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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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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.
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VR Motion Sickness: We're Finally Making Real Progress on Solutions
Motion sickness has plagued VR since the beginning. New approaches combining hardware, software, and user adaptation techniques are genuinely improving comfort levels.
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VR Arcades Are Making a Comeback in Australia: What Changed?
After struggling through COVID, VR arcades are seeing renewed interest in 2026. The business model has evolved and the technology is finally where it needs to be.
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WebXR and Browser-Based VR: Still Not Ready for Production Use
Browser-based VR promises easy access without app downloads. But performance, compatibility, and UX issues mean native apps still dominate for anything serious.
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Enterprise VR Training Is Finally Making Financial Sense
After years of promising ROI that never materialised, enterprise VR training is hitting the numbers that justify the investment. Here's what changed.
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VR Content Creation Tools: What's Actually Usable in 2026
Creating 3D content for VR has traditionally required specialist software and skills. New tools are making VR content creation more accessible, with varying degrees of success.
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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.
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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.
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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.
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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.
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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.