Hi , I’m new to HoloLens development and I’ll be having the wearable soon but one major thing that I would to like check on is when streaming the experience form Unreal to Hololens, does this means that I’m totally dependable on the workstation capabilities and in that case I can go far with quality shaders without being worried about the Hololens rendering limitations as the heavy lifting is being done on the remote machine ? as per my understanding when rendering on remote cloud service then there are technically no limitations in terms of visual fidelity , so this can be applied on my case , right ?
Hi MDD,
Yes, with Hololens streaming set up all the processing is done on your PC, unlocking ORDERS OF MAGNITUDE more performance.
Check out the Mission AR sample for an example of this.
I’m unsure if there are any limitations around using a ‘remote cloud service’ though - I’ve only seen this used when the Hololens and PC are on the same wifi network.
Welcome to the Forums!
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