Recap of our HoloLens is dead, long live Orion

Thomas Hoger hosted our online session with 20+ executives to discuss the discontinuation of Microsoft's HoloLens and Meta’s smartglasses Orion.

The meeting focused on the discontinuation of Microsoft's HoloLens and the implications for companies that invested in it, alongside discussions about Meta's upcoming Orion headset and its potential in the augmented reality (AR) space. Participants expressed concerns regarding the viability of mixed reality devices, particularly HoloLens and Magic Leap, while highlighting the rapid development of Meta's products. Significant concerns were raised about Meta's data security practices, especially in sensitive environments, and skepticism about the integration of Microsoft services in enterprise solutions. Challenges in obtaining clear policy answers and frequent software updates were also discussed. The conversation included trends in AR/VR, emphasizing the need for affordable headsets in the defense sector, and the potential of gamification in training. Insights on XR4 technology were shared, noting its tethered nature and cost-effectiveness for training applications.

Topics & Highlights

1. Discussion on HoloLens Discontinuation and Meta's Orion Headset

  • Participants expressed concern over the discontinuation of HoloLens and the impact on investments made by companies in this technology.

  • The HoloLens from Microsoft has been discontinued, and there will not be a HoloLens 3, with services set to be discontinued at some point.

  • Meta has announced the Orion headset, which is not yet on the market, but there is optimism about its potential in the AR space.

2. Current State of Mixed Reality and Augmented Reality

  • Participants express concerns about the future of mixed reality devices, particularly mentioning the uncertain status of Magic Leap and the challenges faced by HoloLens.

  • rapid development of Meta's products, noting the transition from Quest to Quest 3 and Quest 3S, indicating a positive trend in consumer product development.

  • enterprises will invest in the development of AR glasses, which will subsequently influence consumer products in the next three to five years.

3. Concerns Regarding Meta's Data Security

  • concerns about Meta's data security, stating that their history of surveillance makes him unwilling to use their devices, especially in sensitive environments like defense.

  • Meta's devices are designed to collect data for advertising purposes, which he finds unacceptable for business use, particularly in defense.

  • frustration over the lack of engagement from Meta regarding his concerns about their Oculus for Business setup, indicating a disconnect between Meta and enterprise users.

4. Concerns Regarding Microsoft and Meta in Enterprise Solutions

  • concerns about the need to integrate into Microsoft's environment, specifically mentioning the challenges with Azure and HoloLens, indicating a preference for offline operations.

  • concerns about the trustworthiness of Meta and Mark Zuckerberg, suggesting that enterprises would avoid deploying their products due to security breaches and poor optics.

5. Challenges in Policy and Software Development

  • frustration over the lack of clear answers regarding policy, indicating that the need to attend multiple meetings to get information is problematic. He also raises concerns about the frequent updates required for development software, suggesting it feels intrusive as if the company is 'spying' on his business.

6. Trends in Augmented and Virtual Reality (AR/VR)

  • trend where location-based entertainment is becoming expensive, hinting at a future where XR experiences could be rented at locations like taco trucks in parks.

  • challenges of using current technology outdoors, particularly regarding tracking and operation in daylight, but expresses optimism that these issues are solvable, similar to past advancements with cell phones.

  • strategy of leveraging commercial off-the-shelf headsets for defense applications instead of relying on expensive custom solutions, indicating a shift towards more practical and cost-effective options.

7. Gamification and Certification in Training

  • many organizations invest significantly in training but fail to convert that training into certification, indicating a missed financial opportunity.

8. Discussion on XR4 Technology

  • XR4 is a tethered experience requiring a direct GPU connection, which limits its mobility but enhances its performance for specific applications like medical training and observation posts.

  • compare the cost of the XR4 headset at $10,000 to a quarter million dollar projection dome, highlighting the cost-effectiveness of the XR4 for training purposes.