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Before changing headsets, list the apps you actually want to keep. For each one, record the exact store, edition and device that you use today. Then find the developer’s support information for the destination device. Similar names and a shared account are starting points for questions, not sufficient evidence that everything transfers.

Treat purchase, multiplayer and progress as three checks

Cross-buy concerns whether one purchase includes another platform’s version. Cross-play concerns who can join the same multiplayer experience. Cross-save concerns whether progress moves between versions. Support for one does not establish support for the other two.

For a concrete example, Mighty Coconut’s Walkabout Mini Golf FAQ describes cross-play but says it does not offer cross-buy across platforms or synced profiles across platforms. It contrasts moving from Quest to SteamVR with moving between Quest headsets. Check the current FAQ for device exceptions; this example is not an exhaustive support list.

Identify where the app actually runs

Valve describes Steam Link VR as streaming from a computer running Steam and SteamVR. In that arrangement, the computer remains part of the setup. Our practical conclusion: streaming a PC version should not be treated as evidence that you own a separate standalone edition. Check the destination store and publisher before budgeting for a move.

Check the complete PC VR connection path →

Compatible Android apps can still be flat panels

Android’s XR overview says compatible existing mobile and large-screen apps can appear as 2D panels in a 3D environment on headsets and wired XR glasses. That description does not make every app an immersive experience, and should not be extended to every kind of audio or display eyewear.

Google’s app-quality guidance also makes compatibility conditional on required features: an app requiring unsupported hardware, such as telephony, may not be installable through Play. Look for the app’s supported device class and input method, then distinguish basic compatibility from specifically designed XR features.

OpenXR is not a store entitlement

Khronos describes OpenXR as a common API intended to improve portability between XR platforms. That is a developer-facing technical standard. It is not evidence that a purchase includes every store edition, that a publisher supports your controller, or that saved progress transfers. Those remain separate checks for the app you want.

Make a short app-by-app record

Questions to resolve before moving an XR library
RecordQuestion for the store or developer
Exact edition and storeIs this the same release, and is my destination device supported?
Execution deviceDoes it run locally, on a PC, or through another required device?
Purchase and extrasDoes my license include this version and the DLC I use?
MultiplayerCan these specific versions join the same session?
ProgressCan I transfer this profile, and what is the documented method?
Input and connectivityWhich controllers, account connection and network features are required?

Keep unresolved answers visible. A supported headset is not enough if the feature that matters to you is missing. Save the source link and check date with your notes; do not replace an unknown with a guessed yes. Include any necessary second app purchase in the complete setup comparison.

Record your costs and compatibility questions →

Topics: Compatibility · PC VR · Android XR · Apps

XR glossary: understand the terminology →

Sources & verification

Primary documentation checked October 10, 2026. This is a compatibility checklist, not a tested device matrix. Store policies, app support and multiplayer can change. No purchase, installation, cross-save transfer or headset test was performed.

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Commercial disclosure: no paid placement or affiliate tracking is included in this article.