question

Chun L3 avatar image
1 Like"
Chun L3 asked Shuai Z commented

Does FlexSim support Holo Lens?

Choose One
vr
· 1
5 |100000

Up to 12 attachments (including images) can be used with a maximum of 23.8 MiB each and 47.7 MiB total.

tannerp avatar image tannerp commented ·

Hi @Chun L3,

I'm not familiar with Holo Lens personally. @phil.bobo could answer your question better.

You might look at this post for information on using FlexSim with VR.

0 Likes 0 ·

1 Answer

Phil BoBo avatar image
5 Likes"
Phil BoBo answered Shuai Z commented

FlexSim does not currently support the Microsoft HoloLens.

· 3
5 |100000

Up to 12 attachments (including images) can be used with a maximum of 23.8 MiB each and 47.7 MiB total.

Shuai Z avatar image Shuai Z commented ·

Hello BoBo, is there any feasibility or intention to support Microsoft HoloLens in the future?

0 Likes 0 ·
Phil BoBo avatar image Phil BoBo ♦♦ Shuai Z commented ·

Microsoft HoloLens 2 has some rudimentary support for WebXR. We were able to make a proof of concept using the WebGL streaming to Microsoft HoloLens 2 using the Firefox Reality app on the HoloLens 2. The HoloLens 2's capabilities are pretty low compared to FlexSim's recommended system requirements, so you would need to design a model with it specifically in mind using really simplified shapes and interaction in order to get a reasonably acceptable user experience. FlexSim's default shapes and objects are much too heavy for the hardware's capabilities. As such, we don't push the Microsoft HoloLens 2 very much, and Microsoft doesn't seem to be adding much additional support or new features to it. Its environment is pretty barren, and its user experience is quite disappointing right now.

To get a better experience, a custom DirectX HoloLens 2 app could potentially be developed that can render the meshes received from the web server. We're not planning on developing and maintaining a custom HoloLens 2 app at this time, so FlexSim/HoloLens integration development has essentially stopped. Theoretically, all the work is done on the FlexSim/WebServer side to make it work; the only work that would need to be done is in custom HoloLens app development.

Even if we had a working custom DirectX HoloLens2 app, the vision of what people want to do with it isn’t feasible with its current limitations. Modelers already often struggle with the current limitations of WebGL streaming (Webserver Lag - FlexSim Community, Problems with the webserver - FlexSim Community), and the HoloLens has those same limitations plus additional limitations that make it even harder to target.

1 Like 1 ·
Shuai Z avatar image Shuai Z Phil BoBo ♦♦ commented ·

Understand, thanks for your answer!

0 Likes 0 ·