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Holographic vs Immersive App API differences
Hi, newbie here.
I understand that the HoloToolkit supports both Hololens and Immersive Headset experiences, and that you can distinguish between the two by using the HolographicSettings.IsDisplayOpaque boolean, making shared code work for both devices (see Mixed Reality 250 tutorial).
From a high level, I read that Immersive Headsets and Hololens understand spatial anchors, but that Immersive Headsets don't use gestures or spatial mapping.
- Is there anything else that Immersive Headsets can do that Hololens can't? I couldn't find any in my readings on the Coordinate Systems.
- Is there a clear difference between the Windows APIs that can be used between holographic and immersive apps?
Any response would be greatly appreciated,
Tam
Best Answers
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Optionsahalim ✭✭
Great questions. I would like to hear the answers too.
The online doc for Unity 2017 beta 2 does not have explanations or comments on which of the types/api for window-specific platform will work/fail on the hololens/immersive.
As far as what immersive can do and HoloLens can't, the only things I found so far are the following:
- Support for motion controller and therefore all of the its point-and-commit low level interactions such point, grip, menu, teleport etc.
- Stage frame of reference (users define the room stage when setting up the immersive headset)
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Optionsahalim ✭✭
@Tam66662, you are welcome.
Well those 2 features missing in hololens are not really big deal in my opinions.First the motion controller's ability to teleport yourself is non-applicable for AR env like HoloLens as we have to physically move in the physical world/env. Most of the high-level gestures between HoloLens and immersive are actually similar (tap/click, navigation, manipulation etc). Personally I prefer not to use any controller if my hands are sufficient to do similar functionalities. But I do feel that the current recognized gestures in HoloLens/mr are still limited. Microsoft should expand them.
The missing Stage FOR in HoloLens is also not a real deficiency as I think the spatial mapping is more dynamic and requires no setup. Stage FOR is typical in VR env like immersive, I just feel it's not really needed for AR like HoloLens.
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OptionsJesse_McCulloch admin
Also, the new API's are additive, not really changes to existing API surfaces, so things should for the most part continue to work. There were a couple of namespace changes, but those are a pretty easy fix
5
Answers
Great questions. I would like to hear the answers too.
The online doc for Unity 2017 beta 2 does not have explanations or comments on which of the types/api for window-specific platform will work/fail on the hololens/immersive.
As far as what immersive can do and HoloLens can't, the only things I found so far are the following:
@ahalim, thanks for your reply! You're right about those two bullets. But some interesting food for thought: I'm wondering if those are just current limitations rather than permanent ones.
It seems like on this page, while they clearly state that Motion Controllers are for immersive headsets only, they also state that Hololens can utilize hardware accessories that are Bluetooth. So what's stopping them from developing a HoloLens motion controller in the future that is Bluetooth?
Also, regarding Stage frame of reference, the documentation online states "Not supported yet" for Hololens and that the only reason why is because room-scaled apps on HoloLens currently needs to use spatial mapping.
But you are right about those two bullets. As it stands today, those are features that are only tied to immersive headsets. Thanks for pointing it out!
@Tam66662, you are welcome.
Well those 2 features missing in hololens are not really big deal in my opinions.
First the motion controller's ability to teleport yourself is non-applicable for AR env like HoloLens as we have to physically move in the physical world/env. Most of the high-level gestures between HoloLens and immersive are actually similar (tap/click, navigation, manipulation etc). Personally I prefer not to use any controller if my hands are sufficient to do similar functionalities. But I do feel that the current recognized gestures in HoloLens/mr are still limited. Microsoft should expand them.
The missing Stage FOR in HoloLens is also not a real deficiency as I think the spatial mapping is more dynamic and requires no setup. Stage FOR is typical in VR env like immersive, I just feel it's not really needed for AR like HoloLens.
Also, the new API's are additive, not really changes to existing API surfaces, so things should for the most part continue to work. There were a couple of namespace changes, but those are a pretty easy fix
Good points from all. Thanks for your inputs. I'm still in the learning phase, so this helps me gather my future thoughts on where I want to go with this.