Microsoft Reveals Dell and Asus VR Headset Designs

Microsoft Reveals Dell and Asus VR Headset Designs

Microsoft’s planned roll out of a whole suite of VR headsets continues with the revelation of designs from Dell and ASUS.

The Microsoft roll out is one of the most interesting plays for VR dominance given the headsets are extremely light weight and feature precise tracking that requires no outside hardware — so they are much more convenient to set up than a Rift and Vive. No extra USB ports or wall-mounting needed to use the Microsoft-powered headsets. Microsoft also plans to offer full motion controllers for your hands that will provide accurate tracking whenever they are in sight of the headset’s sensors.

While Microsoft said it would allow headsets featuring a wide range of specifications it is unclear what differences there are in the actual functionality of each of the ones coming out starting later this year. There appear to be some differences in the face cushions or how the headsets lock into place on your head, but more significant differences like frame rates, resolution, field of view, and display types are largely unknown. That said, all the Microsoft headsets we’ve heard about use LCD displays instead of OLED as used by the Rift and Vive. I reached out to Microsoft recently to find out why they picked LCD and the following prepared statement explains the reasoning:

Microsoft and its partners had certain requirements with regard to resolution, performance, weight and affordability, and the displays used in the Acer headset met all of those requirements. In addition, we’ve been impressed by recent advancements in LCD technology that specifically target scenarios for immersive headsets. The Acer headset uses a new technology called “impulse backlighting” that addresses the requirements for good mixed reality experiences.

For those interested in a deep dive into these technologies, I’d recommend checking out Michael Abrash’s blog from 2013. I asked Oculus CTO John Carmack whether impulse backlighting could make LCD displays more feasible for VR, and he replied: “Yes. Limited contrast and transition times can still be an issue.” That said, getting a full picture of how the Microsoft headsets will match up against the Rift and Vive is going to have to wait until more is known.

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Editorial: Smartphones Won’t Be Replaced By VR And AR Headsets, Yet

Editorial: Smartphones Won’t Be Replaced By VR And AR Headsets, Yet

The smartphone has become the central personal computing device of the last 10 years and it has already started to show signs of slowing. However, last quarter smartphones still grew at a healthy 4.3% percent pace, which makes them a mature market. Some industry players have already talked about the death of the smartphone, but those groups also missed out on the smartphone altogether so they’re ambitious to move on to the next platform. With technologies like 5G, smartphones are still going to be the place where we see the leading edge of innovation occur with the benefits trickling down to the fledgling industries. Because I am so intimately involved with both AR/VR and smartphones in my daily duties as an analyst, I am uniquely positioned to explain why smartphones are not dead, yet.

User Experience Is Sub-Par So Far

One of the biggest reasons the smartphone is not dead yet is because the hardware to replace them still hasn’t reached a point where the user experience is comparable. The lowest-power and highest performance chipsets necessary to make standalone AR and VR headsets are still too hot and too power hungry to deliver all day battery life that we currently experience with smartphones.

Additionally, the current standalone solutions do solve the thermal issues of AR and VR headsets, but to keep thermals in check they tend to be larger than what consumers consider fashionable. The best examples of this are the Magic Leap prototypes, Microsoft Hololens and Qualcomm’s VR reference design. While we know that companies like Facebook and Google are hard at work on their own standalone prototypes, there is very little expectation they’ll be any smaller than the current AR/VR headsets out today. Right now companies like ARM, Intel and Qualcomm are supplying the bulk of the low-power AR and VR chipsets and based on the current levels of performance and power I don’t see that changing much other than maybe Apple entering the arena with their own custom designs.

Applications Aren’t Where They Need To Be

There is an even more pressing issue when it comes to AR and VR headsets replacing smartphones and that is the fact the applications are not even remotely close to where they need to be. Specifically, there aren’t anywhere near enough applications available for AR or VR headsets that will allow a user to choose their primary computing device to be an AR or VR headset. Simply put, nobody is going to go out and spend upward of $900 on an Apple AR headset if they cannot get the same or better applications that they had on their smartphone. Without the right applications, very few people are going to go out and replace their laptop or smartphone with an AR or VR headset. Additionally, the user experience needs to be the same or better than what is currently available on smartphones, which won’t be easy to do and will take some time.

This is where I believe that Google and Facebook have the right idea. They are harnessing their massive mobile ecosystem with smartphone AR and VR applications to drive the applications and developers toward the AR and VR future. Both companies have aggressive plans for both AR and VR and may very likely have an extended reality platform that incorporates both. Both companies are making major efforts today to help develop both AR and VR applications for smartphones that can easily be used on standalone headsets at a higher performance and user experience level in the future. That’s the point of what both companies are doing, they are pushing us toward a future where smartphones are no longer the dominant platform.

Companies like Microsoft completely missed the smartphone market, even after trying to buy into it with their acquisition of Nokia, which was too little too late. Microsoft refuses to allow themselves to be left behind by this new platform and that’s why they have been so aggressive to push Hololens and Windows Holographic Mixed Reality. Microsoft’s biggest problem is that while it does have the entire PC ecosystem and Windows 10, it still needs to have developers commit to the platform to be successful. Hololens is Microsoft’s most mobile product as of recent and the PC VR and AR headsets need quite a bit of horsepower to run smoothly. Additionally, with the exception of Hololens, everything Microsoft has shown has been wired and they are going to need to lose the wire quickly if they are going to compete with the smartphone guys. Companies like AMD, Intel, Persaso and Qualcomm are working on 60 GHz solutions for wireless VR headsets and while I understand that Microsoft is desperate to keep the price of Windows Holographic headsets down, the wire will not work in their favor.

This journey will take time, and some companies will be left behind, but it may take upwards of 10 years for the industry to truly transform itself into what we see with smartphones today. Just remember that smartphones were first introduced in the 90s and then again in the 2000’s as PDAs and only once Apple perfected the applications ecosystem that Nokia created did they really take off. AR and VR are still quite in the early stages of things and it will take a long time until we see the market blow up like the smartphone market did. However, I believe AR and VR will be bigger than the smartphone and PC market, they will create an explosion of digital goods unlike we’ve ever seen before. As some people have said, this new extended reality will be more like the size of the internet itself rather than any one specific hardware industry.

Disclosure: My firm, Moor Insights & Strategy, like all research and analyst firms, provides or has provided research, analysis, advising, and/or consulting to many high-tech companies in the industry, including ARM, Google, Intel, Microsoft, Peraso, Qualcomm and Samsung Electronics cited or related to this article. I do not hold any equity positions with any companies cited in this column. Find more from Moor Insights & Strategy on their web site, Twitter, LinkedIn, Facebook, Google+ and YouTube.

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Microsoft Finds Its Voice In Mixed Reality: ‘It’s About What We’re Gonna Do With These Technologies’

Microsoft Finds Its Voice In Mixed Reality: ‘It’s About What We’re Gonna Do With These Technologies’

One of Microsoft’s newest leaders in mixed reality, Mark Bolas, took the stage for a few minutes at Acer’s press conference this week and put into human terms the company’s goals with the technology.

Bolas is one of the people who helped jumpstart VR’s renaissance, helping move it from researcher’s tool to mass market product with his mixed reality lab at USC. About a year ago he decided to go to Microsoft to lead a team there, becoming their Director of Program Management, Mixed Reality. Now he is helping define the company’s strategy and vision moving forward into the new medium.

Microsoft already re-branded its efforts with this technology once, doing away with the Windows Holographic terminology it used initially and replacing it with Windows Mixed Reality. As someone who watches this technology closely it has also been tough to see events where the company shows off its $3,000 HoloLens headset immersing someone in a world surrounded by virtual objects.

The problem is HoloLens is an augmented reality device with a limited field of view, so the objects only appear in a small window directly in front of your eyes. It could be useful for business applications or training, but games suffer because of the limited field of view, and you’re not likely to use it to put a virtual television on the wall. That’s because HoloLens is quite a bit different from immersive VR that truly makes you feel present in a virtual world. In wide field of view VR, headsets like the slate of devices coming from Microsoft’s partners (including Acer’s we tried this week) could make hanging virtual screens all over your walls and playing VR games a very tempting thing to do with a headset that only costs $300 or $400.

So when Bolas took the stage for a few minutes this week in his first public appearance since taking the job, it looked a bit like a fresh start for the company. Even though Microsoft has been working on mixed reality technology for years at this point, Bolas and his decades of experience helped put the company’s ambitions into crystal clear terms for the first time.

“My ID card at Microsoft has the mission statement on it — and its mission statement is to ‘help people achieve more’. It’s not just about having new technologies, it’s about what we’re gonna do with these technologies to really allow people to do and achieve,” Bolas said. “To really merge our superhuman computing powers that we’ve got these days with the agency we know with our bodies with what we just naturally want to do, in a way that’s fun and productive.”

This is Acer’s kit, the first Holographic VR headset to roll out to developers.

Microsoft still has a lot to prove in this emerging industry, with input and controls being the biggest blind spot for the company. The HTC Vive and Oculus Rift both offer controllers that bring your natural finger, hand and arm movements into a virtual world for a range of intuitive games and experiences. There’s no word yet on what Microsoft or its partners will be able to do in the near future beyond using an Xbox controller, keyboard or mouse to interact with a virtual world.

Read More: Hands-On With Acer’s Mixed Reality Development Edition

Nevertheless, VR headsets produced by Microsoft’s partners are poised to be more convenient and less expensive than Vive and Rift because they use cameras and sensors on the device itself to find its position rather than external camera accessories or laser boxes. You can easily move the new Windows headsets from one room to another when that is bit of a pain with Rift or Vive. Bolas sees the affordability and convenience of these upcoming headsets from Microsoft’s partners as bringing a much larger segment of PC users into VR for uses that include both productivity and entertainment.

“We’re gonna have everybody helping us define what mixed reality means and what they’re going to use it for. When I say productivity, it means you can surround yourself with screens and you can all of a sudden just have things where you want it to be,” Bolas said. “When it comes to gaming and entertainment, as I’m sure those of you who have put on head-mounted displays know, you just get an experience of immersion unlike anything else before…people can interact with digital information in an instinctual way.”

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Microsoft’s Mixed Reality Strategy Driven By Pioneer Who Helped Launch VR’s Renaissance

Microsoft’s Mixed Reality Strategy Driven By Pioneer Who Helped Launch VR’s Renaissance

A pioneer who helped kickstart VR’s renaissance is driving the strategy for Microsoft’s Windows Mixed Reality platform, spanning both HoloLens and a collection of VR headsets rolling out later this year.

We knew Mark Bolas, who ran the mixed reality lab at USC, took a position at Microsoft as the company built up its efforts in mixed reality, but we didn’t know precisely what he’d be doing. UploadVR has now confirmed Bolas’ role. 

His title is Director of Program Management, Mixed Reality, and he is responsible for driving the “vision strategy” for Microsoft’s Mixed Reality platform “that blends the physical and the virtual.” According to Microsoft:

He leads a cross-disciplinary team of innovators who develop experiences on a wide spectrum of mixed-reality devices. These devices enable everyone to meaningfully create, collaborate and communicate in ways that break the bounds of physical reality while retaining a fluent and instinctual interface.

Alex Kipman, technical fellow of new device categories in the Windows and Devices Group at Microsoft, said in an interview Bolas “owns our mixed reality shell, period. There’s one shell that goes across HoloLens and these headsets you’ve seen — it’s a Windows Mixed Reality shell. I brought Mark Bolas [on] because he’s amazing, and I think as a collaborator, he can help us create an amazing future there.”

This is Acer’s kit, the first Windows VR headset to roll out to developers from Microsoft’s partners.

Microsoft partner Acer is hosting a press conference in New York Thursday where Bolas is expected to speak about the company’s efforts in mixed reality. It will be his first public appearance since Palmer Luckey, Bolas’ lab gave rise to a number of headset prototypes that placed phone or tablet-sized screens in front of your eyes for a basic sort of VR headset, including one that was cardboard-based long before Google branded the idea and put them in millions of homes.

Microsoft hit the market first with its HoloLens, a self-contained unit with so-called inside-out tracking allowing the device to pinpoint its location. While HoloLens is an augmented reality unit that is quite expensive at $3,000, the tracking technology it uses applied to VR headsets can make them more convenient to set up and use compared with Facebook’s Oculus Rift and the HTC Vive. Also, the headsets should be less expensive since partners don’t need to manufacture external tracking hardware as used by the first headsets on the market. That’s exactly what Microsoft is doing, with Acer being one of several partners releasing lower cost VR headsets that will make use of the software Bolas’ team is now developing.

An Acer press conference will be livestreaming here starting at 8 am Pacific time on Thursday.

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Lenovo’s Windows MR Headset Arrives In August For $399 Says Insider Member

Lenovo’s Windows MR Headset Arrives In August For $399 Says Insider Member

Microsoft has so far only offered vague windows for the launch dates and prices of its Windows 10 Mixed Reality headsets, made in partnership with a range of companies. However a report today may have revealed specific details for Lenovo’s take on the concept.

Information comes by way of Ross McDougall, a member of the Lenovo Insiders program, who was reportedly briefed on the situation this month. McDougall claims that Lenovo’s kit will be arriving in August 2017 for $399. It will have a 1440×1440 display and weigh 380g. It will reportedly work with select HoloLens software and launch with the Lenovo Entertainment Hub, which allows you to play many traditional 2D games inside the headset (though it’s far from a pleasant experience).

McDougall also reported previously-confirmed features like dual cameras, compatibility with traditional 2D apps and, of course, the inside-out tracking that provides six degrees of freeom (6DOF).

Though this information comes from a member of the Insiders program, we’re still not entirely sure this means a full consumer release or a new developer kit. Lenovo did recently suggest its device will come in the ‘back-to-school‘ period, though, and August certainly fits the bill. UploadVR has reached out to Lenovo for comment, but didn’t hear back by the time of publication (UPDATE: Lenovo declined to comment).

Currently Microsoft is sending out development kits for the Acer version of the Windows 10 VR headsets, which don’t have a firm release date. We’re also expecting to see devices from Dell, HP, and Asus. Microsoft says these devices will support a range of controllers — though so far we’ve only used one with an Xbox gamepad — and will vary in price and specs. Each is set to launch this holiday season, and Microsoft has assured us that they’ll very much be entertainment devices at first.

Moving in 2018, Microsoft will also bring mixed reality support to its upcoming Project Scorpio console. What that means for these headsets remains unclear for now.

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Lifeliqe Is Bringing HoloLens To The Classroom

Lifeliqe Is Bringing HoloLens To The Classroom

Microsoft’s HoloLens and other mixed reality devices have enormous potential to inform and educate, arguably even more so than VR. Immersive education startup Lifeliqe is looking to capitalize on that potential.

You may have already heard of Lifeliqe; last year the company partnered with HTC to make educational VR experiences for the Vive headset. With HoloLens, though, the company is looking to move into the classroom. In fact the company has already run pilot lessons using the headset in classes at Renton Prep in Seattle, Washington, and Castro Valley Unified College in California. You can see a video of the student’s impressions below.

Lifeliqe’s HoloLens apps used interactive 3D models to provide a new kind of visual learning for students. They got to explore the human body, bringing up 3D models of organs, blood vessels and more. In a statement, Michelle Zimmerman, Director of Innovative Teaching and Learning Sciences said it actually looked like students preferred using MR for education over VR, which the school had also been working with.

HoloLens isn’t the only headset that could one day take over the classroom; Google has been pushing VR into educational territory with its Expeditions initiative, which uses mobile-based headsets like Cardboard to take students on virtual field trips. We expect to see plenty more examples of VR, AR and MR in schools as the technology continues to grow in popularity, too.

Lifeliqe is designing HoloLens experiences for grade 6 – 12 classrooms. However, with the developer edition of the kit costing $3,000 and a full consumer version still likely years away, it’s probably going to be a long time before we see MR commonly used in schools across the globe. VR will be a good stepping stone in the meantime, and Microsoft has that angle covered with its upcoming Windows 10 headsets.

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Here’s The Specs That Will Power Microsoft’s Project Scorpio VR Experiences

Here’s The Specs That Will Power Microsoft’s Project Scorpio VR Experiences

Microsoft’s Project Scorpio, an upgraded version of its Xbox One console, is coming to market later this year, but we still don’t know much about it. Today, however, the system’s much-touted specs have been revealed.

Eurogamer’s Digital Foundry has the reveal on the specs, confirming that Scorpio does indeed look like it will be a performance powerhouse. In Digital Foundry’s words, the tech features a CPU with eight custom x86 cores clocked at 2.3GHz, GPU with 40 customised compute units at 1172MHz, 12GB GDDR5 memory, and a memory bandwidth of 326GBs. For comparison, the original Xbox One had an eight core CPU, GPU with 12 compute units and 8GB of DDR3 memory.

Microsoft is positioning its new beast to push 4K gaming (a 4K UHD Blu-ray optical drive is included) but, as we all know, the system is also going to host VR experiences. Introduced at E3 2016, Xbox said Scorpio would be capable of “high fidelity VR”, and back at GDC this month it confirmed that it would be bringing “mixed reality software” to the system in 2018, suggesting VR support won’t be included with the console at launch.

None of Digital Foundry’s coverage today even mentions VR, however, so Microsoft is clearly not ready to talk about this feature yet.

All the same, it means big things for the VR industry. Firstly, Microsoft’s new box could present some serious competition to Sony and its PlayStation VR (PSVR), which is already available, but isn’t as powerful as the PCs that run the Oculus Rift and HTC Vive. But, at the same time, we don’t know exactly which headsets will be running on Scorpio. Will Oculus and Microsoft’s close partnership with the Xbox controller, Minecraft and game streaming bring the Rift to Xbox? Or will the latter’s own range of Windows 10 headsets, due to launch this year, be the ones to introduce a new audience to VR?

There’s plenty more to find out, and we’re likely to get at least some answers at this year’s E3 in June.

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Microsoft Hires Head Of Marketing From Oculus In Mixed Reality Build Up

Microsoft Hires Head Of Marketing From Oculus In Mixed Reality Build Up

Microsoft today revealed it hired Liz Hamren from Oculus to head up marketing for mixed reality as the company begins to build out its efforts beyond HoloLens into a broad range of devices including VR headsets.

Hamren was the chief marketing officer at Oculus and joins Microsoft as corporate vice president of mixed reality marketing. She’ll be reporting directly to Yusuf Mehdi, the head of marketing for the Windows and devices group at Microsoft. In an internal email shared with UploadVR, Mehdi outlined the growing importance of mixed reality to Microsoft’s efforts.

From the email:

One of the biggest bets Microsoft is making for the future of computing is the development of a new world of mixed reality, led in large part by our pioneering work on Microsoft HoloLens. We have been on this journey from the unveil of HoloLens back in January 2015, to the announcement from our OEM partners of the first headsets capable of mixed reality last October, to the release of the first Windows 10 Mixed Reality dev kits this month. As we gear up for this coming holiday, we enter a new phase of bringing mixed reality to everyone.

Microsoft is building a dedicated mixed reality sales team “to scale our business to the next phase,” according to the company, with a big push expected this holiday season. Hamren will be leading teams including Jeff Hansen (who worked previously at now-defunct EnvelopVR) and Sandhya Thodla, who worked on marketing the Surface line of products. Before Oculus, Hamren worked at Dropcam, which was acquired by Nest Labs.

Last year, Microsoft hired pioneering researcher Mark Bolas from USC and we went hands-on with an early prototype VR headset from the company a few weeks ago at GDC. We hope to get major updates on the company’s mixed reality plans at the Microsoft Build developer’s conference in May followed by E3 in June.

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Windows 10 Mixed Reality Support Arrives Next Month

Windows 10 Mixed Reality Support Arrives Next Month

Back in October Microsoft unveiled a bold new vision for its Windows 10 operating system named the Creator’s Update, and mixed reality technology played a big part in it. Today, that revamp has finally been dated.

Microsoft will begin rolling out the latest iteration of its operating system April 11, and the company confirmed to UploadVR that mixed reality (MR) support will be included. It will be free for all Windows 10 owners. For consumers, that won’t mean much right now. The first devices to support Windows’ take on MR, a set of VR headsets made by partners like Acer, won’t be launching until this holiday season.

However, developers that will be getting the Acer Windows Mixed Reality Development Edition in the coming weeks and months will be able to dive straight in and start making content for the headsets, which feature 6 degree of freedom (DOF) inside out positional tracking. We went hands-on with an early version of the Windows VR tech at GDC earlier this month.

The update does include plenty of new features that Windows 10 users can get to grips with, however, some of which could well bleed into MR when it finally arrives. 3D content creation, for example, is a big part of the update, delivering new apps like Paint 3D. For Microsoft, it is another step closer to its eventual goal of delivering true MR with its HoloLens headset, which is currently available as a $3,000 unit geared to developers and businesses.

You’ll still be able to use your Oculus Rift and HTC Vive through apps when the update hits, but neither headset has announced plans to integrate with the OS itself at this time.

MR isn’t available on all Windows devices just yet, however. Microsoft’s Project Scorpio, an upgraded version of its Xbox One, will be getting support for MR content in 2018.

Microsoft is set to talk more about its VR headsets in May at its Build developers conference, and then we’ll hopefully learn more about its Scorpio plans at E3 in June.

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Khronos Group Would Welcome Input From Microsoft On OpenXR Standard

Khronos Group Would Welcome Input From Microsoft On OpenXR Standard

During GDC 2017, Khronos Group unveiled OpenXR as the name for their VR/AR API standard that’s currently being developed. We reported on the announcement and broke down a bit of why this standard was something for the VR industry and community to get excited about, but we also got the chance to speak with Khronos Group president Neil Trevett to get some questions answered.

OpenXR’s First Task

OpenXR’s immediate task is combating the fragmentation of the VR industry, something that can continue to get out of hand in the industry’s youth as many different developers and manufacturers create in incredibly different ways. Now that the name is out in the wild, the next step is to work with current working group members over the next 12-18 months on the specifications of the standard. The approach is to create an API standard where devs make their app and that app will be able to work on different VR SDKs with minimal changes as opposed to having to create detailed, custom code for each device.

“Less cost, less porting, and a larger available market is the bottom line for developers,” Trevett says. The Khronos Group is hoping to be able to ship the API around GDC of next year.

If it is not evident by the “XR” in the title, this standard isn’t going to be limited to VR experiences though that is the immediate focus.

“The fragmentation issue is most urgent to solve in the VR community over the next 12 months or so,” Trevett explains when asked about the consideration of augmented reality solutions.

He says he “absolutely believes” augmented reality will be addressed, but the major push for it will likely come in the 2nd wave after the API starts to ship out.

“We’re going to take care that we don’t paint ourselves into any VR-only corners,” he said. “We want things to be applicable as far as possible to different mixed reality devices in the future.”

Will Microsoft Join The Effort?

The standard Khronos is working toward has sparked excitement across the tech industry, to the point that those involved have specifically asked to have their logos added to OpenXR’s partner image. The current collection of partners is dominated by those more involved in VR, including names like Sony, Oculus, Google, and more. When asked if there were any specific entities missing that Khronos Group would welcome, Trevett immediately mentioned one of the biggest faces of AR: Microsoft. He noted the company’s input now would be around the emerging Windows Mixed Reality platform, which we recently did a hands-on with, but they’d obviously be able to bring AR expertise to that 2nd round of the API’s development as well.

While this initiative’s purpose is to simplify things across the mixed reality industry, one would wonder if having so many entities involved in the development of a single standard could get noisy despite the obvious benefits down the line. Trevett details a democratic decision-making process that includes voting mechanisms to resolve disagreements when they occur, but he says that’s a rare occurrence.

“The weird thing is we actually don’t need the formal voting mechanisms very often,” he says. “The working groups tend to, quite successfully, work to unanimous consensus. It’s actually quite normal for a whole specification to be created and no formal voting is needed. The whole process is surprisingly non-political.”

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