Microsoft’s ‘mixed reality’ headsets are a bit of a mixed bag
techcrunch.com
techcrunch.com
I'm just curious if these headsets are aimed at gaming as opposed to the HoloLens which is geared towards productivity.
That's a first. Let the down votes begin but Skype has always sucked. I'm hoping they do a better job with Teams.
Did somebody in sales overrule the engineers?
And realism will come. We still have a good 4x increase in transistor density in Silicon before going for the next clever trick.
I was fixing a fence last weekend, and man it would have been nice to have an AR overlay of where the next board should be placed and where to put the screw when I can't see the board it's sinking into. That doesn't need realistic graphics, it just needs to be mobile.
For VR, I mean Fruit Ninja was a really popular game for a long time.
What do you mean by this?
I'm only asking for clarification, because when I hear "first generation of PC VR" - I think "REND386".
I doubt, though, that many other people do, because for some reason, all of that old history and the lessons from it have seemingly had to be "re-discovered" with VR technology after the Rift came out.
Though as with anything involving multiple "generations" of products, the exact definition is pretty fuzzy.
https://books.google.com/books?id=79i1lfAqumUC&lpg=PP1&pg=PA...
I'm always tempted to watch "The Lawnmower Man" although I suspect it hasn't aged terribly well.
The core value of VR is to replace our real life. Graphics to convince you of this new reality is a hard requirement.
The core value of AR(or MR?) is to augment our real life. Being able to surface information about the world around you is the hard requirement. For example while cooking if it can tell you what and how much of the next ingredient you need in a recipe, it doesn't matter if the displaying of that information on top of the item is a bit laggy. The stepwise jump in utility is still there.
That's ... debatable. It's no more that than a regular screen.
VR displays track head movement in 3D space and then give the possibility to use this positioning information when rendering a 3D scene.
This is the basic requirement for AR as well. Pokemon level AR just gives an image of real world where the 3D scene can be overlaid. ARkit level AR uses what ever data inputs are available to guestimate the 3D geometry surrounding the user and offering this 3D information available for the program context. I suppose the third step is when this data is fed to some machine learning algorithm to 1. detect features in the data 2. label them (i.e. 'carrot' etc).
Now, what to do with all this data is the business of the developer of the application.
It's the application and it's users who decide what the value proposition is. It's not stamped on the underlying technology. The technology is the substrate and the facilitator for the end user applicariona but they alone do not provide any value. Owners of Vive in the current ecosystem where VR applications are scarce and unpolished can probably understand this intuitively.
The potential of VR and AR to provide value are different but the value proposition depends wholly on the application developed for the substrates.
Sorry about the long rant. I just wanted to point out that it's non-value adding and detrimental to innovation to slap labels and qualities on things that don't posses them.
Nobody[0] wants just a Ferrari engine. Everybody wants the whole car.
0: In the general consumer context, I know somebody would want it
I was assuming it was something like augmented reality lite. This just looks like VR-lite.
So there is support for augmented reality, but it looks like most if the demos currently being made are for VR.
It would make a lot of sense, but there is no support in the API for the low cost devices for doing any of these things. The cameras are purely used for tracking purposes at this point and none of the HoloLens-style AR experiences that would seem to make sense are possible with this generation of low cost MR headsets and APIs.
Unfortunately this isn't the case. It's just pure VR.
People also fling critique at Magic Leap for the same problem, since it is very clearly an AR device.
To all intents and purposes just substitute "VR" whenever Microsoft says "Mixed reality".
I really hope their usage doesn't catch on.
It's a shitty bit of marketing legerdemain for sure, but if you dig into the docs you'll see they never literally claim these headsets are MR devices. I guess they are "internally consistent" is what I'm saying.
I have the HP headset, and I like it. I find it more comfortable than the Rift. I find text a lot easier to read in it. I'm not going to be playing hardcore games in VR, because to me that's just not what VR is for, that's what regular PC gaming is for.
VR - Virtual Reality. Your field of view is completely blocked by a display that shows you something completely artificial. Pro: Complete visual virtual immersion. Cons: No idea what's going on outside.
AR - Augmented Reality. You look through glasses that have a transparent display of some kind. Virtual objects are placed into the real environment right in your field of view. Pro: No latency view of the real world. Con: Aligning objects and keeping latency low enough to blend well is hard!
HUD - Heads Up Display. You look through glasses that have a transparent display of some kind. Virtual objects are placed onto the display, but not into the real environment right in your field of view. Pro: Can display various pieces of data where you are looking anyway. Con: Not meant to align or register with anything you are looking at.
MR - Mixed Reality. Your field of view is completely blocked by a display. Cameras capture the real environment and present them on the display where virtual objects are mixed into the capture. Pro: Mixing the environment and keeping things synced is easier than AR. Con: The display will be just a hair behind what you would normally see so it can feel a bit off.
It is fair to say that the headsets being introduced this holiday target VR experiences. That said, we are building a platform that covers the entire spectrum of devices (from HoloLens to all the new headsets coming this holiday). The platform is consistent between all of the devices. In fact, we made very few additions to the API set from the original APIs introduced with HoloLens to support these new devices. Since the platform supports the broad spectrum of devices, and it's a single API set for all of them, it only makes sense to refer to this category as mixed reality.
https://www.roadtovr.com/microsoft-mixed-reality-vr-motion-c...
> And for times when your hands will go out of the camera’s field of view, Microsoft is doing its best to compensate. When that happens, the system relies purely on the controller’s on-board IMU to estimate positional movement until it reappears in the camera’s view. This works well enough for quick jumps in and out of the camera’s view, but after a second or two, the IMU-only tracking estimation is too unreliable, and it appears that the system will eventually freeze the location of the controllers in the air and only feed them the rotation data from the IMU
Not a lot of detail there on how well the IMU-only tracking works, but it doesn't sound like it's all that accurate. And I guess there's only one front-facing camera, so it'll be pretty easy to lose tracking if you ever need to interact with something outside your FOV.
For example, if you reach behind your back it loses tracking. If you look in one direction and aim a gun in the other, it loses tracking, if you look up and reach for pistols holstered at your hips, it loses tracking, etc. Someone please correct me if I'm wrong, because as-is it sounds to me like this system isn't going to work very well for a lot of the more action-based games in VR.
It's really going to depend on the application. You don't focus your attention uniformly through the 3D space. if the application design has important interaction points that just so happen to intersect with those shadow spaces, you'll find yourself in a very frustrating situation of never being able to get good tracking. There are times when I find I can't finish a drawing in Tilt Brush or a machine in Fantastic Contraption very easily because the detail I want to work on is in a shadow space. And for many reasons, I think gun-games are quite far from the best uses of VR. I am sure a certain class of gamers will like it, but I don't think that class intersects well with current, 2D-display FPS gamers, and I don't think it will be anything close to the majority use of VR.
So yes, some UI designs will be ideal for one design and particularly buggy in another. The Vive is optimized for broad-stroke gesture control radiating out from the user in (roughly, minus the shadow spaces) equal precision 360 degrees around the user. The Windows MR is optimized for fine-detail control centered in front of the user. If you like playing wave shooters and only wave shooters, I suppose you'll want a Vive. Otherwise, I don't think it's a completely cut-and-dried situation.
Huh, I've never really experienced that. Or if I have, it doesn't happen frequently enough for me to notice. It does happen in some spaces outside my play area, beyond the guardian system, but inside it tracking is near perfect. I have a Rift, not a Vive though, so maybe this is an issue specific to the Vive? My Rift uses 3 sensors, not 2, so perhaps the occlusion issue is lessened by that. Or perhaps your Lighthouses are just positioned a bit strangely?
> I think gun-games are quite far from the best uses of VR. I am sure a certain class of gamers will like it, but I don't think that class intersects well with current, 2D-display FPS gamers
Agreed. There are other games which would suffer from this type of occlusion issue though. Echo Arena, for example, often requires you to grab onto a surface with one hand while turning your head in a completely different direction to look at your surroundings. Any game that requires you to interact with something not in your field of view would have this problem.
For non-game applications like Tilt Brush, Google Blocks, or Google Earth though I can see this headset working just fine. Casual games which involve primarily working with your hands might also work well. (Job Simulator, Rick and Morty VR, etc. Not Fantastic Contraption though; that one requires you to reach behind your head to grab new parts, if I recall correctly.)