Virtual training remains one of the core pillars of the military training community. The U.S. Armed Forces provide Warfighters with state-of-the-art Virtual Environments (VE) and Simulation-Based Training (SBT) to equip units with critical skills including marksmanship and crew coordination. Combat Profiling, described as the ability to rapidly discriminate between threatening and non-threatening situations, represents a skillset applicable to other task environments such as presence patrols that is ripe for widespread training distribution via simulated or virtual methods. In order to facilitate the transition from live Combat Profiling training methods to SBT, it is important to understand how and when to apply hardware elements from the continuum of VE tools. The VE continuum encompasses laptop/PC-based simulations, virtual reality, augmented and mixed reality; each possessing their own strengths and weaknesses for conducting operationally relevant training and mission rehearsal. This experiment focused on trainee performance and perceptions using a standard desktop display compared to a Virtual Reality (VR) system for detection and classification of kinesic cues (e.g., body language and movement) The software application Virtual Battlespace 2 was used to develop and present operationally relevant scenarios within each hardware configuration. Virtual agents displayed kinesic cues that indicated: lying, nervousness, and aggressiveness. Accuracy of cue detection and cue categorization served as the primary objective performance metrics. Subjective questionnaires focused on participants' qualitative assessments of system aspects such as realism, immersion, and technology acceptance. Upon initial review of the data, it may appear that PC-based systems are sufficient, but a careful review of the experimental results inform the training community of how best to apply traditional PC-based simulations and physically-based VR systems for developing kinesic identification skills.