I’m pretty sure this is simply just the way it is.
The problem is that it’s already heavy enough as it is to stream that much amount of visual data as well as input data over wifi, so compromises simply have to be made for the quality. What you see on your device from Unity Remote does of course not reflect the actual quality when you make a real build
I never use Unity Remote for anything other than quick input tests. But this in itself is an extremely valuable thing to be able to do, without having to go through the entire process of building the game just to test and debug code. It have saved me a whole lot of time.
Why would you use it for anything else than input tests anyways? The visuals can be checked in the editor as well as the device, what matters is being able to test the input code quickly and painlessly.