven, tetherless, holographic computing platform that you can wear on your head that can do inside-out positional tracking.

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HoloLens Inside-out Tracking Is Game Changing for AR & VR, and No One Is Talking about It

The HoloLens developer kits are priced at $3,000, and so they’re targeting enterprise use-cases for now. But their VR strategy seems to be aiming for the bottom to low-end portion of the market with their $400 price point for an Acer VR headset bundled with motion-tracked controllers. I had a chance to have some hands-on time with the Acer VR headset, and I was not impressed with the motion-to-photon latency of the LCD screen, poor quality optics, build quality, or user experience of putting the headset on.

These tradeoffs in comfort were made in order to bring the price down, but the overall experience feels like it’s a small step up from a Daydream, but perhaps on par with the GearVR or possibly even worse. The high resolution of the Acer VR headset makes it one of the best VR HMDs to read text in and the inside-out tracking works pretty well with occasional judder. But the LCD screen is not a blur-free low persistence screen that seasoned VR veterans have grown used to, and so the resulting Rift DK1-era blurring when turning your head makes it feel worse than a Gear VR. But as long as you’re not quickly moving your head around, then you’ll minimize the motion sickness triggers.

The 6 DOF motion controllers are tracked inside-out and Bray said that they rely upon a sensor fusion combination of having a direct line of sight with the front-facing cameras on the VR headset, IMU sensors, and inverse kinematic probabilities. There were not any prototypes available for testing, and so I don’t have any direct experience with how they actually work. But I do have some concerns with their approach based upon my experiences with other line-of-sight controllers such as the Leap Motion. With the Leap Motion, you have to hold your hands up so that they can be seen by the cameras on the HMD, which will likely require developers to specifically design applications that optimize for this constraint.

This limitation of the input controllers may mean that it could limit existing room-scale Vive and Rift VR experiences from being easily ported. If existing Vive or Rift applications aren’t a good experience on these lower-end VR HMDs, then there’s going to be a huge gap of content to drive consumer adoption. If this lower price point is going to attract more consumer-grade users, then they’re going to need content. If custom entertainment content is need, then I doubt that the Microsoft enterprise developers are going to generate a lot of compelling and entertaining content.

But it could be that Microsoft isn’t concerned about having a library of entertainment for regular consumers of these VR headsets, and maybe they’re more interested in creating data visualization and enterprise applications. But if that was the case, then why not create something on par with the Vive and charge enterprise prices? Most of the mobile VR content designed for a 3 DOF controller hasn’t been nearly as compelling as the full room-scale and 6 DOF experience provided by the Rift and Vive. These Microsoft VR headsets look to be in yet another category of quality & performance that’s slightly better than mobile, but a lot worse than the best high-end systems.

If Windows Mixed Reality VR headsets are going to go anywhere, then there’s going to need to be content that’s compelling and drives adoption. Will these VR systems meet the needs of whatever Microsoft has decided is their target market? If it does, then all of this discussion is moot. But if not, then we’ll have another platform that could creature the developer ecosystem and is left without a critical mass of compelling content.

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Microsoft Shows Windows in VR, Gives Acer VR Headset to Vision Summit Audience

Overall, I’m really impressed with Microsoft’s holistic approach to mixed reality. The HoloLens is the market leader for head-mounted AR that’s actually being deployed into enterprise. They are positioned to really own the enterprise and professional AR market as they create more integrations between Windows Mixed Reality, their cloud hosting, and AI-driven cognitive services.

There’s a lot of long-term promise in tetherless VR with inside-out tracking, but the early Acer VR prototypes are disappointing and risk fracturing the VR ecosystem in potentially needing specially designed experiences in order to really use the strengths of the platform.

Here’s a number of Twitter threads with more thoughts and impressions from Microsoft Build so far:

Live tweets of first day keynote of Microsoft Build Conference

Thread with highlights from the HoloLens YouTube channel

Twitter Thread of Hands-On Impressions from Acer headset

 


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