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Microsoft hardware

Microsoft hardware encompasses the diverse range of devices, gaming consoles, peripherals, and products developed and manufactured by Corporation, designed to integrate seamlessly with its software such as Windows and platforms. These products span like the Surface line of 2-in-1 laptops and tablets, gaming consoles, the now-discontinued HoloLens augmented reality headsets, and traditional peripherals including mice, keyboards, and webcams, emphasizing innovation in portability, productivity, and immersive experiences. The origins of Microsoft hardware trace back to 1982, when the company established its hardware division to produce expansion cards and peripherals for early personal computers. In 1983, Microsoft released its first mouse, a that retailed for $195 and helped popularize graphical user interfaces alongside emerging operating systems. This marked the beginning of a long-standing peripherals , which expanded to include keyboards in 1994 and continues today with ergonomic and wireless accessories optimized for and . Microsoft's entry into gaming hardware came with the original Xbox console, launched on November 15, 2001, as its first foray into dedicated video game systems to compete with Sony's PlayStation and Nintendo's offerings. The Xbox series evolved through generations, including the Xbox 360 in 2005 and the current Xbox Series X and S in 2020, incorporating advanced features like cloud gaming via Xbox Game Pass and integration with Windows PCs. A pivotal shift occurred in 2012 with the debut of the Surface RT tablet on October 26, alongside , signaling Microsoft's ambition to control its own hardware for premium computing experiences. The Surface lineup has since grown into a flagship brand, featuring versatile 2-in-1 devices like the 2025 12-inch and 13-inch, powered by AI-enhanced Snapdragon X processors as Copilot+ PCs for enhanced performance and battery life. Additionally, the HoloLens, first shipped as a development edition on March 30, 2016, represents Microsoft's push into , targeting enterprise applications in industries like and healthcare with holographic computing capabilities, though production of the devices ended in December 2024 with support continuing until 2027. Today, Microsoft hardware emphasizes integration, , and synergy, with products like adaptive controllers for and sustainable designs in Surface devices, reflecting the company's evolution from software giant to full-stack technology provider.

History

Origins and early peripherals (1980–2000)

Microsoft's entry into hardware began in 1982 with the formation of its Hardware Group, established specifically to develop peripherals that enhanced its software offerings, such as a designed for compatibility with . This division marked a strategic shift for the company, which had previously focused exclusively on software, aiming to create input devices that improved user interaction with and early Windows environments. The group's initial efforts addressed the need for intuitive controls in graphical user interfaces, positioning hardware as a complement to Microsoft's dominant operating system . The debut product from this division was the , released in June 1983 for PC compatibles, featuring a simple two-button design and connectivity priced at $195. It included software drivers that enabled precise cursor control, quickly becoming a standard accessory for productivity applications. By the late , sales momentum grew significantly; Microsoft shipped its first million units by 1988 and surpassed two million by 1989, reflecting the mouse's integration into the burgeoning PC market. Building on this foundation, expanded its peripherals lineup in the to address and specialized input needs. The company entered the market with the Natural Keyboard in 1994, an ergonomic split design with an integrated palm rest and dedicated Windows keys to streamline navigation in the upcoming operating system. This was followed by the in 1996, which introduced the between the buttons—a that revolutionized navigation and web browsing by allowing quick vertical scrolling without keyboard shortcuts. The IntelliMouse's wheel, combined with enhanced optical tracking in later variants, set a new standard for mouse functionality and contributed to over six million total mouse units sold by 1991. During the mid-1990s, Microsoft diversified into and alternative input devices to support its software ecosystem. The SideWinder joystick series launched in 1995 with the SideWinder 3D Pro, a throttle-equipped model offering three-axis control and eight buttons optimized for flight simulators and /Windows games, marking the company's initial foray into gaming peripherals. also emerged as space-saving alternatives, with the BallPoint Mouse (1991) providing a portable trackball for laptops and the Trackball Explorer (late 1990s) delivering thumb-operated precision for desktop users seeking ergonomic relief from traditional mice. These products reinforced hardware's role in enhancing Windows usability, from office productivity to emerging multimedia applications. A notable event in this era was Microsoft's acquisition of Softimage Inc. in February 1994 for $130 million, which brought advanced 3D animation and visualization software into the fold, primarily for integration with and future creative tools rather than direct hardware development. Though software-centric, it laid groundwork for hardware-software synergies in graphics-intensive peripherals, aligning with the division's growth amid the PC revolution. By 2000, these early innovations had solidified Microsoft's peripherals as essential extensions of its operating system dominance, with cumulative sales underscoring their market impact.

Expansion into gaming and mobile (2001–2013)

Microsoft's entry into the gaming hardware market began with the launch of the Xbox console on November 15, 2001, marking the company's first major foray beyond PC peripherals into dedicated entertainment devices. The original Xbox featured a 733 MHz Intel Pentium III processor, a custom NVIDIA NV2A graphics processing unit capable of hardware vertex and pixel shading, and an 8 GB hard disk drive for storage and game saving, positioning it as a high-performance system aimed at competing with Sony's PlayStation 2. This launch represented a strategic pivot, leveraging Microsoft's software expertise in DirectX to create a unified gaming platform, though initial production costs led to a retail price of $299. Building on this foundation, Microsoft released the on November 22, 2005, introducing significant hardware upgrades and the online service for multiplayer gaming, digital downloads, and social features. The emphasized multimedia capabilities with support for HD video playback and a more compact design, while became a cornerstone, enabling seamless connectivity that differentiated it from competitors. By late , the had sold over 80 million units worldwide, establishing Microsoft as a key player in the console market and driving revenue through hardware, games, and subscriptions. Parallel to console development, Microsoft expanded its gaming peripherals, transitioning from the PC-focused SideWinder line—known for ergonomic joysticks and gamepads in the 1990s—to the proprietary introduced in 2001, which featured dual analog sticks, pressure-sensitive triggers, and a larger "" form factor for immersive play. With the , Microsoft advanced wireless technology in 2006 by refining the Wireless Controller, which used proprietary 2.4 GHz radio signals for lag-free connectivity up to 30 feet, reducing cable clutter and enhancing multiplayer experiences. In parallel with gaming, Microsoft ventured into mobile hardware, acquiring Danger Inc. in February 2008 for approximately $500 million to gain expertise in mobile software and hardware design. This led to the ONE and TWO smartphones, launched in May 2010 as social-media-focused devices with features like automatic photo sharing and a tilting keyboard, but they were discontinued just 48 days later due to poor sales and integration challenges with . Microsoft's mobile ambitions intensified with the $7.2 billion acquisition of Nokia's Devices and Services business in September 2013, which included the Lumia series of s praised for their vibrant displays and PureView camera technology. However, struggled to gain traction, peaking at around 3.7% global in 2013 amid dominance by (15.2%) and (78.1%), hampered by limited app ecosystem development and carrier partnerships. Diversification efforts also included the player, announced on September 14, 2006, as a direct competitor to Apple's with a 30 GB hard drive, FM radio, and wireless song sharing via . Despite innovative features like a user-replaceable battery and integration with , failed to capture significant market share, selling fewer than 3 million units by 2011 due to late entry, clunky interface, and aggressive marketing. A notable innovation in gaming came with the sensor, launched on November 4, 2010, for the , introducing controller-free motion and voice control through depth-sensing cameras and infrared technology. enabled immersive experiences in games like Kinect Adventures!, selling over 8 million units in its first 60 days and broadening appeal to casual users, though it faced criticism for accuracy issues in complex gameplay. By 2008, Microsoft's Xbox division achieved profitability for the first time, reporting $426 million in operating income for the fiscal year ended June 30, driven by strong sales, game royalties, and subscriptions that offset earlier losses from the original console. In contrast, mobile hardware initiatives like and early Lumia devices encountered persistent challenges, with Windows Phone's low limiting developer support and user adoption against entrenched and ecosystems.

Focus on Surface and ecosystem integration (2014–present)

Following the launch of the Surface Pro in 2013, Microsoft shifted its hardware strategy toward premium, Windows-centric devices starting in 2014, emphasizing line as a showcase for innovative form factors and tight integration with its operating system. The Surface Pro 3, released in 2014, marked a pivotal evolution by introducing a more laptop-like detachable design with improved performance and a 12-inch display, setting the stage for subsequent iterations that refined portability and productivity. This progression continued through models like the Surface Pro 4 (2015) and (2019), culminating in the Surface Pro 11th Edition in 2024, which features the Qualcomm Snapdragon X Elite processor and qualifies as a Copilot+ PC with AI-accelerated features such as real-time captions, image generation via Cocreator, and enhanced security through Windows Hello. These advancements positioned Surface devices as leaders in hybrid computing, blending tablet flexibility with PC power while advancing Microsoft's vision for AI-infused personal devices. Surface hardware served as a reference design for original equipment manufacturers (OEMs), influencing broader adoption of architecture and driving ecosystem synergies across Microsoft's software stack. By demonstrating feasible ARM-based implementations, such as in the Surface Pro X (2019), Microsoft encouraged partners to develop compatible devices, accelerating the timeline for with improved app emulation and native support in Windows 11. This integration extended to enterprise environments, where Surface devices leverage Azure Active Directory (now ) for secure management, enabling seamless synchronization of user identities and capabilities with on-premises systems. In the , further expansions included Azure-based workflows for business productivity, allowing Surface users to connect with cloud services for and automation without additional hardware. Key milestones underscored this focus on creative and professional users. The Surface Studio, introduced in 2016, targeted digital artists and designers with its 28-inch that tilts into a drafting table mode, powered by processors and graphics for immersive workflows. The , announced in 2017, expanded the lineup into traditional clamshell designs with premium Alcantara fabric keyboards and vibrant PixelSense displays, starting at $999 and running S for enhanced security. A 2023 hardware refresh across the portfolio incorporated next-generation and chips, boosting efficiency and readiness in devices like the Surface Pro 9 and , paving the way for the 2024 Copilot+ launch. In May 2025, introduced the Surface Pro 12-inch and 13-inch, featuring -enhanced Snapdragon X processors with neural processing units (NPUs) delivering over 40 of performance, enabling on-device features like Live Captions and Studio Effects. These updates aligned hardware with 's broader strategy. Surface grew steadily until declining to approximately $5.3 billion in 2023, reflecting its maturation as a core hardware pillar despite segment-wide pressures. This positioned as a notable player in the premium PC segment by 2024, with Surface devices contributing to the company's third-place standing among Windows OEMs in select markets. However, the period faced challenges, including disruptions from the between 2020 and 2022, which led to a 20% drop for Surface in Q4 2021 due to component shortages and manufacturing delays. Intense competition from Apple's and lineup further pressured market share, prompting to differentiate through deeper Windows ecosystem ties and innovations.

Personal Computing Devices

Surface lineup

The Surface lineup represents Microsoft's flagship range of personal computing devices, introduced in 2012 as a direct response to the iPad's dominance in the market. These devices blend , , and hybrid functionalities, prioritizing portability, touch interaction, and integration with Windows ecosystems for both consumer and professional users. Over the years, the lineup has evolved to incorporate advanced processors, capabilities, and premium materials, establishing Surface as a benchmark for 2-in-1 convertibles. The core of the Surface lineup is the Surface Pro series, a line of detachable 2-in-1 tablets that function as full laptops with optional keyboards. The Surface Pro 9, released in 2022, features 12th-generation processors, optional connectivity for mobile productivity, and a 13-inch PixelSense display with 2880x1920 at 267 pixels per inch () for sharp visuals. In 2024, the Surface Pro 11 introduced an optional display option for enhanced contrast and color accuracy, supporting up to 120Hz refresh rates for smoother interactions, powered by Snapdragon X Elite or Ultra processors. The latest iteration, the Surface Pro 12-inch model launched in 2025, emphasizes affordability and AI acceleration with Snapdragon X Plus or X Elite processors, a 12-inch PixelSense at 2196x1464 and 220 , and configurations starting at 16GB RAM and 256GB storage. These models support up to 32GB RAM and 1TB SSD, with battery life reaching up to 14 hours of typical usage, depending on configuration. Complementing the Pro series, the Surface Laptop line offers traditional clamshell designs with touchscreen capabilities, targeting users seeking premium portability. The 7th-generation , introduced in 2024, includes 13.8-inch and 15-inch models with PixelSense Flow displays featuring 120Hz refresh rates, IQ, and resolutions up to 2304x1536 at 201 , powered by Snapdragon X Elite for up to 22 hours of battery life in video playback. The 2025 refresh added a 13-inch variant with Snapdragon X Plus, starting at 16GB RAM and 256GB storage, maintaining Thunderbolt 4 ports for versatile connectivity and fast charging to 80% in under an hour. Earlier, the Surface Book series (2015–2021) pioneered detachable designs with a dynamic , allowing the screen to detach as a tablet or recline for creative workflows, but it was discontinued after the Surface Book 3 to streamline the portfolio. Design innovations have been central to the Surface lineup's appeal, enhancing and user interaction. In 2017, introduced Alcantara fabric finishes on models like the Surface Laptop 2, providing a premium, grippy texture for better handling during mobile use. The hinge on the Surface Laptop Studio, introduced in 2021, enables the display to pull forward into studio mode for sketching and creative sessions. By 2021, the Studio Camera system—featuring a front-facing camera with AI-powered effects like auto-framing and background blur—was integrated into devices such as the Surface Pro 8, improving video conferencing quality through hardware-accelerated neural processing. Technical specifications across the lineup emphasize high-quality displays, efficient , and modern connectivity. All recent Surface devices use PixelSense touchscreens with 3:2 aspect ratios and support up to 4096 pressure levels for the Surface Pen, delivering high DPI for detailed work. Battery life peaks at up to 19 hours on models like the Surface Laptop Studio 2 for mixed usage, supported by fast-charging ports. Ports typically include two with 4 for data transfer up to 40Gbps, USB-A for legacy devices, a Surface Connect port, and a headphone jack, with optional on select Pro models for always-connected scenarios. Budget-conscious variants include the Surface Go series, launched in 2018 and continuing with the Surface Go 4 (2023) and Surface Laptop Go 3 (2023), offering entry-level options like i5 or N200 processors, 10.5- to 12.4-inch PixelSense displays at up to 1920x1280 resolution and 220 or 1536x1024 at 149 , up to 16GB , and 8-10 hours of battery life for light tasks such as web browsing and note-taking. The Surface Duo, a dual-screen foldable released in 2020 and followed by the Duo 2 in 2021, experimented with mobile productivity through 5.8-inch screens and Snapdragon 888 processors but was discontinued by 2022 due to market challenges. Targeted at enterprise users since the Surface for Business program began in , the lineup includes ruggedized variants with extended warranties, zero-touch deployment, and enhanced security like TPM 2.0 chips. Consumer models focus on , featuring adaptive touch on Precision touchpads that accommodates varied input methods such as knuckles or palms for users with motor challenges, alongside tools like the Surface Adaptive Kit with customizable stickers and openers.

PC peripherals and accessories

Microsoft's involvement in PC peripherals began with the release of its first in 1983, marking the company's entry into hardware input devices. Over the decades, the company developed a range of mice, keyboards, and other accessories aimed at enhancing productivity and user comfort on Windows PCs. These products evolved from basic input tools to sophisticated devices incorporating advanced sensors and biometric features, though production has recently shifted due to strategic priorities. The IntelliMouse series, introduced in 1996 and featuring optical sensors by 1999, represented a significant advancement in mouse technology with its scroll wheel and precise tracking capabilities, influencing PC input standards through the 2010s. Similarly, the LifeCam line of webcams, launched in 2006, offered high-definition video capture for video conferencing and content creation, with models like the LifeCam HD-5000 providing 720p resolution until their discontinuation in 2022. Ergonomic keyboards under the Natural series, debuting in the 1990s with the 1994 Natural Keyboard's split layout and integrated wrist rest, prioritized user health by promoting neutral wrist positions; this line continued into the 2020s with updates like the Natural Ergonomic Keyboard 4000 in 2005. Key modern products include the Arc Mouse, a foldable wireless device first unveiled in 2008 for portable use, which collapses into a flat, pocketable form while supporting connectivity in later iterations. The , introduced in 2015 as a digitizer compatible with touch-enabled , evolved through generations to include pressure sensitivity up to 4,096 levels and tilt support for natural drawing and note-taking experiences. The Microsoft Modern Keyboard, released in 2019, is a model with an integrated reader for secure logins, emphasizing slim design and multi-device pairing. Innovations in Microsoft's peripherals include BlueTrack sensor technology, debuted in 2008, which combines a blue LED with a large beam to enable tracking on diverse surfaces like carpet, wood, and granite, outperforming traditional optical and laser sensors in versatility. Additionally, since 2015, select peripherals have integrated with Windows Hello biometrics, allowing fingerprint authentication via built-in readers on keyboards for passwordless sign-ins on and later. In April 2023, Microsoft announced the end of production for most of its branded peripherals, including mice, keyboards, and webcams, to redirect resources toward ecosystem. However, in January 2024, the company licensed designs to Incase (a brand under Onward Brands) for continued manufacturing of select items, such as the Arc Mouse, under a "Designed by Microsoft" label, ensuring availability of 23 products starting in Q2 2024.

Gaming Hardware

Xbox consoles

The Xbox line of home video game consoles represents Microsoft's entry into the gaming hardware market, beginning with the original in 2001 and evolving through successive generations to emphasize , capabilities, and integration with digital services. Each iteration has built on PC-inspired architecture to deliver advancing graphical fidelity, online multiplayer experiences via Xbox Live, and ecosystem connectivity, positioning as a central pillar of Microsoft's broader gaming strategy. The consoles have shifted from standalone hardware to platforms intertwined with and subscription models, influencing industry standards for game development and consumer access. The original , launched on November 15, 2001, marked Microsoft's debut in dedicated gaming hardware with a design rooted in PC components for robust performance and developer familiarity. It featured a custom 733 MHz processor, 64 MB of , and an NV2A GPU capable of hardware vertex shading and transform-and-lighting operations. The console included a standard DVD-ROM drive for game discs and media playback, an 8 GB hard drive for storage, and support for broadband Ethernet connectivity, enabling early online gaming through Xbox Live. This architecture emphasized with future systems and positioned the Xbox as a device alongside gaming, though it primarily focused on delivering high-definition output up to via component cables. The , released on November 22, 2005, introduced a more advanced, custom-built architecture that significantly boosted processing power and online features, becoming a commercial success with over 84 million units sold worldwide by 2014. Its triple-core 3.2 GHz PowerPC CPU, paired with a 500 MHz ATI Xenos GPU delivering 240 GFLOPS of performance, and 512 MB of GDDR3 RAM enabled enhanced graphics like high-dynamic-range lighting and in titles such as . An optional add-on drive, launched in 2006, allowed high-definition movie playback, though it was discontinued following the format's loss to Blu-ray. The console's design prioritized digital downloads and for indie games, solidifying Microsoft's commitment to a connected gaming ecosystem. The , unveiled on November 22, 2013, adopted a unified architecture to blend gaming, entertainment, and smart home integration, with initial models bundling the motion sensor for voice commands and gesture controls. It utilized an 8-core Jaguar CPU at 1.75 GHz integrated with a 1.31 TFLOPS D3D11-compatible GPU, 8 GB of DDR3 RAM, and a Blu-ray drive supporting 4K Ultra HD media playback for movies and select games. This setup targeted always-online functionality and cross-media experiences, such as TV streaming and cloud-saved progress, though it faced criticism for its initial always-connected requirements that were later relaxed. The Xbox Series X and Series S, launched on November 10, 2020, represent the current generation with a focus on next-gen features like variable rate shading and direct storage access, powered by custom silicon. The flagship Series X includes an 8-core CPU at 3.8 GHz (3.6 GHz with ), a 12 TFLOPS GPU with hardware-accelerated ray tracing for realistic lighting and reflections, 16 GB of GDDR6 , and a 1 TB NVMe SSD for rapid load times. The Series S serves as a more affordable, digital-only variant with a 4 TFLOPS GPU, 10 GB of GDDR6 , and 512 GB SSD, targeting gaming at up to 120 . Innovations like Quick Resume allow instant switching between up to five games by suspending states on the SSD, enhancing user convenience without full reloads. integration was briefly supported via adapter but phased out in favor of controller and cloud inputs. In 2025, expanded its portable gaming options with the Xbox Ally handheld, a collaboration featuring AI processors and neural processing units for AI-driven upscaling to improve frame rates and visual quality in demanding titles without additional developer effort. This device emphasizes cloud-hybrid play, bridging traditional consoles with on-the-go access via . The consoles have profoundly impacted 's gaming ecosystem by pivoting toward a subscription-based model with , launched in 2017, which ties hardware sales to ongoing service revenue through day-one access to first-party titles across consoles, PC, and cloud. This strategy has driven over 34 million subscribers by mid-2025, reducing reliance on upfront hardware profits and fostering multi-device play, though it has sparked debates on game valuation and developer sustainability.

Gaming accessories

Microsoft's gaming accessories for the Xbox platform began with the original , colloquially known as the "," released in 2001 alongside the console. This oversized controller featured black and white buttons, dual analog sticks, and pressure-sensitive triggers, designed for ergonomic comfort during extended play sessions on Xbox titles. Its substantial size, however, drew mixed reviews, prompting Microsoft to follow up in 2002 with the smaller, white Controller S, which retained the core layout but offered a more compact for broader . The Xbox 360 era introduced wireless connectivity with the Wireless Controller in 2005, incorporating rechargeable battery packs via a play-and-charge kit and refined ergonomics that became a staple for subsequent generations. Advancements continued with premium options like the Xbox Elite Wireless Controller Series 2, launched in 2019, which emphasizes customization through interchangeable thumbsticks, adjustable-tension paddles, and hair-trigger locks for competitive gaming. A pivotal accessory, the sensor debuted in 2010 for the as a hands-free using a depth-sensing camera, projector, and to enable full-body motion tracking, voice commands, and gesture controls; it was bundled with premium console bundles and achieved sales of approximately 35 million units worldwide by 2015. Supporting these inputs, offered headsets such as the LifeChat series in the 2010s, providing wired and wireless audio options with noise-canceling microphones for multiplayer communication, alongside specialized peripherals like the from 2008, which included force feedback and pedal sets for simulation racing, and licensed arcade sticks for fighting games. Modern Xbox controllers integrate features like the Share button, introduced in 2019 on updated Xbox One models, enabling one-touch recording of clips and screenshots for social sharing. The Xbox Series X|S controllers, released in 2020, build on this with impulse triggers that deliver variable haptic resistance to simulate in-game actions such as drawing a bowstring, enhancing immersion while maintaining with PC and prior Xbox systems. As Microsoft shifted focus to Xbox-centric hardware, the older line of PC gaming peripherals—including joysticks, gamepads, and wheels—was discontinued in 2003 due to declining sales, marking the transition away from standalone PC gaming accessories.

Mixed Reality and Emerging Devices

HoloLens series

The HoloLens series represents Microsoft's pioneering effort in hardware, introducing self-contained headsets that overlay holographic content onto the real world for enterprise applications. Launched in 2016, the series emphasizes untethered experiences powered by custom processors and sensors, targeting professional use cases such as remote collaboration and rather than consumer entertainment. Building on technologies originally developed for , the HoloLens enables hands-free interaction through head tracking, voice commands, and air gestures. The first-generation HoloLens, released in 2016 as a developer kit, featured an 32-bit architecture processor, 2 GB of , and a custom Holographic Processing Unit (HPU 1.0) dedicated to handling data and spatial mapping. It included a 2 MP photo/HD video camera for capture, along with four environment understanding cameras and a depth for environmental tracking. The device offered 2-3 hours of active battery life from its 16.5 Wh battery, supporting holographic experiences via see-through waveguides with 2.3 million total light points. Priced initially at around $3,000 for developers, it ran and laid the foundation for development. Support for HoloLens 1 ended on December 10, 2024. HoloLens 2, introduced in 2019, significantly advanced the platform with a Qualcomm Snapdragon 850 compute platform, 4 GB of LPDDR4x RAM, and a second-generation HPU for enhanced processing. It incorporated eye-tracking via two cameras, enabling and more intuitive interactions, alongside an 8 MP camera for video and four visible light cameras for head tracking. The headset provided 2-3 hours of active use on its , with a starting price of $3,500, positioning it as a premium enterprise tool. Improvements in comfort, such as adjustable straps and a lighter 566 g design, addressed user feedback from the first generation. The series has primarily focused on business-to-business (B2B) applications, integrating with services like Dynamics 365 Remote Assist, launched in 2019 and updated for , to facilitate remote expert collaboration via . In manufacturing, it supports hands-free guidance for assembly and maintenance, improving efficiency and reducing errors through overlaid instructions. Medical applications include remote consultations and surgical planning, where holograms visualize patient data or anatomy for better decision-making. As of , had shipped around 300,000 HoloLens units worldwide, reflecting steady adoption despite limited consumer reach. In 2025, developments centered on the (IVAS), a variant based on HoloLens technology, stemming from a 2021 U.S. Army contract awarded to worth up to $21.88 billion for producing over 120,000 units to enhance soldier with , targeting, and data overlays. A 2025 partnership with advanced IVAS production and integration, with Anduril taking over the contract earlier in 2025 and receiving awards for prototyping a new helmet-mounted system in September 2025, marking a shift toward specialized defense applications led by Anduril while provides cloud and support. In 2025, confirmed it was ending development of HoloLens hardware, with no successor planned. However, the high cost of $3,500 per unit has constrained broader adoption, reinforcing the B2B emphasis and limiting consumer amid competition from more affordable alternatives. Production of ended in 2024, with support continuing through December 31, 2027.

Other mixed reality and wearables

Microsoft's foray into wearables began with the , launched in 2014 as a integrated with the Microsoft Health platform. The device featured sensors including optical heart rate monitoring, GPS, , gyrometer, UV detection, and galvanic skin response, enabling 24-hour heart rate tracking, calorie burn estimation, sleep quality analysis, and activity monitoring like steps and exercise sessions. It also incorporated for voice-activated notifications, email replies, and reminders, making it a cross-platform smart band compatible with Windows, , and . In 2015, Microsoft released the Band 2, an updated version with a curved full-color touchscreen, built-in GPS for enhanced run tracking without a phone, and improved battery life up to two days. It retained the core sensors and features while adding UV exposure alerts and better sleep stage detection. However, both Band models faced reliability issues, such as battery degradation and hardware failures. The series was discontinued in 2016, with ceasing production and sales due to persistent hardware problems and intense competition from established players like and Apple's , which dominated the fitness wearable market. Online services for the Band ended in 2019, rendering the devices non-functional for cloud-dependent features. In , supported the platform launched in 2017, which enabled and experiences through partnerships with hardware makers rather than producing its own consumer headsets. Collaborators including , , , and released compatible headsets starting at around $300, featuring inside-out tracking and motion controllers for immersive applications. By 2020, exited the consumer mixed reality hardware space, halting development of new VR/AR devices for retail and shifting resources away from broad-market initiatives. The platform was deprecated in December 2023, with support ending in 2024. This pivot emphasized enterprise solutions like the HoloLens series by 2021. For HoloLens accessories, Microsoft introduced shared viewing capabilities in 2023, allowing remote screen sharing via Microsoft Teams to display content in the user's holographic environment without additional headset hardware.

Business and Strategic Developments

Manufacturing and partnerships

Microsoft's hardware manufacturing is primarily outsourced to specialized contract manufacturers to leverage expertise in production scaling and cost efficiency. Since the launch of the Surface lineup in 2012, assembly for Surface devices has been handled primarily by Pegatron, allowing Microsoft to focus on design and software integration while this firm manages high-volume production in facilities across Asia. For Xbox consoles, Microsoft utilizes Flex Ltd. and Foxconn for production, particularly for models like the Xbox Series X and S, to diversify its supply base and enhance manufacturing flexibility amid growing demand. The company's supply chain relies heavily on key semiconductor providers to power its devices. Microsoft sources ARM-based chips from Qualcomm for Surface Pro models emphasizing portability and battery life, while Intel supplies x86 processors for performance-oriented x86 devices like traditional Surface Laptops. TSMC fabricates many of these chips, underscoring Microsoft's dependence on Taiwan's foundry for advanced nodes. This reliance was tested during the 2021 global , which delayed Xbox Series X production and forced Microsoft to ration supply, highlighting vulnerabilities in the semiconductor ecosystem. As of October 2025, Microsoft announced plans to relocate Surface device production and components out of China by 2026 to counter U.S.-China trade uncertainties and further diversify its . Strategic partnerships have shaped 's hardware landscape, including notable acquisitions and licensing deals. In 2013, Microsoft announced its acquisition of Nokia's Devices and Services division, completed in 2014 for $7.2 billion, to gain control over Lumia smartphone manufacturing and bolster its mobile hardware ambitions. However, this was reversed in 2016 when Microsoft sold the feature phone business back to and wrote off the acquisition, refocusing on core strengths. More recently, in 2024, Microsoft entered a licensing agreement with Incase to produce branded PC peripherals and accessories, expanding its without direct manufacturing involvement. Sustainability initiatives are integral to Microsoft's manufacturing strategy, aiming to reduce environmental impact across the . In 2020, the company pledged to become carbon negative by 2030, with interim goals including using recycled materials in production. For instance, the Surface Pro 8 incorporated post-consumer recycled aluminum and plastic in its construction. Microsoft also committed to powering all facilities with by 2025, influencing partner factories to adopt greener practices. Global facilities support these efforts, with core engineering for Surface devices centered in Redmond, Washington, where design and prototyping occur. Xbox assembly takes place in plants in China and Mexico, enabling efficient distribution to international markets. These strategies have notably benefited products like Surface, enabling consistent quality and innovation through optimized production.

Discontinuations and market shifts

Microsoft has periodically discontinued various hardware lines to streamline its portfolio and refocus on core strengths, such as the Surface devices and Xbox ecosystem. In April 2023, the company ceased production of most branded PC accessories, including mice, keyboards, and webcams, to prioritize resources for the Surface lineup. Earlier efforts in consumer electronics, like the Zune portable media player, were discontinued in October 2011 after failing to gain significant market share against competitors like Apple's iPod. Similarly, the Kin social networking phones, launched in May 2010, were pulled from the market just 48 days later due to poor sales. The Windows Phone platform met its end in 2017, with Microsoft halting new feature development and hardware support as the mobile operating system struggled with app ecosystem limitations and low adoption. The company's exit from the mobile hardware market was marked by its acquisition of Nokia's Devices and Services business, announced in 2013 and completed in 2014 for $7.2 billion, which included the Lumia smartphone line. However, facing ongoing losses, Microsoft divested its feature phone operations to HMD Global in 2016 for $350 million, effectively ending Lumia production and shifting away from proprietary mobile hardware. In the ensuing years, Microsoft pivoted to a software-centric approach, licensing its patents and intellectual property to Android device manufacturers, which generated substantial royalty revenue in the 2020s without the burdens of hardware manufacturing. Shifts in wearables and further exemplified this strategic pruning. The line was discontinued on October 3, 2016, with full support ending in 2019, as the company redirected efforts from consumer wearables to integrated health features in other products. In , Microsoft halted development of consumer-oriented hardware around 2020, laying off parts of its MR team and emphasizing enterprise applications for the HoloLens series instead. These discontinuations have had notable market implications, allowing to maintain product availability through partnerships while cutting direct production costs. For instance, in 2024, licensed its PC accessory designs to Incase, enabling the continued manufacture and sale of keyboards, mice, and related items under a "Designed by " branding without in-house involvement. This refocus contributed to robust growth in key hardware areas; in 2024, Xbox gaming revenue reached $21.5 billion, bolstered by content and services, while Surface devices sustained steady contributions within the More Personal Computing segment. Looking ahead, Microsoft's hardware strategy emphasizes integration and services to mitigate reliance on traditional devices. The launch of Copilot+ PCs in 2024 introduced Windows devices with dedicated neural processing units for on-device tasks, positioning them as a cornerstone for future . Concurrently, expansions in via aim to reduce dependency on console hardware sales by 2025, enabling play across diverse platforms and devices.

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