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Cross-platform vs. VR-only: ways to make a VR app sustainably visible in 2025

vr only vs. cross platform

The development of a virtual reality application poses a fundamental question for companies in 2025: Is a pure VR release enough, or is it worth the extra effort to provide the same experience on smartphones, tablets, desktops and in the browser? Current market data shows: A cross-platform approach increases technical reach by a factor of ≈ 300, significantly reduces marketing costs per user and opens up new traffic channels such as SEO and social sharing.

Market overview

Device base & range

There are currently around 20 million Meta Quest headsets in circulation worldwide, plus several million Pico, PS VR 2 and Vision Pro devices. On the other hand 7.2 billion smartphones and a PC gaming community that reaches peak ratings of 37 million simultaneous users achieved. While the number of VR titles in the Horizon Store climbed to around 10,000 in 2024 alone, headset sales stagnated. Discovery and reach thus become the real challenge.

 

Software stacks for VR development - native vs. hybrid

The choice of engine determines which audience is reached, which features are available - and how maintenance-intensive the application will be later on.

Essentially, two paths are open:

  • Native engines such as Unity and Unreal Engine compile binary builds for Meta Quest, Pico, Apple Vision Pro, PS VR 2 et al.

  • Web-based/hybrid frameworks such as PlayCanvas, A-Frame or a React/Capacitor wrapper deliver HTML + WebGL/WebGPU, which can be used via WebXR-button to switch to VR mode.

 

The following comparison highlights typical workflows, performance differences and store implications.

1 Native VR apps (Unity & Unreal)

 

EngineStrengthsWeaknesses
Unity- Huge ecosystem, XR interaction toolkit with grab, teleport & haptics out-of-the-box
Unity Manual

- Fast iteration thanks to play mode & URP foveated rendering (quest optimization)
Reddit
- License model (runtime fee from 2024) and fragmentation of older plug-ins
Unreal Engine 5- High-end visuals with Nanite mesh streaming & Lumen GI, now also in VR template via OpenXR 5.6
Epic Games Developers / Unreal Engine

- C++ access down to driver level (e.g. eye-tracked foveation)
Epic Games Developers
- Higher entry hurdle (C++, blueprint complexity), larger build sizes

 

Why native?

  • Maximum performance & frame stability - Engines run directly on Vulkan/OpenGL-ES, without browser overhead. Benchmarks on Meta Quest 3 show up to 35 % higher FPS compared to identical WebXR-Code developers.meta.com.

  • Deep hardware integration - access to haptics SDKs, passthrough cameras, hand tracking, etc. is often supported by Unity/Unreal earlier than Unreal Engine browsers.

  • Store compliance & monetization - Native bundles meet all VRC checks (performance, data protection) and can be monetized in-app with IAP or DLC; web apps have only been allowed in the Quest Store in a separate 2D category since 2024 The Verge.

 

2 hybrid / WebXR apps (PlayCanvas, A-Frame + Wrapper)

 

FrameworkStrengthsWeaknesses
PlayCanvas- Cloud editor & Git-like collaboration; engine + editor MIT open source since 07/2025
blog.playcanvas.com

- WebGPU/WebXR support, deployment via URL, updates without store review
- WebXR on iOS Safari still limited; recent PlayCanvas threads report missing VR launch on iOS 18
PlayCanvas Discussion

- Limited access to low-level features (foveated rendering, haptic feedback)
A-Frame (Three.js)- HTML-like syntax, ideal for rapid prototyping
Wikipedia
- Performance depends on the browser; officially "native-like latency" only with optimal pipeline and 90 fps cap

 

 

Market and reach comparison VR-only vs. cross-platform

Market and reach comparison VR-only vs. cross-platform

Usage behavior and session lengths

VR sessions

Meta recommends that developers set a "Goldilocks window" of 20 to 40 minutes per VR session - anything less reduces the wow effect, anything more increases motion comfort risks.

Mobile mic sessions

Mobile apps, on the other hand, usually record microsessions of less than five minutes, albeit several times a day. For engagement KPIs, this means that VR generates deeper but less frequent interactions; flat platforms thrive on frequency.

Acquisition costs in comparison

CPI in VR stores

An install via the Meta-Quest Ads Manager currently costs on average 10 USD.

CPI on mobile & deep links

On Android, CPI values are between USD 1.5 and USD 4 globally, on iOS between USD 1.5 and USD 3.5. Added to this is the leverage of owned media channels: deep links in social posts increased the conversion rate in 2024 by +77 %. This mechanism is missing in the closed headset ecosystem.

Development and operating costs

Budget range for VR

The creation of a medium-sized VR experience starts at ≈ 40,000 USD, but can rise to over 350,000 USD depending on the scope.

Cross-platform surcharge

Porting increases the budget by 15 to 30 %, requires additional QA cycles and a responsive UI layout.

Industry trend

In the meantime, 95 % of studios with more than 50 employees use multiplatform pipelines - an indication that the extra effort pays off.

Discoverability & Distribution

VR stores

VR stores offer curated lists and a core target group with purchasing power, but the increasing number of titles is intensifying competition.

WebXR demos

WebXR experiences can be indexed, benefit from organic search and do not require a download. Modern browsers - including Chrome and visionOS Safari - now support WebXR natively.

Flat ports on PC stores

Flat ports on Steam or the Epic Games Store open up additional review streams and influencer reach.

ROI matrix

Comparison of the key figures

CriterionWeightVR-OnlyCross-platform
Reach35 %29
Immersion25 %106
CPI efficiency15 %38
Development effort (- = better)15 %74
Sustainability10 %68
Total score100 %5,97,4

Hybrid roll-out in four phases

Phase A - Core VR slice

Early access build for Quest and Pico to involve press and creators.

Phase B - WebXR-Bridge

Browser preview with indexable landing pages for organic search.

Phase C - Native Mobile Wrapper

React-Native or Flutter shell for push notifications and ASO.

Phase D - PC and Mac port

Flat version on Steam/Epic for long-tail awareness.

Conclusion

A VR-only launch still delivers the most impressive immersion, but remains trapped in a hardware niche and incurs high acquisition costs. If you want to maximize visibility and brand awareness, combine VR premium content with flat and WebXR offshoots. This creates a multi-stage marketing funnel that serves all channels, from organic traffic to paid UA, without compromising on the quality of the experience.

Usage behavior and session lengths

VR sessions

Meta recommends that developers set a "Goldilocks window" of 20 to 40 minutes per VR session - anything less reduces the wow effect, anything more increases motion comfort risks.

Mobile mic sessions

Mobile apps, on the other hand, usually record microsessions of less than five minutes, albeit several times a day. For engagement KPIs, this means that VR generates deeper but less frequent interactions; flat platforms thrive on frequency.

Acquisition costs in comparison

CPI in VR stores

An install via the Meta-Quest Ads Manager currently costs on average 10 USD.

CPI on mobile & deep links

On Android, CPI values are between USD 1.5 and USD 4 globally, on iOS between USD 1.5 and USD 3.5. Added to this is the leverage of owned media channels: deep links in social posts increased the conversion rate in 2024 by +77 %. This mechanism is missing in the closed headset ecosystem.

Development and operating costs

Budget range for VR

The creation of a medium-sized VR experience starts at ≈ 40,000 USD, but can rise to over 350,000 USD depending on the scope.

Cross-platform surcharge

Porting increases the budget by 15 to 30 %, requires additional QA cycles and a responsive UI layout.

Industry trend

In the meantime, 95 % of studios with more than 50 employees use multiplatform pipelines - an indication that the extra effort pays off.

Discoverability & Distribution

VR stores

VR stores offer curated lists and a core target group with purchasing power, but the increasing number of titles is intensifying competition.

WebXR demos

WebXR experiences can be indexed, benefit from organic search and do not require a download. Modern browsers - including Chrome and visionOS Safari - now support WebXR natively.

Flat ports on PC stores

Flat ports on Steam or the Epic Games Store open up additional review streams and influencer reach.

ROI matrix

Comparison of the key figures

CriterionWeightVR-OnlyCross-platform
Reach35 %29
Immersion25 %106
CPI efficiency15 %38
Development effort (- = better)15 %74
Sustainability10 %68
Total score100 %5,97,4

Hybrid roll-out in four phases

Phase A - Core VR slice

Early access build for Quest and Pico to involve press and creators.

Phase B - WebXR-Bridge

Browser preview with indexable landing pages for organic search.

Phase C - Native Mobile Wrapper

React-Native or Flutter shell for push notifications and ASO.

Phase D - PC and Mac port

Flat version on Steam/Epic for long-tail awareness.

Conclusion

A VR-only launch still delivers the most impressive immersion, but remains trapped in a hardware niche and incurs high acquisition costs. If you want to maximize visibility and brand awareness, combine VR premium content with flat and WebXR offshoots. This creates a multi-stage marketing funnel that serves all channels, from organic traffic to paid UA, without compromising on the quality of the experience.

Frequently asked questions on the topic of cross-platform vs. VR-only

A cross-platform release increases the potential user base by a factor of 300 and reduces acquisition costs without losing the VR immersion as soon as users switch to WebXR or flat port to headset mode.
The combination of mobile, desktop and WebXR taps into 7.2 billion smartphones, millions of PC gamers and SEO traffic in the browser - compared to only ≈ 20 million headsets in 2025.
Porting increases the budget by 15-30 % according to industry benchmarks, but offers an ROI leverage of > +50 % through additional monetization and marketing channels.
Proven setups combine Unity/Unreal for native builds with PlayCanvas or A-Frame for WebXR and React native wrappers for mobile to ensure code sharing and fast updates.
Mobile CPI is USD 1.5-4 in 2025, web traffic via deep links is often free. In comparison, a Quest install costs around 10 USD - so cross-platform saves up to 85 % of paid UA costs.
A four-stage roadmap is recommended: (1) core slice into the VR store, (2) WebXR bridge for SEO, (3) mobile wrapper for push & ASO, (4) flat port to Steam/Epic for long-term awareness.

Let us advise you.

Are you interested in the development of virtual reality or 3D scanning? You may still have questions about budget and implementation. Please feel free to contact me.

I am looking forward to you

Clarence Dadson CEO Design4real