


Now, Samsung didn't actually charge anyone for those headsets, and it's not like the addition of the Gear VR was enough to make someone choose a Samsung phone over another.īut of all those headsets shipping, how many people were actually using VR? According to Oculus at the time, over a million people had used the Gear VR at least once. News reports of Samsung shipping 3.65 million headsets in 2017 seemed huge, bigger than all of the other VR headsets combined. It was a marriage of convenience for both sides, and the two companies worked quickly to improve the plastic casing the phone would snap into to make it all work with each Samsung phone release.įor a couple of years, Samsung did a great job making it seem like the Gear VR was massively popular.

What Samsung offered was a massive instant group of users, and access to a widely popular hardware system. The Oculus logo was on the headset, right next to Samsung's, but it was pretty clear which company really managed the system. When you bought apps in the Gear VR ecosystem, Oculus maintained the payment gateway. When you entered the Gear VR software, the Oculus logo was everywhere.
#Samsung gear oculus app software
The hardware and software powering the Samsung Gear VR were entirely powered by Oculus. These headsets weren't really a Samsung concept. Millions of the headsets were shipped around the world, often with a credit to buy a few games included.įor a couple of years, Samsung did a great job making it seem like the Gear VR was massively popular. To ensure a ton of people had access to the platform right away, Samsung included the Gear VR headset with nearly every purchase of a high-end Samsung phone. This wasn't entirely resolved when the system was fully released to the public, but most folks didn't care because they didn't pay for it. Released as a developer kit with the Note 4, the Gear VR had some heat problems so extreme, an active fan in the headset couldn't solve the problem. And, as is often the case with Samsung, the first version was kind of awful. InstaVR authored apps can also be simultaneously cast to a television while a user engages with the VR through the headset.So, naturally, Samsung needed to get in on the action. Using InstaVR, Gear VR users can navigate either via gaze activation or through the newly released hand controller. Incorporates latest Samsung Gear VR updated features.We also released a Live Previewer, that allows you to experience the finalized project as you author the app. This allows you to iterate and improve your Gear VR projects over time. InstaVR allows you to create unlimited numbers of Gear VR projects, without charging you per project.Uploading multiple signature files, and publishing simultaneous Gear VR packages, accelerates the app creation process. The Oculus signature files are what allow the published app to run on a specific device. InstaVR supports multiple and unlimited number of Gear VR signature files.We provide 24 hour Live Chat support on weekdays, should you have any questions. Long-form VR is made possible through either Streaming or packaging up the app to an additional SD memory card. Our simple-to-follow publishing process allows you to easily sideload your 360 degree VR projects onto specific Samsung phones, for use with the Gear VR headset. InstaVR is the best fit for Enterprise (Inhouse) projects.How Does InstaVR Improve Gear VR Publishing?īeyond having a simple but robust authoring platform, InstaVR also has a number of features specifically designed for Gear VR publishing:
