Virtual reality on Windows 11 has taken a huge leap in a very short time: now we're not just talking about native Windows Mixed Reality headsets, but also headsets like MetaQuest or Pico 4, official simulators, developer tools, and countless options for playing and working without leaving your PC. The problem is that the information is often scattered, outdated, or focused only on one type of hardware.
This guide provides a comprehensive and up-to-date overview of how to use VR on Windows 11: from testing headset-free applications with the Windows Mixed Reality simulator to connecting MetaQuest with Mixed Reality Link, including performance tips for AMD and an introduction to migrating Unity projects to Windows Mixed Reality and OpenXR. Everything is explained in plain language, without unnecessary jargon, and includes plenty of practical tips.
Virtual reality in Windows 11: main options
When discussing virtual reality on Windows 11, it's important to understand that there are several distinct scenarios: native Windows Mixed Reality headsets, standalone headsets like Meta Quest that connect to the PC, emulation and retro solutions (such as EmuVR on Pico 4-type headsets ), and professional development environments based on Unity or similar platforms. Each option has its own specific tools and requirements.
On one hand, Windows 11 retains the Windows Mixed Reality platform , inherited from Windows 10, which allows the use of immersive and holographic headsets and also simulates a headset without physically having one, thanks to the simulator. On the other hand, Microsoft has collaborated with Meta to integrate Windows 11 into the Meta Quest headset via the Mixed Reality Link app, allowing you to work with virtual monitors within the headset.
In addition, there are some very interesting projects like EmuVR on Pico 4-type headsets , which recreate retro rooms in VR to play with classic emulators, or streaming services like Virtual Desktop and SteamVR that depend heavily on your GPU configuration (NVIDIA or AMD) and how you have your system set up.
Above all else, for those who develop games or apps, Windows 11 is a base platform for OpenXR and Unity , which allows porting experiences created for other headsets (such as Vive or Meta devices) to Windows Mixed Reality with relatively few changes, as long as the project is up to date.

Try VR without a headset: Windows Mixed Reality simulator
One of the lesser-known but very useful resources is the Windows Mixed Reality simulator . This tool allows you to run and test mixed reality applications directly on your PC, without needing to connect a physical headset—something especially convenient for developers or anyone who wants to experiment with the interface without yet investing in hardware.
The simulator isn't a virtual machine like the classic HoloLens emulator: apps run in your Windows desktop session just as if a headset were connected, simply replacing sensor inputs with a keyboard, mouse, or Xbox controller. From the application's perspective, it believes it's running on a real device.
Activating it in Windows 10 was already possible with the Creators Update, and in practice, the same principles apply in Windows 11 with the Mixed Reality portal . First, you need to enable developer mode and then configure the portal to work in simulation mode.
The main benefit is that you can debug Universal Windows Platform (UWP) apps or MR projects directly on your local machine using Visual Studio, without dealing with remote deployments or relying on a separate system for every minor change. It's ideal for those in the midst of implementation.
How to enable the Windows Mixed Reality simulator
The process for setting up the Windows Mixed Reality simulator involves tweaking both the system configuration and the Mixed Reality portal itself. Although the interface has changed slightly from version to version, the logic remains quite similar and straightforward.
First, you need to enable Developer Mode in Windows. This is done from the Settings panel, under Update & Security (or Privacy & Security in some recent builds), within the "For developers" section. There, you enable the Developer Mode switch to allow additional features like the simulator.
Next, open the Mixed Reality Portal from your desktop. If this is your first time launching it, you'll be prompted to complete a guided setup. During this initial setup, when asked how you want to use Mixed Reality, select the option that says something like "Configure for simulation (for developers)" and confirm your choice.
Once the portal is configured, you'll see a "For developers" section in the sidebar. Within it, there's a Simulation toggle that you need to turn on. Doing so will install and activate the necessary drivers for the simulated 6-degree-of-freedom (6DOF) motion controllers. In versions of Windows 10 prior to the May 2019 Update, this installation required administrator privileges; in Windows 11, this may vary, but if User Account Control appears, simply accept.
When the simulation switch is active, the portal will begin using the simulated user with a virtual headset . If you ever want to disable Windows developer mode, you must first disable simulation from within the portal itself, or you will receive prompts to do so.

Basic simulator controls and simulated controllers
The Windows Mixed Reality simulator uses controls very similar to those of a first-person video game , which greatly simplifies the learning curve. The idea is that you control the position and actions of a virtual user wearing a headset and using two motion controllers, and the applications respond just as they would on real hardware.
To move around the scene, use the W, A, S, and D keys on your keyboard or the left stick on an Xbox controller: this moves you forward, backward, and sideways. To look up, down, or turn left and right, you can drag with your mouse while holding down the arrow keys, use the directional keys, or the right stick on your controller.
The controller's main actions are triggered by the mouse or gamepad buttons . For example, the action button (equivalent to pressing the trigger on a VR controller) can be activated with the right mouse button, the Enter key, or the A button on an Xbox controller. The controller's Home button is simulated with the Windows key or F2 on the keyboard, or with the B button on the gamepad.
Furthermore, the simulator allows emulating up to two motion controllers with tracking: these are activated from within the Mixed Reality Portal itself using switches. Each of these virtual controllers has position and orientation in space, a simulated battery level, and typical buttons (Home, Menu, Control, Touchpad, and Stick). This is essential for testing complex interactions, such as gestures or pointing systems in VR.
Migrating VR applications to Windows Mixed Reality and Windows 11
Beyond its use as a gamer, Windows 11 is a key platform for porting VR applications built for other ecosystems (for example, Win32 Unity projects designed for Vive, Oculus, or custom solutions) to Windows Mixed Reality. The focus is on moving away from vendor-specific SDKs and leveraging OpenXR and cross-vendor Unity plugins.
To run these applications natively, your computer must be updated to at least Windows 10 version 1709 or the latest version of Windows 11 , and the game engine (Unity, Unreal, etc.) must be compatible with Windows 10 SDK version 10.0.15063.0 or higher. Additionally, you will need to update any middleware, plugins, and other components used by the app.
In the case of Unity, it is recommended to work with the latest stable version compatible with Windows Mixed Reality and the OpenXR Mixed Reality plugin. Simultaneously, you should eliminate direct dependencies on third-party SDKs that duplicate VR functions (for example, SteamVR-specific libraries) and replace their calls with Unity's common XR APIs.
During this process, it's common to encounter very specific project compilation errors, related to both the engine and legacy plugins. It's important to address these on a case-by-case basis, utilizing the official documentation and keeping all environment tools up to date, from the operating system to Visual Studio.

Common migration steps and development environment
Before diving into porting a VR project to Windows Mixed Reality, it's wise to verify that your development hardware and software are up to the task. A classic Microsoft guide for VR enthusiasts lists the recommended hardware specifications (CPU, GPU, RAM, and storage), and while many current graphics cards more than meet these requirements, it's unwise to underestimate the demands of VR.
The first step is to have your system on the latest version of Windows available for your branch, something that in Windows 11 is achieved simply by keeping the updates up to date; in Windows 10 it was proposed, at the time, to install Creators Update and later join the Windows Insider program with fast flights to test new features before their public release.
Enabling developer mode, as mentioned with the simulator, is also highly recommended, as it simplifies tool installation and local app deployment. You can activate this mode and adjust settings related to loading unsigned apps from the App Store by going to Settings > Update & Security.
Regarding the IDE, Microsoft recommends Visual Studio 2022 with the "Unity Game Development" workload installed. This option includes templates and tools specifically designed for compiling and debugging projects that blend C#, UWP, and VR, significantly reducing the effort required to generate Windows builds.
Once the entire environment is updated, it's time to delve into the actual Unity steps, which range from updating the engine version to configuring the executable architecture (usually Win32/x86 for some cases, or x64 in others) and connecting the project with the appropriate OpenXR plugin for Windows Mixed Reality.
Key steps for portability in Unity and using OpenXR
The first important decision when porting a Unity project is to update the engine itself . Ideally, you should keep a backup of the original project and work on a separate branch, so you can revert if something breaks. Then, download the recommended public build of Unity with support for Windows Mixed Reality and open the project in that new version.
- Upon opening it, Unity usually offers to run the automatic API updater, which rewrites old calls to functions that have changed between versions.
- The following block affects middleware: many games use external packages for physics, UI, audio, or networkingwhich are also evolving.
- In the Unity menu, within "Build Settings", you will need target the platform Go to PC, Mac & Linux Standalone and select Windows as your system, adjusting the architecture to x86 or x64 according to your project's recommendations or dependencies. Then, click "Switch Platform" to have Unity reconfigure the entire build pipeline.
- Once on that platform, you need to install and activate the Mixed Reality OpenXR pluginUnity 2020.3 LTS with this plugin is a very stable combination, although you can also use later versions. The trick is to remove or conditionally compile specific libraries from other VR SDKs (for example, SteamVR) that might conflict with OpenXR and Unity's unified VR system.
- Finally, for each scene in your game or app, you'll need to review the XR camera settings, the entry systems and the tracking spaces (Stationary vs RoomScale).
Play space configuration: seated, standing, and RoomScale
One of the most delicate aspects of any virtual reality project is how the tracking space is managed . Windows Mixed Reality and Unity offer two main approaches:
- A type of stationary space (designed for seated or fixed experiences).
- RoomScale mode, geared towards room-scale experiences.
If your app is designed for the user to play while seated or barely moving , you should set the tracking space in Unity to Stationary. This can be done programmatically with a call like XRDevice.SetTrackingSpaceType(TrackingSpaceType.Stationary). This way, Unity's coordinate system assumes a fixed frame, and content placed directly in front of the camera in the editor will appear in front of the user when the app is launched.
In these seated experiences, it is common to offer some option to recenter the position , for example by calling InputTracking.Recenter, so that the user can correct the orientation if they have changed posture or chair with respect to the initial calibration time.
For room-scale or permanent projects , the approach changes: here, it's important that the Unity world is anchored to the user's actual floor. The appropriate tracking space type is RoomScale, which is also set with XRDevice.SetTrackingSpaceType(TrackingSpaceType.RoomScale), checking its return value to ensure the mode has been applied correctly.
When RoomScale is active, Unity interprets y=0 as corresponding to the physical floor, and the point (0,0,0) coincides with the floor location where the user stood during room setup, with the -Z axis marking the forward direction. Additionally, it's possible to obtain the polygon of the play area boundary by calling TryGetGeometry on UnityEngine.Experimental.XR.Boundary with the TrackedArea type, which returns a list of vertices if the user defined such a boundary.
Input model, performance testing, and optimization
Input in Windows Mixed Reality is designed to be as consistent and cross-platform as possible : motion controllers, mice, keyboards, gamepads, and even gestures can be mapped via common XR APIs. For those porting projects from other platforms, Microsoft offers specific input portability guides in Unity, explaining how to translate existing actions to the new model.
In terms of performance, VR is particularly sensitive: even a small drop in frame rate can cause annoying stuttering or even dizziness. That's why it's important to test the application not only on the high-end PC you develop it on, but also on more modest machines that better reflect the average hardware of your users.
Microsoft and manufacturers like Intel publish profiling and optimization guidelines for Mixed Reality, and both Unity and Visual Studio include built-in performance analysis tools. These utilities can detect CPU or GPU bottlenecks, excessive draw calls, GC issues, or scripts that consume more resources than expected per frame.
In addition, there are specific documents such as "Performance Description for Mixed Reality" or performance recommendations for Unity focused on VR, which address issues such as the efficient use of textures, polygon reduction and post-processing effects, or the importance of keeping latency as low as possible.
Another key element is the correct assignment of inputs , especially if your application originates from headsets with different controllers. Be sure to review the default bindings, the behavior of menu and system buttons, and any critical gestures (pointing, grabbing, teleporting) so that it feels natural on Windows Mixed Reality controllers or in schemes exposed through OpenXR.

Connect Meta Quest to Windows 11 with Mixed Reality Link
One of the most exciting recent developments is the integration of Windows 11 with the Meta Quest headset via Mixed Reality Link. Microsoft and Meta have created a solution that allows you to bring your Windows desktop to the headset in the form of virtual monitors and a mixed reality environment, all within an easy-to-try public preview version.
With this feature, you can work with your usual applications (Office, browsers, IDEs, etc.) in floating windows within the headset, see your physical keyboard, and blend digital content with your real-world environment. It's a different approach than typical virtual desktop apps, geared more towards immersive productivity than simply flat-screen streaming of the monitor.
However, current compatibility is limited: only the Meta Quest 3 and Quest 3S can use Mixed Reality Link for now. Previous models like the Quest 2 or Quest Pro are not currently supported for this specific feature, although they can still use other PC connection methods (such as Air Link or Virtual Desktop).
PC, network, and software requirements for Meta Quest + Windows 11
For Mixed Reality Link to work correctly, your PC must meet a series of conditions that affect the operating system , graphics hardware, and network connection. Ignoring any of these points usually results in lag, interruptions, or an inability to pair devices.
First, your computer must be running Windows 11 version 22H2 or later . Earlier versions may lack key system components required for Mixed Reality Link or for integration with the Microsoft Store.
In terms of graphics, a GPU compatible with Mixed Reality Link's requirements is essential. Microsoft maintains a list of supported cards and minimum performance values; if your graphics card falls short, you'll see limitations in quality and the number of virtual monitors you can activate simultaneously.
As for the headphones, they must be running Horizon OS 72 or higher . If the Mixed Reality Link option doesn't appear in your Quest's settings, you'll almost certainly need to update the headset's software before proceeding.
The network is another essential element: both the PC and the headset must be connected to the same Wi-Fi network , and it is recommended that this network be 802.11ac or higher, operating on the 5 GHz or 6 GHz band. A congested network or an outdated router can ruin the experience with constant latency and packet loss.
Initial PC and Meta Quest Setup
Setting up Mixed Reality Link is practically divided into two parts: preparing your PC and configuring the Meta Quest headset. Although the wizard is fairly straightforward, it's helpful to understand the steps clearly to avoid confusion.
On your PC, the first step is to open the Microsoft Store and search for the "Mixed Reality Link" app. Once you find it, install it like any other app from the store. When the installation is complete, make sure your computer is turned on, unlocked, and connected to the correct Wi-Fi network.
On the Meta Quest headset, put on the headset and press the menu button on the right controller to open the universal menu. From there, select the watch (left side of the interface) to enter the Quick Settings section, where you'll see various shortcuts to common settings.
In the top right of that menu, there's a button for More Advanced Settings . Click on it and look for the "Advanced" tab, where you'll find an option with a name similar to "Pair to PC with Mixed Reality Link." Toggle that switch to allow the headset to be detected and paired with your computer.
If that option isn't listed anywhere, it's almost certain your headset isn't running the correct version of Horizon OS. You'll need to go to the Quest's update menu and check that you have version 72 or later installed , downloading any pending updates if necessary.
Pair and reconnect Meta Quest with PC
Once you've set things up on both sides, it's time to pair the Meta Quests with the PC . The first time you do this, the process takes a little longer, but after the initial pairing, reconnecting is usually just a couple of clicks.
With your PC powered on and unlocked, put on your Quest headset and look toward the area where the virtual or physical keyboard normally appears. A pop-up message should appear prompting you to pair your computer as a Mixed Reality Link device. Simply follow the visual instructions that appear on the headset.
If the message doesn't appear, you have other options: on your PC, you can open the Remote Desktop application and select "Add computer," or within the Remote Desktop Viewer itself, go back to Quick Settings, choose "Remote Desktop," and then "Add a new device." In either case, you'll follow a wizard that guides you step by step.
During pairing, the system will cross-reference network and account data to establish a reliable connection between your PC and the headset. Once complete, this pairing will be saved, so the next time you want to connect, simply look for the "Connect" button on the headset or in the Remote Desktop app.
To reconnect in subsequent sessions, make sure your computer is powered on and unlocked, put on your headset, and if the notification appears above the virtual keyboard, tap "Connect." Alternatively, you can open Quick Settings > Remote Desktop again and select the paired PC, or use the Remote Desktop app in Windows itself by choosing the previously stored Quest device.
Features, limitations, and known issues of Mixed Reality Link
Mixed Reality Link offers a number of very attractive features for those who want to work or study in VR using Windows 11. The main one is the creation of up to three virtual monitors that you can position and scale as you like in space, setting up a multi-monitor setup without the need for additional physical hardware.
The key difference from other remote desktop solutions is that this is a true mixed reality environment : you can see your real surroundings (for example, the desk and keyboard) and, at the same time, virtual screens floating in front of you. This promotes a more natural posture and reduces the need to constantly take off and put on the headset.
However, as this is a preview version, there are also known limitations and bugs . For example, incoming call notifications from Microsoft Teams sometimes don't appear correctly within the Mixed Reality Link environment, which could cause you to miss calls if you rely heavily on that service.
Another problem is the audio: in some cases, the sound signal plays simultaneously on the PC and the viewer , which can be annoying if you have external speakers turned on. Additionally, key combinations like Ctrl+Alt+Delete often break or terminate the remote desktop connection.
Finally, if your GPU doesn't comfortably meet the minimum requirements, the system may be forced to lower the quality and resolution of the virtual monitors or limit the number of active displays to maintain acceptable performance. Microsoft is actively working on refining these details in future updates, and user feedback is playing a key role in the feature's evolution.
Using EmuVR and Retro VR on Windows 11 with Pico 4
Beyond the "official" solutions, many Windows 11 users enjoy retro and independent experiences like EmuVR , especially on headsets like the Pico 4 connected to the PC via streaming. EmuVR recreates 90s-style rooms where you launch emulators on virtual TVs—a true nostalgia trip.
The initial setup of EmuVR can be lengthy and somewhat tedious : you have to load ROMs, configure internal emulators, assign controllers, adjust the resolution and video codec for streaming to the headset, and so on. Some users have even created and shared specific guides in PDF format or online documents to save others from going through the same hours of trial and error.
If you're using a headset like the Pico 4, the most common way to connect is via Virtual Desktop and SteamVR , so EmuVR runs on your PC and is displayed on the headset. This requires a good GPU configuration, whether NVIDIA or AMD, to ensure smooth streaming without interruptions or artifacts. Adjusting the bitrate, video codec (HEVC, H.264, AV1 if available), and refresh rate is key.
In this context, the official EmuVR documentation and wikis, as well as specific guides for "lightgun" in MAME or aiming sensor configurations, are usually the best source for troubleshooting . If something isn't working as expected (pointer desynchronization, input lag, etc.), it's advisable to check the official wiki first before tweaking more advanced settings in Windows.
By combining good streaming tuning with proper controller calibration, it's possible to enjoy very complete retro VR experiences on Windows 11 without the need for Microsoft-certified headsets, simply by using the PC as the computing power and a separate headset as the screen and tracking system.