Microsoft Reveals Motion Controllers for Mixed Reality Headsets Coming This Holiday

46

Today Microsoft has unveiled their Windows Mixed Reality motion controllers. The controllers fill in a major gap in Microsoft’s strategy to become the “most complete platform across the broadest range of mixed reality devices and experiences.” 

While we expect to hear a lot more about the company’s VR controllers at the Build conference today, Microsoft has so far confirmed the following:

  • The controllers will come bundled with the Acer VR headset for $400 and be available on retail shelves this holiday season
  • The controllers offer 6 DOF tracking, and are tracked within your field of view using the sensors in the headset and in the controllers
  • Additional sensor technology coming soon could extend the controller’s tracking abilities outside of the headset’s field of view

When asked if the controllers were only available via a bundle from a given headset partner, Microsoft clarified that their hardware partners will be able to decide on an individual basis if they would like to bundle a pair of controllers or not. Microsoft confirmed that just as there are specifications for Windows VR headsets, there are similar specifications that must be met for any given OEMs implementation of the Windows VR motion controllers. This could mean that we’ll see many flavors of the Windows motion controllers, just as there are already many companies (Acer, ASUS, Dell, HP, Lenovo, and 3Glasses) planning to release a Windows MR headset.

Photo courtesy Microsoft via CNET

There are however a different set of these specifications for developer hardware and the hardware that will end up being shipped to consumers. This means that the development kit headsets we’ve seen so far from companies like Acer could be somewhat under the specifications we’ll see at the consumer launch. However, one member of the Microsoft MR team said that there would be “basically no difference” between the current Acer dev kit and the version that will ship to end users.

Acer’s Windows-compatible mixed reality headset will ship with bundled VR controllers | Image courtesy Windows Central

When asked to provide more information on the new motion controllers, a member of the Windows MR team said that the controllers were in fact true six degrees of freedom controllers that take advantage of Microsoft’s inside-out tracking. The team member said that for now the controllers need to be within a given sightline of the headset, but that there may be additional sensor technology coming soon that could extend the controller’s tracking to fully behind a user’s head or back.

SEE ALSO
Hands-on: Lenovo's VR Headset Has the Flip-up Functionality We Always Wanted

We’ll continue adding to our coverage of the new Mixed Reality controllers as more details become available today.

This article may contain affiliate links. If you click an affiliate link and buy a product we may receive a small commission which helps support the publication. See here for more information.


  • MultiTouch

    Inverted touch controller?

  • NooYawker

    It’s like oculus touch controllers mated with Vive’s wand.

    • Bryan Ischo

      Agreed. In typical Microsoft fashion they didn’t know how to innovate so they just smashed already existing designs together.

      • PrymeFactor

        Well, They seem to have made something better. So there’s that.

        Also, you may have been living under a rock for some time, by MS IS doing pretty well in hardware creativity these days.

    • Graham J ⭐️

      It’s VR, what the controller looks like doesn’t matter.

      • It matters the same as any peripheral like console controllers, mice and keyboards. We don’t look at those when using them either but people still choose a product based on how something looks rather than how well it functions. Apple have taken that approach to great lengths :)

        • Graham J ⭐️

          Your vision is not obscured when using any of those things.

          • Smokey_the_Bear

            doesn’t matter, were ALL visual creatures, humans & bears.

  • iThinkMyCatIsAFlea

    I’ve been wondering what else might Oculus have borrowed from other companies. Now we know! Unless Oculus really did come up with those controller designs all by themselves…… after they’d seen Microsoft’s designs?

    • Andrew Jakobs

      Uhm the Oculus touch controllers have been shown much MUCH earlier as MS was working on them. The MS controllers will start shipping by the end of the year.
      But we all know how much you hate Oculus..

    • Graham J ⭐️

      Not liking a company doesn’t mean you have to make up shit about them. Stick to facts.

    • Justos

      Logic isn’t your forte’ now is it?

  • Robert Silva

    got the hp one.it looks better

  • Bryan Ischo

    I’m old enough to remember Atari cartridges and how the art on the box looked absolutely nothing like the actual game. We’re back to those bad old days with VR where you see a product announcement video and know that the video has absolutely nothing to do with the actual experience.

    • PrymeFactor

      Except that there are numerous hands on impressions from the devkits.

      But you already knew that before you started trolling, didn’t you?

      • Bryan Ischo

        Not trolling. I really didn’t do alot of research before posting, that is true. I based my statements on the assumption that this was going to be just like previous Microsoft AR announcements with regards to the misrepresentations, but I guess this time it’s different. Mea culpa.

  • Graham J ⭐️

    One of the problems with inside-out tracking is that it is too complex to integrate into controllers. Having the headset use its existing cameras to track the controllers seems to be the best solution so far but still requires they be within its view, which is a pretty big limitation. It will be interesting to see how software gets around it.

    • Mane Vr

      we need to know the fov of the hmd sensors to know if this will be a problem

      • Graham J ⭐️

        You can tell pretty well from the pictures. If you have your hands at your side and you look up they’re going to go out of view guaranteed. Accelerometers and gyro might be enough to partially compensate for that but again the software will be the interesting bit to watch here.

        • Mane Vr

          That isn’t a hard thing to get around the software will assume ur hands r were it last saw it then update once it’s back in view. This is where the fov is important cause it depends on if it picks up the controllers before u notice it’s not where is supposed to be

          • Graham J ⭐️

            The thing is you might do something with your hands while out of view. As I say, inertial and gyro sensors should be able to fake it well enough but I’m not surprised polishing that (which I assume is the reason it won’t be available at launch) is taking some time.

    • PrymeFactor

      Dont see how it’s a big limitation. Vast majority of VR games and experiences, any fine movement where pinpoint accurate tracking is needed is usually in front of you.

      For swings to the back etc, onboard sensors should suffice.

      • Graham J ⭐️

        Yep I said as much below; I’m sure it will be passable at some point but I wouldn’t underestimate the difficulty of making that work well. Current APIs don’t have the concept of the controller going into and out of absolute positioning mode (though Windows’ may change that) and I don’t think it’s a given that feeding estimated poses to unaware software will necessarily be hiccup-free.

        I don’t think it’s a coincidence that this particular functionality won’t be available at launch.

      • Culinary

        You have kid yourself if you think not being able to track accurately when you swing behind your back is a small limitation…

  • Firestorm185

    So the crysis 3 question for VR is going to be “But can it play Steamvr?” It looks like it would work with Steam’s system (and above it, being its integrated with Windows itself) but I hope you can still use these new headsets to play games with, that they wont be productivity-limited.

    • Mane Vr

      not sure y people love steam like they do it’s just a store it’s more likely it be just like oculus run on steamvr but build for the windows store. and steamvr sucks I try to use it as little as I can

      • NooYawker

        Because it’s minimal, they store your games for life and there’s amazing deals constantly. All the people who play MP games together also use it as a messenger service. Steam VR is so minimal, what is there to hate about it?

        • Mane Vr

          Same goes for all digital store front

      • Firestorm185

        Most of them just tend to like it because of it’s open-ness. While Oculus’ platform is limited to 2 product lines as of this moment, SteamVR’s platform (although yes, not quite as robust in my opinion) can work with a number of different HMD systems (including Rift + Touch) right now with it’s OpenVR standard. That’s why I was saying “Will it work with SteamVR?” Because it’s the easiest platform for the Windows headsets to integrate with other than their own, while Home would be difficult to plug into, without Revive (which again, is SteamVR.)

        Not to say I’m a die-hard SteamVR fan, quite the contrary actually. I own both but hardly ever use the Vive, the Rift is my definite favorite. SteamVR’s PLATFORM though has some significant advantages when it comes to other companies plugging in, comparatively.

        • Mane Vr

          U do know it’s oculus that allow their hmd to work with openvr right and as for ms hmd working with steamvr i am sure value will love if ms allow it.. i think we might see where oculus hmd work on windows store and ms hmd work on home both work on steamvr but vive not work on both those store front

          • Graham J ⭐️

            MS has already demonstrated Windows Hologram for Vive, it will definitely be supported.

          • Firestorm185

            Ah, sweet! Haven’t seen any videos of that, so I wasn’t sure. And yeah, totally agree with your above comment.

          • Andrew Jakobs

            It’s actually valve who made the Oculus work with SteamVR (it was also the first headset to actually work with SteamVR), it’s using the Oculus SDK.

          • Mane Vr

            Huh not the case it but whatever

          • WTeff

            No. Holy crap, stop making things up. Valve made SteamVR works with Oculus, not the other way around.

          • Mane Vr

            really you think value made the rift work on steamvr? sorry to info you but that is not the case no one company can make another company’s product work on their app without permitted to do so. if value just made rift work on the rift without oculus giving them the ok they would be sued. if you need proof go into the rift settings and turn off the unknown source tab then go try use ur rift on steamvr then let me know if value let your rift work on it. oculus is the one allowing it to work on steamvr and to work with openvr

        • Graham J ⭐️

          Agreed. Plus OpenVR is already a supported target for Unity and UE which is a pretty big deal. Not sure when that will be true of the Windows API.

  • Adrian Meredith

    These look horrible and I can’t see how they would work. Are there sensors all around the headset or just in front?

  • That is an ugly mix of Oculus and VIVE controllers, but my tune changed suddenly when I saw that $400 price tag that INCLUDED those fugly controllers! Paired with that nice halo design for the HMD and this might be the hardware that finally gets VR into the hands of the masses. I know this $800 BS certainly hasn’t helped the market.

  • Kenny Thompson

    Makes you realize how beautiful the Oculus controllers are and how bad the Vive’s are.

    • Graham J ⭐️

      Makes you remember how shitty it was to wait all those extra months before finally understanding the importance of motion controls and roomscale.

      • Justos

        I agree the wait sucked but damn was it worth it.

  • I’d like to try them to realize how their tracking is good…

    • Sponge Bob

      I assume controller tracking relative to headset is good.. in a narrow field of view of BOTH of those cameras
      Headset inside-out tracking – not so sure (despite all positive reviews in special environments)
      I would test it inside a round dome with white ceiling – how the hell its gonna know its both position and orientation with no outside markers at all ??

  • Sponge Bob

    Did anyone try their headset inside-out positional (not rotational) tracking ???

    Can;t imagine it working at all in a big room with white walls and ceiling with no descriptive features.
    They don’t even have depth cameras , huh ?
    some kind of gimmick but we’ll see

  • Hawk1290

    More offers in the space allows for more players, very excited- I hope it’s a quality product.