You can use Holographic Remoting to stream holographic content to your HoloLens in real time. There are two main uses for Holographic Remoting, and it’s important to understand the difference:
(Unity or Unreal): You want to preview and debug your app during the development process: You can run your app locally in the Unity editor on your PC in Play Mode and stream the experience to your HoloLens. Holographic Remoting provides a way to quickly debug your app without building and deploying a full project. We call this type of app a Holographic Remoting Player app.
(Unity, Unreal or C++): You want the resources of a PC to power your app instead of relying on the HoloLens on-board resources: You can create and build an app that has Holographic Remoting capability. The user experiences the app on the HoloLens, but the app actually runs on a PC, which allows it to take advantage of the PC’s more powerful resources. Holographic Remoting can be especially helpful if your app has high-resolution assets or models and you don’t want the frame rate to suffer. We call this type of app a Holographic Remoting Remote app.
In either case, inputs from the HoloLens–gaze, gesture, voice, and spatial mapping–are sent to the PC, content is rendered in a virtual immersive view, and the rendered frames are then sent to the HoloLens.
[!NOTE] When developing a remote application either the Windows Mixed Reality API or the OpenXR API has to be used. Mixing both APIs within the same application is not supported.
[!IMPORTANT] Holographic Remoting for HoloLens 2 is a major version change. Remote applications for HoloLens (1st gen) must use NuGet package version 1.x.x and remote applications for HoloLens 2 must use 2.x.x. This implies that remote applications written for HoloLens 2 are not compatible with HoloLens (1st gen) and vice versa.