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TAKE YOUR JOURNEY TO THE TOP.
Your passion for trail riding has no limits and neither should your ATV. The Sportsman 850 Ultimate Trail pulls in the performance you need, with the style you want.
Manufacturer
Polaris
Model Year
2023
Model
Sportsman 850 Ultimate Trail
Model Code
A23SXZ85A9
Color
Polaris Pursuit Camo
Brakes
Front / Rear - Single Lever 3-Wheel Hydraulic Disc with Hydraulic Rear Foot Brake
Parking - Park In-Transmission / Lockable Hand Lever
Engine Braking System (EBS)
Wheels
14 in. (35.6 cm) Aluminum
Tires
Front - 27 X 9-14 DURO
Rear - 27 X 11-14 DURO
Length
Overall - 83.25 in. (211.4 cm)
Height
Overall - 50.75 in. (128.9 cm)
Width
Overall - 47.6 in. (120.9 cm)
Weight
Estimated Dry - 864 lb. (392 kg)
Ground Clearance
12 in. (30.5 cm)
Wheelbase
53 in. (134.6 cm)
Seat Height
37 in. (94 cm)
Transmission
Automatic PVT P / R / N / L / H In-line Shifting
Active Descent Control
Drive System
4x4
Drive
One Touch On-Demand AWD / 2WD
Battery
400 CCA
Instrumentation
All Digital Bluetooth Gauge, Speedometer, Odometer, Tachometer, Two Tripmeters, Hour Meter, Gear Indicator, Fuel Gauge, AWD Indicator, Volt Meter, Coolant Temperature, Hi-Temp Light, Clock, DC Outlet, Text and Call Notifications
Lighting
LED POD, LED Bumper Lights, Dual LED Brake lights / Taillights
Engine
Prostar 4-Stroke SOHC
Cooling
Liquid
Cylinders
2
Horsepower
78 hp
Displacement
850 cc
Fuel System
Electronic Fuel Injection
Fuel Capacity
5.25 gal. (19.9 l)
Suspension
Front - Sealed High Clearance Arched Dual A-Arm 9 in. (22.9 cm) Travel
Rear - Sealed High Clearance Arched Dual A-Arm, Rolled IRS, 10. 25 in. (26 cm) Travel
Steering
Electronic Power Steering - Multi Select EPS
Seating
1 Person Capacity
Hitch
Standard 1.25 in. (3.2 cm) Receiver
Towing Capacity
1,500 lb. (680 kg)
Load Capacity
Front Rack - 120 lb. (55 kg)
Rear Rack - 240 lb. (110 kg)
Cargo System - Lock & Ride, 4 gal. (15 l) Front Dry Storage 2 gal. (8 l) Rear Storage
Capacity
Payload - 575 lb. (261 kg)
Additional Colors
Chalk Gloss
Crimson Metallic
Polaris Pursuit Camo
Includes
3,500 lb. Polaris Pro HD Winch with Synthetic Rope, Front Ultimate Series Bumper, Rear Ultimate Series Bumper, Cut and Sew Seat, Bluetooth Display, In Pod Battery Charge Port, Painted Plastics, Painted Springs, PIN Activated Secrity System (P.A.S.S.), Fender Flares, 6 Moveable Tie-Down Points
Warning: ATVs can be hazardous to operate and are not intended for on-road use. Polaris adult models are for riders age 16 and older. For your safety, always wear a helmet, eye protection, and protective clothing, and be sure to take a safety training course. For information call 800-342-3764. Check local laws before riding on trails. ©2018 Polaris Industries Inc.
We are in the process of adding model data for all of the 2023 Polaris ATV and UTV models. We do everything we can to ensure that all of our information is correct; however, during the initial entry process we reserve the right to make additions, deletions or modifications to model specifications, features, images and prices displayed on this and any associated webpage at any time without prior notice. Please contact your local dealer to confirm all information.
Due to continued challenges across supplier networks as well as increasing logistics costs, product pricing, freight charges, specifications, and features are subject to change at any time without prior notice. Please confirm all information with your local dealership.
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Scene view returns semantic representations of scene entities as well as geometric shapes in HoloLens 2 (HoloLens 1st generation not supported).
Here are some expected uses for this technology:
Scene recognition is introduced as an experimental feature in MRTK 2.6. It is integrated into MRTK as a spatial observer. WindowsSceneUnderstandingObserver
Scene Understanding works with both the legacy XR pipeline and the XR SDK pipeline (openXR (since MRTK 2.7) and XR Windows plugin). In both cases WindowsSceneUnderstandingObserver
is used.
Note
Using scene recognition in remoting is only supported in MRTK 2.7.3 and later. Only projects using OpenXR are supported. Projects using legacy XR pipeline or Windows XR 9 plugin0017 , not are supported.
When prompted, a WindowsSceneUnderstandingObserver is returned
SpatialAwarenessSceneObject with attributes useful for the application to understand its environment. The frequency of observation, the returned object type (for example, wall, floor), and other behaviors of the observer depend on the configuration of the observer through the profile. For example, if an occlusion mask is required, the observer must be set to create a quad. The observed scene can be saved as a serialized file, which can later be loaded to recreate the scene in the editor's playback mode.
Important!
Scene basics are only supported on HoloLens 2 and Unity 2019.4 and later.
The quickest way to get started with the Scene Overview service is to review the sample scene.
In Unity, use the Project browser to open the Examples/Experimental/SceneUnderstanding/Scenes/SceneUnderstandingExample.unity
scene file and press the PLAY key!
Important!
Applies to MRTK 2.6.0 only. When using the Component Mixed Reality tool or importing with UPM, import the Demos - SpatialAwareness example before importing the Experimental - SceneUnderstanding example due to a dependency issue. See this GitHub for more details.
The scene demonstrates the following:
DemoSceneUnderstandingController
script that demonstrates changing observer parameters and listening for corresponding events Important!
By default, the ShouldLoadFromFile property of the observer is set to false. To view a rendering of the serialized sample room, see the observer service configuration section below and set the property to true in the editor.
Note
The sample scene is based on the legacy XR pipeline. If you are using the XR SDK pipeline, you need to change the profiles accordingly. The provided profile of the recognition system for spatial recognition of scenes ( DemoSceneUnderstandingSystemProfile
) and scene recognition observer profiles ( DefaultSceneUnderstandingObserverProfile
and DemoSceneUnderstandingObserverProfile
) work for both pipelines.
Note
Sample scene There is no active AsyncCoroutineRunner when an action is posted.
logs a warning in certain circumstances due to thread initialization or execution order. If you can confirm AsyncCoroutineRunner
that the component is connected to the "Demo Controller" GameObject and the /GameObject component remains enabled or active in the scene (the default), the warning can be safely ignored. However, when creating a new scene using the Scene Understanding service, be sure to create an empty GameObject at the root and attach the AsyncCoroutineRunner script to it, otherwise scene recognition may not work correctly.
Select the MixedRealityToolkit game object and check the inspector.
These settings will configure WindowsSceneUnderstandingObserver setting
.
Sample script DemoSceneUnderstandingController.cs demonstrates the basic concepts of working with the Scene Recognition service.
The switches on the panel in the scene change the behavior of the scene recognition observer by calling the public functions of this sample script.
Enabling instantiation prefabs demonstrates the creation of objects sized to fit according to all SpatialAwarenessSceneObject collected neatly under the parent object.
Build and deploy to HoloLens in the standard way. Once launched, a series of buttons should be displayed to play with functions.
Please note that some of the holes are included in requests to the observer. Incorrect customization of the get request will result in the event payload not containing the expected data. For example, if one does not request quads, the occlusion mask textures will not be present. As wise, in case the observer is not configured to request a grid, it will not be rendered in any way. Script DemoSceneUnderstandingController
is responsible for some of these dependencies, but not all.
Saved scene files can be obtained from the device portal at User Folders/LocalAppData/[APP_NAME]/LocalState/PREFIX_yyyyMMdd_hhmmss.bytes
. These scene files can be used in the editor by specifying them in the viewer profile found in the inspector.
In this game you have to drive a motorcycle on the track and avoid collisions with traffic and other obstacles on the road. To describe the gameplay, such a common today word “runner” is most suitable, although according to the original idea, it was supposed to be a fairly large-scale game with a bunch of vehicles, weapons and upgrades, but in the course of work the concept had to be significantly revised.
The development of the game took quite a long time, more than a year in total. Of course, the work on the game was not carried out all this time day in and day out, several more games were being developed in parallel. At some point, I realized that I couldn’t cope with everything that I started and it was decided to hire a 3D modeler to help, but, to my surprise, this only added to my work and even less free time. Then I decided that I also needed a programmer in the team. Oddly enough, it didn't get much easier either. I felt an acute shortage of another 2D artist, but it was already too much.
The first version of the game was written in Flash. Away3D was used as the engine. At the initial stage, I still had hope that we would be able to port the game to mobile devices using AIR without much effort, but the first tests showed not at all a comforting result. Of course, it was possible to sit for a long time, look for bottlenecks and win back additional FPS with all sorts of cunning optimizations, but there were no guarantees that in the end we would get acceptable performance. By that time, I already had a very positive experience with the Unity engine, and I decided that it would be easier and more reliable to rewrite the game for mobile platforms on it.
Separately, I want to dwell on the chart. I love games that look pretty. No matter how much people say that the gameplay is primary and the graphics are secondary, it is very difficult to get a person to download and run the game if it looks bad. This is especially true for mobile markets, where the decision on the appropriateness of installing a particular game is made, in most cases, based on the icon and screenshots.
The free version of Unity, and there was no money to buy the paid version of Unity, is pretty cut off in terms of graphic goodies. There are no shadows or post effects, so I had to try hard to make the game look good and not affect its performance.
The flash version has only one track and three bikes to choose from. When we started making a mobile version, I realized that this would not be enough. One of the planned methods of monetization was in-game purchases of coins for which you can open additional content, but in this form there was almost no such content. Then it was decided to expand the game, add two additional tracks / environments and increase the fleet of motorcycles.
In the final version we had 3 tracks and 7 vehicles. Motorcycles added an ATV and two snowmobiles, and later, in an update, 2 more motorcycles were added, if you can call them that.
For the release, I prepared only the iOS version, Android was left for later. I tried to launch several games at the same time to take advantage of cross-promotion and hoped that if one of the games worked, it would pull the rest. Did not work out. Launching even one game requires a lot of effort and time for analysis and promotion, if there are several games, then you are simply not physically able to give enough attention to all of them. Sprint Driver performed the best at the start, there were a few notes on small foreign sites and people liked the game, so I decided to focus all marketing efforts on it.
Review requests were sent out to all the sites that could be found, but this did not bring any special effect. Everyone wants money for reviews, and quite a lot, and most of these sites have no real visitors at all.
Advertising was also tested, both according to the CPI model and according to CPC and CPM. Of course, the CPI model showed itself best of all, but this method is acceptable for games with a large advertising budget and good ARPU, since the installation cost is quite high and it will be very difficult for an average game to earn this money.
I tried to use buying ads in countries where I saw good growth dynamics to push the game a little and help it get to the top.
The result of all these gestures can be seen in the picture below.
Seven months have passed since the release and during this time the game has gained a little more than 300K installs, 51% of which were in Russian Federation, followed by Israel (12%), China (7. 5%) and United States ( 6.2%).
As for earnings, judging by in-app purchases, the percentage looks like this:
Russian Federation – 47%
United States - 19%
France - 8.9%
Israel - 6.6%
In general, Russian users pleasantly surprised me, I did not expect that they would bring almost half of the income.
Earnings from advertising will have a completely different percentage, since the Fill Rate for Russia is generally not high, and the cost of a click / installation is much lower than in the United States, but, unfortunately, most of the advertising networks used do not provide data by country, and find out exact figures are not possible.
A few days ago I finally finished and launched the Android version of the game.
The release went pretty quietly, in the first day the game received something like 50 installations, which was quite a shock for me, I expected a much better result. At the moment, the number of installations is growing, but there is nothing much to boast about yet.