On April 4th, Microsoft marks its 50th anniversary, prompting reflection on the notable milestones and constructive critique of this renowned software giant.
Some of my first (and most memorable) experiences with Windows were gaming-related.
Since my initial days playing Solitaire on a Windows 95 computer, which eventually led to a near-failure in Grade 7 due to my obsession with Age of Empires II (considered one of the greatest Microsoft games by my coworker Rebecca Spear), Microsoft has been part of my journey.
Skipping forward significantly in time, filled with enjoyable PC gaming experiences along the way, Microsoft found itself reentering the virtual reality (VR) market during the mid-to-late 2010s, a period when interest in VR was once again on the rise.
Let me reflect on the short-lived journey of Windows Mixed Reality to identify its key strengths and potential factors that may have contributed to its eventual decline in the market.
What was Windows Mixed Reality?
At the Windows Hardware Engineering Community (WinHEC) conference in 2016, Microsoft unveiled their Windows Mixed Reality technology, which later became available with the 2017 update for Windows 10, known as the Creator’s Update.
WMR (Windows Mixed Reality) was a component of Microsoft’s “Project Evo,” an endeavor designed to introduce affordable headsets into the market, setting new standards and elevating the quality expected from Windows PCs.
At the Consumer Electronics Show (CES) in 2017, we finally caught our initial glimpse of the WMR hardware, which was then known as Windows Holographic VR and later rebranded, from Microsoft’s collaborators.
As a devoted admirer, I found myself eagerly awaiting Alex Kipman, the genius behind HoloLens and then-leader of Microsoft’s Mixed Reality (MR) team, gracing the stage in October. Clad in a Mixed Reality headset, he delivered exciting news: preorders for these groundbreaking MR headsets were now available!
Kipman also released a lengthy blog post detailing his vision of Windows Mixed Reality:
We are on the brink of a new era in computing – an epoch that gives us the power to enhance our abilities, surpass spatial and temporal boundaries, and work seamlessly across devices. This revolution will allow us to enter virtual realms tailored to our preferences, where we can achieve what once seemed unattainable, create enduring moments with loved ones, and forge lasting memories in these immersive environments.
The way we perceive what can be achieved in technology is about to change dramatically as we step into the era of Mixed Reality computing. Already, this transformation is becoming evident in today’s workplaces, and soon it will touch every aspect of our lives. With Mixed Reality, our thoughts transcend the limitations of paper, screens, and verbal expression. This is the core promise of Mixed Reality – the boundary between our physical and digital worlds will fade away.
Microsoft viewed its Mixed Reality (MR) platform as a stepping stone towards the future of computing. Regular updates were planned to extend its capabilities, always keeping in mind the requirements and inclinations of users.
Initially designed for a multitude of purposes, including playing games, streaming movies or TV shows, surfing the internet, and socializing with friends through virtual chat rooms, was WMR.
Here’s a quick list of all the VR headsets released under the WMR banner:
- Acer AH101: Released October 17, 2017 at $399.99 (with controllers).
- Dell Visor: Released October 17, 2017 at $349.99 ($449.99 with controllers).
- HP WMR: Released October 17, 2017 at $449.99 (with controllers).
- Lenovo Explorer: Released October 17, 2017 at $349.99 (449.99 with controllers).
- Samsung Odyssey: Released November 6, 2017 at $500 (with controllers).
- ASUS HC102: Released February 20, 2018 at $399.99 (with controllers).
- Samsung Odyssey+: Released October 22, 2018 at $500 (with controllers).
- HP Reverb: Released May 6, 2019 at $599 (Consumer) and $649 (Pro).
- Acer OJO 500: Released October 17, 2019 at $399.99 (with controllers).
- HP Reverb G2: Released October 31, 2020 at $599 (with controllers).
Windows Mixed Reality got a lot right no matter how it ended
It’s easy to look back on Windows Mixed Reality with a negative eye.
With the update 24H2 for Windows 11, many users were left with electronic waste due to its retirement, and it failed to fully fulfill all the claims made about its performance.
However, it did a few things quite well, and in some areas was ahead of the competition.
Windows Mixed Reality was ahead of its time … a classic Microsoft story
The first VR headset I tested was an early Oculus Rift version. The second was an HTC Vive.
To monitor the movement of your headset and its controllers, both systems needed a system of base stations linked to your computer for connectivity.
Previously, the innovation known as inside-out tracking had become standard for headsets such as the Meta Quest, a development that followed Meta’s acquisition of Oculus. Interestingly, Windows Mixed Reality headsets were offering this feature well before it became mainstream.
I clearly recall setting up my initial VR headset for the first time; it didn’t require any base stations or extensive cables. Instead, it was a simple plug-and-play device with my PC, while its tracking functionality was managed by built-in cameras and sensors within the hardware itself.
The headset that monitored the controllers caused a bit of confusion, particularly when moving one’s hands with the controllers behind oneself. However, it proved simpler to configure and operate for most users.
Using the headset to track the controllers sometimes resulted in some puzzlement, especially when moving hands with controllers backwards. Yet, it was found to be more straightforward for the typical user to set up and use.
Windows Mixed Reality’s high visual fidelity was a selling point

In terms of visual fidelity, WMR was ahead of many other mainstream VR systems.
2017 saw these brands – Dell, Acer, HP, and Lenovo – launching their Windows Mixed Reality (WMR) headsets as part of a collaborative project. These devices featured a high-resolution display of 1440×1440 pixels.
Compared to them, the HTC Vive was launched with a higher resolution (1080×1200) in 2016 than both the PSVR (960×1080) and the Oculus Rift CV1 (also 1080×1200).
Given the significance of high resolution in virtual reality, Windows Mixed Reality provided a substantial visual improvement, all while maintaining a price that remains budget-friendly.
In 2017, I was blown away by the Samsung Odyssey, a game-changer that elevated immersion to new heights with its AMOLED display boasting a 1440×1600 resolution. It wasn’t until the following year that HTC followed suit with their Vive Pro, sporting the same remarkable screen.
2019 and 2020 saw HP unveiling their Reverb and Reverb G2 WMR headsets, raising the resolution to a sharp 2160×2160.
In 2019 and 2020, HP introduced the Reverb and Reverb G2 WMR headsets, boosting their resolution to an impressive 2160×2160.
Or even simpler:
HP launched its Reverb and Reverb G2 WMR headsets in 2019 and 2020, enhancing the resolution to a high 2160×2160.
In my assessment, the Reverb G2 received positive remarks, and I firmly believe that it represented a strong opportunity for Windows Mixed Reality to thrive.
Windows Mixed Reality had some of the most affordable hardware

As a researcher, I found that Windows Mixed Reality headsets and their controllers offered an accessible and cost-effective entry point into the realm of Virtual Reality (VR).
At first, the debut products from Microsoft’s collaborators were launched with prices under $500, and Acer’s AH101 system was the most affordable at $400, which included controllers. It wasn’t long before these headsets experienced a decrease in price.
Compared to the other options, the Rift CV1 retailed at $599, while the HTC Vive cost $399. To enjoy the full PSVR experience, one needed to invest around $400 for both the headset and the controllers.
The impressive Samsung Odyssey headset, equipped with a high-definition AMOLED screen, debuted at a cost of $500. However, it often went on sale as well.
Additionally, the Samsung headset was released significantly earlier than the Vive Pro, which came out approximately a year later priced at $1,099 for the complete set. This made Samsung’s headset an exceptional bargain.
Windows Mixed Reality worked flawlessly with Steam

In a swift move, the beloved developer and seller among PC gamers, Valve, efficiently added Windows Mixed Reality (WMR) support to its SteamVR toolkit.
To access the extensive collection of Steam games, all you needed to do was:
1. Install the necessary tool within your main Steam application.
2. Download the Microsoft’s WMR for SteamVR app.
After that, all you needed to do was connect your headset, then simply follow the instructions displayed on the screen. Any VR games you launched from Steam would be instantly routed to your Windows Mixed Reality headset.
For budget-conscious PC gamers seeking to explore virtual reality games, Windows Mixed Reality (WMR) offered an economical and seamless solution for a truly immersive experience.
It’s worth pointing out here that WMR even saved some software from extinction.
In 2017, AltspaceVR appeared to be struggling, but its acquisition by Microsoft suggested a strong commitment from Microsoft towards Virtual Reality.
Too bad AltspaceVR ended up in the trash heap anyway when it was abandoned in 2023.
The demise of Windows Mixed Reality … and the reasons leading up to it
The death of WMR wasn’t entirely Microsoft’s fault.
According to data from Statista, the enthusiasm among consumers for virtual reality (VR) headsets hasn’t risen at the pace we had anticipated, and globally, the appetite for VR equipment and software has been surpassed by that of augmented reality (AR).
As a researcher studying virtual reality (VR) technology, it’s evident that when individuals seek a VR headset, they often gravitate towards Meta’s Quest series, which offers wireless and self-contained headsets. However, Valve’s VR platform, the Index, continues to be the preferred choice for PC gaming enthusiasts.
Nevertheless, there were some challenges that hindered the advancement and efforts of Windows Mixed Reality in expanding its user base.
I’m still waiting on that whole ‘Mixed Reality’ part

The term ‘Windows Mixed Reality’ didn’t fully convey the capabilities of Microsoft’s VR platform. On the other hand, ‘Windows Virtual Reality’ lacked the same appealing quality.
In those days, advancements in augmented reality were largely driven by Microsoft’s HoloLens, a device that superimposes data onto your actual environment.
On the opposite side of the scale, there was virtual reality, an experience that isolated you entirely from the real world to provide a fully engrossing experience.
Initially, these headsets offered a complete virtual reality experience, but it was anticipated that they’d eventually incorporate mixed reality elements at some point in the future. However, that didn’t happen as planned.
It’s uncertain if the delay in introducing the “mixed” feature significantly affected the product, but it undeniably didn’t simplify the burgeoning virtual reality (VR) landscape for those observing from afar.
The cheapest WMR hardware made a poor first impression

In contrast to my previous optimistic note about the affordability of WMR headsets, it’s important to note that the price reduction didn’t occur without potential drawbacks.
Microsoft’s partner-made headsets varied significantly in quality, and I recall numerous accounts suggesting that Acer’s budget model struggled under heavy usage.
The quality of the headsets made by Microsoft’s partners showed a broad spectrum, and there were many stories about Acer’s affordable option struggling during prolonged use.
Without a doubt, it wasn’t just this specific hardware that seemed less expensive than similar offerings from rivals such as HTC and Oculus.
Attempting to jumpstart an entirely new sector on the back of shoddy hardware is never a good idea.
Despite high-quality WMR headsets that matched or surpassed competitors in terms of quality, it was the less expensive options that proved to be the biggest sellers, leaving many with a less than favorable opinion.
Experiencing virtual reality through this method was economical, yet it failed to fully showcase the overall capabilities of the platform.
Despite Steam integration, WMR didn’t have one killer app or game

Experiencing Windows Mixed Reality within Windows provided initial enjoyment. You had the opportunity to personalize a whole virtual house, serving as your starting point for all Windows Mixed Reality experiences.
As I often bypassed any additional software, my initial enthusiasm for using it gradually lessened, instead opting to directly access the application or game that I preferred.
With the arrival of SteamVR integration, I found myself hardly needing the WMR (Windows Mixed Reality) portal within Windows at all. Instead, it started feeling like a rather inconvenient extra.
As a tech enthusiast, I must admit that my expectations for Windows Mixed Reality (WMR) were not met by Microsoft. While they had the potential to revolutionize the gaming world, they failed to create that one standout app or game that would truly capture people’s imaginations and drive sales. Similarly, the integration with Xbox seemed promising but never quite materialized as expected.
In 2019, even the head of Xbox, Phil Spencer, stated that there is no demand for Virtual Reality (VR) on Xbox, but some believe it could be an ideal match for the console.
In the end, it turned out that Sony validated Spencer’s argument through PlayStation VR (PSVR) and PSVR 2, as both failed to generate significant sales and sparked minimal enthusiasm among consumers.
Even today, I can’t help but admire Valve’s Half-Life: Alyx, a game launched in 2020 that works seamlessly with the Valve Index VR system. As of now, it boasts an Overwhelmingly Positive rating based on over 84,000 reviews.
Pondering the potential outcome, had Microsoft channeled some of their resources towards transforming one of their iconic brands into a Virtual Reality game.
Could anything have saved Windows Mixed Reality?
Windows Mixed Reality support is officially dead if you’ve made the switch to Windows 11.
While Windows 10 continues to function for now, its official support has ended, and it will be phased out by October 2025.
Leaving a significant amount of electronic waste unattended, Microsoft might consider removing restrictions on their code, transforming it into an open-source system. This would empower enthusiasts to further develop and innovate upon the platform.
It’s uncertain whether any intervention might have salvaged WMR (Windows Mixed Reality). While Microsoft may not have invested as heavily in it as they potentially could have, the overall interest in virtual reality (VR) started to wane shortly after it started gaining traction.
In the year 2025, it appears that Windows Mixed Reality has become a thing of the past for Microsoft. Now that this technology has wilted away, what new horizons should we explore next?

2024 saw reports emerging about Microsoft’s plans for a mixed reality (MR)/virtual reality (VR) headset, intended as competition for the Apple Vision Pro. The key emphasis is on enhancing gaming and media experiences, rather than developing any kind of metaverse.
That hardware, if it ever materializes, likely won’t arrive until late 2025 or 2026.
It’s currently being evaluated by Daniel Rubino, Windows Central Editor in Chief, that advanced Extended Reality (XR) hardware like Goovis Art and XREAL are likely to be a significant advancement in consumer headset technology.
XR hardware provides a more unobtrusive and lighter alternative, offering an enhanced experience of mixed reality compared to what Windows Mixed Reality previously offered. However, whether it will endure in the long run is yet to be determined.
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2025-03-26 18:12