Virtual Reality is supposed to be the next computing revolution. But as companies race to define the future of immersive technology, they are making the same mistake over and over again: following the iPhone paradigm.
Apple’s iPhone changed the mobile industry forever. It proved that a tightly controlled ecosystem, proprietary hardware, and an app store model could be incredibly lucrative. Every major VR company, Meta, Apple, Sony, and even some smaller players, are chasing this same model, trying to lock users into their walled gardens. But VR isn’t a smartphone. If it is to succeed as a true computing platform, it must follow a different path, one more like the Apple II or the PC revolution, where open standards, interoperability, and affordability drive adoption.
The Closed VR Problem
Look at the major VR players today. Meta’s Quest headsets run on a proprietary OS, with an app store that heavily regulates what software can be sold. Apple’s Vision Pro is even more restrictive, designed to function only within Apple’s ecosystem. Sony’s PlayStation VR2 only works with PlayStation hardware. Even smaller players, like Pico (owned by ByteDance), run closed ecosystems.
This approach is great for short-term profits but terrible for long-term growth. We’ve seen this play out before. The Macintosh in the 1980s was revolutionary but ultimately lost the market to IBM-compatible PCs. Why? Because Macs were closed systems, while the PC was an open standard that any manufacturer could build upon. The same mistake is happening with VR today.
Why Open VR Matters
If VR is to succeed as a mainstream computing platform, it needs:
- Interoperability: Headsets should work with any system, not just one ecosystem. A user should be able to buy a VR headset and connect it to any PC, console, or cloud system they prefer.
- Open Software Standards: Just like the web, VR applications should work across different platforms. We need a true “VR browser” standard that ensures apps run everywhere, rather than being locked into individual app stores.
- Affordable Hardware: Closed ecosystems drive up prices. The Apple Vision Pro is an extreme example, costing thousands of dollars. Open standards would allow multiple manufacturers to compete on price and features, making VR more accessible.
- Developer Freedom: The current VR market is dominated by companies that take massive cuts from developers (30% or more). An open VR ecosystem would allow developers to create and distribute software freely, spurring innovation.
Learning from the Past
When personal computers took off in the 1980s, it wasn’t because of a single dominant company controlling everything. It was because open standards, like IBM’s PC architecture and Microsoft’s operating system licensing, allowed multiple companies to build and expand the market.
The internet succeeded for the same reason. If web browsers had been locked to specific operating systems, the web wouldn’t be what it is today. Imagine if Chrome only worked on Google computers, or if Safari was the only browser for Apple’s network. That’s the direction VR is heading in right now, and it’s a disaster waiting to happen.
What Needs to Change
To prevent VR from becoming a fragmented, niche product, companies must shift their approach. We need:
- A universal VR standard like OpenXR to be fully adopted and enforced across all headsets and platforms.
- Headsets that work with any operating system, not just one ecosystem.
- A decentralized app store model, similar to how PC gaming operates with Steam, Epic Games Store, and independent downloads.
- An industry push for affordability rather than premium, locked-down devices.








