Supported by
VRC is supported by Team400, an Australian technology firm working on AI development and immersive digital experiences.
Virtual reality and immersive tech
VR, AR, and immersive technology news for Australia.
Hardware reviews, platform analysis, and enterprise XR coverage. No hype, just what actually works in immersive technology today.
What we cover
- VR and AR hardware reviews
- Enterprise XR deployments
- Immersive content platforms
- Australian XR companies and studios
What you can expect
- Honest hardware and software reviews
- Real-world use cases, not demos
- Platform comparisons and guides
- Australian industry focus
Latest posts
View all-
VR Motion Sickness: Why We Still Haven't Solved It
Motion sickness remains VR's biggest barrier to mass adoption. Despite years of research and hardware improvements, 20-40% of users still experience discomfort.
-
Haptic Feedback in VR: Why Touch Remains the Missing Sense
Visual and audio immersion in VR are impressive, but haptic feedback lags far behind. Here's why recreating realistic touch is so technically challenging.
-
VR Headset Hygiene in Shared Environments: The Unsexy Infrastructure Problem
How VR training facilities, arcades, and educational institutions manage headset hygiene and sanitation. The practical challenges and what actually works at scale.
-
VR Motion Sickness: Why Individual Differences Matter More Than Technology Improvements
The wide variation in VR motion sickness susceptibility, why some people adapt and others don't, and what this means for VR training and entertainment deployment.
-
VR Arcade Business Model: Economics Don't Work in 2026
VR arcades were supposed to be growth industry as headsets got cheaper. Instead, they're closing faster than they're opening. Here's why the unit economics are fundamentally broken.
-
VR Motion Sickness: Still the Unsolved Problem After 10 Years
Every VR generation claims they've solved motion sickness. Meta Quest 3, PSVR2, Vision Pro—all still cause nausea in 25-40% of users. The problem isn't hardware, it's fundamental physiology.
-
VR Fitness Apps Are Actually Working as Exercise
VR fitness has moved past gimmick phase. Some of these apps deliver legitimate workouts.
-
Metaverse Platforms Have a User Retention Problem
People try metaverse platforms once or twice, then stop using them. The retention data is brutal, and nobody's figured out how to fix it.
-
VR Motion Sickness Solutions That Actually Help in 2026
VR sickness is still the biggest barrier to adoption. Here's what's working to reduce it.
-
VR Training Promised Revolution, Delivered Incremental Improvement
Enterprise VR training is commercially viable for specific use cases. It's not transforming corporate learning the way vendors promised five years ago.
-
Hand Tracking in VR: Is Controller-Free Interaction Ready?
Computer vision hand tracking has improved dramatically, but controllers still offer better precision and haptic feedback for most applications.
-
VR Motion Sickness: What Actually Works to Reduce Discomfort
Despite years of development, simulator sickness remains the biggest barrier to mainstream VR adoption, though some techniques help.
-
Enterprise VR Training ROI: The Numbers After Three Years
VR training promised cost savings and better outcomes. Three years of real deployment data reveals where it actually delivers value versus where it's overhyped.
-
Enterprise Mixed Reality Headsets: Vision Pro vs Quest Pro Reality Check
Comparing Apple Vision Pro and Meta Quest Pro for business applications after real-world deployment. Hype versus actual enterprise viability.
-
Enterprise VR Training Programs: What Works and What Doesn't After Three Years
Companies across Australia have been deploying VR training for several years now. The results are mixed, and the gap between successful and failed implementations reveals clear patterns.