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Dynamic image loading using unity

Currently I am working on a project which requires streaming image data (PNG or JPG) to a plane (or alternatively to the screen). I am currently running into an issue very similar to the one found in the following post: http://answers.unity3d.com/questions/29064/texture2dloadimage-lag.html. As I am using the Hololens, I cannot achieve performance above 5 FPS (for a 1024x1024 image). This data is being generated realtime from an external engine (so I cannot cache the images). I have tried both Texture2d.LoadImage and Texture2d.LoadRawTextureData. Is there any faster way to stream data to the screen (either loading onto a texture or directly BitBlting it to the screen). Thanks in advance!

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