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VR Sync

Full company profile

uuid000o89w

Namestring
VR Sync
Legal namestring
VR Sync
Websiteurl
vr-sync.com
Company typeenum
Private
Founded yearstring
-
Descriptiontext

VR Sync is a Netherlands-based software platform, operated by parent company VR Owl Labs B.V. (headquartered in Utrecht), that enables synchronized 360-degree video playback across unlimited VR headsets. Its proprietary synchronization engine maintains frame-accurate playback across heterogeneous hardware, including Meta Quest, Pico, SteamVR, Varjo, Pimax, HTC Vive, Valve Index, and HP Reverb devices, with automatic resync when devices reconnect to a session. The product surface consists of the VR Sync software platform (remote content distribution, device monitoring, battery/connectivity status, playlist management, and user administration via a web dashboard) and the VR Sync Box hardware add-on, a standalone local-network appliance available in S/M/L/XL configurations (50 to 300 users) that enables operation without internet connectivity.

The business model combines per-headset subscription licensing (€5/headset/week, €20/month, or €80/year, with all features included in every tier) with hardware sales and rentals of VR Sync Boxes and third-party headsets (Meta Quest 3, Pico G3, Pico 4). Pricing is fully transparent and self-serve via dashboard.vr-sync.com, with a free trial driving product-led conversion and a direct enterprise sales motion for custom quotes and multi-year contracts. A reseller program offers special discounts for channel partners, and the app is distributed natively through the Meta Quest and Pico app stores.

VR Sync serves four primary use-case segments: events (conferences, trade shows, concerts), presentations (corporate 360 content delivery), education (classroom-wide synchronized VR), and on-location VR (venues and temporary installations). Named customers include VR-Agressietraining (VR training, Netherlands), Hire Intelligence (VR rental, Australia), Google (corporate 360 video, Los Angeles), and The Ride (entertainment, USA), indicating a horizontal, global customer mix. The company also maintains a US office in Newark, NJ, alongside its Utrecht headquarters.

Short descriptiontext

VR Sync is a Netherlands-based platform that synchronizes 360-degree video playback across unlimited VR headsets from Meta, Pico, SteamVR, Varjo, and others. It serves event organizers, educators, corporate presenters, and on-location VR operators via per-headset subscriptions and an offline hardware add-on.

Operating statusenum
Operating
Ownership categoryenum
akta.pro rankint
HeadquartersUtrecht, Netherlands
HQ citystring
Utrecht
HQ countrystring
Netherlands
HQ regionstring
Europe
Markets served

Serves global market

Offices2 records

Each record includes

City, Country, Type, Description, Source

Keyword5 values
synchronized VR playback, 360 video software, VR headset management, VR presentation platform, offline VR synchronization
Industry4 codes
1VR/AR Gaming Platforms
CodeBPAMAKAGPrimaryYes
2VR/XR Hardware & Accessories (Headsets, Controllers, Trackers, Haptics)
CodeMPAFAGAGPrimaryNo
3VR Headsets & Accessories Retail
CodeCRACAFAEPrimaryNo
4VR-Based Skills Training Simulations (Soft Skills, Customer Service, Leadership)
CodeEDAFAJAAPrimaryNo
NAICS code2 codes
  • Media Streaming Distribution Services, Social Networks, and Other Media Networks and Content Providers516210
  • Computing Infrastructure Providers, Data Processing, Web Hosting, and Related Services518
SIC code1 code
  • Services-Prepackaged Software7372
Product category
VR Synchronization Software
No data
GTM motion1 record

Each record includes

Type, Description, Source

Revenue model3 records
1Software Licenses (Per Device)
TypeSubscription Recurring
Description

Subscription-based licensing model where customers pay per headset per time period (weekly, monthly, or annually). All features are included in all pricing tiers.

vr-sync.com
2VR Sync Box Hardware
TypeHardware Sales
Description

Sale of VR Sync Box hardware for offline/local network operation. Available in S (50 users), M (100 users), L (200 users), and XL (300 users) configurations.

vr-sync.com
3VR Device Rental and Sales
TypeHardware Sales
Description

Resells or rents VR devices such as Meta Quest 3, Pico G3, and Pico 4 to customers.

vr-sync.com
Marketing channels3 records

Each record includes

Title, Type, Stage, Description, Source

Distribution channels4 records

Each record includes

Title, Type, Scope, Target buyer, Description, Source

Cost components5 values
Technology or R&D, Personnel, Marketing or Sales, Operations, Supply Chain
Pricing details4 tiers
11 Week - €5 per headset
ModelSubscriptionBilling cadencePay-as-you-go
Notes

€5 per headset per week. Minimum purchase period. All features included.

vr-sync.com
21 Month - €20 per headset
ModelSubscriptionBilling cadenceMonthly
Notes

€20 per headset per month. All features included.

vr-sync.com
31 Year - €80 per headset
ModelSubscriptionBilling cadenceAnnual
Notes

€80 per headset per year (equivalent to ~€6.67/month). All features included.

vr-sync.com
4Custom Enterprise Edition
ModelSubscriptionBilling cadenceMulti-year contract
Notes

Custom quote based on specific requirements. Contact [email protected] for inquiries.

vr-sync.com
GTM typeB2B
B2B
Offering typeSoftware
Software
Brand1 record
1VR Sync Box
Description

A standalone local network hardware solution that enables VR Sync to work without an internet connection. Available in S (max 50 users), M (max 100 users), L (max 200 users), and XL (max 300 users) configurations.

vr-sync.com
Core offering1 text field

VR Sync provides a software platform that synchronizes 360-degree video playback across unlimited VR headsets (Meta Quest, Pico, SteamVR, Varjo, Pimax, HTC Vive, Valve Index, HP Reverb) with a web-based Remote dashboard for content distribution, device monitoring, and playlist control. An optional VR Sync Box hardware add-on enables offline operation over a local network without internet access, sized for 50 to 300 concurrent users. The platform is licensed per headset on weekly, monthly, or annual subscriptions and is targeted at enterprise customers running synchronized VR experiences for events, presentations, education, and on-location venues.

Differentiator
Functional benefit
Problem solved
Product overview1 text field

VR Sync is a synchronized 360-degree video playback platform designed for managing multiple VR headsets simultaneously. The core VR Sync software enables content distribution, device monitoring, and synchronized playback across unlimited VR devices. The product portfolio consists of the VR Sync platform (available via subscription licensing at €5/week per headset for 1 week, €20/month, or €80/year) and the optional VR Sync Box hardware add-on for offline/local network deployments, particularly suited for events, presentations, education, and on-location VR use cases.

Partnership1 partner
Strategic tierCoreTypeOthers
Description

VR Owl Labs B.V. is the parent company and product developer of VR Sync. The company develops VR solutions and related products.

Recent move5 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight5 records

Each record includes

Type, Description

Peers10 records
TypeDirect peer
Description

VR fleet management and content distribution platform for enterprise and education. Directly comparable to VR Sync because it provides centralized control, content pushing, and device monitoring across large VR headset deployments, overlapping the same core use cases.

TypeDirect peer
Description

VR device management platform focused on schools and enterprise training. Closely comparable to VR Sync in education and multi-device synchronization, offering similar fleet management and content distribution capabilities.

TypeDirect peer
Description

Educational VR platform with managed classroom playback of immersive content. Comparable because it solves the same synchronized delivery problem for classrooms and is sold alongside compatible VR hardware.

TypeBroad incumbent
Description

Enterprise VR/AR collaboration and training platform with synchronous multi-user sessions. Comparable as a broader VR platform that also addresses synchronized multi-user experiences for enterprise and education.

TypeDirect peer
Description

VR language and soft-skills training platform with enterprise and education deployments. Comparable as a horizontal VR platform targeting overlapping enterprise and education customers with managed content delivery.

TypeDirect peer
Description

VR content distribution and management platform primarily serving German-speaking enterprise markets. Comparable because it provides managed delivery and playback of VR content to multiple end-user devices.

TypeBroad incumbent
Description

Cross-platform collaboration and meeting tool supporting VR, AR, and web. Comparable as a multi-device synchronous experience platform targeting enterprise presentations and events.

TypeBroad incumbent
Description

Immersive virtual environment platform for events, training, and remote work. Comparable as a synchronous multi-user VR platform targeting enterprise events and education, similar to VR Sync's event use case.

TypeBroad incumbent
Description

Cross-platform social VR platform supporting synchronized multiplayer experiences across headsets and devices. Comparable because it addresses synchronized multi-device VR playback, though oriented toward consumer/social rather than enterprise events.

TypeDirect peer
Description

Provider of ClassVR and educational VR hardware plus managed content delivery software. Comparable to VR Sync in its combination of VR hardware, classroom-synchronized playback, and content management for education.

Market position
Strengths5 records

Each record includes

Headline, Details, Source

Weaknesses5 records

Each record includes

Headline, Details, Source

Competitive moat4 records

Each record includes

Type, Details

Key risks6 records

Each record includes

Headline, Details, Source

Key highlights7 records

Each record includes

Headline, Details, Source

Customer concentration

Classification, Details

Named customers4 records

Each record includes

Name, Industry, Type, Use case, Source, UUID

Segment4 records

Each record includes

Title, Type, Primary, Description, Pain point addressed, Use case, Source

Ideal customer profile4 records

Each record includes

Profile, Firmographic size, Sales motion, Sales cycle length, Buying structure, Purchase trigger, Buyer persona, Geography, Industry vertical, Primary use case, Description, Pain points, Evidence proof points, Target buyer

Technology focused
Yes
API detail
Has APIbool
No

Docs URL, Description

Integration9 records

Each record includes

Title, Type, Description, Source

AI maturity
App detail

Has app

Feature8 records

Each record includes

Title, Differentiator, Description, Source

Core technology
Revenue estimate
Valuation estimate
Number of profiles
No data
No data
Funding overview

Funding stage, Last funding date, Total funding USD

Funding rounds

Each record includes

Round, Amount USD, Date, Pre money valuation, Total investors, Investors, News

Investors

Each record includes

Name, Type, Date of entry, Rounds participated, Website

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

M&A

Each record includes

Name, Acquisition type, Announced date, Completed date, Status, Website, News

Investment

Each record includes

Name, Round, Announced date, Lead investor, Website, News

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

VR Sync

VR Synchronization Softwarevr-sync.com

VR Sync is a Netherlands-based platform that synchronizes 360-degree video playback across unlimited VR headsets from Meta, Pico, SteamVR, Varjo, and others. It serves event organizers, educators, corporate presenters, and on-location VR operators via per-headset subscriptions and an offline hardware add-on.

What VR Sync does

VR Sync is a Netherlands-based software platform, operated by parent company VR Owl Labs B.V. (headquartered in Utrecht), that enables synchronized 360-degree video playback across unlimited VR headsets. Its proprietary synchronization engine maintains frame-accurate playback across heterogeneous hardware, including Meta Quest, Pico, SteamVR, Varjo, Pimax, HTC Vive, Valve Index, and HP Reverb devices, with automatic resync when devices reconnect to a session. The product surface consists of the VR Sync software platform (remote content distribution, device monitoring, battery/connectivity status, playlist management, and user administration via a web dashboard) and the VR Sync Box hardware add-on, a standalone local-network appliance available in S/M/L/XL configurations (50 to 300 users) that enables operation without internet connectivity.

The business model combines per-headset subscription licensing (€5/headset/week, €20/month, or €80/year, with all features included in every tier) with hardware sales and rentals of VR Sync Boxes and third-party headsets (Meta Quest 3, Pico G3, Pico 4). Pricing is fully transparent and self-serve via dashboard.vr-sync.com, with a free trial driving product-led conversion and a direct enterprise sales motion for custom quotes and multi-year contracts. A reseller program offers special discounts for channel partners, and the app is distributed natively through the Meta Quest and Pico app stores.

VR Sync serves four primary use-case segments: events (conferences, trade shows, concerts), presentations (corporate 360 content delivery), education (classroom-wide synchronized VR), and on-location VR (venues and temporary installations). Named customers include VR-Agressietraining (VR training, Netherlands), Hire Intelligence (VR rental, Australia), Google (corporate 360 video, Los Angeles), and The Ride (entertainment, USA), indicating a horizontal, global customer mix. The company also maintains a US office in Newark, NJ, alongside its Utrecht headquarters.

VR Sync firmographics

Firmographics
Name
VR Sync
Legal name
VR Sync
Website
https://vr-sync.com
Company type
Private
Operating status
Operating
Short description
VR Sync is a Netherlands-based platform that synchronizes 360-degree video playback across unlimited VR headsets from Meta, Pico, SteamVR, Varjo, and others. It serves event organizers, educators, corporate presenters, and on-location VR operators via per-headset subscriptions and an offline hardware add-on.
Ownership category
akta.pro rank

VR Sync industry classification

Industry
Product category
VR Synchronization Software
NAICS
Media Streaming Distribution Services, Social Networks, and Other Media Networks and Content Providers (516210), Computing Infrastructure Providers, Data Processing, Web Hosting, and Related Services (518)
SIC
Services-Prepackaged Software (7372)
akta.pro primary industry
VR/AR Gaming Platforms (BPAMAKAG)
akta.pro secondary industries
VR/XR Hardware & Accessories (Headsets, Controllers, Trackers, Haptics) (MPAFAGAG), VR Headsets & Accessories Retail (CRACAFAE), VR-Based Skills Training Simulations (Soft Skills, Customer Service, Leadership) (EDAFAJAA)

Keywords

  • Synchronized VR playback
  • 360 video software
  • VR headset management
  • VR presentation platform
  • Offline VR synchronization

Where VR Sync is headquartered

Location

Headquarters

HQ city
Utrecht
HQ country
Netherlands
HQ region
Europe

Offices2 records

Markets served

VR Sync business model

Business model
GTM type
B2B
Offering type
Software
Cost components
Technology or R&D, Personnel, Marketing or Sales, Operations, Supply Chain

Revenue model

  1. Software Licenses (Per Device): Subscription-based licensing model where customers pay per headset per time period (weekly, monthly, or annually). All features are included in all pricing tiers.
  2. VR Sync Box Hardware: Sale of VR Sync Box hardware for offline/local network operation. Available in S (50 users), M (100 users), L (200 users), and XL (300 users) configurations.
  3. VR Device Rental and Sales: Resells or rents VR devices such as Meta Quest 3, Pico G3, and Pico 4 to customers.

Pricing tiers

ModelBillingPrice
SubscriptionPay-as-you-go1 Week - €5 per headset
SubscriptionMonthly1 Month - €20 per headset
SubscriptionAnnual1 Year - €80 per headset
SubscriptionMulti-year contractCustom Enterprise Edition

Go-to-market motion1 record

Distribution channels4 records

Marketing channels3 records

VR Sync product offering

Product offering

Core offering

VR Sync provides a software platform that synchronizes 360-degree video playback across unlimited VR headsets (Meta Quest, Pico, SteamVR, Varjo, Pimax, HTC Vive, Valve Index, HP Reverb) with a web-based Remote dashboard for content distribution, device monitoring, and playlist control. An optional VR Sync Box hardware add-on enables offline operation over a local network without internet access, sized for 50 to 300 concurrent users. The platform is licensed per headset on weekly, monthly, or annual subscriptions and is targeted at enterprise customers running synchronized VR experiences for events, presentations, education, and on-location venues.

Product overview

VR Sync is a synchronized 360-degree video playback platform designed for managing multiple VR headsets simultaneously. The core VR Sync software enables content distribution, device monitoring, and synchronized playback across unlimited VR devices. The product portfolio consists of the VR Sync platform (available via subscription licensing at €5/week per headset for 1 week, €20/month, or €80/year) and the optional VR Sync Box hardware add-on for offline/local network deployments, particularly suited for events, presentations, education, and on-location VR use cases.

Differentiator

Problem solved

Functional benefit

Brands

  • VR Sync Box: A standalone local network hardware solution that enables VR Sync to work without an internet connection. Available in S (max 50 users), M (max 100 users), L (max 200 users), and XL (max 300 users) configurations.

Companies that use VR Sync

Customer profile

Named customers4 records

Segments4 records

Ideal customer profiles4 records

VR Sync technology and API

Technology

Technology focussed Yes

API detail

Has API
No
API docs
API detail

Core technology

AI maturity

App detail

Integration9 records

Feature8 records

VR Sync partnerships and signals

Strategic signal

Partnerships

One partnership is on record.

  • VR Owl Labs B.V.coreOthersVR Owl Labs B.V. is the parent company and product developer of VR Sync. The company develops VR solutions and related products.

Recent moves5 records

Expansion highlights5 records

VR Sync competitors and assessment

Company assessment

Direct peers

  • ManageXR: VR fleet management and content distribution platform for enterprise and education. Directly comparable to VR Sync because it provides centralized control, content pushing, and device monitoring across large VR headset deployments, overlapping the same core use cases.
  • ArborXR: VR device management platform focused on schools and enterprise training. Closely comparable to VR Sync in education and multi-device synchronization, offering similar fleet management and content distribution capabilities.
  • ClassVR: Educational VR platform with managed classroom playback of immersive content. Comparable because it solves the same synchronized delivery problem for classrooms and is sold alongside compatible VR hardware.
  • Immerse: VR language and soft-skills training platform with enterprise and education deployments. Comparable as a horizontal VR platform targeting overlapping enterprise and education customers with managed content delivery.
  • VRdirect: VR content distribution and management platform primarily serving German-speaking enterprise markets. Comparable because it provides managed delivery and playback of VR content to multiple end-user devices.
  • Avantis Systems: Provider of ClassVR and educational VR hardware plus managed content delivery software. Comparable to VR Sync in its combination of VR hardware, classroom-synchronized playback, and content management for education.

Broad incumbents

  • ENGAGE XR: Enterprise VR/AR collaboration and training platform with synchronous multi-user sessions. Comparable as a broader VR platform that also addresses synchronized multi-user experiences for enterprise and education.
  • Spatial: Cross-platform collaboration and meeting tool supporting VR, AR, and web. Comparable as a multi-device synchronous experience platform targeting enterprise presentations and events.
  • Virbela: Immersive virtual environment platform for events, training, and remote work. Comparable as a synchronous multi-user VR platform targeting enterprise events and education, similar to VR Sync's event use case.
  • Rec Room: Cross-platform social VR platform supporting synchronized multiplayer experiences across headsets and devices. Comparable because it addresses synchronized multi-device VR playback, though oriented toward consumer/social rather than enterprise events.

Market position

Strengths5 records

Weaknesses5 records

Competitive moat4 records

Key risks6 records

Key highlights7 records

Customer concentration

VR Sync financial estimates

Financial estimate

Revenue estimate

Valuation estimate

VR Sync leadership team

Management profile

Number of profiles

VR Sync funding detail

Funding detail

Funding overview

Funding rounds

Investors

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

VR Sync M&A and investment

M&A and investment

M&A

Investments

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

Frequently asked questions about VR Sync

What does VR Sync do?

VR Sync provides a software platform that synchronizes 360-degree video playback across unlimited VR headsets (Meta Quest, Pico, SteamVR, Varjo, Pimax, HTC Vive, Valve Index, HP Reverb) with a web-based Remote dashboard for content distribution, device monitoring, and playlist control. An optional VR Sync Box hardware add-on enables offline operation over a local network without internet access, sized for 50 to 300 concurrent users. The platform is licensed per headset on weekly, monthly, or annual subscriptions and is targeted at enterprise customers running synchronized VR experiences for events, presentations, education, and on-location venues.

Is VR Sync a public or private company?

VR Sync is a private company. It is classified as corporate owned and is currently operating.

When was VR Sync founded?

VR Sync was founded in -1.

Where is VR Sync based?

VR Sync is headquartered in Utrecht, Netherlands, in the Europe region.

How does VR Sync make money?

Three revenue lines are on record. Software Licenses (Per Device) is the primary driver. The others are VR Sync Box Hardware and VR Device Rental and Sales.

Who are VR Sync's main competitors?

Direct peers on record are ManageXR, ArborXR, ClassVR, Immerse, VRdirect and Avantis Systems. Broad incumbents are ENGAGE XR, Spatial, Virbela and Rec Room.

Does VR Sync have an API?

No public API is recorded for VR Sync.

What industry is VR Sync in?

VR Sync's product category is VR Synchronization Software. Its primary akta.pro industry code is BPAMAKAG, VR/AR Gaming Platforms, with a secondary code of MPAFAGAG, VR/XR Hardware & Accessories (Headsets, Controllers, Trackers, Haptics). Its NAICS code is 516210 and its SIC code is 7372.

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