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As hardware, it's a nice job. It's self-contained and wireless. The form factor is tolerable. Compare the HTC Vibe, which is as clunky as the VR headsets of the 1990s and still needs cables. The HoloLens has much better balance, too; the VR headsets are far too front-heavy. None of this gear is really compatible with wearing glasses, though. It's surprisingly good at "drawing dark". It can't, really, so it just puts a neutral density filter in front of the real world to dim out the background. This, plus some trickery with drawing intensity, allows overlays on the real world. At least the indoor real world; the grey filter is fixed, and the display will be overwhelmed in sunlight. The field of view is too small for an immersive illusion. The resolution is too low for the "infinite number of monitors" some people want. It's useful for putting an overlay on what you're working on, which suggests industrial and training applications. It's not clear there's a mass market for this. Certainly not at the current price point. If it became cheap enough to sell to the Pokemon Go crowd, it might work for that. A useful metric is, "Is it good enough for Hyperreality?"[1] As yet, it's not. But it could get there.
Watch that video. What hyperreality needs is 1) really good lock to the real world, 2) adequate but not extreme resolution, 3) wearability, 4) wide field of view, 5) useable under most real-world lighting conditions, and 6) affordablity. The Hololens has 1 under good conditions, has 2, arguably has 3, lacks 4, 5, and 6. Not there yet. [1] https://vimeo.com/166807261 |