While I understand Oculus is 100% in making Rift a success, what about Gear VR ? Assuming it doesn't generate whole a lot of revenue, is it being pushed aside? Is there any bright future for Gear VR or was it meant to be one-time gimmick that will die out sooner or later ?
The reason I am asking is this - I see posts on Reddit about selling Gear VR in favor of upcoming PSVR more often than usual. A lot of posts about Gear VR collecting dust because of lack of content, long approval times for developers, lack of new features on software side (leaderboards, achievements, analytics, IAP, more social features in the Store, Facebook integration, etc.), lack of Store improvements, incredibly slow development/support/bug fixes for Gear VR on UE4 side, etc.
Many devs (myself included) would love to see Gear VR strive and have a long product cycle. It just doesn't quite look this way in the eyes of both devs and end users. Lack of communication on Oculus part doesn't help at all.
Could you please clarify where Oculus stands with Gear VR ? (besides that "we want for Gear VR to succeed" )
Thank you
P.S. Maybe it's just a small number of people who post such things on Reddit, compare to a mass of people who got Gear VR, but it's still disturbing to read.
Without getting into specifics about upcoming plans, we are definitely pushing harder than ever to make GearVR a continuing success. Certainly no pull back... and if you want to help, we are hiring! https://www.oculus.com/en-us/careers/a0I1200000I9zQiEAJ/
I sure want to, but after reading the job post all I can say is this - my best help would be reporting bugs and issues when using UE4 for Gear VR development and providing test cases (which I have been doing) 🙂
As an indie developer, I believe it's looking bleak. I've submitted our game twice to the store and been rejected both times without a reason. The wait times for submission are over three weeks, and there's outright refusal to give any specifics about a rejection, even when contacting developer relations.
It looks like the store is favouring games that can be made into Rift games (i.e. controller games), even though having external motion controls are known to give people (like myself) motion sickness. I've heard rumours around the VR community that the Gear VR was a compromise to obtain access to Samsung parts for the Rift, and I think we're seeing the results on the lack of apps and communications with developers.
Developer of Elementalist X: Immersive and intense tower defense for Gear VR.
Well, I don't know what the deal is with your game, but Endspace just made it to the Store. I totally agree about feedback and I even proposed to have some sort of a rejection card with a few bullet points checklist, so at least developers knew in what direction to look.
I guess we'll see what happens in the next few month.
Is that your game? How many times did you go through submission / rejection before being accepted? That should be an easier case since you already have a strong following on Cardboard, was that taken into account? Were you ever given feedback on a submission?
Developer of Elementalist X: Immersive and intense tower defense for Gear VR.
No, it's not my game. I talked to the guy not to long ago, maybe a month or two, when he announce the port from Cardboard to Gear VR. He hangs out on Reddit /r/GearVR, so you might want to ask him all these questions directly.
I am almost positive that some small shallow games that are claimed to be games and not experiences are not going to make it. Better off making actual real game and small experiences. There has been a lot of negative feed back about content in the Store. Maybe Oculus turned on tight filter and only passes high quality content? As much as it sucks for a lot of indies, it's the only way not to turn Oculus Store into a dump like Steam (talking about oversaturation and Greenlight)
We ran a public beta on /r/GearVR and received generally positive feedback and a few suggestions we implemented. You can see our trailer here. I could send you the RC if you're interested :).
Developer of Elementalist X: Immersive and intense tower defense for Gear VR.
I see Gear VR sticking around at least as long as the S7 is the top phone. With cardboard viewers advancing so drastically though, I cannot see the GearVR going long-term. The only thing that is really kicking the GearVR into gear (no pun intended) is the fact that Samsung is throwing these at people for free. My guess is that GearVR will peak this holiday season when s7 customers receive their GearVR's and gift them because most people don't seem to want them..., and then sputter out after people realize they can use a more comfortable/cheaper better designed cardboard player that will work with any phone including the s7.
Unfortunately the GearVR gives me a splitting headache within 15 minutes (eyes too close together maybe?), and it seems like it is sized to fit someone with a very wide flat face, like an orangutan or something. These factors alone lead me to believe that not only will the GearVR fail, but it will throw back mobile VR a few years as people who share similar experiences with the GearVR as myself and do not know of the other HMD's, will not be coming back to an HMD for some time.
On the other hand, if Samsung fixes these comfort issues before the holidays, we could see 2017 filled with GearVR as well, but still, the consumer will require a better model for it to stand a chance on the market another year.
This such a dumb-fucked statement you posted here, kevingulling. Anyone I showed Gear VR don't even remotely have facial features you describe as "very wide flat face, like an orangutan or something". No one complained about Gear VR fit.
Maybe you have a short fuse and little discomfort you might have experienced irritated hell out of you?!