As @escapecharacter mentioned not likely to have support for multiple kinect v2 sensors in the very near future.
I can also confirm, one of the Kinect V2 SDK samples has this comment:
// for Alpha, one sensor is supported
this.kinectSensor = KinectSensor.Default;
I think the hardware itself is capable of avoiding the interference problem. Hopefully the slightly larger amount of data (higher res RGB stream) won't be a problem with multiple sensors(and available USB bandwidth) and it would be a matter of enabling the SDK to safely handle multiple sensor instances in the future.
I wouldn't expect a fast/quick update to the SDK enabling though, so in the meantime, although not ideal you could try either:
- Using multiple V2 sensors on multiple machines communicating over a
local network, passing only processed/minimal data (to keep the delay
as small as possible)
- Using multiple V1 sensors using Shake'n'Sense (pdf link to paper) to reduce interference
At least you would to a certain extent make some progress testing some of your assumptions for your project with multiple sensors, and update the project when the updated SDK is out.