* Processor/GPU power (HoloLens is x86-based with a dedicated HPU unit for hand/environment tracking)
* Custom OS based on Windows Universal
* Multiple apps can run
* FOV is small
* Display doesn't work with nearby objects
* Brief update delay for real objects - there's a short delay for direct object mesh tracking and a longer delay for spatial anchor updates, IIRC
* Can't draw blackness
From the last few limitations, it seems they may just be using the same waveguide displays as the HoloLens. Variable DoF sounds interesting - I suppose they're using eye tracking to provide blur-DoF effects, but I wonder how quickly they can adapt the image. Would also be interesting if variable DoF means something else.
A tracked controller is nice but perhaps nothing too new. I wonder how they track the controller if it's out of the FoV of the head-mounted camera setup? HoloLens has a clicker controller but that's inertially tracked so it's much more similar to a gyro-mouse than e.g. a Rift controller.
* Persistent location tracking
* Processor/GPU power (HoloLens is x86-based with a dedicated HPU unit for hand/environment tracking)
* Custom OS based on Windows Universal
* Multiple apps can run
* FOV is small
* Display doesn't work with nearby objects
* Brief update delay for real objects - there's a short delay for direct object mesh tracking and a longer delay for spatial anchor updates, IIRC
* Can't draw blackness
From the last few limitations, it seems they may just be using the same waveguide displays as the HoloLens. Variable DoF sounds interesting - I suppose they're using eye tracking to provide blur-DoF effects, but I wonder how quickly they can adapt the image. Would also be interesting if variable DoF means something else.
A tracked controller is nice but perhaps nothing too new. I wonder how they track the controller if it's out of the FoV of the head-mounted camera setup? HoloLens has a clicker controller but that's inertially tracked so it's much more similar to a gyro-mouse than e.g. a Rift controller.