HoloLens 1 vs 2: Which Headset Still Fits Your XR Stack?
HoloLens 1 vs 2 is a comparison that matters less as a purchasing decision and more as a question of fleet management and migration: Microsoft ended production of the original HoloLens in 2017 and discontinued the HoloLens 2 in 2024, so in 2026 both devices are supported-legacy hardware sourced from resellers, refurbishers, and existing corporate inventories rather than purchases through new channels. The two generations differ in terms of field of view, tracking, comfort, compute and software support – and these differences determine whether a deployed HoloLens 1 estate is worth keeping alive or migrating.
Key Takeaways
- HoloLens 1 (shipped 2016) and HoloLens 2 (shipped 2019) are both out of production; 2026 procurement means refurbished units, reseller inventory, or expansion of existing fleets – not new orders from Microsoft.
- In the comparison of HoloLens 1 vs 2, HoloLens 2 roughly doubled the diagonal field of view, added full hand and eye tracking, moved to a flip-up visor with more balanced weight distribution, and added a dedicated AI co-processor.
- HoloLens 1 remains viable only for narrow, static, marker-based or spatial anchor-based tasks where its smaller field of view and gesture-only input are acceptable.
- Software support is the real dividing line: HoloLens 2 receives current attention from Microsoft’s Windows Holographic-era servicing and Mixed Reality Toolkit (MRTK), while HoloLens 1 is stuck on older builds.
- For most enterprise simulation, remote-assist, and training programs, HoloLens 2 is the right target, but a Tethered/streaming architecture or competing headset can beat both in cost per seat.
What Each Headset Actually Is
When comparing HoloLens 1 vs 2, HoloLens 1 was released as a developer edition in 2016 and as a commercial device shortly after, running a 32-bit Windows 10-based holographic operating system on an Intel Atom-class SoC with a custom HPU (holographic processing unit). Its display used two stacks of transparent waveguide combiners with a diagonal field of view that Microsoft described as being about 34 degrees. Input was limited to bloom gesture, air tap, gaze, and voice, with no hand joint tracking or eye tracking.
HoloLens 2 arrived in 2019 with a significantly redesigned optical system based on laser-illuminated MEMS display technology, a Snapdragon 850 compute platform, and a second-generation HPU. Microsoft cited a 52-degree diagonal field of view, roughly double the visible area of the HoloLens 1. The device added articulated hand tracking with 25 joint points per hand, iris-based eye tracking for gaze targeting, and a flip-up visor that allows users to exit mixed reality without removing the headset.
Both devices are untethered, self-contained and run the same family of holographic apps created with Unity, Unreal Engine or DirectX, deployed via the Mixed Reality Toolkit and, historically, the Microsoft Store for Business or sideloading.
The Comparison Table: HoloLens 1 vs 2 at a Glance
| Dimension | HoloLens 1 | HoloLens 2 |
|---|---|---|
| Launch / status | 2016; production ended 2017 | 2019; discontinued 2024 |
| Field of view | ~34° diagonal | ~52° diagonal |
| Hand tracking | Gesture only (bloom, air-tap) | Full articulated hand tracking |
| Eye tracking | None | Iris-based gaze tracking |
| Display tech | Waveguide combiners | Laser/MEMS-illuminated waveguides |
| Compute | Intel Atom-class + HPU 1 | Snapdragon 850 + HPU 2 |
| Comfort | Fixed visor, front-heavy | Flip-up visor, rear-balanced |
| Biometric login | No | Windows Hello iris sign-in |
| Primary input | Gaze + gesture + voice | Gaze + hands + voice |
| Best-fit use | Static anchored overlays | Interactive training, remote assist |
The numbers reflect Microsoft’s published specifications for each generation of hololens 1 vs 2; treat exact values as those declared by the supplier rather than as independently benchmarked.
Where HoloLens 2 Genuinely Wins
When comparing HoloLens 1 vs 2, the field of vision is the main improvement and the one that users notice first. By doubling the visible area, holograms are no longer cut off at the edges of a small window, which is extremely important for spatial layout, equipment annotation, and any task where a user needs to see a complete assembly rather than a fragment of one.
Hand tracking completely changes the interaction model. HoloLens 1 forced users into a gaze-and-commit pattern: look at a target, then air-tap. HoloLens 2 allows users to reach out and touch holograms directly, reducing training time and cognitive load — a real advantage in manufacturing, field service, and medical simulation where operators already wear gloves and follow physical procedures.
Eye tracking unlocks two things that HoloLens 1 could never do: gaze-based intent (the system knows what you’re looking at before you gesture) and iris-based Windows Hello authentication, which allows a shared headset to log a user in without typing. In regulated environments where shared devices require per-user identity, this is a compliance-relevant capability, not a convenience.
Improved comfort and fit thanks to the flip-up visor and weight distribution that shifts mass toward the rear. For sessions lasting more than about twenty minutes, the difference between the two generations is the difference between a usable shift-length tool and a demo device.
Where HoloLens 1 Still Has a Case
Cost per seat is the strongest argument for keeping HoloLens 1 in service. Refurbished and secondary-market units trade well below the price of HoloLens 2, and for deployments where the task is simple – a static 3D model anchored to a machine, a guided checklist, a remote-assist call – the older device can still deliver the result. This makes it a viable option in the hololens 1 vs 2 comparison.
The simplicity of the tasks is the second argument. If an app was built for the gesture vocabulary and small field of view of HoloLens 1, it works. Rewriting it for HoloLens 2 hand tracking is a real engineering effort, and organizations with validated, regulated, or certified HoloLens 1 applications can reasonably choose to freeze rather than re-validate.
Fleet inertia comes third. Companies that purchased HoloLens 1 in volume have spare units, known failure modes, trained users, and existing support contracts. The cost of change isn’t just about hardware: it’s also about retraining, re-testing, and re-certifying.
The Software Support Reality
It’s usually in software support that the HoloLens 1 vs 2 decision resolves itself. HoloLens 2 continued to benefit from OS maintenance and remained the go-to target for Microsoft’s Mixed Reality Toolkit and Azure Remote Rendering and Dynamics 365 Guides/Remote Assist integrations well after the original’s end of life. HoloLens 1 is effectively frozen on an older version of Windows Holographic, meaning security patches, MRTK feature parity, and support for third-party SDKs are all late or stopped.
For developers, this is decisive. Unity and Unreal projects targeting HoloLens 2 can use current MRTK versions, current XR plugin architectures, and current Azure services. Projects targeting HoloLens 1 are pinned to existing toolchains, which get worse over time as engine releases advance.
For IT and procurement leaders, the question becomes one of lifecycle risk. A device that no longer receives operating system security updates is a device that requires network segmentation, restricted data access, and a documented exception in your security posture. This cost often exceeds material savings.
How to Decide: A Criteria List (HoloLens 1 vs 2)
Go through them in order; the first “no” usually settles it.
- Is the application interactive or static? Interactive hand and gaze tasks point to HoloLens 2. Static anchored overlays can survive on HoloLens 1.
- Does the task require per-user authentication? Iris-based Windows Hello on HoloLens 2 answers this question; HoloLens 1 does not.
- Are sessions longer than 20 minutes? Comfort favors HoloLens 2.
- Is the application certified, regulated or validated? The cost of re-validation may justify maintaining HoloLens 1.
- Does your security policy require current operating system patches? If so, HoloLens 1 requires an exception or replacement.
- Is a tethered or streaming architecture acceptable? If the workload is heavy, streaming from a workstation or cloud to a lighter headset can outperform both generations in cost and performance.
- What is your five-year support horizon? Neither device is in production, so plan for a successor platform anyway.
Alternatives Worth Evaluating Alongside
Varjo Magic Leap 2 competes with wider field of view and dimming for outdoor and industrial use. The HTC Vive and Meta Quest lines serve the standalone and PC-VR side of the market, with Quest 3 and Vive Focus offering a lower cost per seat for training that doesn’t require see-through optics.
For teams standardizing on the Microsoft stack, the practical successor conversation now focuses on whether to move to a non-Microsoft mixed reality device, a tethered high-fidelity headset, or a wearable/tablet AR approach for simpler tasks. Microsoft’s own mixed reality documentation and the Mixed Reality Toolkit repository remain the authoritative references for what each HoloLens generation supports.
Procurement and Lifecycle Caveats
Buying either generation HoloLens (hololens 1 vs 2) in 2026 means buying used or leftover inventory. Check the battery health, waveguide condition (scratches and delamination are common failure modes), and whether the unit has been enrolled in an MDM or Autopilot configuration that needs to be released. Confirm the OS build and if it can still be updated to the latest servicing branch available for that generation.
Warranty and repair are the other caveat. With both devices out of production, replacement parts and out-of-warranty repair options are shrinking over time. Plan a spare-unit ratio rather than assuming the reliability of a single unit and document a replacement path before a fleet ages out.
Sources & Further Reading
- Microsoft HoloLens — Wikipedia: Microsoft HoloLens is an augmented reality (AR)/mixed reality (MR) headset developed and manufactured by Microsoft. HoloLens runs the Windows Mixed Reality platform…
- HoloLens 2 — Wikipedia: Microsoft HoloLens 2 is a augmented reality (AR) and mixed reality head-mounted display developed and manufactured by Microsoft. It is the successor to the original…
- Windows Mixed Reality — Wikipedia: Windows Mixed Reality (WMR) is a discontinued platform by Microsoft which provides augmented reality and virtual reality experiences with compatible head-mounted…
Frequently Asked Questions
Is HoloLens 2 better than HoloLens 1?
When comparing HoloLens 1 vs 2, HoloLens 2 is better on all the core specs: about double the field of view, fully articulating hand tracking, iris-based eye tracking, a flip-up visor, and a newer compute platform. The only dimensions in which HoloLens 1 competes are aftermarket cost and the fact that already certified HoloLens 1 applications avoid revalidation.
Can you still buy a HoloLens 2?
HoloLens 2 was discontinued in 2024, so new units are no longer sold through the Microsoft channel. Remaining availability comes from resellers, remanufacturers, and company inventory. Buyers should check the operating system build, battery condition, and warranty status before committing to any volume.
What is the field of view difference between HoloLens 1 and 2?
Microsoft has stated a diagonal field of view of approximately 34 degrees for HoloLens 1 and approximately 52 degrees for HoloLens 2, approximately double the visible area. The practical effect is that holograms are less often clipped at the edges, making spatial layouts and equipment annotations much more usable.
Does HoloLens 1 still get software updates?
HoloLens 1 is effectively frozen on an older version of Windows Holographic and does not receive the same servicing as HoloLens 2. This has security and toolchain implications: current versions of Mixed Reality Toolkit and modern Unity/Unreal XR plugin architectures target HoloLens 2, not the original.
Which HoloLens is better for enterprise training?
HoloLens 2 is better suited for corporate training because hand tracking, eye tracking, a wider field of view, and longer session comfort all reduce friction for trainees. HoloLens 1 can still serve static, anchored, checklist-style training, where interaction is minimal and the application is already validated.
Should I migrate from HoloLens 1 to HoloLens 2 or to another headset?
Migration depends on workload. Interactive, identity-aware, long-session tasks warrant HoloLens 2 if you can source units. High-fidelity simulation can justify a connected headset like Varjo, and simpler tasks can be accomplished by handheld AR. Since neither generation of HoloLens is in production, plan for a successor platform rather than a like-for-like replacement.
Frequently asked questions
Is HoloLens 2 better than HoloLens 1?
When comparing HoloLens 1 vs 2, HoloLens 2 is better on all the core specs: about double the field of view, fully articulating hand tracking, iris-based eye tracking, a flip-up visor, and a newer compute platform. The only dimensions in which HoloLens 1 competes are aftermarket cost and the fact that already certified HoloLens 1 applications avoid revalidation.
Can you still buy a HoloLens 2?
HoloLens 2 was discontinued in 2024, so new units are no longer sold through the Microsoft channel. Remaining availability comes from resellers, remanufacturers, and company inventory. Buyers should check the operating system build, battery condition, and warranty status before committing to any volume.
What is the field of view difference between HoloLens 1 and 2?
Microsoft has stated a diagonal field of view of approximately 34 degrees for HoloLens 1 and approximately 52 degrees for HoloLens 2, approximately double the visible area. The practical effect is that holograms are less often clipped at the edges, making spatial layouts and equipment annotations much more usable.
Does HoloLens 1 still get software updates?
HoloLens 1 is effectively frozen on an older version of Windows Holographic and does not receive the same servicing as HoloLens 2. This has security and toolchain implications: current versions of Mixed Reality Toolkit and modern Unity/Unreal XR plugin architectures target HoloLens 2, not the original.
Which HoloLens is better for enterprise training?
HoloLens 2 is better suited for corporate training because hand tracking, eye tracking, a wider field of view, and longer session comfort all reduce friction for trainees. HoloLens 1 can still serve static, anchored, checklist-style training, where interaction is minimal and the application is already validated.
Should I migrate from HoloLens 1 to HoloLens 2 or to another headset?
Migration depends on workload. Interactive, identity-aware, long-session tasks warrant HoloLens 2 if you can source units. High-fidelity simulation can justify a connected headset like Varjo, and simpler tasks can be accomplished by handheld AR. Since neither generation of HoloLens is in production, plan for a successor platform rather than a like-for-like replacement.
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