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New Gear VR With Controller Launching For $129

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Scheduled release date is April 21st

My only concern is the possibility of lower-spec games capable of being played on phones holding back games and apps being created for higher spec full HMD'S on computers.

http://www.roadtovr.com/samsung-new-gear-vr-controller-launching-april-21st-129/

 

We are all connected..... To each other, biologically...... To the Earth, chemically...... To the rest of the Universe atomically.
 
Devons rig
Intel Core i5 13600K @ 5.1GHz / G.SKILL Trident Z5 RGB Series Ram 64GB / GIGABYTE GeForce RTX 4070 Ti GAMING OC 12G Graphics Card / Sound Blaster Z / Meta Quest 2 VR Headset / Klipsch® Promedia 2.1 Computer Speakers / ASUS ROG SWIFT PG279Q ‑ 27" IPS LED Monitor ‑ QHD / 1x Samsung SSD 850 EVO 500GB / 2x Samsung SSD 860 EVO 1TB /  1x Samsung - 970 EVO Plus 2TB NVMe /  1x Samsung 980 NVMe 1TB / 2 other regular hd's with up to 10 terabyte capacity / Windows 11 Pro 64-bit / Gigabyte Z790 Aorus Elite AX Motherboard LGA 1700 DDR5

Why would that happen? They are two distinct and incompatible platforms...

  • Author
46 minutes ago, Raven9000 said:

 

Why would that happen? They are two distinct and incompatible platforms...

 

Not really. If you have a Vive or Oculus, you will see that many of the games are ports from Samsung, meaning they don't take advantage of all the Oculus and Vive can do. In fact many current VR titles are very simplistic graphically for that very reason, over and above framerate concerns.

The few VR titles that really showcase the Oculus so far tend to be from Oculus studios, backed by Oculus, or are regular PC games ported to Oculus.

If the Samsung market becomes much much larger than the pure Vive/Oculus market, there might be a tendency to make titles for the least common denominator, much the same as most AAA games nowadays are designed to fit on consoles first.

 

We are all connected..... To each other, biologically...... To the Earth, chemically...... To the rest of the Universe atomically.
 
Devons rig
Intel Core i5 13600K @ 5.1GHz / G.SKILL Trident Z5 RGB Series Ram 64GB / GIGABYTE GeForce RTX 4070 Ti GAMING OC 12G Graphics Card / Sound Blaster Z / Meta Quest 2 VR Headset / Klipsch® Promedia 2.1 Computer Speakers / ASUS ROG SWIFT PG279Q ‑ 27" IPS LED Monitor ‑ QHD / 1x Samsung SSD 850 EVO 500GB / 2x Samsung SSD 860 EVO 1TB /  1x Samsung - 970 EVO Plus 2TB NVMe /  1x Samsung 980 NVMe 1TB / 2 other regular hd's with up to 10 terabyte capacity / Windows 11 Pro 64-bit / Gigabyte Z790 Aorus Elite AX Motherboard LGA 1700 DDR5
On 4/21/2017 at 0:39 AM, HiFlyer said:

Not really. If you have a Vive or Oculus, you will see that many of the games are ports from Samsung, meaning they don't take advantage of all the Oculus and Vive can do. In fact many current VR titles are very simplistic graphically for that very reason, over and above framerate concerns.

The few VR titles that really showcase the Oculus so far tend to be from Oculus studios, backed by Oculus, or are regular PC games ported to Oculus.

If the Samsung market becomes much much larger than the pure Vive/Oculus market, there might be a tendency to make titles for the least common denominator, much the same as most AAA games nowadays are designed to fit on consoles first.

 

There are lots of vr capable games that run on rift that are not ports of anything...

p3D, dcs world, asseto corsa, project cars, dirt 3, dirt rally,  iracing, elite dangerous, robo recall, the climb, vr sports, space pirate trainer, lucky's tale, etc, etc  

has been put for quite some time, and what you mention is just not happening...

 

  • Author
30 minutes ago, Raven9000 said:

There are lots of vr capable games that run on rift that are not ports of anything...

p3D, dcs world, asseto corsa, project cars, dirt 3, dirt rally,  iracing, elite dangerous, robo recall, the climb, vr sports, space pirate trainer, lucky's tale, etc, etc  

has been put for quite some time, and what you mention is just not happening...

 

All you've done is make my point. The vast majority of the things you mentioned fit into the three categories I already outlined. PC ports, Oculus studio games/Oculus supported games and games that also work on mobile. (They are almost all more than small enough except the PC ports and Oculus studio productions, to fit in your average phone's memory)

If you look through the actual list of games at the actual Oculus store, the vast majority either came from mobile or will run on mobile.

A quick look online, or a visit to the local Bestbuy etc will show possibly the Oculus and Vive, but most absolutely definitely several flavors of mobile VR, which can also be found at Kmart, Walmart and your nearby phone store.

And of course, just about everyone already has a phone........

Given those facts on the ground, which devices are likely to get the largest VR market penetration the fastest, also considering that mobile is much cheaper?

And given that fact, which devices are going to be the most lucrative development target with the largest built-in audience?

I don't think Oculus (or HTC) is missing the possibilities, either. The video I posted and the whole "Gear VR powered by Oculus" is a pretty transparent admission of marketplace realty.

Is my concern happening yet? Not quite, but the danger is there and is, I believe, real.

 

 

We are all connected..... To each other, biologically...... To the Earth, chemically...... To the rest of the Universe atomically.
 
Devons rig
Intel Core i5 13600K @ 5.1GHz / G.SKILL Trident Z5 RGB Series Ram 64GB / GIGABYTE GeForce RTX 4070 Ti GAMING OC 12G Graphics Card / Sound Blaster Z / Meta Quest 2 VR Headset / Klipsch® Promedia 2.1 Computer Speakers / ASUS ROG SWIFT PG279Q ‑ 27" IPS LED Monitor ‑ QHD / 1x Samsung SSD 850 EVO 500GB / 2x Samsung SSD 860 EVO 1TB /  1x Samsung - 970 EVO Plus 2TB NVMe /  1x Samsung 980 NVMe 1TB / 2 other regular hd's with up to 10 terabyte capacity / Windows 11 Pro 64-bit / Gigabyte Z790 Aorus Elite AX Motherboard LGA 1700 DDR5

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