The Holographic Remoting Player is a companion app that connects to PC apps and games that support Holographic Remoting. The Player is available for both HoloLens (first gen) and HoloLens 2. PC apps that supported Holographic Remoting with HoloLens need to be updated to support Holographic Remoting with HoloLens 2. Contact your app provider if you have questions about which versions are supported.
[!Note] Starting with version 2.2.0 the Holographic Remoting player is also available for Windows PCs running Windows Mixed Reality.
[!TIP] Starting with version 2.4.0 remote apps using the OpenXR API can be created. To get started check out Writing a Holographic Remoting remote app using OpenXR APIs.
Follow your app’s instructions to connect to the Holographic Remoting Player. You’ll need to enter the IP address of your HoloLens device, which you can see on the Remoting Player’s main screen, as follows:
Whenever you see the main screen, you’ll know that you don’t have an app connected.
The holographic remoting connection is not encrypted. Always use Holographic Remoting over a secure Wi-Fi connection that you trust.
The quality and performance of your experience will vary based on three factors:
To measure the quality of your connection, say “enable diagnostics” while on the main screen of the Holographic Remoting Player. When diagnostics are enabled, on HoloLens (first gen) the app will show you:
On HoloLens 2 the app will show you:
Render - The number of frames the Remoting player rendered during the last second. Note, this is independent from the number of frames, which arrived via the network (see Video frames). The average/maximum render delta time in milliseconds over the last second between rendered frames is displayed.
Received frames
is the number of video frames, which arrived over the last second. Under normal conditions, this should be 60 but if it’s not this is an indicator that either frames are dropped because of network issues or the remote/remote side doesn’t produce frames with the expected rate.Reused frames
is the count of video frames used more than once over the last second. For instance, if video frames arrive late, the rendering loop of the player still renders a frame but needs to reuse the video frame it already used for the previous frame.Skipped frames
is the count of video frames, which haven’t been used by the rendering loop of the player. For instance, network jitter can have the effect that video frames arriving aren’t evenly distributed anymore. For example, if some are late and others arrive in time with the result that they do not have a delta of 16.66 milliseconds anymore when running on 60 Hz. It can occur that more than one frame arrives between two ticks of the render loop of the player. In this case, the player skips one or more frames as it’s supposed to always display the most recent received video frame.[!NOTE] When facing network jitter, skipped and reused frames are usually about the same. In contrast, if you only see skipped frames, this is an indicator that the player does not hit its target frame rate. In this case, you should keep an eye on the maximum render delta time when diagnosing issues.
While on the main screen, you can say “disable diagnostics” to turn off diagnostics.