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Just bought one of these shits off of Amazon. What can I expect?
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Just bought one of these shits off of Amazon. What can I expect?

Backstory: I upgraded to an s7 edge the other day and checked out the goggles at the AT&T store. I have money to burn so I figured why not

I'm planning on rooting my phone tomorrow as well to flash the stock rom and to potentially pirate some shit for the vr, which brings me to another question.

Is it possible to torrent all the stuff I saw in the AT&T demo version and then enjoy it all for free or is there some kind of fuckass safety they've got going on that will force me to pay?

What are your thoughts on the goggles in general, /g/?
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"8/10 it's alright" -IGN
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Bump because considering getting one too
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>>55387135
It's a gimmick honestly

I got mine for free with the promo they were doing like last month or something and basically haven't touched it since then.

Has less games than the ps3
2/10
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Can you watch porn on it? That's all I want to know
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A cool device.

If you wanna play videogames, I recommend getting a Bluetooth gamepad of some sort.

Short list of good vidya:
>Smash Hit
>Keep Talking And Nobody Explodes (multi only, one in headset, multiple people outside one)
>Esper 2
>Minecraft
>Omega Agent
>EVE: Gunjack
>QuakeGVR (through SideloadVR)
>Darknet
>Dead Secret
>Land's End (if you find it cheap)
>Drift (same)

If you have Netflix or Hulu, you can watch those inside VR. It's a cool experience, but it's technically a lower-res screen, so ymmv.

Few tips:
>If you try to rotate side to side in a game without actually doing so in real life, you'll get motion sick, probably. This is a person-to-person thing.
>Have a microfiber cloth on hand to clean the lenses.
>Try out the 360 Photos app, the 3D art stuff is really cool
>Oculus Video is a neat way to watch movies
>AltspaceVR is an interesting social platform, it's got mediocre performance on a phone though
>There's a shitload of shovelware. Good software is hard to find.
>GrooVR is a cool little sort-of-visualizer app. Interface sucks ass though.
>Most 360 videos are pretty low-res considering what we're used to on flat screens. The reasons for this should be obvious.

Any other questions, feel free to ask. Not sure how long I'll be up though.
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>>55387327
yeah
look for a thread on /t/
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>>55387337
Thanks for the extensive tips

What's the situation with pirating the games? I'm not really 100% on how the interface between the goggles and the phone works. Does the phone handle everything aside from the head movement and viewing of the screen? If so, does a "goggle mode" like one of those car modes get activated when it's connected?

Also what exactly did you mean by rotating head side to side? What kind of movement is that?

Anything about battery life? Is it charged with microusb?

Does it have its own ui. Independent of the phone? How much of what I see is generated by the goggles? Or are the goggles basically an add on for the phone that measure my head moving?

Thanks in advance
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>>55387307
This.

While VR itself is not a gimmick, this is low tier trash for kids.

If you want to try VR, get a Vive.
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>>55387327
of course, it's the only reason to own one
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>>55387415
pt. 1
>What's the situation with pirating the games?
This I have no idea about. You'll have to do some research, but .apks on their own have to be signed with a custom file from your specific device, called an osig file. This makes piracy a lot more difficult. I'd imagine it's a nonexistent scene at this point, but I might be wrong.

> Does the phone handle everything aside from the head movement and viewing of the screen? If so, does a "goggle mode" like one of those car modes get activated when it's connected?
The phone handles everything. All that's inside the Gear is a better IMU for much more precise head tracking, lenses, and a touchpad.
Whenever you plug your device in, it'll tell you to take it out, and it'll install a bunch of software. once it's done, you can go into Home by putting it back. Basically, the Gear, when plugged in, tells the phone to launch the GearVR service, which puts the phone screen into SBS, with all the CA and barrel distortion. So it's seamless, for the most part. Once everything's set up, you just plunk it in, and everything launches automatically.

>Also what exactly did you mean by rotating head side to side? What kind of movement is that?
Yaw. Pitch, too, actually. Hell, any kind of rotation independent of your actual head rotating will make you sick, probably, unless you take some time to get used to it. Most games are stationary or 360, so you can turn around yourself. Some games (Minecraft, QuakeGVR) give you the option to move your view around with a control stick, but it's only for people who have developed a resistance to sim sickness. This is the case because when what we're seeing doesn't match what our inner ear is sensing, our brain flips shit and tells us something is horribly wrong. 99% of games won't put you in this situation without explicitly telling you, so it's nothing to worry about, just be aware of. Games like Minecraft and Omega Agent are great in a swivel chair, because you can look around freely.
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>>55387415
>>55387492
pt 2, hit post limit

>Anything about battery life? Is it charged with microusb?
Same cable that came with your phone can be plugged into the device while you're using it to charge it, only if you use some specific Samsung chargers though. I've gotten about 3-5 hours off a full charge, depending on the software. The device doesn't have an independent battery.

>Does it have its own ui. Independent of the phone?
Sort of. Oculus Home is a separate UI that has nothing to do with Android. It's a separate ecosystem for VR that'll launch when you plug it in,like I said. You can also use Home on your phone by itself. It's essentially a Steam-like download/general use client for VR apps. Stuff like SideloadVR lets you use other people's apps that they developed themselves, but 99% of it is extremely low-quality.

>How much of what I see is generated by the goggles?
The goggles have no processing power, if that's what your asking. How it works is that the phone itself generates two separate images, with chromatic aberration and barrel distortion, that then line up with the lenses on the Gear, and trick your brain into seeing a stereo image. Using the Gear engages a low-persistence display mode that makes moving images smoother, as well.

>Or are the goggles basically an add on for the phone that measure my head moving?
Basically.
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>>55387425
I sort of agree. I gave the Vive a shot today, and it's on a whole other level. Incredible stuff. I'll be getting one for myself soon.

That being said, the Gear is still mindblowing for most people who've never tried VR. I've just loaded up some 360 photos for a couple normie friends and the reactions have varied from "whoa" to "HOLY FUCKING SHIT WHERE AM I"
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>>55387552
I see, how does the porn work btw? Do I torrent specific 360 vids that I watch through the goggles? Can I pause and fast forward, etc

Any other cool tips and tweaks?

>55387566
Noice
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They're fucking awesome. Pretty much a wireless rift with a newer panel when using an S7. I guarantee anyone talking shit hasn't tried any of this.

Has a huge library on the phone itself, and as of a month ago, the whole steamVR library through Riftcat Vridge

>>55387337
Has some really good recs (I liked smash hit, quakeGVR and dead secret the best)

I definitely rec trying DolphinVR through Vridge, and other paid games like Project Cars if you own any. There's people working on a Leap Motion driver if you want positional and hand tracking, so that's worth looking into if you want to take it a step further.
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>>55387623
There's different 360 video players you can get. I think the one that works with videos on the /t/ thread is on Sideload, but I'm not sure. Maybe go lurk over there and see what they say.

As far as other tips:
>Always use earbuds/headphones. It helps immersion massively
>There's no positional tracking, so you can only look around. Don't get surprised when you try to lean over, but your view doesn't move with you.
>You can watch SBS gameplay of desktop VR games on Youtube. Just make sure the quality is as high as it can go.
>Keep Talking And Nobody Explodes is a great game to play with other people who know what they're doing. You only need one headset for it.
>You can watch 3D movies in Oculus Cinema. It's a bit of a process, but it's not hard.
>You can also use your PC in the Gear using an app called Stream Theater. It's on Sideload.
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>>55387644
How's the input lag on VRidge? I tried a really fucking complicated solution with Trinus and Moonlight, and got some pretty bad lag.

Having just used 90hz headsets, it might feel bad regardless, but I'm installing it anyway.
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>>55387715
Dope, thanks again

Are there any free games/apps of note that I can download?
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>>55387747
On Oculus Home:
Smash Hit
Netflix/Hulu
AltspaceVR
GroovR
Oculus Video/360 photo
COLOSSE
Dreadhalls (demo)
Tactera(demo)
Oculus Arcade
Bait!
SONAR (best non-game experience I've had)
Stor Eiglass
flickr VR

on SideloadVR:
Stream Theater
QuakeGVR
DoomGVR
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>>55387744

I also used Gyre back in my cardboard days. While it's come a decent ways in the last couple years, VRidge is a big step up in simplicity and response. You'll need a low-interference AC network to really up the bitrate, but the Innovators Edition headset also lets you do wired.

Big tip is to get the GearSVC into developer mode, that'll get you the higher hz strobing and low persistence mode.

https://forums.oculus.com/vip/discussion/25393/how-to-enable-developer-mode-on-s6-edge
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