# Windows Mixed Reality

> Published  Jun 06 2018, last updated Jul 07 2026  
> By Ryan Fleck <hello@this-site> and written without LLMs!  
> Original post at <https://ryanfleck.ca/2018/2018-06-24-wmr-june-2018/>  
> An article of astonishing quality and insight. Happy Hacking!


# Preamble

As the Virtual Reality scene continues to improve, the aging first-gen
conceptual headsets are becoming less expensive. The HTC Vive
initially retailed at CAD $1200, and now sells for $700, whereas the
Oculus Rift dropped from $800 for the standalone headset to $530
including motion controllers. _Windows Mixed Reality_ headsets are the
consumer offspring of all the R&D that occurred for the HoloLens,
namely inside-out tracking, and positioned themselves as the budget
alternative to these premium headsets. I purchased a _Lenovo Explorer_
on sale for \$300, less than half the cost of either premium HMD;
these are my thoughts on the headset and platform.

**Update 2018-12-14:** I've decided to finally finish and post this
article, because Dell WMR headsets are currently on sale for $250 CAD
from Microsoft, and the Oculus Rift is discounted to $450 on Amazon. I
think this is a fantastic chance to jump into VR, provided you have a
capable system:

![Dell WMR Headset](/legacy/vr/dell.png?center=true)

# Disclaimers

1. I already own a fairly powerful PC, packing an i7-4790k, GTX 980ti
   and 32 Gigs of DDR3. The cost of VR is far higher if you do not
   already have a powerful _desktop_ system, (I'm fairly certain
   mobile CPUs can't push 90 hertz,) you'll have to make an investment
   of ~\$2000 CAD or more.
1. **VR is NOT for everyone.** at this early stage, you'll need to
   have a fair bit of patience and high tolerance for unnatural
   movement; players can easily get motion sickness or eye problems.
   If you can tolerate reading in the car or working on the bus, you
   ought to be fine. _Interpupillary distance_ is another common
   problem, especially with Windows Mixed Reality headsets which have
   a fixed _IPD_. If your eyes are significantly further apart then
   the 90%s ~62.8mm, do some research to find out if your face is
   compatible with any of the available headsets.

<br /> <div style="text-align:center">

![](/legacy/vr/VR-EVIL-s.jpg?center=true)

</div> <br />

# Lenovo Explorer First Impressions

Lenovo's HMD arrived in a clean, well-padded box. While nowhere near
the premium, luxurious packaging and thoughtful presentation of the
_Oculus rift_, which I have also helped to unbox (and will be
comparing to throughout this review,) the HMD and controllers were
well-protected and easy to unpack.

The controllers **eat** batteries, which isn't all that surprising
when you note the thirty-two LEDs used to track the wands, while also
considering the constant transmission of sensor data. The wands work
fairly well, though are a far cry from the hand-fitting, effortless
controllers of the Oculus Rift. What matters is that the wands track
accurately (as long as they are in front of the visor,) and won't
frustrate you in the middle of an intense situation.

Right off the bat, the setup process was easy; much easier than the
Oculus. To set up room-scale VR, you simply walk your headset around
the room to establish your boundaries, and can begin. On occasion, the
floor would be at the wrong height, but this is easy to adjust while
inside the headset. If you don't move anything or change the layout of
a room, WMR will remember the layout of the room and re-apply your
boundaries and height at startup.

![](/legacy/vr/VR-Controller.jpg?center=true)


# Games & Compatibility

I've mostly played room-scale, movement-filled games with the WMR
headset. My favorite room-scale experiences so far have been Gorn,
Superhot VR, Skyrim VR, Arizona Sunshine, Robo Recall, and Valve
mini-games. In particular, Gorn and Superhot VR will make you feel
like an absolute angel of death. Arizona Sunshine, especially during
the dark levels, has the ability to give you a panic attack. Robo
Recall is beautifully crafted, and Skyrim is (with tons of mods,) a
blast.

Also very playable with a WMR HMD are sitting experiences, where you
rest in a chair with an Xbox controller to fly, drive or observe. I'm
not a huge fan of sim racing, which one of my friends plays almost
exclusively, but have enjoyed Live for Speed and Project Cars. My
favorite sitting experience, by far, has been _House of the Dying
Sun_, a fantastic space-combat game.

The support for HTC Vive games is, generally, very good. The greatest
problem I've stumbled into is poor mapping of the Vive track-pads to
the WMR controllers, resulting in agonizingly slow movement, and this
can be resolved in a number of ways (but not without work.)

Oculus games are a different story. The ReVive layer has a performance
cost, and many of the beautifully-crafted Oculus games require you to
use the controllers in ways that feel awkward or don't work with WMR.
_Echo Arena_, one of my favorite games to play on the Oculus, is
unplayable in WMR because of a gameplay mechanic: While floating in
space, you will often need to anchor yourself to an object that is
behind you, so you can catch and throw the ring with the other hand.
_WMR cannot reliably track controllers behind you._

# The Headset

While not as deep and black, the LCD panels in the Lenovo Explorer
have a higher pixel density (2x1440x1440) than the Oculus Rift's
PenTile OLED panels (2x1080x1200), and far better pixel fill (screen
door mitigation.) In-game objects and text are clear and sharper. The
only real weakness of the LCD Panels is the image persistence; bright
objects will leave faint trails across the liquid crystal panels. This
is almost unnoticeable, except by comparison with OLED headsets, and
does not effect immersion.

I don't expect a \$300 CAD headset to stand toe-to-toe with the
premium fit, quality and materials used in the Oculus Rift. The Lenovo
Explorer is made of light plastics and cheap foam, but this doesn't
necessarily impact the immersion.

What _does_ impact the immersion is the engineering of the
head-mounting mechanism. Where the HTC Vive and Oculus Rift use
ski-mask systems that press the goggles snugly against your face, WMR
headsets all opt for a high-headband, hardhat-with-goggles style
interface. It applies far less pressure at the bottom of the goggles,
so acts like _leaning down to finish a minion off in GORN_ can cause
the visor to flip up. Across the internet, I've seen all sorts of
crazy hacks to fix this, usually involving command hooks and elastics.

A problem specifically with the Lenovo Explorer is the position of the
cables. Out of the box, they run out of the visor, up along the side
of the headset, and down to the floor. This poses two problems.
Firstly, a tug on this cable will place strain on the hinge connecting
the headband to the headset. Secondly, the weight of the cable is
applied to only one side of your head. I've modified my headset with
twist-ties to reroute the cable to the back of the head, and secured
part of it so a tug will not apply force to the visor.

# Controllers

The controllers work. It makes me sad to think about the Oculus
controllers, as they provided far better _hand presence_, and seeing
them again when I boot Oculus games makes me wince. _The Oculus Touch
controllers are amazing, and all other controllers come second._

This being said, the WMR and Vive controllers do the job; allowing you
to interact with objects in virtual reality, providing all the buttons
you need, and while not terribly ergonomic, fine to hold during play.

The tracking of WMR controllers is great, so long as they are held in
front of you. This is discussed in-depth in the next section.

# Tracking

For room-scale VR, **Vive > WMR > Oculus.** For seated VR, **Oculus >
WMR > Vive.**

I state this because of _how the controllers track_.

Vive has the best headset and controller tracking, but is heavy. This
makes it far better for room-scale VR, as the lighter weight of the
Rift and WMR headsets makes them more optimal for seated experiences.

Oculus has very accurate tracking, but positioning the sensors is
awkward, and room-scale experiences are broken as soon as a controller
is hidden from a sensor. Most Oculus games are designed to keep the
player pointed towards the sensors, but SteamVR games make no
compromises.

WMR has reasonably accurate tracking, but does not rely on base
stations, and so can only work in rooms with optimal lighting and
enough detail on the walls to grep its position in space. Wand
tracking is done with the same cameras, and so, wands are only tracked
well when in view of the headset cameras. Outside of the cameras, the
controllers can only guess their position for a few seconds before
they become 'lost' and need to be brought back within view of the
tracking cameras. This makes playing, say, archery games a bit
problematic, as arrows need to be grabbed quickly.

All things considered, WMR is far better equipped for use at
room-scale than an Oculus with two sensors. And the Vive trounces
both... but at the moment, is ~4x the cost of a single WMR headset.

# Five Months Later

Microsoft continues to push improvements for its Mixed Reality
ecosystem. The recent _Mixed Reality Flashlight_ allows the user to
see through the WMR cameras, enabling soda-drinking and dorito-eating
without lifting the visor. SteamVR compatibility continues to improve,
and games can now be launched directly from Windows Home.

The headset has held up fairly well. The only wear has been the foam
facial interface, which has started to tear a little at the top.
Luckily, this interface is generic, used by many other headsets, and
should be reasonably easy to acquire.

The controllers have, on occasion, taken a real beating against walls,
the ceiling, and furniture. They still work fantastically. For a
while, I had some tracking issues, but these were resolved by
carefully choosing the correct USB port and extension cable for my
dongle.

So, was the headset a good buy, in retrospect? _Absolutely._ I've
certainly got my \$300 worth of entertainment from it, and compelling
VR games are released quite frequently. I only play once or twice
every two weeks, but when I do, playing the role of a mighty gladiator
in VR is an absolutely fantastic way to get some stress out.

<br />

Thanks for reading,

<p> <img class="invert" src="/legacy/art/s.png" alt="RCF"
style="border-radius:0; width: 289px;"/> </p> <br />



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