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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
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Enterprise VR Training ROI Is Finally Showing Up
After years of pilots, enterprise VR training programmes are starting to produce numbers their CFOs are taking seriously.
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VR Headset Comfort Redesigns Are Quietly Winning Buyers Back
Hardware redesigns focused on weight balance and heat dissipation have done more for VR adoption than any content release in 2026.
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VR Fitness Retention Numbers: What the 2026 Data Actually Shows
VR fitness has been pitched as the future of home workouts for years. Looking at the actual retention data from mid-2026, the picture is more complicated than the marketing.
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Hand Tracking in Mid-2026: How Close Are We to Replacing Controllers?
Hand tracking has improved dramatically in 18 months, but is it actually good enough to replace controllers for serious VR work? Field testing the current state.
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AR Glasses Battery Life: The May 2026 State of Play
Battery life remains the gating constraint on AR glasses. Here's where the current generation actually delivers and where the gap is widest.
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VR Training Build vs Buy in 2026: Where Custom Wins
VR training has matured to the point where the build-versus-buy question is real. Here's where custom is winning and where off-the-shelf is enough.
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Consumer AR Glasses in 2026: The Honest State of the Market
After years of hype, where do consumer AR glasses actually stand in mid-2026? An editorial review of products, adoption, and the use cases that have or haven't emerged.
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VR for Medical Training in May 2026: What's Actually Being Used
An honest review of where virtual reality medical training stands in mid-2026, which procedures translate well, and which use cases haven't worked out.
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AR Glasses in 2026: Still Not Mainstream, But Closer Than Last Year
Where consumer AR glasses actually sit in 2026, what improved this year, and why the inflection still hasn't quite arrived.
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VR Fitness in 2026: What Three Years of User Data Tells Us
Three years into the VR fitness category, what the actual usage data shows about retention, calorie burn, and whether it works as a workout replacement.
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VR Training ROI: When Enterprise VR Training Actually Pays Off
VR training generates compelling demos but inconsistent business results. Here's what distinguishes successful deployments from expensive experiments.
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VR Motion Sickness: What Actually Works to Reduce Discomfort
Motion sickness remains VR's biggest adoption barrier. Research on effective mitigation strategies reveals what works and what's mostly placebo.
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VR Meetings Are Still Awkward, But They're Improving
Virtual reality meeting platforms promised to replace video calls with immersive collaboration. The reality is messier, but recent improvements make VR meetings viable for specific use cases.
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VR Fitness Apps Actually Work for Exercise (If You Stick With Them)
VR fitness applications can deliver genuine cardio workouts and improve fitness. Here's what the data shows and which apps are worth using.
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Apple Vision Pro Developer Adoption Is Stalling — Here's Why
Eighteen months after launch, Apple Vision Pro's developer ecosystem hasn't grown the way Apple expected. The reasons go beyond price.