Definition: A VR platform is the combination of hardware and software on which virtual reality applications run: headset and controllers, operating system and XR runtime, the distribution channel for applications, and tools to manage devices and content. In a company, the platform decides which headsets you can use, how content gets onto the devices and how much effort operation takes.
In B2B mechanical engineering, the choice of VR platform is relevant for: training programs with many headsets, sales and trade show use, design reviews with detailed CAD models, and long-term planning of hardware and licenses.
Advantage: A suitable platform keeps operating costs low and protects investments in content when devices change.
English: VR Platform
German: VR-Plattform, Virtual-Reality-Plattform
How It Works
The layers of a VR platform
| Layer | Task | Examples |
|---|---|---|
| Hardware | Display, sensors, tracking, input | Headset, controllers, hand tracking |
| Operating system | Device operation, security, updates | Meta Horizon OS, Pico OS, Android XR, visionOS |
| XR runtime | Connection between application and device | OpenXR runtimes, SteamVR |
| Content | Applications and scenes | Training, presentations |
| Distribution | Getting content onto devices | App store, private channel, MDM |
| Management | Set up, lock and update devices | MDM solutions |
OpenXR as a common interface
OpenXR is an open standard of the Khronos Group. Applications use one standard interface, and the manufacturer's runtime translates it for the specific device. Version 1.1 was released in April 2024. Meta, Pico and Android XR have conformant runtimes in the Khronos list. For companies, this means: you can run content on several devices with less effort, but you still must test it.
Standalone vs. PC VR
| Feature | Standalone | PC VR |
|---|---|---|
| Computing power | In the headset (mobile chip) | Graphics card in the PC |
| Cable | None | Cable or wireless connection to the PC |
| Setup | Fast, mobile | Workstation with PC required |
| Model complexity | Limited, optimization required | High |
| Typical use | Training, sales, trade shows | Design review, engineering |
You can also connect many standalone headsets to a PC. This way, one device can do both jobs.
The browser as a platform
With WebXR, VR content runs directly in the browser of the headset. You do not have to install an app. There are fewer features than in native applications, but a link is sufficient.
B2B Applications
Training: Many headsets, many locations, changing users. What counts here is central management, a locked kiosk mode and simple operation for beginners.
Sales: Field sales representatives need a mobile device that is ready quickly. Standalone headsets with preinstalled presentations are the norm.
Trade shows: Several headsets run at the same time, and staff assist the users. Battery life, hygiene, a fast restart and a locked menu are important.
Service: Technicians prepare for jobs. Often, the same content should also be available on a tablet or as an AR application.
Design review: Detailed models from the 3D pipeline need computing power. Here, PC VR often has the advantage.
Managing Devices and Content in the Company
Device management
Without central management, you set up each headset manually. With more than a few devices, this is no longer practical. MDM solutions with XR support do these tasks:
- Enrollment and basic configuration
- Wi-Fi, security policies and updates
- Distribution and updates of applications
- Kiosk mode (approved content only)
- Remote access and device status
Manufacturer services change
Meta stopped selling Quest devices and services to business customers on February 20, 2026. Since then, existing customers of Meta Horizon Managed Services no longer pay fees; services and support are promised until January 4, 2030. Pico offers its own management with the Business Device Manager. In April 2026, Samsung added Android Enterprise support for Galaxy XR (Android XR). The example shows that manufacturer offers change, often faster than the life cycle of a training program.
Content management
You should maintain and distribute content centrally, with versions, languages and approvals. This way, you can track which version runs on which device.
Selecting a Platform
Criteria for training and sales
- Use scenario: Mobile or stationary? Single user or group?
- Content: What complexity? Is a standalone device sufficient?
- Open standards: Does the platform support OpenXR, WebXR and open 3D formats?
- Management: Which MDM is supported? Is there a kiosk mode?
- Data privacy and data security: Are accounts required? Where is data processed?
- Life cycle: How long are the device, updates and services promised?
- Total cost: Hardware, licenses, setup, operation, replacement devices.
Typical mistakes during introduction
- Device before use case: The company buys headsets before it is clear which content should run on them.
- Pilot without an operating concept: The test with three devices works, but the rollout to thirty devices fails because of setup, updates and batteries.
- Private accounts: Headsets are set up with the personal accounts of employees. When someone leaves the company, access is lost.
- No responsibility: Nobody is responsible for charging, cleaning, updating and handing out the devices.
- Network forgotten: Company Wi-Fi with certificates or proxies blocks updates and sign-in if IT is not involved early.
Recommendation: Involve IT, the business department and the training managers together in the pilot, and test operation from the start.
Rule of thumb: Build content so that it is not tied to a single device. A 3D model that also runs in a web viewer, on a tablet and at a kiosk survives every hardware change.
Frequently Asked Questions (FAQ)
Is a consumer headset suitable for company use?
Technically, often yes. What matters is management, warranty, the account requirement and the terms of use. Some manufacturers offer enterprise versions with extended management functions.
What happens to my content when a manufacturer discontinues its offer?
You can transfer content based on open standards such as OpenXR and glTF to other devices with reasonable effort. Proprietary interfaces make the change more difficult.
Do I need an MDM for only a few headsets?
With two or three devices, you can do without one. As soon as devices are at several locations or you update content regularly, an MDM saves a lot of time.
Standalone or PC VR for design reviews?
For very detailed models, PC VR gives more performance. For meetings with customers or at changing locations, a standalone device with optimized models is often sufficient.
Are Windows Mixed Reality headsets still supported?
No, not on current Windows versions. Microsoft removed Windows Mixed Reality with Windows 11 24H2. Companies with these devices should plan a change.
Industry Standards and Technologies
- Khronos OpenXR – open interface for XR devices
- OpenXR Conformant Products – list of conformant runtimes
- W3C WebXR Device API – VR and AR in the browser
- Khronos glTF – open 3D format (ISO/IEC 12113:2022)
- Android Enterprise – device management for Android-based devices
- PICO Business – enterprise offer and Business Device Manager
Related Topics
Devices and systems: - Virtual reality – the basics - visionOS – Apple spatial computing - HoloLens – Microsoft MR headset - Spatial computing – spatial data processing - Standalone headset – VR without a PC - PC VR – VR with external computing power
Management and operation: - MDM – device management - Data privacy – handling user data - Data security – protecting content and devices - API – interfaces to other systems
Content and technology: - VR content – content for VR - 3D model – the basis of all content - 3D pipeline – from CAD to real time - Real-time rendering – display in real time - Refresh rate – smooth display - Motion tracking – capturing movements - WebGL – 3D in the browser
XR technologies: - Augmented reality – digital content in a real environment - Mixed reality – combining the real and the virtual - Extended reality (XR) – the umbrella term - Motion sickness – comfort in VR
