Dawid Dobies / Analysis
Analysis · August 2026

XR or projection dome

Two mature display technologies for training simulators and one question that comes back in every project: which one to invest in. Instead of naming a winner, this analysis sorts out the criteria that actually settle the choice in a given project.

The starting point is my article from September 2024, written back then from the perspective of a motion platform integrator. Enough has changed since, on the technology side and in the scale of European training programmes, that the comparison needed a full rewrite.

Starting point

The question is not which technology is better

A projection dome and an XR headset solve the same problem: give the trainee an image of the environment they are supposed to act in. They do it in ways different enough that comparing them head to head, parameter by parameter, leads to poor decisions. A dome is infrastructure, a headset is station equipment. That distinction returns in every criterion below.

The right question is: what training objective must the system deliver, how many people have to pass through it per year, and what budget and floor space does the training centre have. The answers to these three questions usually settle the choice faster than any table of optical parameters.

1

How the two technologies work

Projection dome

A set of projectors displays the scene on a spherical or cylindrical screen surrounding a cabin or a station mock-up. The image is shared by everyone inside, requires nothing on the head and covers a wide field of view. The system needs a dedicated room of sufficient height, a multi-channel image generator, precise edge blending between projectors and ongoing maintenance: lamps or laser modules, convergence, geometry.

XR headset

Each trainee wears a display covering the full field of view, with head tracking. In the mixed reality variant, cameras pass through the image of real instruments, hands and cabin, while the outside world is synthetic. The trainee operates physical switches, sees their own hands, and has any terrain behind the cabin glass. Enterprise-class devices, for example Varjo XR-4, add eye tracking on top: a measurement of where the trainee is looking, used for assessment and for adapting the scenario.

2

Comparison across eight criteria

Projection dome and XR headset, decision criteria
CriterionProjection domeXR headset
Cost per stationhigh, driven by projectors, screen, image generator and the buildingan order of magnitude lower, driven by the headset and a workstation-class computer
Floor space and infrastructurededicated room, height, cooling, blackoutdesk-sized station or cabin, containerised setups possible
Time to deployconstruction design, installation, calibrationweeks from delivery to training
Mobilitynone, the system is stationarytransportable between centres and units
Team training in one roomnatural, everyone sees the same image, the instructor sees the traineesnetworked stations see the same scene, people occlusion shows the real co-trainee inside the virtual environment, the instructor watches through a monitor view
Long sessions and comfortnothing on the head, multi-hour sessionsheadset weight and heat limit uninterrupted session length
Real instruments in viewyes, physical cabin in front of the screenyes, in mixed reality through pass-through cameras
Measuring trainee attention and workloadneeds external eye tracking, rarely usedeye tracking built in, data from every session

Costs are given qualitatively because they depend on configuration: number of projection channels, image generator class, number of XR stations and integration requirements. To run the numbers for your own case, use the calculator.

3

Where the dome remains the right choice

A fair comparison requires saying this plainly: there are use cases where the dome holds its ground and will keep holding it.

4

Where XR headsets have the advantage

5

A separate problem: the motion platform

In the 2024 article I gave this issue the most space, and it remains valid. A headset tracks head movement, while a motion platform moves the trainee's whole body together with the station. A tracking system that cannot tell platform motion from head motion introduces visual artifacts and discomfort. The solution is compensation: tracking referenced to the platform's frame, or software that subtracts platform motion, both available today in mature integrations.

A practical note for specifications: if the simulator has a motion platform, the ability of the headset tracking system to compensate for platform motion should be an acceptance requirement, tested on motion profiles from the target scenarios, not a claim from a brochure.

The dome does not have this problem by design, because the screen stands still relative to the world. It pays for that with immobility and cost, so here too the choice comes down to the training objective, not to the superiority of one technique.

6

Conclusions

Run your numbers Discuss your project

Sources and caveats

Where this comparison comes from

This analysis is illustrative and does not replace the assessment of a specific procurement. Costs are given qualitatively because they depend on configuration. The author works professionally in the XR market, which should be said plainly; the criteria in this text can be applied against headsets just as well as in their favour, and that is their purpose.