The resolution is higher than the Oculus Rift I had tested, (1440×1440 per eye instead of 1080×1200), so I wanted to see how much of a difference that would make. The setup on the WMR is better it is much easier and has lower requirements and fewer ports needed. The boundary system is a visual distraction, so I would recommend disabling it if you are primarily using it for 360 video - because it doesn’t require moving much within your space. This may be due to the integrated tracking instead of dedicated external cameras. It would occasionally lag on the tracking for a couple of frames, causing the image to visibly jump. I found the WMR experience to be slightly less solid than the Oculus system. I had to tip it up out of the way every time I wanted to make a change, instead of just peeking under it, which is a lot of snapping up and down for the headset. (Update: The 12.1 release of Premiere Pro support WMR headsets, and testing confirms that 60p now works, and the motion controllers are fully functional and can control playback.) One other issue that arose was that the mouse cursor is hidden when the display is snapped down into place over my eyes, which is an intrinsic feature of WMR. The motion controllers were visible in the interface, and allow you to scrub the timeline, but I still had to use space-bar to start and stop playback. Hopefully, that will be addressed in a software update in the near future. The 60p content played fine in the Rift, so this appears to be an issue specific to WMR. In CUDA mode, I could hold down the right arrow and watch it progress in slow motion, but pressing the space bar caused the VR preview to freeze even though it played fine on the laptop monitor. My 4K and 5K 30fps content worked great, but my new 3Kp60 content only played when Mercury Playback was set to software-only, which disabled most of the new Immersive Video effects. The files played, and the increased performance within the new version of the software is noticeable. I watched footage captured with my Samsung Gear 360 and GoPro Fusion cameras. Within Premiere Pro, preview and playback worked immediately within my existing immersive project. Once you confirm that the headset is functioning in WMR and then in SteamVR, open up Premiere Pro and test it out. The next step is to find Microsoft’s Windows Mixed Reality for SteamVR in the Steam store, which is a free installation. You will also need to install Valve’s Steam application and SteamVR, which adds support for VR content. Once installed, you can plug in the single USB3 cable and HDMI port and Windows will automatically configure the device and its drivers for you. This includes integrated support for Windows Mixed Reality headsets. The first step is to get your installation of Windows 10 upgraded with the Fall Creators Update. But would it work? No one seemed to know if it would, but Lenovo was willing to let me try. Oculus and HTC’s VR-Ready requirements have always been a bit excessive for 360 video, because unlike true 3D VR there is no 3D rendering involved when playing back footage from a fixed perspective. There are a number of advantages to the WMR options, including lower prices and hardware requirements, higher image resolution and simpler setup. I also provide some comparisons to the Oculus Rift which I reviewed for postPerspective in October. My goal for this article was to see if I could preview my 360 videos in a Lenovo headset while editing in Premiere, especially now that I had new 360 footage from my GoPro Fusion camera. For example, the newest release of Adobe Premiere Pro (CC 2018, or V.12.0) uses SteamVR for 360 video preview. This allows WMR headsets to be used in applications that are compatible with SteamVR. On November 15, Microsoft’s WMR released beta support for SteamVR on WMR devices. This provided me with a complete VR experience on their hardware. One of those is from Lenovo who kindly sent me their Explorer WMR headset to test on my Thinkpad P71. This platform allows users to experience a variety of immersive experiences, and thankfully there are now many WMR headsets available from many familiar names in the hardware business. Microsoft has released its Windows Mixed Reality (WMR) platform as part of the Fall Creator’s Update to Windows 10.
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