So ur gonna tell a guy who has tried it both times and wrote about it on arks technical that it was a lie? Smh...
The "arks technical" hands on mentions the fact that it jumped around for a while if you care to read it, or maybe even the TheRoadToVR link I provided earlier, and this is in a controlled environment. I'm not saying hololens doesn't exist, but clearly, as I've repeated, the demo presentation at the build conference was clearly staged and is not representative of the experience in its current form. I don't have a problem with the hands on demos even though I'm sceptical of those too since they are clearly in controlled environments. Read some hands on Milo reviews if you want to know. The flat geometric furniture and high contrast lines or textured walls aren't some interior designers choice, it helps markerless tracking. There isn't some fake Georgian window because it looks nice it's there because the high contrast parallel and perpendicular lines help in "markerless" tracking. You need reference points to help get a position
Anyway I don't have a problem with the hands on in controlled environments which were nice, I'm talking about the stage presentation which did not act like the hands on. It had no lag, no jitter and the FOV was completely false. If you think the presentation wasn't staged how do you explain the missed interaction? Why did the window turn without any input. Somebody tried to say it was eyetracking but let me reiterate, the Hololens does NOT have eye tracking. Only Gaze (as in where your head is pointing), finger gesture selection, and voice.
The demo press saw back in January was the same except for a larger FOV... It's nothing to do with a flat screen.
That flat piece of glass in front of your eyes is not for show. That flat piece of glass is the Hololens that creates the virtual image you see.
It uses Kinect tech to build a spatial map of the environment. It's difficult to know exactly how far it can see (I didn't get a chance to play with the render front and backplane distance) but I think it should be good for 15 feet or more. In the tutorial we made the spatial map visible (Unity can render it as a triangle mesh) we could see it being continuously built and rebuilt as people moved around.
Indeed it does, but the markerless tracking is not likely to be done by the spatial map. It will lower battery life significantly or be limited by distance, and by sunny environments. It would also be laggy if the wireframe demo is anything to go by. The tracking relies heavily on actual image tracking I'd imagine. Think of it this way. If you had a wall, a wall is a plane, the wall would look the same wherever you looked at it from. You might be able to use the spatial information to determine rotation but translation on the plane would have no effect. How do you anchor something to a plane/wall well? By using a marker on the plane; an X or some other point you can track via a standard camera. The fact that all the on stage demos have had textured walls with parallel/perpendicular lines or Georgian windows should tell you enough about how they do their tracking. Ofcourse what would help is if MS actually talked new tech instead of staged demos. Like Kinect, like cloud or like Hololens now. Talk about your tech, don't overpromise things that are not entirely practical like the stupid big screen on the stage demo that would be of no use since the FOV is like a 42" TV at six feet.