Microsoft Hololens Business Preorder and Details Released

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Microsoft's, "we're too good for VR, let's shoot for AR," tech Hololens recently had some interesting details leak about it, including the hefty dev kit preorder price of $3,000.

Also revealed is the fact that these development kits will be shipping out to developers around March 30th, which means we could very well begin seeing games developed for the platform soon.

To create apps for the headset, developers need to be running Windows 10 on a PC loaded up with Visual Studio 2015 and the Unity 5.4 gaming engine. You don’t need to tether HoloLens to a computer to actually run apps, as the headset boasts its own 32-bit Intel CPU, a brand-new Microsoft Holographic Processing Unit (HPU 1.0), 2GB RAM, 64GB of onboard solid-state storage, and a battery that gets up to three hours of active usage time. The headset weighs a shade under 1.3 pounds—a bit heavier than the rumored one-pound weight of the upcoming Oculus Rift consumer version, probably because all the HoloLens’s components are built into the headset. The Oculus needs to be tethered to a computer to work.

Due to the lack of many augmented reality experiences out there, Microsoft will also be including a few interesting applications with the headset, including a game called Robo-Raid, Skype for Hololens, a mystery game called Fragments, and a game interestingly featuring Conker from rare, titled Young Conker.

If you would like to read more about the features and tech aspects of the hololens, please click the spoiler below.

The HoloLens display begins with a pair of transparent waveguides. In the HoloLens, the waveguides are clear lenses that allow lightwaves from your surroundings to blend with digitally created holographic images. The HoloLens’ images, which are created by two high-definition light engines inside the headset, create the illusion of computer-generated objects hovering or resting in the real-world spaces around you. The Development Edition headset automatically calculates the distance between your pupils—essential for nailing the 3-D effect of the holographic objects—which is a useful new feature for sharing the headset. In a HoloLens demo late last year, Microsoft had to measure interpupillary distance for each person and input that data into the headset manually.

On the headset itself, there are volume controls to adjust the built-in speakers or 3.5mm headphones, brightness controls, a microUSB port, and built-in Wi-Fi 802.11ac and Bluetooth 4.1 LE connectivity. The headset also comes with a remote control, a case, extra nose pads, and a strap in case you don’t want to wear HoloLens like a pair of glasses.

Three grand gets you a lot of sensors. The HoloLens is stocked with six cameras (four that survey your immediate environment, one to calculate depth of field, and a two-megapixel/1080p shooter to capture your own stills and video), four microphones, an ambient light sensor, and an inertial measurement unit that combines accelerometers and gyroscopes. Those sensors will give developers a chance to play around with eyesight tracking, gesture control, voice control, and spatial audio when they’re coding apps.

The future of Hololens is entirely a mystery at the moment, one that honestly doesnt look to be as future proof and as interesting as the fast approaching Virtual Reality. Only time will tell if Microsoft opting to be the odd-man-out will be a benefit or a disastrous misstep on their part.
 

KashiToxicBlood

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microsoft is a company who will plant backdoors in this system, and the fact that you need a devkit to develop for the platform means that it is a proprietary system not for developers and will be DRM ridden, I wouldnt touch this within a 9 foot pole, horrible for developers too.
 

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Here are some other AR headsets that haven't went into hiding or cancellation.





Don't think AR is that far behind VR. Just like VR, there's the "mobile" version and the PC version.
Tbf, Hololens is a PC within itself, but still a lot of money.
 
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