What are Hololight Space Network Requirements?
Port Requirements, TCP UDP, Spectator Ports & Multiuser Ports
Hololight Space uses a number of network ports to communicate data between the server and client. If these ports are closed, the features dependent on them won’t work. Below are the network ports that you need to open to fully use Hololight Space.
The table lists the default ports Hololight Space uses,but yYou can also define many of the ports these protocols use yourself. To do this, connect to Hololight Space with a client device, use the Quick hand menu, and go to Options > Meeting settings to change which ports Hololight Space uses.
Bandwidth Requirements
In Hololight Space, bandwidth consumption is primarily influenced by the resolution and frame rate of the streamed content. The current maximum bandwidth is set to 12 Mbit, which aligns with typical requirements for real-time rendering scenarios using Unity3D at high frame rates and resolutions.
Of course, in addition to bandwidth, maintaining low network latency is essential to ensure a smooth and responsive XR experience.
Protocols and Ports
If the network in which you are using Hololight Space doesn’t require use of Windows Defender Firewall, you can disable the firewall and use Hololight Space without opening specific ports. See Turn Microsoft Defender Firewall on or off for more information on how to enable and disable Microsoft Defender Firewall.
Protocol | Local Port | Remote Port |
TCP | 9999 | - |
TCP | 50100 | 50100 - 50110 |
UDP | 50100 | 50100 - 50110 |
UDP | 50100 | 19302 |
Each new instance of Hololight Space you run on the server machine requires its own local port for Hololight Stream signaling. The first one is by default “9999”. Each additional instance of Hololight Space will then use the next port. For example, the second instance of Hololight Space will use port “10000”. The third will use port “10001”.
Application Protocol | Protocol | Local Port | Remote Port |
Desktop file loading | TCP | 17321 | - |
Application Protocol | Protocol | Local Port | Remote Port |
Meeting connection and broadcasting | TCP | 5055 | - |
Meeting connection and broadcasting | TCP | 5056 | - |
Meeting connection and broadcasting | TCP | 5058 | - |
Meeting connection and broadcasting | TCP | 18200 - 18300[1] | - |
Additional meeting features | TCP | 20000 - 20100[1] | - |
Meeting connection and broadcasting | UDP | 5055 | - |
Meeting connection and broadcasting | UDP | 5056 | - |
Meeting connection and broadcasting | UDP | 5058 | - |
Meeting connection and broadcasting | UDP | 18200 - 18300[1] | - |
Additional meeting features | UDP | 20000 - 20100[1] | - |
Application Protocol | Protocol | Local Port | Remote Port |
Hololight Spectator connection | TCP | 10090[1] | - |
Hololight Spectator connection | UDP | 10090[1] | - |