The HoloLens (excellent for viewing at 3D configurators) is the world’s first unbound holographic head-mounted computer on which Microsoft looks back with great pride – and rightly so. As soon as the developers have accustomed us to the idea of keeping the scope of our projects within the computing power of the HoloLens, considerable problems arise due to the Holographic Remoting Player.

When Microsoft communicates that HoloLens is solved, they mean it in two different ways. First, there are no physical cables connecting the device to a computer. Second, no Wifi or Bluetooth connection to a computer or smartphone is required to process information – the HoloLens does all the internal processing.

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Essentially, we can create applications that have much higher processing requirements – much more than the HoloLens can currently do – and we can run them on a local server and then set up two-way communication between the server and the Holographic Remoting Player on the HoloLens.

This two-way connection allows the HoloLens to send sensor and control information to the server. The server in turn processes this information, updates the state of the application, and sends images and sounds back to the HoloLens in a constant stream. The relief of this processing allows a sudden, dramatic increase in quality, available CPU power and the overall capability of our application.

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While the HoloLens is easily able to store the mapping and hologram placement of its home, what about an entire 10-story office building? Most likely not, especially if each of the holograms offers a utility that helps the office run. This is the goal for many HoloLens developers: to create holograms that are actually important all over the world and perform the tasks assigned to them.

The Holographic Remoting Player is still a very experimental addition to Unity at this point and there are many features that still don’t work. However, they keep adding things with each Unity update, so it should get better over time.

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