VR Meetings Are Still Awkward, But They're Improving
Meta, Microsoft, and several startups have invested heavily in virtual reality meeting platforms. The pitch is compelling: replace flat video calls with immersive 3D spaces where participants feel present together, collaborate on virtual whiteboards, and experience body language and spatial audio that video calls can’t deliver.
After several years of development and real-world use, VR meetings remain awkward and niche. But they’re improving, and for specific use cases they’re starting to deliver genuine value over video calls. Here’s what actually works and what doesn’t.
The Avatar Problem
VR meetings require avatar representations because showing video of someone wearing a VR headset looks absurd. Current avatars range from cartoon-like (Meta Horizon Workrooms) to relatively realistic but still obviously artificial (Microsoft Mesh).
These avatars lack the facial expressions and micro-movements that convey emotion and engagement in video calls. You can see that someone is gesturing, but you can’t see if they’re smiling, frowning, or bored. Important social cues are missing.
Eye tracking improves this significantly. The Meta Quest Pro and Apple Vision Pro include eye tracking that animates avatar eye movement and gaze direction. This makes avatars feel more present and engaged, but it’s still not comparable to seeing someone’s actual face.
Some platforms are experimenting with capturing facial expressions using internal cameras and mapping them to avatars. This works better but requires more processing power and higher-end hardware.
Where VR Meetings Work
3D design reviews. Architects, product designers, and engineers reviewing 3D models benefit from being able to walk around virtual objects together, point at specific elements, and examine details from different angles. This is genuinely better than looking at 3D models on flat screens in video calls.
Spatial planning. Facility planning, event planning, and interior design work well in VR because participants can experience spatial relationships at scale. A conference room layout makes more sense when you can stand in the virtual room than when you’re looking at a floor plan.
Training simulations. Medical training, equipment operation training, and safety training that involves spatial elements work well in VR. Multiple people can practice procedures together in a virtual environment that simulates real conditions.
Remote collaboration on physical prototypes. Teams distributed across locations can examine and discuss virtual prototypes or scanned real objects together. This is particularly useful in hardware development where physical prototypes are expensive to ship.
Where VR Meetings Fail
Standard business discussions. For status updates, strategic planning, and conversational meetings, VR adds friction without providing benefits. Video calls are simpler and more efficient.
Large group meetings. VR meetings with more than 8-10 participants become chaotic. You lose track of who’s speaking, spatial audio becomes confusing, and the cognitive load of managing a large virtual space is exhausting.
Meetings requiring multitasking. In video calls, you can glance at documents, check messages, or take notes on your computer while staying engaged. In VR, your visual field is occupied by the virtual environment. You can bring virtual screens into VR, but it’s clumsier than using physical monitors.
Quick, informal check-ins. VR headsets require putting on equipment and entering a virtual space. For a 5-minute quick sync, this overhead makes VR impractical. Video calls or audio calls are faster.
The Technology Constraints
Headset discomfort. Wearing a VR headset for an hour-long meeting is uncomfortable. The headset is heavy, it gets warm, and it presses on your face. Most people can tolerate 30-45 minutes comfortably, but longer meetings are exhausting.
Visual quality. Current VR headsets don’t match monitor resolution. Text is readable but not as sharp as on a computer screen. Detailed visual work is possible but tiring.
Audio quality. Built-in headset microphones are mediocre. For professional meeting quality, you need external microphones or headphones, which adds cost and complexity.
Internet bandwidth. VR meetings require more bandwidth than video calls. Connection stability matters more because lag or dropped packets cause disorientation in VR more than in video.
Battery life. Wireless headsets have 2-3 hours of battery life. For back-to-back meetings, you need to recharge or use a connected battery pack.
The Adoption Challenge
For VR meetings to work, everyone needs compatible hardware and software. That’s a significant barrier.
If your team uses Meta headsets and a client uses Apple Vision Pro, you need platforms that work across both. Cross-platform support is limited and often delivers a degraded experience compared to native platforms.
Cost is also a factor. Equipping a team with VR headsets costs $700-3,500 per person depending on hardware. Companies committed to VR meetings can justify this, but most organisations can’t or won’t make that investment for marginal benefits.
What’s Improving
Passthrough mixed reality. Newer headsets allow you to see your physical environment while virtual elements appear overlaid. This reduces disorientation and allows you to see your keyboard, coffee cup, or notes while in a VR meeting.
Persistence of virtual workspaces. Platforms like Horizon Workrooms save your virtual workspace — where you placed screens, whiteboards, and tools — so you can return to the same setup across sessions. This reduces setup friction.
Better spatial audio. Audio processing that accurately positions voices in 3D space helps you identify who’s speaking in group meetings and creates a more natural conversation flow.
Integration with productivity tools. VR meeting platforms are adding integrations with Slack, Microsoft Teams, Google Workspace, and project management tools. This reduces the friction of bringing relevant information into VR meetings.
Lighter hardware. Each generation of VR headsets is lighter and more comfortable. The Meta Quest 3 is significantly more comfortable for extended use than the Quest 2.
The Hybrid Meeting Problem
VR meetings struggle with hybrid participation — some people in VR, others on video calls. The experience is disjointed because video participants can’t interact with 3D objects or spatial elements, and VR participants can’t see video participants’ faces properly.
Some platforms address this by showing video participants on floating screens in the VR space, but it’s an awkward compromise. VR meetings work best when everyone is in VR or everyone is on video.
Who’s Actually Using VR Meetings
Usage patterns cluster around a few scenarios:
Distributed design teams at tech companies. Companies with 3D design workflows and high-end VR hardware budgets use VR meetings for design reviews. Meta, Microsoft, Apple, and some game studios fall into this category.
Remote training programs. Organisations using VR for training have extended that to training delivery in VR meetings. This makes sense because the infrastructure and expertise are already in place.
Architecture and construction firms. Firms already using VR for client presentations have expanded to internal design meetings in VR.
Early adopter executives. Some senior leaders use VR meetings because they’re interested in the technology and want to stay current. This often drives broader adoption within their organisations.
General corporate usage remains very low. Most organisations that experimented with VR meetings during the 2020-2022 period have returned to video calls for standard meetings.
My Take
VR meetings are a solution looking for problems in most business contexts. For standard meetings, video calls are simpler, more reliable, and less expensive. The benefits of VR don’t justify the friction and cost.
But for specific use cases involving 3D content, spatial relationships, or immersive training, VR meetings provide genuine value that video calls can’t match. The key is recognising which meetings benefit from VR and which don’t.
Organisations interested in VR meetings should start with those high-value use cases rather than trying to replace all video calls with VR. Use VR for design reviews and spatial planning. Keep using video calls for status updates and discussions.
As headsets improve — lighter weight, better resolution, more comfortable for extended use — the viable use cases will expand. But VR meetings won’t fully replace video calls in the next 5-10 years. They’ll coexist, with each format suited to different needs.
If you’re considering VR meetings for your organisation, pilot with a small team focused on a specific use case where VR provides clear advantages. Measure whether the benefits justify the cost and friction. Don’t commit to organisation-wide VR meeting adoption based on vendor promises or executive enthusiasm.
VR meetings are improving, and they have legitimate applications. But they’re still niche, and that’s unlikely to change quickly.