The spread of VR technology in consumer devices also opens new possibilities for using spatial audio with head-tracking, making this progress available to nearly everyone. In the past years the most important social and video platforms also implemented first order ambisonics in an user-friendly way. Binaural audio has played an underpart for the last decades due to the lack of head-tracking. Nowadays every smartphone user is head-tracking enabled but special monitoring of the sound scene stability is necessary due to the involved latency. This paper evaluates the influence of the visual information in a VR context on the perception of different ambience recordings. Information will be gathered through a comparative listening test realized using VR goggles. Audiovisual scenes recorded simultaneously will be played back to the test subject enabling him to switch between different audio signals in real times. The audio signals will contain coincidence and equivalence stereophony based recording techniques, that showed significant preference in loudspeaker-based comparative listening tests. Following an elicitation procedure, we will research the effects and evaluate the results.