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Top 2 Virtual Reality Software Companies $100M+ Revenue (September 2026)

As of September 2026, Latka tracks 2 virtual reality software companies with $100M+ in annual revenue. They have combined revenues of $265.5M and employ 1.5K people. They have raised $725.5M.

Every company below sells virtual reality software to other businesses and is ranked by its most recent annual revenue. Revenue, funding, headcount and customer figures come from CEO interviews on the Latka podcast, public company filings, and Latka estimates where a company has not disclosed a number.

What Virtual Reality Software Companies do

Virtual Reality Software encompasses applications and tools designed to create immersive, computer-generated environments where users can interact in real-time. This technology is utilized across various sectors, including entertainment, education, healthcare, and manufacturing, enabling users to simulate experiences that would be difficult or impossible to recreate in the real world. The primary use cases of virtual reality software include training simulations, virtual tours, and entertainment experiences such as video games and immersive storytelling. Typical features often include 3D modeling, real-time rendering, and user interaction through VR headsets and controllers. Common buyer personas include educators seeking innovative teaching methods, healthcare professionals for patient training, and manufacturers looking to enhance their design processes.

Companies
2
Revenue
$265.5M
Funding
$725.5M
Employees
1.5K

Filters

Sorting: Highest -> Lowest

Filters

Top Virtual Reality Software Companies $100M+ Revenue

Showing 2 of 2 companies ranked by annual revenue.

1NOWHERE logo
NOWHERE

Brooklyn, New York, United States

NOWHERE aims to revolutionize virtual events with patented video presence technology that allows serendipitous social mingling between conversations with friends or colleagues at conferences, trade shows, meetings, or parties all within dynamic web environments. Veteran founders, experience experts, engineers, game designers, theatre makers, VFX artists from Windmill Factory, Escher Reality, Niantic, YC alumni are joining forces to build a healthier digital future. > *"NOWHERE is the future of virtual gathering."* Toshi Hu, Institute For The Future > *"Brilliant!!!" Jay Scheib*, MIT > “the networking solution we’ve been looking for” Jordan Lejuwaan, Founder @Futuris

Revenue
$147.5M
Year founded
2020
Funding
$3.5M
Team size
1.3K
2Improbable logo
Improbable

London, England, United Kingdom

Improbable is a technology company specializing in metaverse technologies and virtual worlds. It focuses on metaverse development and building ventures in frontier ecosystems like AI, web3, and the metaverse.

Revenue
$118M
Funding
$722M
Team size
159

Frequently asked questions about Virtual Reality Software Companies $100M+ Revenue

How many virtual reality software companies with $100M+ in annual revenue are there?

Latka tracks 2 virtual reality software companies with $100M+ in annual revenue. Together they generate $265.5M in annual revenue and employ 1.5K people.

Which virtual reality software company with $100M+ in annual revenue is the largest?

NOWHERE is the largest, with $147.5M in annual revenue, founded in 2020.

How much revenue does a typical virtual reality software company with $100M+ in annual revenue make?

The average virtual reality software company in this list makes $132.8M a year, across 2 companies with reported revenue.

Who are the leading Virtual Reality software vendors with $100M+ in annual revenue?

Ranked by annual revenue, the leaders are NOWHERE and Improbable.

How much funding have virtual reality software companies with $100M+ in annual revenue raised?

The 2 virtual reality software companies with $100M+ in annual revenue tracked here have raised $725.5M in disclosed funding between them.

Related AR/VR Software categories

Inclusion Criteria

- Must provide immersive, 3D virtual environments - Should allow real-time user interaction with the simulated environment - Must be applicable in fields such as entertainment, training, education, or healthcare - Should include tools for creating and customizing virtual content - Not just focused on passive viewing; must include interactive elements - Must support various hardware platforms, including VR headsets