Microsoft has announced the HoloLens will ship in "Q1 2016" to select developers, for $3,000 (AU$4,150, £2,000). That's much pricier than the Oculus Rift's $350 or the HTC Vive which shipped to devs for free, starting with the US and Canada.
You also have to be a Windows Insider and only two devices can be requested - though you'll still have to shell out $3K for each. There's no word on when other countries will receive the kit just yet. In theory, there's no reason why English-speaking devs from any key market shouldn't be able to get hold of a HoloLens, but Microsoft is likely to want to keep tight control over sales initially, so it can provide support and guidance on mixed reality best practice.
HoloLens at E3 2015
We got a glimpse at its potential in gaming with an immersive - though impractical -briefing for the upcoming Halo 5: Guardians for Xbox One. From the voice of Jennifer Hale to a model of a UNSC Leviathan Supercarrier and Spartan Captain Sarah Palmer, the demo helped prep Home Entertainment Editor Nick Pino for a 12-on-12 battle that, it should be noted, his team won by a landslide.
One negative to come out of the show was the knowledge that the viewer's limited field of view isn't likely to get much better anytime soon. While the hardware isn't final, said HoloLens head Kudo Tsunoda, the field of view, which feels like looking through a mobile computer monitor, won't be "hugely noticeably different either."
Note: Microsoft didn't allow any technology, including cameras, inside the Build 2015 HoloLens demo room. The images below were taken of a HoloLens inside a glass case located outside the demo room.
HoloLens, Microsoft's AR viewer, feels like the future of computing.
The headgear I tried at Build 2015 is still described as "early development hardware," and it definitely felt like it. But the potential and how close HoloLens is to achieving it is remarkable.
The moment I tried on HoloLens during a "Holographic Academy" session with other journalists, I thought, "This is like having a PC on my face." It's not that fully functional yet, but that's how the headgear and what you see and can do with it make you feel.
There were no Mars missions or Minecraft-inspired games in the HoloLens session I attended. Instead, I became a developer for 90 minutes, crafting an application in Unity and adding layers of HoloLens functionality as I went. Every time a new function was added, like gesture controls and spatial sound, I got to see how it translated into the HoloLens experience. The session was intended to show how easy it is to develop for HoloLens, but it also demonstrated what users will experience once it's available.
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