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Microsoft Has Finally Found a Solution to the HoloLens’ FOV Problem, but Is It Enough?

Microsoft has made progress on the HoloLens' biggest problem, but despite a huge increase in FOV, it still may not be enough for true immersion.

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Pre-launch, the HoloLens looked incredible, but that dulled somewhat when you actually put it on. The headsets restrictive field of view doesn’t make for an immersive experience and feels like you’re staring at a screen.

I don’t know all the nuances of the problem, but from my understanding, it’s due to the how the waveguide works. A waveguide points light in a certain direction, usually through rectangular, reflective tubes. In order to support internal reflections inside that waveguide, Microsoft has to limit the exit angle to 35 degrees, which impacts the FOV.

Splitting Waveguides

The Redmond giant has been struggling to find a solution to this problem, with executives previously saying its unlikely to get much better. Now, thanks to internal research, Microsoft has managed to double the current field of view and publish a patent describing the system.

Microsoft is splitting image to the waveguide into two parts for each input pupil, resulting in two separate exits. Though both have a limit of 35-degrees, together they put the diagonal field of view up to 70. With the proper design, its inventors believe a diagonal FOV of up to 90-degrees is possible.

Crucially, the tech has been tested on hardware already, meaning it could make its way into the device’s next iteration. The question now is whether 70 or even 90 degrees, is still enough.

The HTC Vive, in comparison, has a diagonal FOV of about 145 diagonal degrees, while the Rift sits at 120. The difference even between the two is noticeable, so the HoloLens may still be quite jarring in comparison.

Despite this, it’s a big step forward in HoloLens development and very welcome news. After hearing the Windows 10 Creators Update won’t reach the device, it’s great to hear some positive progress.

SourceWIPO
Ryan Maskell
Ryan Maskellhttps://ryanmaskell.co.uk
Ryan has had a passion for gaming and technology since early childhood. Fusing the skills from his Creative Writing and Publishing degree with profound technical knowledge, he enjoys covering news about Microsoft. As an avid writer, he is also working on his debut novel.

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Dikko Abubakar

The thing is, if you are into games, immersive FOV is so important. But for intended use for Hololens, immersive FOV may not be all that important; most 3D designers only need more holograms displayed and they are happy. Great use of Hololens is already going on. The unit price of hololens is actually, the limiting factor right now. With double FOV, horizontal or diagonal, hololens will be a great device to have if the price is right,

Chuck Baggett

Seems kind of odd to compare the you-can-see-the-room-around-you HoloLens to the you-can’t-see-the-room-around-you-at-all Rift and Vive. They are for different purposes.

KyleG

You’re comparing diagonal FOV of Vive and Rift with the horizontal FOV of HoloLens. This is incorrect. The Vive is about 100 degrees horizontal and Rift about 80. The proposed doubling horizontal FOV of HoloLens would approach 70 degrees horizontal putting it in reach of Rift.

Ryan Maskell

Hey Kyle, thanks for the comment.

If you read the patent, the FOV referred to is actually the diagonal FOV:

“Demonstrations of embodiments of the present technology have shown that such embodiments can be used to obtain a diagonal FOV of up to about 70 degrees…Through proper design, embodiments described herein can be used to provide even larger FOVs of up to about 90 degrees.”

Hope that clear things up and let me know if there’s anythig else I’m missing.

KyleG

I actually thought I had deleted the comment when I realized you were correct. Sorry about that Ryan!

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