HoloLens 2 end of life: support ends on 31 December 2027
Microsoft has stopped making HoloLens 2 and there is no HoloLens 3. We help you migrate your AR applications once, to a platform that runs on whatever hardware comes next.
Microsoft stopped manufacturing HoloLens 2 in October 2024. Remaining stock has sold through.
No new features after the November 2024 release. Only security servicing follows.
Monthly security updates, customer service, and developer support end on 31 December 2027.
Microsoft has not announced a HoloLens 3 or any replacement headset.
Source: Microsoft, HoloLens 2 support options and HoloLens 2 release notes. Last reviewed September 2026.
HoloLens 2 reaches end of life on 31 December 2027, when Microsoft ends security updates, customer service, and developer support, and there is no HoloLens 3 to move to. The durable way to migrate a HoloLens app is to rebuild it once on a device-agnostic runtime such as ReactVision's ViroReact, which compiles one TypeScript codebase natively to iOS, Android, Meta Quest, and Apple Vision Pro, so the next hardware end of life does not force another rewrite.
What end of life actually means for your deployment
If you built on HoloLens 2, you made a reasonable bet on the best enterprise headset of its time. The devices will keep switching on after 2027. What stops is everything that keeps them deployable.
- 01
Security
No security patches after 31 December 2027. For most IT and security teams that means the device comes off the network.
- 02
Operating system
Windows Holographic stops receiving fixes, so bugs found after the cut-off stay in the field.
- 03
Provisioning
No new devices to buy. Replacing a broken unit or adding a site means sourcing second-hand hardware.
- 04
Procurement
Unsupported hardware usually fails procurement and compliance review, which blocks renewals and expansion.
- 05
Codebase
Most HoloLens apps are Unity with MRTK, or native UWP. Neither ports to another headset without substantial rework.
The dates above come from Microsoft's own HoloLens 2 support page. Check it for the terms that apply to your region and licence.
The three options on the table
Every team we speak to is weighing the same three paths. Each has real strengths. The question is which one you want to be living with when the next device reaches end of life.
| Rewrite natively for one headset | Rewrite in Unity for multi-device | Migrate to a device-agnostic runtime | |
|---|---|---|---|
| Time to start | Fastest. One SDK, one device. | Quick if you already have a Unity team. | Quick if you have React Native or TypeScript developers. |
| Devices covered | The one headset you pick. | Broad, with per-platform build targets and plugins. | iOS, Android, Meta Quest, and Apple Vision Pro from one project. Android XR coming. |
| Licensing | Vendor SDK terms. | Per-seat Unity licences above the revenue threshold. | ViroReact renderer is MIT licensed. Platform services are paid tiers or a fixed on-premise licence. |
| Who does the work | Specialists in that vendor's SDK. | C# and Unity engineers, a separate hiring pool. | Your existing React Native and TypeScript team. |
| When the next device ends | Rewrite again. | Port within Unity, still tied to the engine. | Retarget the same codebase. |
| Where it is strongest | Deep use of one device's unique features. | Games and high-fidelity rendering, existing Unity estates. | Training, overlays, and procedures that must outlive any one headset. |
If your application depends on one headset's unique hardware, a native rewrite may be right. If you run a large Unity estate already, Unity is a defensible choice, and our Unity comparison sets out where it still wins. The third path is the one we build.
How a migration works with ReactVision
We start small and prove it on your hardware before anyone signs up to a full programme.
Pick one program
Choose one existing HoloLens application, usually the training exercise or overlay your team relies on most. We review how it works, not just how it looks.
Rebuild it as a proof of concept
We rebuild it on ViroReact in weeks, not quarters. Much of the speed comes from AI coding agents working through the ViroReact MCP server, which knows the full component API and validates scenes in a real renderer.
Validate on your real devices
Your team runs the proof of concept on the hardware you are moving to, whether that is Meta Quest, iPad, or rugged Android tablets, in your own environment.
Scope the full migration
With a working build in hand, we scope the rest by number of applications and their complexity, then run the platform managed or fully on-premise.
- Start
- A proof of concept on one program.
- Scope
- The full migration, sized by number of apps and their complexity.
- Run
- Managed in our cloud, or fully on-premise for regulated environments.
Many HoloLens deployments sit in regulated sectors such as defence and aerospace, where nothing can leave the network. The defence page covers how the full stack runs inside a secure environment, and the MCP server page explains the agent tooling behind the speed of the proof of concept.
Why device-agnostic is the point, not a feature
HoloLens 2 is not an isolated event. Meta has stopped selling Quest Pro, and Magic Leap retired its first headset. Hardware churn is the permanent condition of this market, not a one-off.
Your application should not have to care. Replacing HoloLens is a one-off purchase. Insulating your training and overlay apps from the next end of life is the decision that lasts.
ViroReact maps one TypeScript API onto ARKit, ARCore, and OpenXR, and ViroCore, the native engine underneath it, is built by ReactVision with no third-party engine beneath it. When a device goes away, the codebase moves to the next one.
HoloLens 2 end of life questions, answered
What should we do with our HoloLens 2 apps?
When does HoloLens 2 support actually end?
Is there a HoloLens 3?
What is the best alternative to HoloLens 2 for enterprise AR?
Can our Unity app be migrated?
Does this work on Meta Quest, iPad, and Android tablets?
Can it run fully on-premise?
How long does a migration take?
What does a proof of concept involve?
Talk to us before the deadline does the deciding
Thirty minutes with our team. Bring the application you rely on most and the hardware you are considering. We will tell you plainly what a proof of concept would involve.
Researching first? Read the ViroReact docs or connect the MCP server to your coding agent.