A few years ago, it felt obvious that AR and VR were about to take over. Everyone talked about virtual offices. Training without classrooms. Digital walkthroughs replacing manuals. Some companies even invested early, convinced they were getting ahead of the curve. Then things slowed down. Not because the technology stopped working. But because real businesses started trying to use it. What looked exciting in presentations felt very different inside daily operations. Most teams didn’t reject AR or VR outright. They just… stopped using it.
The truth most people don’t say out loud
AR and VR entered businesses before they were actually needed. A lot of projects began with curiosity, not necessity. Someone saw a demo. Someone read an article. Someone didn’t want to be the company “left behind.” So a pilot was approved. But once the novelty wore off, people asked a simple question: “Does this actually make my work easier?” Too often, the answer was no.
Wearing a headset still feels like effort
This part matters more than vendors admit. People don’t like putting on extra gear unless there’s a strong reason. Even now, headsets feel intrusive in normal work environments. They’re fine for short sessions. They’re not fine for everyday tasks. When a tool adds friction—even small friction—people quietly avoid it. No complaints. No resistance. Just low usage. And low usage kills adoption faster than bad reviews ever could.
The content problem shows up later
AR and VR projects don’t usually fail at launch. They fail months later. That’s when companies realize immersive tools need constant attention. Processes change. Product update. Training material becomes outdated. Suddenly, the “one-time project” needs ongoing work. Without a plan for that, experiences become irrelevant. And once content stops reflecting reality, teams stop trusting it.
Integration is where things really break
Another issue shows up when businesses try to scale. Most immersive tools don’t live inside core systems. They sit on the side. That separation matters. Employees may use VR for a session—but then return to spreadsheets, emails, and dashboards to actually get things done. When tools don’t connect to real workflows, they remain optional. Optional tools don’t survive long.

Leaders aren’t anti-innovation — they’re anti-guessing
Executives don’t slow AR or VR projects because they hate innovation. They slow them because they want proof.
They want to know:
- Does this reduce mistakes?
- Does this save time?
- Does this improve outcomes?
When answers are unclear, funding pauses. Not permanently. Just until value becomes obvious. That pause is where many AR and VR initiatives quietly fade out.
The local reality makes this harder
In Pakistan, these challenges show up faster. Hardware access is limited. Budgets are tighter. Infrastructure isn’t always predictable. Specialized skills are harder to find. That means mistakes are more expensive. Trying to copy global AR/VR use cases without adapting them locally rarely works.
Where AR and VR actually make sense
Despite all this, immersive technology does work — when it’s used for the right reasons.
It works when:
- mistakes are expensive or dangerous
- physical access is limited
- repetition is required
- visualization genuinely helps understanding
In those situations, AR and VR aren’t “cool.” They’re useful.
And usefulness is what keeps tools alive.
Less ambition, better results
The projects that succeed usually aim smaller. One problem. One workflow. One team. They don’t try to transform everything. They just try to remove friction from something specific. And when that works, adoption happens naturally.
Where Chromeis fits in
Chromeis doesn’t approach AR, VR, or XR as a showcase.
The focus stays practical:
- identify where immersive tools actually help
- avoid unnecessary complexity
- integrate with real workflows
- scale only after value is proven
That mindset matters more than hardware or software choices.
Final thought
AR and VR didn’t slow down because they failed. They slowed down because businesses stopped chasing excitement and started caring about usefulness. That’s not a bad thing. It’s how real adoption finally begins.
