Definition: VR content is digital content that is designed for use in virtual reality. This includes interactive 3D scenes, simulations, 360° videos and environments that you can walk through. The important point is that the user does not look at a screen, but is in the middle of the content and experiences it from their own perspective.
In B2B mechanical engineering, VR content mainly includes: training modules for operation and maintenance, product presentations for sales and trade shows, virtual factory and plant tours, and scenes for design reviews.
Advantage: You can show and operate machines at a 1:1 scale before they are built, delivered or installed.
English: VR Content, Virtual Reality Content
German: VR-Inhalte, Virtual-Reality-Inhalte
How It Works
Two basic forms: 360° video and real-time 3D
| Feature | 360° video | Real-time 3D |
|---|---|---|
| Source | Camera recording | 3D models, often from CAD |
| Freedom of movement | Looking around only (3DoF) | Looking around and moving (6DoF) |
| Interaction | Hotspots, branches | Grabbing parts, practicing procedures |
| Realism | Photorealistic | Depends on the model and material |
| Changes | Shoot again | Adjust the model or scene |
| Requirement | The machine must exist | Data is sufficient |
360° video is suitable for factory tours and views into real environments. The user stands at the position of the camera and can look around, but cannot walk around.
Real-time 3D is calculated again for each frame (real-time rendering). The user can walk around the machine, open covers and practice tasks. For training and product presentations, this is usually the better choice.
Building blocks of real-time VR content
- 3D models: geometry and materials, usually from design data
- Scene: environment, light, scale, starting point of the user
- Interaction: What can the user grab, open or trigger?
- Procedure logic: steps, checks, feedback
- Media: text, voice output, spatial audio
- Evaluation: results, times, errors
From CAD Model to VR Content
In mechanical engineering, CAD data almost always exists. It is the most important raw material, but you cannot use it directly:
- Reduce the data volume: Design models contain millions of surfaces, screws and internal parts. For VR, the model is simplified and invisible parts are removed (CAD to 3D conversion).
- Assign materials: CAD usually knows only colors. VR needs surfaces and textures.
- Define the structure: Which assemblies should move or be hidden?
- Select formats: For exchange, open formats such as glTF are a good choice.
- Check performance: Standalone headsets have limited computing power. The refresh rate must stay stable, or motion sickness can occur.
A continuous 3D pipeline makes this step repeatable. You can then use the same prepared data set for VR, AR, web viewers and kiosks.
B2B Applications
Training: training modules
Operators and technicians practice procedures on the virtual machine: setup, format changeover, troubleshooting, safety instruction. Errors have no consequences, and the real machine stays in production. You can send results to a learning management system through learning standards such as xAPI.
Sales: product presentations
Sales shows machines at full size at the customer's site, without transporting them. You can switch between variants and options, similar to 3D product configurators.
Trade shows: large plants in a small space
Lines that do not fit on a booth become walkable in VR. Short, guided content of a few minutes works best.
Service: preparing maintenance
Before the job, technicians see how an assembly is built and which steps come next. In addition, AR can later show the instructions on the real machine.
Design review: virtual prototypes
Teams check ergonomics, accessibility and space requirements on a virtual prototype before parts are manufactured.
Virtual factory tours
Customers, applicants or new employees visit production and plants without being on site. This often combines 360° video and 3D.
Effort and Updates
What drives the effort
- Quality and scope of the source data
- Level of interaction (viewing vs. practicing vs. testing)
- Number of variants and languages
- Target devices (standalone headset, PC VR, also web or tablet)
Keeping content up to date
Machines change: new assemblies, changed operation, new safety notes. VR content should therefore have a modular structure:
- Maintain 3D models separately from procedure logic and text
- Apply design changes through the pipeline
- Manage text and languages outside the application
- Distribute content centrally instead of loading each headset manually (MDM)
Rule of thumb: The closer the content stays to the design data, the cheaper the updates are.
Quality Criteria for VR Content
Whether a company uses VR content depends less on the graphics than on a few practical points:
- Clear goal: Each module has one task, for example "Do a format changeover safely" or "Show the differences between two product series".
- Short units: Several short modules are easier to plan and to absorb than one long session.
- Start without prior knowledge: A calm start scene explains the controllers or hand gestures before the actual task begins.
- Comfort: Fixed positions or teleportation instead of gliding, a stable frame rate, no automatic camera movements.
- Scale and accuracy: Dimensions match the real machine. If not, the content loses its credibility with experts.
- Feedback: The user sees immediately whether a step was correct.
- Measurability: Results are recorded, so that training managers can see the learning progress.
Tip: Test content early with real target users, that is, with operators and technicians, not only with the project team.
Frequently Asked Questions (FAQ)
Do I need a game engine for VR content?
For custom, highly interactive training, teams usually work with a real-time engine such as Unity or Unreal. For product presentations and simple procedures, specialized tools or WebXR in the browser are often sufficient.
Can I use existing CAD data directly?
Not without preparation. The data must be simplified, given materials and converted into a real-time format. After that, it is the best basis, because it is dimensionally accurate.
360° video or 3D: which is better?
For real places and atmosphere, 360° video is fast and photorealistic. For interaction, variants and machines that do not exist yet, you need real-time 3D. Many projects combine both.
Does VR content run on all headsets?
Not automatically. Open standards such as OpenXR make it easier to support several devices. But performance, controllers and platform rules are still different and must be tested.
Can you also use the same content without a headset?
Yes, if you plan it for that. You can also show the 3D model in a web viewer, on a tablet or at a kiosk. For this, you must adapt the interactions to mouse or touch.
Industry Standards and Technologies
- Khronos OpenXR – open interface for VR and AR applications
- Khronos glTF – open 3D format for real time, standardized as ISO/IEC 12113:2022
- Alliance for OpenUSD – open standard for complex 3D scenes
- W3C WebXR Device API – VR and AR in the browser
- IEEE 9274.1.1 xAPI – sending learning data from training to an LMS
- ISO 9241-394:2020 – designing image content against motion sickness
Related Topics
Creation: - 3D model – the basis of all VR content - CAD to 3D conversion – preparing design data - 3D pipeline – from CAD to real time - Texture – surfaces for 3D models - Volumetric video – real people in 3D - Motion capture – recording movements
Display and comfort: - Real-time rendering – display in real time - Refresh rate – smooth display - Motion sickness – preventing nausea from motion - Immersion – the feeling of being immersed
XR technologies: - Virtual reality – a fully virtual environment - Augmented reality – digital content in a real environment - Extended reality (XR) – the umbrella term - WebGL – 3D in the browser - VR platform – devices, runtime and management
B2B applications: - Virtual prototype – design review before construction - Digital twin – a digital copy of the plant - 3D product configurators – showing variants interactively - MDM – distributing content to headsets - VR training – training in virtual environments
