VR for Remote Work: Is It Actually Useful?
My experience with VR workspaces - what works, what doesn't, and whether the technology is ready for real work.
I've been experimenting with VR for remote work. The promise is compelling - virtual offices where distributed teams collaborate like they're in the same room. Here's what I've found actually works and what's still hype.
What VR Does Better Than Video Calls
Spatial presence. In VR, colleagues feel like they're next to you. Video calls are floating rectangles. VR is people around a table. This sounds trivial but makes collaboration feel different.
Shared workspaces. Whiteboarding in VR actually works. Multiple people can draw, point, and manipulate objects in shared space. Screen sharing in Zoom doesn't compare.
Multi-monitor setups without hardware. Tools like Immersed let you set up virtual monitors anywhere. I've worked with three massive screens in a coffee shop - impossible with physical hardware.
What's Still Frustrating
Headset comfort. Extended sessions get uncomfortable. Two hours is my limit before I need a break. This isn't a minor problem for all-day work.
Text readability. Current resolution makes small text hard to read. Programming in VR is possible but not pleasant. Documents with fine print require squinting.
Isolation. Ironically, VR can feel more isolating than video calls. You're cut off from your physical environment. Can't easily grab water or check your phone.
Setup friction. Video calls start instantly. VR requires putting on a headset, launching apps, adjusting settings. That friction matters for quick meetings.
Platforms I've Tried
Meta Horizon Workrooms: Best for meetings with Quest headsets. Whiteboarding is good. Screen sharing works. Free but locked to Meta ecosystem.
Immersed: Best for solo productivity work. Virtual monitors are excellent. Good keyboard passthrough. Works with multiple headset brands.
Spatial: More focused on 3D collaboration. Good for design reviews. Less useful for typical office work.
When VR Makes Sense
Design reviews. Walking around 3D models together is genuinely better than screen sharing.
Workshops and brainstorming. Virtual whiteboards with spatial context work well for collaborative sessions.
Focus work with multiple screens. When you need monitor real estate and don't have physical space.
Remote team building. Shared experiences feel more connected than video calls for social events.
When Video Calls Are Fine
Quick syncs. The setup time isn't worth it for 15-minute check-ins.
Text-heavy work. Reading documents, code reviews, anything requiring sharp text.
All-day meetings. Headset fatigue is real. Video calls are more sustainable for long sessions.
Where It's Heading
Hardware is getting lighter and higher resolution. The Quest 3 is noticeably better than the Quest 2. Apple's Vision Pro pushes visual quality further (at a price).
Within a few hardware generations, the resolution and comfort problems will likely be solved. The question is whether the use case becomes compelling enough to justify the investment.
Key Takeaways
- VR collaboration feels more present than video calls - this is real
- Headset comfort limits sessions to about 2 hours
- Text readability is still a problem for knowledge work
- Best current use cases: design reviews, brainstorming, multi-monitor productivity
- Setup friction makes it impractical for quick calls
- Hardware is improving fast - worth checking in periodically
Written by Bar Tsveker
Senior CloudOps Engineer specializing in AWS, Terraform, and infrastructure automation.
Thanks for reading! Have questions or feedback?