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Samsung Gear VR : Consumer Edition Thread: Goodbye, real world.

Can't believe there still aren't any rollercoaster apps aside from the cardboard ones. I guess it's because of comfort but even the cardboard apps were fine.
Yeah it's really weird. I wonder if the Oculus people don't want them or if it's that no developers are making them. I would pay good money for a decent one with different rides on it.
 
Just reporting.. my Ipega PG 9037 arrived, works flawlessly with the gearVR. best 20 bucks i spend on a bluetooth controller sofar :) Herobound is very nice to demo.

Omega Agent is brilliant.

New-font-b-iPega-b-font-PG-9037-Bluetooth-Wireless-Gaming-font-b-Controller-b-font.jpg
 
Just reporting.. my Ipega PG 9037 arrived, works flawlessly with the gearVR. best 20 bucks i spend on a bluetooth controller sofar :) Herobound is very nice to demo.

Omega Agent is brilliant.

New-font-b-iPega-b-font-PG-9037-Bluetooth-Wireless-Gaming-font-b-Controller-b-font.jpg
Do the triggers work with all games or just the bumpers?

This is my biggest bummer with the Amazon Fire controller. It feels great but most games outside of Adventure Time do not support the triggers at all.
 
Does anyone else have an issue where the headset constantly overheats and needs to cool down? If so, any suggested solutions?
 
DRIFT is 50% off!! Easily one of the best games on the store and also one of the most interesting. A work of art from concept, art and music and presentation!

To new Gear VR owners, don't sleep on Darknet, it's definitely one of the best as well. Lots of gametime.

Omega Agent and Anshar Wars 2 are also very good and feel more polished and complete than most. Herobound, too.

Avoid Adventure Time, Deer Hunter and Bandit 6, IMO. Gunjack is ok. Skip the first Anshar Wars. It's a shell of a game.
 
Yeah its kinda weird not having any on there, oddly I nor anyone I've demoed rollercoaster demos to have issues with motion sickness on them. Don't recall seeing many reports of people having issues either.

Maybe they're just waiting to be sure. It wouldn't do VR any favours if paid, supposedly quality controlled apps start making loads of people vomit, especially before VR has really taken off. Out of everything, those sorts of apps are probably the most risky.

Yeah it's really weird. I wonder if the Oculus people don't want them or if it's that no developers are making them. I would pay good money for a decent one with different rides on it.

I'd be surprised if no one is making them, there were a fair few even when cardboard was just released.

Does anyone else have an issue where the headset constantly overheats and needs to cool down? If so, any suggested solutions?

Airplane mode. Some people even sit in front of a fan lol
 
Can't believe there still aren't any rollercoaster apps aside from the cardboard ones. I guess it's because of comfort but even the cardboard apps were fine.

Behold, the ultimate roller coaster app. Alton Towers in the UK is equipping its flying roller coaster with VR headsets that will make riders feel like they're flying through space.

And while the VR gear that's going to be used on the ride is proprietary, the park has said the ride will have a mobile app. Wouldn't be surprised to see a VR version of the ride in the app; the data and VR film is done already for the real thing, obviously.

If anything this should hopefully open the floodgates for more VR roller coasters, both in real theme parks and at home.
 
Behold, the ultimate roller coaster app. Alton Towers in the UK is equipping its flying roller coaster with VR headsets that will make riders feel like they're flying through space.

And while the VR gear that's going to be used on the ride is proprietary, the park has said the ride will have a mobile app. Wouldn't be surprised to see a VR version of the ride in the app; the data and VR film is done already for the real thing, obviously.

If anything this should hopefully open the floodgates for more VR roller coasters, both in real theme parks and at home.

Heard about this, really want to try it! I read that there's a 20m drop in there too, with VR that would be awesome. Not sure if Alton Towers will be keen on releasing the VR app though.
 
So, according to your rough approximations, how long till I can isolate myself with virtual Seiba, leaving real world behind?

UPD: at affordable price, of course!
 
DRIFT is 50% off!! Easily one of the best games on the store and also one of the most interesting. A work of art from concept, art and music and presentation!

yeah just saw this, might grab Drift.

Does anyone else have an issue where the headset constantly overheats and needs to cool down? If so, any suggested solutions?

-Own a Note 5.(apparently the least likely to overheat, has more surface area to release heat or something)
-Close all apps.
-Turn on airplane mode if not using wifi
-Get "360Security" app. You can use that to "lower the temp of your battery", by closing unnecessary BG processes that apps leave open.
-Keep the outside cover off when using VR.
-turn on do not disturb in the Oculus home settings(I guess redundant if you have airplane mode on)
-lower the screen brightness in the Oculus home settings( I haven't had to do this yet)

-Dont turn on "Power Saving" feature of your phone, as that limits the CPU and can make VR apps stutter, or loose frames.

I own a Note 5, and have yet to have any overheating issues.
 
I wonder if the Oculus people don't want them or if it's that no developers are making them.

I suspect more the latter than the former.

The Oculus people have been really open minded in our experience with what is or might come to the store, so I don't think there are any barriers there. We are in the process of putting forward something pretty weird for the Store and they've been very encouraging.

It's probably just the perception that there isn't a market there for this sort of thing that is holding developers back. I mean, I thought about us making a rollercoaster app myself given how cheap it might be to produce, but discounted it for both commercial and creative reasons in favour of "proper" games.
 
I suspect more the latter than the former.

The Oculus people have been really open minded in our experience with what is or might come to the store, so I don't think there are any barriers there. We are in the process of putting forward something pretty weird for the Store and they've been very encouraging.

It's probably just the perception that there isn't a market there for this sort of thing that is holding developers back. I mean, I thought about us making a rollercoaster app myself given how cheap it might be to produce, but discounted it for both commercial and creative reasons in favour of "proper" games.
Interesting, thanks for the info.

I wanted to ask you, have they eased up on letting developers have their own sales? I noticed some big ones during the holidays but I figured it was Oculus's idea.
 
I wanted to ask you, have they eased up on letting developers have their own sales? I noticed some big ones during the holidays but I figured it was Oculus's idea.

I asked about that in my last call with them a few days ago.

The ability to do sales isn't part of the dashboard yet, so its currently something that gets organized in conjunction with their Store team manually. There isn't really anything stopping a developer from doing it other than the inconvenience of having to wrangle the logistics by hand via them.

Based on how our game is selling (which is pretty well), we don't have plans to do a sale in the short term, but may look to do that later in the year. Hopefully, its all part of the dashboard by the time we circle back round to looking at it.
 
I asked about that in my last call with them a few days ago.

The ability to do sales isn't part of the dashboard yet, so its currently something that gets organized in conjunction with their Store team manually. There isn't really anything stopping a developer from doing it other than the inconvenience of having to wrangle the logistics by hand via them.

Based on how our game is selling (which is pretty well), we don't have plans to do a sale in the short term, but may look to do that later in the year. Hopefully, its all part of the dashboard by the time we circle back round to looking at it.
Good to hear your game is doing well, I've enjoyed it a lot and everyone I showed it to was impressed. Thanks for the info again! Hopefully that stuff does get worked out if for no other reason than to make dev's lives easier.
 
Hey Mario, quick question for you since you may know. I have an Amazon Fire controller, and a ton of people use Moga or Steelseries with Gear VR. These controllers, unlike the standard Samsung controller, have triggers and bumpers, however, in 99% of the games I've tried only the bumpers get used. What's up with this? Would it be really tough for Samsung/Oculus just to make it so that the triggers on our controllers functioned like the triggers on the Samsung controller? Or is it up to the individual developer? I think it would make a lot of games feel a lot better for many of us, including Into The Dead, if we could use our triggers to shoot.

Thanks.
 
oh wasnt aware there was a demo. I already bought it, ha. Where would I have found the game jam version. Sideload it?

http://vrjam.devpost.com/submissions There's a crapload of tech demos to try on there, some have made it to the Oculus Store in a more refined form. Drift is actually 100% different levels from the game jam version, far as I could tell. If you only download one thing from the game jam submissions make sure it's SMS Racing. Hilarious game from the developers of the Adventure Time VR game. I really hope they are making a whole game out of it.

Still don't get the praise for Drift but it might be because I'm forever stuck on level 4.

For me, I thought it was the most original game I've yet to play on the Gear. The highly stylized visual design is arresting and unique and smartly overcomes the weak graphical capabilities of the Gear. The music is excellent compared to other games on the store. The gameplay is also really interesting and takes advantage of VR beyond just taking an existing genre and adding depth and head tracking. Overall a very cohesive, polished package with a clear sense of aesthetic and a lot of cleverness.
 
Omega Agent - flying around in a jetpack
Lands End - wandering around a series of islands solving puzzles
Dead Secret - exploring a house trying to solve a murder, some scary bits

Those are my top 3 I would recommend to everyone with a GVR.
Wish they didn't cost so much but I think I'll be getting Omega Agent, thanks
 
Hey Mario, quick question for you since you may know. I have an Amazon Fire controller, and a ton of people use Moga or Steelseries with Gear VR. These controllers, unlike the standard Samsung controller, have triggers and bumpers, however, in 99% of the games I've tried only the bumpers get used. What's up with this? Would it be really tough for Samsung/Oculus just to make it so that the triggers on our controllers functioned like the triggers on the Samsung controller? Or is it up to the individual developer? I think it would make a lot of games feel a lot better for many of us, including Into The Dead, if we could use our triggers to shoot.

I don't know the specific answer to this, sorry. It could be an SDK issue but my guess is it is under developer control, and not every developer has every controller to test and configure. I don't believe we have an Amazon Fire Controller for example.
 
I went to Best Buy again just to try the Samsung VR again and I'm even more impressed by the movie theater mode than I was the first time. There wasn't much by way of games in the store demo, but the movie theater mode completely impresses me. I was even okay with the resolution this time. Not great, but totally doable.

Somehow, the first time I tried it, I missed the ability to swipe between venues. I only saw the 'traditional' theater, which was already impressive. The 'home' theater that I saw this time was amazing. I didn't even notice that the lights dim when the movie is playing!

I was very tempted to pick up the unit because $100.00 is a GREAT price. Problem is, I'm iOS, which I'm very happy with. Apple doesn't even seem to want VR on their RADAR. In the pursuit of phones with the thickness of a piece of friggin' paper, apparently cool tech like this is laid by the wayside.

There's gotta be some hope for apple folks, right? Right??
 
Does anyone else have an issue where the headset constantly overheats and needs to cool down? If so, any suggested solutions?

2 things help:

- Airplane mode... your SoC generates a good amount of heat trying to communicate with cell towers, you can still enable wifi in airplane mode if you need it but 3G/4G adds heat

- Keep the phone charged at 100% and use an external charger hooked up to the GearVR... charging and discharging the batteries generates a lot of heat. You want the battery maxed out so it goes straight to the outlet for power.


I was very tempted to pick up the unit because $100.00 is a GREAT price. Problem is, I'm iOS, which I'm very happy with. Apple doesn't even seem to want VR on their RADAR. In the pursuit of phones with the thickness of a piece of friggin' paper, apparently cool tech like this is laid by the wayside.
There's gotta be some hope for apple folks, right? Right??

Its not just iOS, the iphone6 is running what 600p resolution? Apple usually likes to adopt tech that is "good enough" for the masses since OS efficiency makes up for it but you want bleeding edge tech for VR.
 
I was very tempted to pick up the unit because $100.00 is a GREAT price. Problem is, I'm iOS, which I'm very happy with. Apple doesn't even seem to want VR on their RADAR. In the pursuit of phones with the thickness of a piece of friggin' paper, apparently cool tech like this is laid by the wayside.

There's gotta be some hope for apple folks, right? Right??

They haven't announced anything yet of course but Apple has been hiring VR/AR devs over the last couple of years as well as acquiring some VR-related startups. They even have filed for a few of their own VR-related patents. I don't think it's accurate to say that VR isn't on Apple's radar. If mobile VR really starts to take off I'm not sure they can avoid staying out of the market.

Its not just iOS, the iphone6 is running what 600p resolution? Apple usually likes to adopt tech that is "good enough" for the masses since OS efficiency makes up for it but you want bleeding edge tech for VR.

The iPhone6/6s are 750p and the iPhone 6 Plus/6s Plus are 1080p. I don't understand the notion that Apple settles for "good enough" tech when they probably have the most bleeding edge SoCs in their phones out of any current mobile vendor. The only area I would say they are consistently lacking in is RAM and a lot of that has to do with iOS memory usage vs. Android. That being said they will probably have to think about upping the iPhone display resolutions if they are going to do a VR headset add-on.
 
Yeah the cinema experience is a surprising hit here. Just a cozy feeling sitting in the big cinema. Obviously refinements to be made (in terms of resolution) but it's an impressive experience.

Echoing the demand for ROLLER COASTERS. Also experiences in high speed in general. Racing, trick flying, etc. And mroe traditional racing games.
 
Also experiences in high speed in general. Racing, trick flying, etc. And more traditional racing games.

Last week we did a quick VR test of our mobile endless runner, Breakneck https://www.youtube.com/watch?v=-ARn_B3uylA

I had kind of assumed the speed would be very uncomfortable, but actually the only stomach twinges I felt were very slightly with lateral movement and I felt a little weak in the knees when going over jumps. I suffer from very slight vertigo in real life which could be the cause of the latter as only 1 other person out of 10 or so experienced that. The plus side is it made the game more immersive (as you'd expect). It didn't give a better sense of speed, though it already is pretty decent at that. Not bad for a "flipping the VR switch" first pass and no real tuning or optimization.

That's made us more bullish on bringing that game to VR, and looking at kart and future racing new developments (our Design Director has worked on Wipeout 2097, NGEN Racing, Quantum Redshift, Speed Racer).

The challenge here for Gear VR over PC VR is making sure we can get to the frame rate we need, so it will be months before we could realistically bring Breakneck to the platform for example (we are still going through the motions of optimizing for Android in general!). We might have to drop a lot of effects for this sort of game, but I think the rest of the experience could make up for it.

In any case, good to know there are people out there looking for that sort of experience :)
 
Everyone should watch Sent in the MilkVR app. Really nicely done 3D 360 5 minute animated film.

I really hope we see Pixar/Dreamworks stuff like this in the future.
 
Everyone should watch Sent in the MilkVR app. Really nicely done 3D 360 5 minute animated film.

I really hope we see Pixar/Dreamworks stuff like this in the future.

Speaking of Dreamworks everybody should check out the Gear app just for the theater screen on the water, by far biggest scale screen I've seen in vr so far. It's a shame its only being used for a single trailer :/
 
Finally got to try this out. Amazing experience! I have one eye stronger than the other, and a little bit of a "lazy" eye, so normal 3D doesn't always work. But this was perfect, although I couldn't get some things always in focus, but the screen on the phone had a lot of marks on it.

Birthday is in a few weeks, have this on my list. :)
 
Just two tips for people who are either 1. looking for a roller coaster app or 2. looking for a controller. For a roller coaster app, you can just get one off the Google play Store. How you ask? Well, the part of the Gear VR that has the USB connector can be lifted far away from the device. Pull it out all the way with the roller coaster app on your phone and pop your device in the space and the connector hold your phone in to the headset by overlapping it (instead of plugging it in). Your lenses will work on the screen.

For the controller tip, you can use the Dualshock 4. Download Bluetooth auto connect from the Play Store, pair your DS4 and in the advance settings set it to refresh the connection every few seconds. Turn off notifications on VR and you're good to go lag free. Just note the button mapping isn't great.

There you go.
 
I'm completely hooked on Smash Hit. Such a simple concept made into something special by VR. Its so good I kinda wish I could retroactively pay for it. Just to show the developers how much I appreciate their creation.

Hopefully they'll put it on PSN with positional tracking. I'd by it just for that.
 
I'm completely hooked on Smash Hit. Such a simple concept made into something special by VR. Its so good I kinda wish I could retroactively pay for it. Just to show the developers how much I appreciate their creation.

Hopefully they'll put it on PSN with positional tracking. I'd by it just for that.

Oddly, Smash Hit is the only thing I've played that made my stomach lurch so hard and so quick that I had to pull the headset off. I've had moments of motion sickness but never so pronounced. Oh, wait, that's a lie, Quake VR can be pretty disorienting when trying to look and use the analog sticks at the same time.
 
Just two tips for people who are either 1. looking for a roller coaster app or 2. looking for a controller. For a roller coaster app, you can just get one off the Google play Store. How you ask? Well, the part of the Gear VR that has the USB connector can be lifted far away from the device. Pull it out all the way with the roller coaster app on your phone and pop your device in the space and the connector hold your phone in to the headset by overlapping it (instead of plugging it in). Your lenses will work on the screen.

For the controller tip, you can use the Dualshock 4. Download Bluetooth auto connect from the Play Store, pair your DS4 and in the advance settings set it to refresh the connection every few seconds. Turn off notifications on VR and you're good to go lag free. Just note the button mapping isn't great.

There you go.

Or do what everyone else does and download packager disabler pro, disable Gear VR Service and pop your phone in like you normally would, so you can stop the battery drain.
 
I just got the GVR and it's so hard getting used too. Every time I take it off it's like my brain is saying "WTF"

VR might actually be more than just a gimmick. I love watching Netflix on this thing. Can't wait to play games on it.
 
I just got the GVR and it's so hard getting used too. Every time I take it off it's like my brain is saying "WTF"

VR might actually be more than just a gimmick. I love watching Netflix on this thing. Can't wait to play games on it.

Go to the 3D pictures app. go to the OTAY section, have a brain orgasm.
 
What is the list of Gear VR games available at store?

Dumb question: You can only play games with VR support or there is some sort of simulation screen/phone?
 
I just got the GVR and it's so hard getting used too. Every time I take it off it's like my brain is saying "WTF"

VR might actually be more than just a gimmick. I love watching Netflix on this thing. Can't wait to play games on it.

Your brain and eyes will definitely adjust with use. Also, if you like watching Netflix you'll love watching 3D movies. Just download an SBS file of any movie from the internet, connect your phone to your PC and put the files in the Movies folder, under the Oculus folder, on your phone. Then when you load up the Oculus Video app, go to "My Videos" and launch a file! You'll be presented with several virtual settings to watch the movie, but the best is "Void" because it is the most immersive and allows you to position the movie screen so that you can watch it laying back or lying down. 3D movies work great, and you just need a regular rip from a 3D blu ray.
 
What is the list of Gear VR games available at store?

Dumb question: You can only play games with VR support or there is some sort of simulation screen/phone?

Only VR games, they aren't VR-supported - they're VR-only. You can download other VR games/apps from other sources and install the apks and launch those apps BEFORE plugging your phone into the headset, but the only way to play non-VR games is to sideload Stream Theater and set your computer up to stream games to your phone.
 
Oddly, Smash Hit is the only thing I've played that made my stomach lurch so hard and so quick that I had to pull the headset off. I've had moments of motion sickness but never so pronounced. Oh, wait, that's a lie, Quake VR can be pretty disorienting when trying to look and use the analog sticks at the same time.

Really? Smash Hit has been completely comfortable for me. And I get motion sick really easily. I once threw up watching my friends play Golden eye on N64. There is one part on Smash Hit where you start to cork screw through the level. It gives me a weird sense of vertigo. But I didn't get motion sick.
 
Only VR games, they aren't VR-supported - they're VR-only. You can download other VR games/apps from other sources and install the apks and launch those apps BEFORE plugging your phone into the headset, but the only way to play non-VR games is to sideload Stream Theater and set your computer up to stream games to your phone.

Thank you. Didn't know about the PC Stream Theater o/
 
I finally got my Gear VR today!

Unfortunately, I'm having a bit of a problem. Whenever I actually put it on, the image becomes noticeably posterized. For instance, I can tell that when I'm watching Netflix, the lights are supposed to dim, but really the image just get posterized. Happens with all apps that have dark areas. Anyone know what that's about, is there a fix?

EDIT: Apparently this is normal. Shame.

EDIT 2: Aaaaand apparently the Oculus store wont accept my American card. Possibly because I'm in the Philippines right now. Free stuff it is, I guess.
 
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