The world of AR and VR is moving fast. Devices are getting better, more people are interested, and businesses are trying to figure out how to use them. But there’s one big thing in the way: cost. How much these devices cost affects how many people buy them, how fast businesses adopt them, and how the market grows. In this article, we’ll go through 30 key stats about AR/VR device costs and what each one means. We’ll also break down how you can use this info to make better decisions whether you’re a buyer, seller, or developer.

1. The average price of a high-end VR headset is around $500 to $1,000 as of 2024

If you’re aiming for a premium VR experience, you’re looking at spending between $500 and $1,000. This price range covers high-quality headsets that offer advanced tracking, sharp displays, and better performance.

Devices like the Valve Index, HTC Vive Pro 2, and higher-tier Meta Quest bundles fall in this range.

This price point matters because it sets a bar for consumers. It tells us that premium VR is still a serious investment. For families or solo users, that could mean saving up for a while or skipping out altogether.

For businesses, it means calculating ROI carefully. If you’re outfitting a training room or a sales demo suite, even buying five or ten of these can quickly reach five figures.

The takeaway? If you’re a company selling or developing VR hardware or content, you need to justify this price tag. What value do users get in return? Can you offer financing or bundle services to help ease the cost?

On the flip side, buyers—especially business users—should assess long-term gains. Will the headset help train faster, close more deals, or improve design workflows? If yes, it could be a worthy investment even at this price.

2. Meta Quest 3 launched at a base price of $499

Meta’s Quest 3 hit the market with a starting price of $499, placing it right at the sweet spot between affordability and premium quality. This pricing is deliberate. Meta wants to attract both casual users and tech enthusiasts without scaring them away with a four-figure price tag.

This pricing strategy is smart. It allows Meta to stay competitive while offering major improvements over its predecessor, like better processing power, improved display resolution, and mixed reality capabilities.

For consumers, it means a relatively low barrier to high-end immersive experiences. For developers and marketers, this signals a growing user base, which means more demand for apps, games, and experiences.

If you’re a content creator or business looking to get into VR, the Quest 3 makes for a good entry point. It offers solid features at a price that won’t break the bank.

From an investment perspective, it’s a cost-effective option to pilot programs, develop prototypes, or test new content.

Actionable tip: If you’re building for VR, target devices like the Quest 3 first. It’s popular, it’s accessible, and it’s where most users will be. That also means your potential audience is bigger and easier to reach.

3. Apple Vision Pro launched with a price tag of $3,499

Apple entered the AR/VR space with the Vision Pro at a staggering $3,499. That price sent a clear message: this isn’t a toy. It’s a high-end productivity and media device aimed at professionals, creators, and enterprise users.

That steep price also limits who can afford it. This isn’t for casual gamers or first-time users. Apple isn’t trying to sell millions overnight. Instead, they’re building a premium ecosystem, much like they did with the MacBook Pro or iPhone in their early days.

For developers, this means you’re working with an elite audience willing to pay for quality. For businesses, it means considering the Vision Pro for very specific tasks like design, simulation, or immersive collaboration.

So how should you approach this? If you’re a business, don’t just look at the price tag. Look at how it could enhance productivity or unlock new ways of working.

If you’re a developer, focus on solving high-value problems—things like immersive productivity tools, high-end design platforms, or collaboration apps.

Even though the cost is high, the value could still make sense in the right use case. Think of it like a Mac Studio or high-end camera gear. You buy it because it pays off in quality and output, not because it’s cheap.

4. 65% of consumers cite price as the main barrier to AR/VR adoption

Here’s the big roadblock: cost. According to surveys, 65% of potential users say they haven’t adopted AR/VR because it’s too expensive. That number should get the attention of every hardware maker, developer, and marketer in the space.

This stat shows that affordability is not just a factor—it’s the factor. Most people want to try AR/VR, but not at the current price points.

That makes pricing strategies more important than ever. If the majority can’t afford your product, you’re building for a small niche.

For businesses and startups, this is a signal to innovate around pricing. Could you offer rentals, subscriptions, or trade-in programs? Could schools or training centers lease devices instead of buying outright?

Could insurance or employee perks include access to VR tools?

And for developers, it means optimizing for devices in the $300–$500 range. Focus on content that works well even on mid-range headsets. If your app only runs smoothly on a $3,000 device, you’re cutting off most of your market.

In short, if you want mass adoption, affordability needs to be part of your product roadmap

5. Entry-level VR headsets (like Meta Quest 2) are priced around $299

The Meta Quest 2 became a best-seller largely because of its price point—around $299. That’s a much more digestible number for the average consumer or small business.

It brings VR closer to the price of a game console or smart speaker, making it easier to justify as an entertainment or productivity expense.

For many users, the Quest 2 is their first experience with VR. That means it sets the standard for what they expect. If your app or game runs well on this device, it has a better shot at good reviews and wide adoption.

From a business standpoint, this price is also low enough to allow small teams to buy a few units and test things out.

Whether it’s training, virtual meetings, or interactive product demos, the Quest 2 makes VR pilot projects possible without a major upfront investment.

So how can you act on this? If you’re targeting first-time users, design for the Quest 2. Keep performance light, user experience simple, and setup straightforward.

If you’re in education or training, this headset is probably your best bet for scaling at low cost.

6. The global AR/VR hardware market was valued at over $28 billion in 2023

That’s a big number, and it’s growing fast. A $28 billion market for AR/VR hardware in 2023 shows us that despite high prices, people and businesses are still investing. This tells us one key thing: cost might be a barrier, but it’s not a deal-breaker when the value is clear.

So what does this mean for you? If you’re a business thinking about creating a product or service in the AR/VR space, you’re stepping into a strong, growing market.

There’s room to grow, especially in areas like healthcare, education, remote work, real estate, and gaming.

But here’s the catch—standing out is harder. Since more players are entering the field, offering real value at a reasonable cost becomes more important. You’ll want to ask: Are you solving a real problem with your AR/VR product?

Does the price reflect the value clearly to your customers?

If you’re a buyer or investor, this stat suggests AR/VR is not a passing trend. It’s a serious market. Consider getting in early while the growth curve is still climbing.

7. AR/VR headset prices have dropped by over 50% since 2016

That’s huge. Just a few years ago, VR headsets were in the $800–$1,200 range for even basic experiences. Now, some powerful devices are available for half that.

This price drop has been driven by better manufacturing processes, improved hardware designs, and more competition.

For consumers, this makes the technology more accessible. For developers, it means the user base is growing. The more affordable headsets become, the more people can try your app, game, or tool.

This drop also gives startups an opportunity to get into the game.

Instead of needing $10,000 to test a VR product with a small team, they can get started for a fraction of that.

If you’re in the business of selling VR experiences, this also means you can revisit your pricing. Maybe a product that was only viable for enterprises in 2016 can now work for consumers or schools.

Keep an eye on the pace of price drops. The sooner you align with affordability trends, the faster you’ll scale.

8. Over 70% of AR/VR revenue comes from hardware sales

Even with so much attention on content, it’s still hardware that brings in most of the money. About 70% of revenue in the AR/VR space is tied to physical devices—headsets, controllers, sensors, and accessories.

This means hardware makers hold a lot of power in shaping the future of AR/VR.

They control what devices people use, what software is compatible, and how often users upgrade. It also means that pricing changes in hardware can shift the whole market.

For developers and content creators, this stat is a reminder to work closely with hardware platforms.

Align with their roadmaps. Make sure your content works seamlessly with their systems. When hardware updates, make sure your product keeps up.

And if you’re thinking of entering the hardware space—know that the reward is high, but so is the risk.

You’ll need strong design, supply chain knowledge, and user testing. But get it right, and you’ll be tapping into the largest revenue pool in this industry.

9. The cost of AR/VR devices is projected to decrease by 15% annually through 2027

This steady drop—about 15% each year—is a signal that devices are becoming more affordable for everyone. Thanks to better tech, mass production, and competition, AR/VR devices will continue to get cheaper.

This also changes how you plan. If you’re a business, you might not want to buy 100 headsets this year. Instead, start with a small batch, test your ideas, and scale next year when prices fall.

If you’re building products or services, consider the future user base that will come in once prices hit their comfort level.

This drop also pressures companies to innovate faster. If the price of the device is falling every year, users expect better features and lower costs at the same time. If you’re developing hardware, you need a plan to stay competitive while your margins shrink.

Bottom line: Don’t ignore pricing trends. Plan around them. Ride the curve instead of chasing it.

10. More than 80% of VR users use standalone headsets under $600

The standalone headset category—devices that don’t need a computer or console—has taken over the market. Over 80% of VR users now use devices that are fully self-contained and cost under $600.

This stat reveals two important things. First, most users want something easy to use and set up. No wires, no extra gear, no complicated installations. Second, they don’t want to spend more than $600 to get started.

If you’re developing for VR, this means focusing on devices like Meta Quest 2 and 3.

Optimize your apps for these headsets. Make sure your performance doesn’t demand high-end specs. If your app lags on these devices, you’re losing most of your audience.

If you’re a business planning to roll out VR experiences to clients or employees, standalone headsets are the way to go. They’re cheaper, easier to manage, and more scalable.

And since most people already use them, your learning curve and support costs stay low.

11. Only 12% of consumers are willing to pay more than $1,000 for AR/VR hardware

This is a strong ceiling. No matter how good your product is, only about 12% of people are even open to spending four figures on an AR/VR device.

That makes pricing above $1,000 a risky move if your goal is mass adoption.

Now, there are exceptions. High-end creative professionals, gamers, or enterprise users might still buy at that level. But for general consumers, you’re likely pricing yourself out of the conversation.

If you’re building a device or experience, this is your red line. Stay below it unless you’re offering something truly revolutionary.

And even then, you’ll want to clearly explain the value—what problems it solves, how much time or money it saves, or what unique experience it delivers.

If you’re selling at a premium price, bundle extra services: support, content libraries, training, or exclusive access. Make it feel like a premium package, not just an expensive gadget.

If you're selling at a premium price, bundle extra services: support, content libraries, training, or exclusive access. Make it feel like a premium package, not just an expensive gadget.

12. 45% of surveyed enterprises report AR/VR hardware cost as a key adoption challenge

Even businesses, with bigger budgets than consumers, struggle with cost. Nearly half of the companies surveyed said that AR/VR hardware prices are holding them back from wider adoption.

This should get your attention if you’re selling to the enterprise market. You might think companies will spend easily, but they need to show ROI just like anyone else. High upfront costs can block innovation, delay pilots, and shut down internal support.

If you’re offering AR/VR to enterprise clients, think about ways to ease this pain. Can you offer leasing? Bulk discounts? Can you partner with hardware makers to lower costs for large rollouts?

And if you’re on the enterprise side, consider starting small. Use a few devices in a department, prove value, then scale. Use the growing trend of cheaper devices to plan your adoption in stages, instead of going all-in from day one.

13. The average lifespan of a VR headset is approximately 2–3 years

This stat is important for both consumers and businesses. On average, a VR headset lasts about 2 to 3 years before needing replacement, either due to wear and tear or being outdated by newer models.

That short lifespan makes AR/VR a recurring cost rather than a one-time investment.

For businesses, that means planning for hardware refresh cycles. If you buy 50 headsets today, you might be buying replacements in just two to three years.

That’s something you’ll need to factor into your budgeting.

For consumers, this affects purchasing decisions. A $500 device used for only two years costs over $20 a month if you break it down. That’s not cheap, especially when compared to a gaming console or smartphone that might last 5–6 years.

If you’re a developer or hardware maker, you need to keep this lifecycle in mind. Can your software or services extend device usability? Can you offer upgrade programs, trade-ins, or repairs to improve value over time?

Also, this gives you a great opportunity: create tools that help businesses manage hardware lifecycles—like device tracking systems or update platforms.

There’s a service model here that hasn’t been fully tapped yet.

14. The cost of AR smart glasses ranges from $600 to over $2,500

AR smart glasses are in a strange spot right now. They’re not quite mainstream, but they’re not niche anymore either.

Prices can swing wildly—from $600 for basic models to over $2,500 for premium enterprise-grade glasses like Microsoft HoloLens or Magic Leap.

This range makes it difficult for buyers to know where to start. Are the high-end ones really worth it? Will the cheaper ones be enough?

And for developers, it adds complexity—should you design for enterprise hardware or target the emerging consumer models?

If you’re considering AR glasses for business, your decision should come down to use case. For warehouse management, field service, or manufacturing, high-end models with precise tracking and durability make sense.

For marketing, events, or training, cheaper models might be all you need.

And if you’re selling or designing AR experiences, pick a price tier and build for it. Don’t try to serve everyone.

If you’re building enterprise-grade tools, optimize for the $2,000+ devices. If you’re building consumer fun, keep it lightweight and under $600.

15. Meta has invested over $36 billion in Reality Labs, impacting device pricing

This stat shows how much Meta is betting on the future of AR and VR. Over $36 billion poured into Reality Labs means Meta can afford to subsidize hardware, experiment aggressively, and shape the direction of the industry.

That kind of spending changes the playing field. It allows Meta to sell devices like the Quest at or even below cost, simply to grow the user base. Other companies can’t easily compete unless they also have deep pockets or find new angles.

If you’re a developer or startup, this is both a challenge and an opportunity. You’re not going to outspend Meta, but you can benefit from their ecosystem. Build for their devices. Tap into their funding programs, grants, or distribution channels.

For buyers, Meta’s massive investment means more updates, better devices, and lower prices ahead. But it also means possible lock-in. If Meta controls the hardware, the store, and the social platform, they control the rules. Just like Apple and the App Store.

Know where you’re placing your bets. And keep an eye on what Meta’s doing next—they’re shaping the market whether we like it or not.

16. 90% of AR/VR units sold in 2023 were under $700

This is the clearest signal that affordability is winning. The vast majority—90%—of all AR/VR units sold in 2023 were under the $700 mark. That includes consumer and prosumer devices across both AR and VR.

That doesn’t mean higher-end devices aren’t useful. It just means that mass adoption is happening in the lower price tiers. If you’re building content or services, this is where your audience is. Focus on products that run well on sub-$700 devices. That’s where the growth is.

For enterprise and education buyers, this stat means you can achieve scale without breaking your budget. If you were holding off due to high prices, know that solid, feature-rich devices now exist under $700.

If you’re a hardware startup, it also means you need to think about how to compete. Can you offer better support? Unique features? More durability for business users? Standing out at the $700 and below level requires tight engineering and smart marketing.

If you're a hardware startup, it also means you need to think about how to compete. Can you offer better support? Unique features? More durability for business users? Standing out at the $700 and below level requires tight engineering and smart marketing.

17. The education sector prefers AR/VR devices priced under $400

Schools have tight budgets, so it’s no surprise that devices under $400 are the sweet spot for education. When a school is buying dozens or even hundreds of headsets, price becomes a top priority. That makes cost more important than cutting-edge specs.

If you’re building educational content, make sure it runs well on lower-cost devices. Lag, crashes, or complicated setup will lose you users fast in the classroom. Teachers don’t have time to troubleshoot, and schools can’t afford replacements.

If you’re selling to schools, offer bulk discounts or education pricing tiers. Provide easy setup guides, classroom-friendly cases, and teacher support tools. Think about the entire experience, not just the headset.

And don’t underestimate this market. AR/VR has huge potential in learning—everything from science simulations to virtual field trips. If you can keep costs low and make learning easier or more engaging, there’s a strong path to growth.

18. Price reductions boosted Meta Quest 2 sales to over 20 million units

This is a perfect example of how price changes behavior. When Meta dropped the price of the Quest 2, sales soared. Over 20 million units sold makes it one of the best-selling VR devices ever.

That’s a case study in how affordability fuels adoption. Lower the price, and people will buy—especially if the product delivers a solid experience. This also means there’s a huge installed base of users out there right now using the Quest 2.

If you’re building content, make it compatible with the Quest 2. It’s a proven market with millions of users who are still active and engaged. If you’re running ads or doing partnerships, look at ways to reach that user base.

Also, think about pricing strategies for your own products. Could a small drop in price bring a big jump in users? Could bundling with a popular device boost your exposure?

People follow value—and the Quest 2 proved that beyond a doubt.

19. 62% of VR gamers prefer devices priced under $500

Gamers are a huge part of the VR space, but they’re also price-conscious. About 62% of them prefer VR devices that cost less than $500. They’re looking for fun and immersion, but they don’t want to overpay.

This tells you where to focus if you’re developing VR games or entertainment. Build for the gear most gamers actually use. Don’t assume your audience has a $1,000 rig with external tracking. Optimize for standalone, mid-range headsets that cost under $500.

If you’re launching a new VR game, consider bundling it with lower-cost devices or offering trial versions that run well on the most common hardware. This lowers the barrier to trying your game and helps you build an audience faster.

For hardware makers, think about how you can improve the gaming experience without raising the price too much. Better controllers, easier setup, and longer battery life go a long way in winning over budget-conscious gamers.

20. The cost of VR-ready PCs adds an extra $800–$1,200 to total VR setup

Here’s the hidden cost of tethered VR: the PC. If you’re using a headset that requires a computer (like the HTC Vive or Valve Index), you’ll likely need to spend $800 to $1,200 on a VR-ready PC too.

That extra cost often surprises first-time users and pushes them toward standalone headsets instead. It also means that, even if the headset is priced at $600, your full setup could run close to $2,000.

For businesses, this is a big consideration. Will each VR station need a powerful PC? Do you have the space, power, and IT support to manage all that gear? If not, standalone devices like the Quest series may be the better choice.

If you’re a developer, this reinforces the idea that standalone is the future. Tethered VR still has a place for high-end use cases, but standalone devices are what most people can afford and manage.

You don’t have to compromise on quality either—many standalone headsets now offer excellent visuals, tracking, and interaction. And the lack of cables? That’s a win for everyone.

You don’t have to compromise on quality either—many standalone headsets now offer excellent visuals, tracking, and interaction. And the lack of cables? That’s a win for everyone.

21. AR/VR enterprise solutions can exceed $5,000 per unit

When it comes to high-end enterprise AR/VR systems, the costs can climb quickly. Some solutions, particularly those used in industries like automotive design, aerospace, manufacturing, and medical training, can reach or exceed $5,000 per unit.

These are not your off-the-shelf headsets. They come with specialized software, custom tracking systems, rugged hardware, and often include support and maintenance contracts.

The price reflects the fact that these systems are often mission-critical. In many cases, they replace or augment million-dollar machines or reduce the need for travel and in-person collaboration.

If you’re building or offering enterprise solutions at this level, your job isn’t just to sell a product—it’s to prove value. A $5,000 system needs to save time, reduce errors, improve efficiency, or generate revenue.

Your pitch should focus on ROI, reliability, and integration.

On the flip side, if you’re a business considering these solutions, make sure you do a cost-benefit analysis. What’s the payback period? How much time or money will you save compared to your current process?

In many cases, the benefits far outweigh the cost—but only if the solution is implemented well.

Also, think long-term. What’s the upgrade path? Is the software regularly updated? Can the device support new workflows as your team grows?

22. 40% of XR startups delay deployment due to high hardware costs

Even the people building the future of AR/VR are struggling with the cost.

About 40% of XR startups have delayed launching their products or services because of expensive hardware. That’s a serious obstacle.

This stat highlights the pressure on early-stage companies. When headsets cost $1,000 or more and you need a dozen for testing, training, and demoing—it adds up fast. And that’s before you’ve even built a product.

So what’s the move here? If you’re a startup, consider starting on lower-cost hardware. Focus on the platforms where you can reach users faster and cheaper.

Consider building for devices like Meta Quest, Pico, or even WebXR (which runs on phones and laptops).

Also, don’t be afraid to rent or borrow devices for short-term needs.

Partner with hardware vendors, universities, or accelerators who might lend or subsidize devices. And keep your pitch tight when raising funding—show that you’re aware of the costs and have a realistic rollout plan.

Delaying launch because of cost is common, but with smart planning, it doesn’t have to stop you altogether.

23. The consumer AR/VR market is expected to surpass $60 billion by 2026

This number is where the story gets exciting. The consumer side of the AR/VR market is expected to top $60 billion by 2026. That’s not distant future—it’s less than two years away.

This projection includes hardware, software, content, and services. It shows that as prices fall and experiences improve, more people are willing to pay for immersive tech at home.

Gaming is still the biggest driver, but entertainment, social interaction, fitness, and education are all growing fast.

If you’re developing for consumers, this stat should fire you up. There’s massive opportunity here—but also a lot of noise. To stand out, you’ll need to solve real problems or deliver joy in new ways.

Focus on ease of use, comfort, and delight. Make your product something people want to come back to daily.

If you’re entering the market now, this is your window. Build now so you’re ready when the wave hits. And if you’re already in, double down on what’s working. The pie is growing, and early movers will benefit the most.

24. Headset subsidies by platform providers reduce consumer price by up to 25%

One of the quiet strategies fueling adoption is subsidizing headsets. Companies like Meta and even some telecoms have used subsidies to drop the price of devices—sometimes by 25% or more. That makes a big difference in consumer buying decisions.

This strategy works because it lowers the entry point, gets more users in the ecosystem, and creates long-term revenue through app sales, subscriptions, and platform engagement. Think of it like gaming consoles or printers—the money isn’t in the device, it’s in the content.

If you’re a platform owner or device maker, this is a tactic worth considering. Can you absorb some of the cost to grow your user base faster? Even a short-term loss might turn into long-term gain if users stay engaged and spend more on your platform.

If you’re a consumer or business buyer, keep an eye out for these deals. Subsidies often come through bundles, seasonal discounts, or loyalty programs. It’s possible to get high-end gear at a fraction of the price if you buy at the right time or through the right partner.

And for developers, this means more users are coming online faster than ever. That’s your opportunity to reach new audiences—especially those who wouldn’t have bought a full-priced headset on their own

And for developers, this means more users are coming online faster than ever. That’s your opportunity to reach new audiences—especially those who wouldn’t have bought a full-priced headset on their own

25. 58% of developers say lower hardware costs would speed up content creation

Here’s something from the inside: 58% of AR/VR developers say that if hardware were cheaper, they’d build more and build faster. That’s a big statement.

Why? Because development requires testing. And testing requires multiple devices. When hardware is expensive, it slows everything down. Teams have to share units, limit QA, or delay until funding comes in.

Lower costs would mean more prototyping, more iteration, and more innovation. It would also let more indie developers and small teams get into the space—bringing new voices and ideas into the ecosystem.

So what can you do with this? If you’re a hardware company, consider developer discounts, SDK bundles, or device loans. Make it easier for creators to build on your platform.

If you’re a developer yourself, look for grants, contests, or incubators offering access to devices. And design with cost in mind. If your app only runs on $2,000 gear, your audience will be small. If it runs great on a $300 headset, your reach is much wider.

More affordable gear equals more creators—which leads to a stronger ecosystem for everyone.

26. Less than 5% of global households own AR/VR devices due to affordability

This is a sobering stat. Despite all the growth and hype, fewer than 5% of households worldwide have an AR or VR headset. That’s a small slice of the population—and cost is the main reason.

This shows how early we still are in this space. Most people simply haven’t had the chance to try immersive technology yet. That’s both a challenge and an opportunity.

The challenge is access. If your product or content assumes people already have a headset, you’re limiting your audience. The opportunity is scale. If you can help lower the barrier—through pricing, financing, or shared access—you can tap into an enormous untapped market.

If you’re a business, think about models like rentals, pay-as-you-go, or shared device hubs. Could libraries, cafes, or community centers offer access? Could workplaces subsidize headsets for employees?

The key takeaway here: don’t build only for the 5%. Think about what it takes to reach the next 10%—and then the 50%. That’s where real impact (and real money) lives.

27. Cost-per-hour of usage for premium VR headsets can exceed $10/hour in first year

This stat is rarely talked about but incredibly important: if someone buys a $1,000 VR headset and only uses it 100 hours in the first year, that’s $10 per hour of use.

That’s higher than a movie ticket or even some live entertainment.

This matters because people think of AR/VR as an investment—but if the headset sits in a drawer, it becomes a wasted one. The cost-per-hour metric helps buyers evaluate value more realistically.

If you use the device every day, the cost drops. If you only use it once a month, the value plummets.

If you’re a developer or content creator, this stat is a big wake-up call. Your job is to keep users coming back. You want to reduce their cost-per-hour by increasing their usage.

That means building sticky experiences, fun multiplayer features, or regular updates that make users return.

If you’re in charge of buying for a school or business, think about how to increase headset usage. Schedule regular training. Encourage peer-to-peer usage. Integrate it into daily routines.

The more it’s used, the more justified the cost becomes.

Also, if you’re marketing a product, consider showcasing cost-per-hour as a benefit. Show how using your app 10 times a week can drive the price down to just pennies per session. It helps customers see the value more clearly.

Also, if you're marketing a product, consider showcasing cost-per-hour as a benefit. Show how using your app 10 times a week can drive the price down to just pennies per session. It helps customers see the value more clearly.

28. Refurbished VR headsets sell for 30–50% less than retail prices

Refurbished gear is one of the easiest ways to cut AR/VR costs. Many major platforms and retailers offer certified refurbished devices at discounts of 30% to 50%—sometimes even more.

These are usually returned products or lightly used headsets that have been tested, cleaned, and repackaged.

This is a great option for schools, startups, and solo developers. You get the hardware you need at a much lower cost, and most come with warranties or guarantees. If you’re not worried about having the absolute newest model, this can be a smart way to stretch your budget.

If you’re an organization buying in bulk, refurbished units can help you scale faster without doubling your costs.

And if you’re a reseller or service provider, you can bundle refurbished headsets with your own software or services to offer high-value packages at lower prices.

One tactical idea: include a “used and refurbished” section in your sales process or website. Many buyers are actively looking for ways to save—don’t make them search for it. Offer it up front.

Refurbished doesn’t mean low quality—it means smarter buying, especially in a fast-evolving tech space.

29. Government or institutional bulk purchasing can reduce unit cost by 20–35%

When public agencies or large institutions buy in bulk, they can often negotiate big discounts—up to 35% off the retail price.

That’s a game-changer for schools, hospitals, libraries, and training centers that want to deploy immersive tech but need to stay within budget.

For vendors, this is a big opportunity. If you sell AR/VR hardware or content, targeting institutions can unlock large, high-value deals.

But it requires preparation—think formal procurement processes, compliance requirements, and longer sales cycles.

If you’re an organization looking to buy, don’t go it alone. Talk to manufacturers directly. Use buying cooperatives. Join forces with other departments or nearby institutions to place joint orders. There’s strength in numbers, and often serious savings too.

And if you’re developing for this space, be aware of the budgets and timelines institutions work with. Offer pricing models that reflect their reality—longer commitments, larger deployments, and support that scales.

30. Subscription models reduce upfront costs but add long-term expense over time

Subscriptions have made their way into AR/VR, too. Whether it’s hardware-as-a-service, monthly access to content libraries, or support bundles, subscription models lower the entry cost but can end up costing more over time.

For example, instead of paying $500 up front, a business might pay $50 per month.

That’s easier on the budget today—but after a year, they’ve spent $600. After two, $1,200. And so on.

This model works well for some. It gives flexibility, easy upgrades, and predictable expenses. But it’s not always the best deal in the long run. Buyers should carefully compare total cost of ownership over 1, 2, or 3 years.

If you’re offering subscriptions, make sure the ongoing value is clear. Add new features, update content, offer support—whatever keeps users engaged and happy. And be transparent about the long-term cost. No one likes surprise fees.

If you’re a buyer, calculate before you commit. Subscriptions can be smart, but only if they fit your usage and goals.

If you're a buyer, calculate before you commit. Subscriptions can be smart, but only if they fit your usage and goals.

wrapping it up

The AR/VR world is growing fast, and prices are coming down. That’s great news. It means more people can access immersive tech, more businesses can adopt it, and more creators can build for it.

But cost is still a major factor—and not just the sticker price. You have to consider total cost of ownership, lifespan, usage, and how pricing shapes adoption. Whether you’re building, buying, or investing, knowing these numbers gives you a real edge.