Ask HN: What are your impressions of the HoloLens so far?
71–80 of 119 posts
Re: Ask HN: What are your impressions of the HoloLens so far?
#72Some bullet points I wrote when I tried it: - The display technology is very nice. I was very impressed by how good the object permanence was: when you put an object somewhere, there is no lag or jitter when you move your head and it stays anchored to the spot. The holograms are reasonably bright and opaque. - Also, when you pin an object somewhere, it stays there even when you walk around the room. It even stays if…
Also the sound is well done. Similar to vision, it doesn't cover up or plug your ears so you can maintain awareness of your environment. I didn't have high hopes for the sound quality but I was pleasantly surprised.
The gesture thing needs a ton of work though. There are only a handful of gestures, none of them interact directly with the virtual objects. You need to turn your neck to look at something, then make a click gesture to select that item. There is no ability to grab something, mold clay, punch bad guys, etc. Just look around and click, occasionally drag though if you try to drag something out of the field of view of the sensor it gets dropped.
Re: Ask HN: What are your impressions of the HoloLens so far?
#73The user experience --------------
HoloLens is mesmerizing. I'm not big into VR or anything, and will often make the arguement that VR hype will die out and is a fad. But there's something very different about what Microsoft is doing. The ability to incorporate reality as a first class citizen in your 3D applications (or vice versa) is groundbreaking. People often complain about the FOV when they first try it out, and I had the same complaint, but your brain is able to compensate once it gets used to it, and then you stop noticing it. That's something you don't get from a short trial of it at a tech demo. The user inputs are indeed very clumsy still. We'll need vast improvements in this area before HoloLens can feel immersive. But the amazing thing is that this first pass isn't that bad. It can track your hands and it's a computer that sits on your head. I mean, come on! I'm only 22 and even I think that's amazing.
The developer experience ------------------------
One of the major short comings of HoloLens development is its dependency on Unity. C# isn't the problem. I love C# and use it daily now for web development. The problem is Unity uses .NET 2.0, and good luck finding C# libraries that are compatible. So for every new thing you want to do, you're going to have to find a "Unity compatible" C# library, which is very annoying.
Unity will work for what you need most of the time, but it turns out if you want to try something custom (like your own gestures) then you're out of luck, because the Unity APIs are limited in that way.
I suppose I'm mostly just not a fan of Unity's component model. Constantly switching between adjusting settings in the IDE and coding feels like a bad way of developing.
Okay, so maybe you want to try something a little lower level. Microsoft offers a C++ API as well, and for the most part this is what you want if you need to harness the limited power of the HoloLens. I haven't played around with all of the APIs, but I know of one in particular that left a bad taste in my mouth (this applies to Unity too) -- the spatial anchor API. For those of you who are unfamiliar, the spatial anchor API is the only way to acquire a durable and persistent reference to a real world location. This is done (I think) with sensor data (orientation, lighting, and images captured by the 4 on board spatial mapping cameras.) This is really an incredible feat of engineering, however it produces a binary which is around 15MB. Far too large to store in a database at scale. I'd like to see MS open up raw access to those sensors so middleware developers can try their hand at improving this aspect of HoloLens.
If C++ isn't your thing, there's a library called HoloJS. You guessed it, it's a JS runtime for HoloLens with access to native libs. I actually started my own variation on this (called HolographicJS) before Microsoft released theirs, but I'm happy they've taken over.
The future ----------
So what does this all mean for a device that seemly has its share of problems to overcome? Well, after trying it I'm fairly confident that MR as Microsoft calls it, is here to stay. The ability to mix reality with virtual reality, and augment that with a layer of environmental understanding is really incredible. I think we're just scratching the surface of the possiblities.
HoloLens is the first in a new field of devices that I believe will come to replace all forms of computers we currently use: phones, laptops, desktops, tablets, etc. Even things like IOT devices. Why spend time building your own interfaces when you can just augment the users'?
If v2 had better FOV and improved input tracking, I'd consider it a major success. But if it also included improved spatial mapping and a reliable GPS, that could bring us into a whole new world, quite literally.
The way I see it, the first company to solve outdoor use of an MR device, and solve what I'm calling the "universal spatial map" problem, will run the world of tomorrow.
Imagine every machine being capable of interfacing with you without the need for a screen or separate device. Imagine walking down the street, gesturing to a restaurant and placing an order before you even get inside.
Further down the line. What if we could transfer consciousness out of a dying car crash survivor into a computer. What if that person could then be virtually transferred back to the scene of the accident, to be greeted by those who are augmented.
Anyway, that's all crazy futurism; but the point is that reality starts with what is being done with HoloLens, and I think it's an incredible thing to be a part of.
To me, HoloLens feels like the Apple II.
Re: Ask HN: What are your impressions of the HoloLens so far?
#74Re: Ask HN: What are your impressions of the HoloLens so far?
#75Have only used ours a few times since we got it. I like the display tech and image stability. I dislike the incredibly narrow FOV, imprecise and cumbersome gestures, and how difficult it is to get a comfortable fit on my head. I wouldn't pursue the first generation unless they make tons of progress on FOV and fitting.
There is a trick to getting the hololens comfortable, just make sure the inner-strap is tilted ~45 degrees. This might sound obvious but I observed a lot of people just leaving the inner strap horizontal, which means a lot of weight is on the nose and the strap has to much pressure on the forehead.
As for the tech, same opinion as everyone else. Idea is awesome, works great, FOV is limiting factor.
As for development, was super easy. Unity has inbuilt support, so just press play in unity and it automatically gets sent to the Hololens.
I developed for the Hololens and wore it a lot over a couple of weeks.
Re: Ask HN: What are your impressions of the HoloLens so far?
#76Get a Vive now, wait 2 years before getting an AR device.
Re: Ask HN: What are your impressions of the HoloLens so far?
#77And I was able to try on on at a meetup.
Considering all the whole thing is self contained and is handling the rendering on the device is amazing. With some of the dev tools you can see it building models of everything and one in the room in real time.
I played the Conquer game which was fun to watch the characters hide behind chairs and stuff. And the maps sort of build them selfs to the room and worked even with lots of people in the meetup.
Getting the hand gestures take's a second but are pretty intuitive with "clicking" stuff sort of pinching your index and thumb together.
The field of view is actually only the glasses under the visor. The visor I believe is more to help with improve contrast and block a bit of light.
Re: Ask HN: What are your impressions of the HoloLens so far?
#78I've been doing development on it for a bank for about two months now. Things I like: -Let's you have an infinite number of virtual monitors with applications such as word, outlook, browsers etc. -Developing for it is really easy with tools like Unity -Battery life is not too shabby, rarely have to take it off to charge while I'm doing something -Great demo piece Things to work on: -Field of view isn't terrible, but…
Are they usable for working? Is the resolution good enough that you can use virtual displays for coding / browsing / looking at YouTube videos?
Re: Ask HN: What are your impressions of the HoloLens so far?
#79Earlier quoted context omitted.
Please link to any video from Microsoft that shows an actual, simluated view of wearing a current generation HoloLens.. I've been looking, still haven't found one. All I can find are marketing videos that show fantastical visions of what AR will look like some day but not today.
Random video from first page of a google search for hololens capture, someone somewhere in Asia is my guess, it's easy to shoot this kind of stuff when you have a hololens and Microsoft recently released an open source hardware kit for people who want to make more serious video captures. https://m.youtube.com/watch?v=bYpbvaGpCkE There's plenty more, but honestly if an LMGTFY link like this can answer your question it…
The reason I asked for video from Microsoft is because users consistently crop the views to only show the postage stamp AR view HoloLens offers and presents it as the full video which is a misrepresentation of what HoloLens is capable of. Also, that second video doesn't actually include any video from the HoloLens from a wearer's perspective but thanks for trying.
I don't want to interact with you anymore.
Re: Ask HN: What are your impressions of the HoloLens so far?
#80Some bullet points I wrote when I tried it: - The display technology is very nice. I was very impressed by how good the object permanence was: when you put an object somewhere, there is no lag or jitter when you move your head and it stays anchored to the spot. The holograms are reasonably bright and opaque. - Also, when you pin an object somewhere, it stays there even when you walk around the room. It even stays if…
I agree on the gesture reliability being a current limitation, but wouldn't a move towards hand controllers sort of be a step backwards? Interested to hear what other people think but seems like moving away from hand controllers is an inevitability, will just take some time and further investment in gesture control.