Can't change seat any more with joypad in Oculus Cinema
I'm using Gear VR (with Note 4) and joypad, Moga Pro Power. Joypad is connected with 'B' mode, represented as Moga Pro 2 HID in bluetooth configuration. I've changed seat row in oculus cinema by pressing button 'Y', but now it works like a back button rather than changing seat. Both 'Y' and 'B' button works as a back button. Do you have any idea about this?1.3KViews0likes2CommentsOculus/Samsung's Callous Treatment of Note 4 Gear VR IE1 Early Adopters Means I'll NEVER BUY AGAIN!
As many may (or may not) know, Oculus and Samsung arbitrarily, capriciously and maliciously have conspired to deny Note 4 and Gear VR (Innovator Edition 1) early adopters access to critical new features/products, by actively refusing to permit pairing of the new Gear VR Controller with Note 4s. The only comment one receives after a month of patience (other than "root your device"--a dangerous or impossible task, depending on the Note 4 variant, e.g. AT&T with a locked bootloader!) is that the Controller is "not supported"; this is absurdly disingenuous. In fact, far from being merely "not supported," the pairing actively is denied, by using a private bluetooth pairing mode in Android and by actively searching root for the device ID (model, i.e. the Note 4 variant) and then forbidding the simple pairing. There is no technical reason for this, of course; a considerable number of third-party bluetooth devices, including controllers, not similarly constrained--and, often of far more complexity than Samsung's simple new Controller--pair and operate admirably. Given other, related, actions--e.g. by Samsung--one easily can infer precisely why Oculus and Samsung are doing this dastardly deed: to artificially, callously and cynically attempt to force owners to upgrade to new kit. As with Samsung's decision to make unibody (sealed) phones, with no access for battery replacement (whether conveniently on-the-go, or after a couple of years when batteries actually fail--or, perhaps catch fire!)--and to make even a successor to the Note 4, the Note 5, both unibody and without Samsung's previously infamous Micro-SD slot--Samsung has contrived slavishly to copy Apple's infamous pattern of reducing useful and desired internal components, while keeping prices at high flagship levels. Meanwhile, these policies artificially force consumers to upgrade--just when U.S. carriers' have been abandonng the heretofore ubiquitous post-paid two-year financing cycle, that served largely to guarantee upgrades every two years. We've been able to swap out batteries ever since we've had cell phones--all the way back to the days when analog cell phone "bricks" had to be slung on a strap over the shoulder to make the ten-pound-plus weight "portable." Even the tiny, marvelous Mototola Star-Tac of the 1990s had a replaceable battery! Now, we are forced to upgrade periodically when we find that the ONE internal component that decades of device use has taught us to KNOW will fail, cannot be replaced! Similarly, we are forced to upgrade ou Note 4s and Gear VR headsets, if we want merely basic, Samsung- and Oculus-branded control of our VR experiences--which developers specifically have been requiring for new game and other VR experiences! This is in addition to Oculus and Smasung failing to require developers to make apps Note 4 compatible, such that the most desirable titles and/or features will not work on a Note 4. Early adopters have been shat upon and cast away--after having spent, perhaps, $825 for an AT&T-variant Note 4, $300 for the first Gear VR, $70 for an S-View Smart Cover and $30 for a spare battery. Plus $40 for the Gear VR Controller...perhaps $1265, not including third-party accessories. For a phone. Well, accordingly, I'll never buy another Oculus product--nor a Samsung phone, as I've long-resolved, now, that doesn't permit replacement of the battery. I'll just buy another new/old stock or refurbished Note 4. How long will other consumers remain gullible--settling for new "features" that are merely solutions looking for problems, gimicks (a screen that wraps around the sides actually reduces resolution and real estate, people!), or MISSING components, such as a headphone jack and internal DAC, that demand an upgrade to other components such as expensive bluetooth headphones withe internal DACs and their necessary adapters--immediately at purchase (!) for functionality that should be in-built! Wake up, folks. Caveat Emptor.1.2KViews0likes2CommentsYoutube for first time user
I am brand new here I am using a Samsung Galaxy Note 4 with the Samsung Gear VR made ONLY for the Note 4. I would like to view my youtube videos and playlist and history from my google account. I cannot find any youtubes or websites to help me so I am asking for your help674Views0likes0CommentsOculus for Gear VR: Show hidden apps. Solution? Pretend Oculus (Note 4 is "Note 5", "Note 6"...?)
Hello. I'm angry. Samsung has designed the note 4 with malicious intent. It should not fit into the Gear VR higher than version 320. You should buy a Note 5 or higher. But it fits perfectly into the current 323. Necessary are only tiny modifications with a Dremel. But unfortunately the Oculus app does not display all apps. For example, I do not find "AltSpaceVR", or "VISO Places" (and also "Samsung VR")! This is vicious! The problem is that not all apps are displayed, it is also a problem in Google Play Store. But there are solutions for this. Is there a way to display all apps for Oculus for Gear VR? A "crack"? A manipulated Oculus app? An alternative app store that inserts the apps into Oculus? Can I Oculus "pretend" another ID of the phone? Note 5, Note 6 or Note 7? Or a completely different possibility?1.5KViews0likes2CommentsAltspace VR App in Oculus App? Not found with Note 4. Is there a method to manipulate the Oculus app
Hello. With a note 4 in a Gear VR R-323 (yes it works, only this useless corners are a problem, solution: grinding plan on the note 4, or grinding the Gear-VR...) I can install a altspace vr app outside "Oculus", but in this app is a switch button to Gear VR, Oculus app. The oculus app appears (white...), but then oculus closed (app not founded). OK, this is not a Note 5 or higher, but it works. Is there a method, to see also apps, they are officially not for Note 4? Same Problem is known for Google App Store, but there, I can download and install a "apk" file. Is this possible for Altspace VR? Download and Install an oculus app external? And other apps I do not Know, because I can not see this apps in the oculus app.730Views0likes0Comments2017 March Madness VR app Issues
I have, I believe, the original GearVR headset that I use with my Note 4. I was going to check out the basketball games this weekend in VR, but the Oculus store kept shutting down when I clicked on the March Madness Live app. I eventually gave up. this morning I went to the Oculus store on my computer and downloaded the app from there. I then went back to my phone and found the app, but it said it was not available for my hardware device. Is the Note 4 too old to view this? I don't see any compatibility instructions anywhere for the app. It would really suck if I can't watch something in VR just because I don't have the latest and greatest hardware. I'm not upgrading my phone every year.736Views0likes0CommentsWhy Oculus why?
Yesterday there was an Oculus and Oculus Home update and today another Home update. And since then CasinoVR Poker which i played just yesterday, has not only vanished from my Gear VR library but i can't find it in the Oculus Store anymore even with the search function. I now found CasinoVR Poker in my deinstalled list under "not supported on this device or operating system", so Oculus removed the compatibility for the Note 4, even tho the game worked totally fine just yesterday. Why Oculus why?1.7KViews0likes2CommentsGearVR Device Compatibility
Hi, I have a GearVR application I am developing. My primary development platform has been on my S7, on which it runs flawlessly at 60 fps. I recently tested on the Note 4, and the performance is between 30-40 fps. I could optimize in the future but not in the time I would like to submit the first build. I looked over the developer documentation, and if I missed it I apologize, but I did not see an answer to the following: The store requirement says that the application must run at 60 fps; however, there's a number of devices across two or three (if you count the Note 4) generations of device now and I'm unclear what the requirement is for performance across all these devices, or if you can specify particular devices you intend to target, or how this works in general. Is there any way someone could direct me to an answer in this matter? Thanks!1.1KViews0likes4Comments