Having built several HoloLens apps for clients, it can be super compelling with the right application design. It takes a lot of work, but it's possible to make an excellent experience. Not all types of experiences can be made excellent. But with that in mind, the incremental improvements over the HoloLens that Magic Leap represents should widen that box of "types of great experiences".
That, and the documentation is a lot better. HoloLens wasn't all that bad, but Magic Leap has really put a ton of effort into their tooling and docs.
When I was freelance, I made a small name for myself by creating the very first WebVR framework, before WebVR was even a thing, and then I told someone I could do HoloLens, having never even touched Unity before, but having tons of C# experience. I started doing more opaque VR Unity work after that at a startup. When that startup inevitably tanked, I got a job at a large consulting firm based on my reputation in the local VR community and a referral from a coworker. I was the only one who had any HoloLens experience going in to a project at the new job, and it just continued from there, reinforcing itself.
Always good to position yourself in a growing niche. It could amplify your career trajectory if it takes off and you have solid early experience and portfolio of work over the rest.
Was this the same company that used fluff concepts like light-fields and claimed conventional measures can not be used to characterize the display, and that it is impossible to have a good camera sync and film the display?
The display may be 1080p but I would love to see a measurement of the modulation transfer function of the display system... i.e. display vertically alternating bars, and horizontally alternating bars... then take a picture with a good camera
Better than the Hololens, yes, but still too blurry most of the time.