We have decided to phase out the Mixed Reality Forums over the next few months in favor of other ways to connect with us.
The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.
The plan between now and the beginning of May is to clean up old, unanswered questions that are no longer relevant. The forums will remain open and usable.
On May 1st we will be locking the forums to new posts and replies. They will remain available for another three months for the purposes of searching them, and then they will be closed altogether on August 1st.
So, where does that leave our awesome community to ask questions? Well, there are a few places we want to engage with you. For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality. If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers. And always feel free to hit us up on Twitter @MxdRealityDev.
Samsung Odyssey for World Scale VR
A friend of mine recently got me a Samsung Odyssey and I've been experimenting since yesterday.
First of all, I'm impressed by the tracking, it's pretty good! controllers tracking is not extra great, but I can live with it.
Also my UE4 projects work out of the box, even using the Play in Editor mode, which is great!!!!
I bought it mainly for the possibility to remove the needs of tracking cameras and also to be able to get World Scale VR, which is something I already did a while ago using a Motion Capture Suit and the DK2, combined with the MSI VR One
Reading here I notice that maybe a dummy plug for the mini display port is needed ( otherwise the HMD won't work ), so I ordered one, and I'm also planning to integrate the Noitom Hi5 VR gloves ( I own a prototype ) into the entire setup, so that I will get World Scale VR with the possibility of custom interaction using the gloves.
Can't wait to test everything out, but I notice that, every time I start an Unreal Engine project, the Mixed Reality portal fires up, and from SteamVR I always get the "mirror display is active", even if the mixed reality portal is on Pause and the only video feed is from the HMS itself.
I haven't noticed any performance drop, even with heavy scenes, so I was wondering why I had that warning.