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.
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.
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.
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.
| Criterion | Projection dome | XR headset |
|---|---|---|
| Cost per station | high, driven by projectors, screen, image generator and the building | an order of magnitude lower, driven by the headset and a workstation-class computer |
| Floor space and infrastructure | dedicated room, height, cooling, blackout | desk-sized station or cabin, containerised setups possible |
| Time to deploy | construction design, installation, calibration | weeks from delivery to training |
| Mobility | none, the system is stationary | transportable between centres and units |
| Team training in one room | natural, everyone sees the same image, the instructor sees the trainees | networked 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 comfort | nothing on the head, multi-hour sessions | headset weight and heat limit uninterrupted session length |
| Real instruments in view | yes, physical cabin in front of the screen | yes, in mixed reality through pass-through cameras |
| Measuring trainee attention and workload | needs external eye tracking, rarely used | eye 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.
A fair comparison requires saying this plainly: there are use cases where the dome holds its ground and will keep holding it.
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.
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.