Apply for the Microsoft Hololens Development Edition
microsoft.com
microsoft.com
nice one hackernews, downvoting the most important question in this thread...
i guess this is full of MS fanboys that don't mind being scammed out of 3k dollars..
As for the topic, they didn't specified the field of view, How could you tell they didn't fix it?
If they can't sort it for consumer release, that's a much bigger issue of course. My guess (and it's just that) would be that they'll be trying to improve field of vision for the consumer release, as from the reviews I read it was the one major negative people cited.
i mean, we all saw the videos from the announcement, and the "live" demos. and that was just pure lies no matter how you want to paint them.
also even if they didn't lie, don't we need the dev kit to have the same full capabilities as the final product? would you acquire an early dev kit for some new console, only to find out that it has less ram, gpu and/or cpu than the final product? how can we actually test it fully?
But when you're developing a new category of device, that's not always possible.
For a very related example, look at the Oculus Rift approach to VR. they've been iterating on developer kits slowly improving the hardware while letting people feel out how to use that class of device.
Ultimately it'll be down to individual dev. houses whether it makes sense for them to invest at this stage, or wait till it's closer to consumer launch
I guess for MS is important to have a good portfolio of apps before the product is launched to the public. This class of unpolished dev kits are not unheard in MS world, Do you remember when the dev kits for the XBox were Apple Power Macs?
That doesn't sound like a problem. Now if it turns out it is less powerful than the final product, that would be a serious issue.
and now they down vote me.. lol whatever guys go crazy!
Is there some industry standard minimum field of view for AR glasses that this fails to meet? Have the people who tested HoloLens out who complained about the field of view being narrower than they would like said that it made the technology useless, or just that it limited it? Seems like you think it's a showstopper, I'd be interested to know why.
The limitations of their approach are clear and well understood.
ODG uses a similar system and has the same FOV.
You need a wholesale new way of doing displays to get to a wider FOV.
[1]http://www.displaydaily.com/articles/446-sponsored-articles/...
edit: Please don't reference Magic Leap as having a solution to this - I'm super tired of discussing them.
I really wanted to get my hands on one of these, but it looks like I'll have to wait a little longer.
They're trying to weed out early adopters to avoid dooming a product with known shortfalls that can be solved with product iteration and time (low FOV, tracking lag, etc).
Like what Google Glass is doing, except they seem to be making it less "glamorous" and possibly tethering it to a PC of some sort.
It's possible that they are trying to weed out early adopters with a high cost, but with entire new hardware that's not been mass produced to date (the holographic display, the proprietary holographic processing unit) it certainly seems like this is probably more a reflection of actual production costs today. It's certainly long been a tradition of console game systems that the early development machines are an order of magnitude (as much as even 100x, historically) more expensive than the final retail hardware. (Which also historically has been a profit center for some console generations when they were charging the same development box costs long after the retail cost margin drops.) It's very much a case that I think the only real comparison is to the Xbox One and we don't have a lot of data on that as Xbox One never sold dev kits to the public, that's certainly something new with the Developer Edition of the HoloLens.
Also, for what it's worth I've not heard any reports of "tracking lag" (in fact just the opposite from articles I've followed to date, that the HoloLens seems to have "tracking magic") and I'm willing to believe that the adjustments of the device's FOV are as much for safety reasons as anything else (we humans use our peripheral vision for a lot of things when navigating the real world). Certainly the same journalists complaining about the FOV have also stated that they've experienced different FOV in different demos.
Of course, then they show it off using Minecraft demos, recipe books, and a parent helping their kid in another city fix their sink. So sure, marketing it to consumers is the long game. But I'd guess that's some way off.
It may also be artifically high to stop so many people buying one for the fun of it. As they will (almost certainly) have limited supply they want everyone buying one to be serious about building an interesting application with it.
This is basically using the free market to sort out who really needs the kits.
Whereas the Rift dev kits could, and still can be, Ebayed for hundreds more than their purchase price.
Secondly, you can see the environment around you. For science purposes this may not matter, but for industrial visualization, this makes all the difference in the world.
Oh, great!
>You are a developer in the United States (including Puerto Rico) or Canada where the Development Edition will first be available.
>Please note that the Development Edition hardware and experiences are in English only.
Oh.
Pretty sure they don't use any holographic technology and it's "just standard AR". US only...meh. There also doesn't seem to be any university licensing program. Could be done quite a bit better.
And Canada :)