The difference between Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) lies in how much of the physical world is replaced and how digital content interacts with physical surroundings. VR creates an entirely simulated digital environment that isolates the user from physical reality. AR displays digital overlays (such as text, diagrams, or 3D models) on top of the physical world without deep environmental interaction. MR blends physical and digital worlds so that digital objects anchor to real surfaces, hide behind physical obstacles, and interact dynamically with real objects in real time.
The table below compares VR, AR and MR on the questions that matter most when choosing between them:
| VR | AR | MR | |
|---|---|---|---|
| Physical world visible? | No, fully blocked by an enclosed headset | Yes, kept fully visible, with overlays added | Yes, and virtual objects react to it |
| Immersion level | Highest: total visual and often audio immersion | Lowest: digital content is an addition, not a replacement | In between: a digital layer that stays anchored to the real room |
| Typical hardware | Enclosed headset, standalone or PC-tethered | Smartphone, tablet, or optical smart glasses | Passthrough or optical see-through headset with depth sensors |
| Best suited when | The scenario is high-risk or hard to access, and full attention plus repetition matter | People need on-the-job guidance while still watching their real surroundings | People need to work with a real object and rich digital detail at the same time |
| Example interaction | Practising a scripted conversation with an animated character in a recreated room | Pointing a phone at a machine to see a repair step overlaid on it | Seeing a hologram sit on a real desk and duck behind a real monitor as you move |
When comparing these technologies, three primary technical characteristics determine their suitability for an organisation:
No single format is universally superior. The most appropriate choice depends on training objectives, physical environment, and deployment budget:
PTR delivers across all three: virtual reality, augmented reality and mixed reality. The largest body of published, independently evaluated case work is virtual reality, such as Mater Education's "Speaking with Good Judgement" program, because VR is where the evaluation literature is deepest. AR runs from marker-based experiences you can open on a phone through to guided overlays on real equipment, and MR anchors holographic people and objects in the room the learner is already standing in. The format is chosen from the problem rather than from a preference: ask any vendor, including this one, to show what they have delivered and evaluated in the format they are proposing.
Modern spatial computing hardware is increasingly converging. Many standalone headsets now feature full-colour video passthrough, allowing a single device to function as a fully immersive VR simulator or switch instantly to an MR workspace with the double-tap of a button. Organisations often deploy a combination of formats, such as using mobile AR for broad introductory learning and dedicated VR or MR headsets for advanced practical simulation.
To see how organisations evaluate and apply these immersive formats, visit the XR overview page.
The fastest way to tell them apart is to ask two questions: can you still see the real room, and if so, do digital objects actually react to it? No to both means VR. Yes to seeing it but no reaction means AR. Yes to both means MR.
Mater Education case study · PTR's Augmented Reality page · PTR's Mixed Reality page