The Real Thing, Handled the Real Way
Hololight and SpectreXR Combine XR Streaming with Physics-True Hand Interaction
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.
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.
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.
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Stable grip
Ten fingers on one object means dozens of contact points to resolve every frame. How well that resolves depends on how much solver time is available. Too little, and grips creep, objects buzz against the palm, and contact drops as the scene fills up. With rendering offloaded, there is enough budget to settle it properly.
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Fine detail
Collision geometry can stay close to the real mesh instead of being reduced to rough shapes. Latches, threads, detents, and tight fits are exactly the parts of a procedure people have to practise.
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Whole assemblies
Everything simulates at once, so a mechanism can be worked in place rather than as an isolated part.
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Speed and weight
Fast placement and catching resolve properly instead of passing through, and higher contact resolution lets inertia behave honestly.
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
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Does Hololight support VR streaming?
Yes. Hololight's XR streaming technology supports VR streaming as well as AR streaming. For both, rendering happens on powerful backend hardware, so the headsets receive high-quality visuals without local processing.
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Which XR streaming technology does Hololight use?
Hololight has developed theri own XR streaming technology. It is a powerful pixel streaming solution for augmented and virtual reality apps, optimized for the usage in industrial and enterprise environments. XR Applications can be streamed via Wifi, 5G or Lifi networks.
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Why do I need to stream AR and VR applications?
Streaming removes the need for data preparation, avoids performance bottlenecks on headsets, supports more complex models, and ensures no sensitive data is stored on the device.
Typically, the performance of mobile AR/VR devices is limited, as is the size and complexity of industrial 3D content (e.g. machines, cars, airplanes). To allow users to see all the details of their 3D objects and avoid time-consuming data preparation, lower level of detail (LoD) or polygon reduction, Hololight provides unique integrated streaming technology. This way, XR applications run on more powerful local servers or in the cloud and pixelstream content in real time to the XR device. Because the data is stored on IT-managed servers, sensitive data stays protected, increasing data security.
AR/VR Streaming is also essential for future-proofing your enterprise XR strategy, because it decouples your applications from specific headset hardware. As new devices enter the market or existing ones reach end of life, your XR workflows continue to run unchanged on powerful backend systems.
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How secure is XR streaming for enterprise use?
XR streaming keeps applications and data on your IT infrastructure, while only the rendered images are streamed to the AR/VR headset. This means sensitive data is not stored or processed on the end device itself.
This architecture is well suited for enterprise and industrial environments and can also be applied in highly regulated or sensitive contexts, such as the defense sector, where strict security requirements apply.
Learn more on our page about Secure XR Streaming in Defense.
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How do I use Hololight's XR Streaming technology in my company?
Hololight Stream can be used in two ways:
Developers integrate the Hololight Stream SDK to make an AR or VR application streamable. The Hololight Stream SDK is free to explore with full functionality. To remove the watermark and use it commercially, reach out to our team.
End users can install Hololight Stream Runtime once to stream compatible OpenXR applications – such as Autodesk VRED, KeyShot, blender and many more – to a wide range of AR and VR devices. You can download a free trial for Hololight Stream Runtime here.