7 min read

Collaborative Design Review Software: How XR Changes the Process

Collaborative Design Review Software: How XR Changes the Process
10:31

A design review brings people together to agree on a product before it is built. Engineers, sales, operations, and outside partners each need to understand the same 3D object. Yet most reviews happen on a flat screen, which flattens depth, true scale, and how parts relate in space.

When everyone reads a flat view differently, alignment is what breaks. Problems surface late, when fixes are expensive. XR closes the gap: stakeholders step into the same model at full scale and review it together.

This guide covers what collaborative design review software needs to do in XR, why the infrastructure beneath the viewer is the layer that matters most, and what engineering teams are achieving in practice.

What you will find here:

  • ■  Why 2D screens limit design review
  • ■  What collaborative design review software needs to do in XR
  • ■  Why the infrastructure beneath the software is the critical layer
  • ■  What engineering teams are achieving in practice
Factor 2D Screen Review XR Design Review
Spatial understanding Depth and true scale hard to judge on a flat display Model viewed at true 1:1 scale in three dimensions
Model handling Rotate and section a 3D model, but always on a 2D surface Walk around and inspect the model as a physical object
Real-world context Model seen on-screen, apart from its future environment Model can be checked in its real installation site for fit, access, and clearances
Issue detection Interferences and proportion errors easy to miss Spatial problems visible at full scale
Stakeholder alignment Each person interprets a flat view slightly differently Shared spatial view, same model, same moment
Location dependency Screen share or physical meeting Any location with network connectivity

Why 2D Screens Limit Design Review

Reviewing a 3D model on a monitor works, up to a point. Engineers rotate the model, cut sections, and zoom in. What a screen cannot do is convey the feeling of standing next to the object at full size. Scale, reach, sightlines, and how parts relate are hard to judge on a flat display.

The problem compounds in a group. A review usually pulls in engineers, sales, operations, and sometimes external partners or clients. Non-design roles often struggle to read a 3D model on a flat screen at all. When each person interprets the same view differently, the review produces confusion instead of agreement.

A second limit appears once teams try to move review into XR. CAD models are not built for real-time rendering. Before a VR review, the geometry must be converted into a polygonal representation, a process called tessellation. That conversion is error-prone and often needs manual repair.1,2 To reach acceptable frame rates, teams cut polygon counts, and that optimization can destroy the model's logical structure.1

That leaves a trade-off. Keep the model complete, and the headset cannot render it smoothly. Simplify it to run, and the review now uses a stripped-down version of the design. Neither option gives stakeholders the full, accurate model they need to decide with confidence.

Where a flat-screen review runs into limits:

  • ■  Depth and true scale are difficult to judge from a display
  • ■  Interferences and clearance issues are easy to miss
  • ■  Every participant interprets the same flat view slightly differently
  • ■  Moving to XR normally forces a lengthy CAD preparation step
  • ■  Simplifying the model for a headset removes detail that matters during review

What Collaborative Design Review Software Needs to Do in XR

Collaborative design review software is a broad category. Some tools manage annotations and version history. Others distribute design files across teams. XR-based collaborative design review is a distinct approach. Several stakeholders enter the same model together, from wherever they are. They review it as one shared object rather than trading flat views. This is spatial computing applied to design review.

To do that well, an XR review platform has to clear a few requirements that ordinary review tools never face:

Requirement Why It Matters
Real-time multi-user sessions Stakeholders in different roles review the same model together, live, not one after another
Shared review across locations Distributed teams join one session without travel or shipping prototypes
Handle full-complexity CAD Reviewers should evaluate the real model, not a simplified stand-in
Broad CAD format support Teams should not have to standardize on one authoring tool to take part
Fit existing IT and security rules The software has to work within how an organization already handles sensitive data
Work across the devices teams use Review should not depend on one headset that may be obsolete next year

How a product meets these requirements comes down to its architecture. Hololight is built as one integrated system. Our 3D viewer, Hololight Space, runs on Hololight's streaming infrastructure, so the model is rendered externally and streamed to the headset. Because the headset is not doing the rendering, the model can stay at full complexity.

That same architecture is what makes shared review work. Hololight Space is the first XR visualization software to enable a multi-user mode between AR and VR. Participants on different device types, in different locations, can review one model in the same live session. It also imports major CAD formats from Autodesk, Siemens, and Dassault Systèmes directly, with no preparation step.

Why Infrastructure Is the Critical Layer

Choosing collaborative design review software is often treated as a choice of application. The more durable question is what runs beneath it. Devices change. New headsets arrive with new capabilities. Applications get updated or replaced. The layer that must stay stable is the infrastructure that handles rendering, security, and multi-user sessions.

What changes, and what stays stable:

Layer Examples Rate of Change
Devices AR and VR headsets High: new models arrive yearly
Design tools CATIA, NX, SolidWorks, VRED Moderate: formats and versions evolve
Team locations Sites across countries Variable: people and sites move
Infrastructure (Hololight on your servers) Rendering, security, multi-user sessions Stable: absorbs the changes above

Hololight is that layer. It renders the model on your own servers and streams only the image to each headset. The headset's own processing power stops being the constraint. A light AR headset on the shop floor and a high-end VR headset can join the same session. Neither device renders the model itself.

That architecture also shapes data handling. The model is rendered on the organization's own servers, and only an image reaches the device. Design files stay inside the company's existing security boundaries. Nothing is copied out to each participant. In defense and aerospace, that means classified or export-controlled models can be reviewed inside an air-gapped environment, with no file ever leaving it. For regulated industries, that difference often decides whether an XR review is viable at all.

The takeaway for anyone evaluating collaborative design review software: judge the architecture, not just the interface. Server-side rendering, broad format support, and device-agnostic compatibility are infrastructure decisions. They set what a review can actually accomplish.

What Engineering Teams Are Achieving

The value of XR-based collaborative design review shows up in measurable outcomes.

Genesis Design Studio cut design review sessions from roughly 40 to 25 hours, saving 15 hours each. Physical prototypes dropped by two-thirds. Savings run from $10,000 to $50,000 per project. Up to three international clients join one live session, and full-complexity CAD renders server-side with no data leaving the server.

LNS Group, a Swiss machine-tool specialist, used XR for global design reviews and remote risk assessments. It saved $5,000 to $10,000 per prototype and cut 3 to 6 months from project time. In one case, a remote AR risk assessment caught needed changes before any prototype was built or shipped.

BMW Group runs XR review with full data control, keeping 100% of sensitive design data within its own infrastructure. It has reported up to 12 months saved per development cycle.

ENGIE Refrigeration uses XR across several review workflows. Planned machines are visualized at full scale directly at the installation site, before anything is built or delivered, so teams can check access points, assess spatial conditions, and plan assembly routes in advance. XR also supports the handover from development to production: the previous and new versions are loaded side by side, and step-by-step changes become visible in a shared review.

The pattern is consistent: fewer prototype rounds, faster cross-site alignment, and reviews that end in decisions rather than another meeting. The infrastructure beneath each session makes those results repeatable, across programs, headset generations, and locations.

Customer Outcome Result
Genesis Design Studio Review session duration ~40 hrs to 25 hrs
Genesis Design Studio Physical prototypes Reduced by two-thirds
Genesis Design Studio Project savings $10,000 to $50,000 per project
LNS Group Savings per prototype $5,000 to $10,000
LNS Group Time-to-market 3 to 6 months saved
BMW Group Data security 100% of design data on-premise
BMW Group Development cycle Up to 12 months saved

 

FAQ

Conclusion

Collaborative design review software is a growing category, and XR adds what a flat screen cannot: the third dimension. Choosing well means looking past the feature list to the architecture underneath. Three questions matter most: how rendering is handled, how data stays secure, and whether a product absorbs new devices without a rebuild. The answers shape what a review can accomplish.

Teams that made the shift report fewer prototype cycles, faster alignment, and reviews that resolve questions instead of scheduling more.

Request a demo to see full-complexity CAD in a live XR review session


Last Updated: July 8, 2026

Sources

  1. 1.  Graf, Holger, Gino Brunetti, and André Stork. "A Methodology Supporting the Preparation of 3D-CAD Data for Design Reviews in VR." In Proceedings of DESIGN 2002, ed. D. Marjanovic, 489–495. Dubrovnik, 2002. designsociety.org/publication/29607/a_methodology_supporting_the_preparation_of_3d-cad_data_for_design_reviews_in_vr
  2. 2.  Chen, Bixun, Shaun Macdonald, Moataz Attallah, Paul Chapman, and Rami Ghannam. "A Review of Prototyping in XR: Linking Extended Reality to Digital Fabrication." arXiv preprint arXiv:2504.02998, 2025. arxiv.org/abs/2504.02998

Customer Success Stories

Collaborative Design Review Software: How XR Changes the Process

Collaborative Design Review Software: How XR Changes the Process

A design review brings people together to agree on a product before it is built. Engineers, sales, operations, and outside partners each need to...

See Updates
Data Sovereignty vs. Data Residency: The Difference That Matters in XR

Data Sovereignty vs. Data Residency: The Difference That Matters in XR

Introduction If you work with sensitive design or operational data, you have probably been told it must stay under your control and inside your own...

See Updates