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The Real Thing, Handled the Real Way

Hololight and SpectreXR Combine XR Streaming with Physics-True Hand Interaction

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SpectreXR's OctoXR is an interaction layer, not a tracking system. It consumes bone-level hand pose from whatever tracking the device already provides and resolves it into physics-true grasping, two-handed manipulation, spatial UI, and configurable gestures. One interaction model across Unity, native visionOS, OpenXR devices, and streamed XR. Training teams use it so trainees practise the real motion. Design teams use it to handle parts before they exist. Device makers and software platforms license it to embed. Built by SpectreXR, founded in 2016 and focused on hand interaction since 2021. 

“Everyone already knows how to pick something up. That's thirty years of learning, and it should transfer straight into a headset. Hololight put the real model in front of the person. We make it something they can take hold of. For the work these customers do, the asset and the hands are one problem, not two.”


– Ivan Rajković, Founder and CEO, SpectreXR

“What impressed me technically about OctoXR is how far it goes beyond gesture recognition. It resolves real physics, ten fingers, real contact points, real weight, instead of layering a few recognized gestures on top of a scene. That's exactly the piece we didn't have on the interaction side. And it's built to work with a fully rendered, engineering-density asset rather than a simplified one built to fit on the device.”


– Alex Werlberger, CTO, Hololight

PARTNERSHIP
Intuitive Interaction in Two Layers

 

Hololight and SpectreXR are combining their technologies to remove hardware and interaction limitations.
Hololight's XR streaming infrastructure renders the full application on server or workstation hardware and streams only pixels to the headset, so assemblies arrive at engineering density without being cut down first. SpectreXR's OctoXR resolves what happens when a hand closes around them: ten fingers, real contact, real weight, objects that stay where they are put.

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streams the rendering


The application runs on cloud, on-premises, or air-gapped infrastructure. The headset acts as a display. Complex models reach the device at full fidelity, no data preparation, no polygon reduction, and no sensitive data stored on the end device.

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resolves the interaction


OctoXR is an interaction layer, not a tracking system. It takes the bone-level hand pose the device already provides and turns it into physics-true grasping, two-handed manipulation, spatial UI, and configurable gestures, with one interaction model across the devices an enterprise actually deploys.

What the Partnership Changes for Training and Engineering

For training

The difference is between a session that demonstrates a procedure and one that teaches it. When the object behaves, stays still in a closed hand, pushes back where it should, and passes cleanly between hands, the trainee is performing the actual motion, the same grip, the same reach, the same commit on a switch or a latch. Repetition under those conditions builds motor memory, and the skill leaves the headset with the person.

 

For engineering

The difference is a part that can be picked up and understood. How it seats. Where it fouls. Whether two hands can reach it at all. Those are answers that come from handling something, not from rotating it on a screen.

Why Offloading the Rendering Improves the Interaction

The two layers are not simply stacked. Moving the rendering off the device frees the compute that interaction quality actually runs on.

Design Reviews
  • True-to-scale evaluation of complex CAD models
  • Photorealistic visualization of surfaces, materials, and proportions
  • Early validation of design intent before physical prototypes
  • Collaborative reviews with design, engineering, and management
  • Reduced reliance on physical mockups and clay models
Collaboration and Alignment
  • Shared XR reviews across locations and departments
  • Alignment between design, engineering, and management
  • Inclusion of external partners and suppliers
  • Reduced travel for design and decision meetings
  • Faster consensus through spatial understanding
Presentation and Decision Support
  • Immersive presentations for internal stakeholders
  • Clear communication of design concepts and variants
  • Support for milestone and gate reviews
  • Improved understanding for non-technical audiences
  • Consistent visualization quality across devices

FAQ

Learn more about XR Streaming for Enterprises