Samsung Gear VR: Difference between revisions
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{{Device Infobox | {{Device Infobox | ||
|name = Samsung Gear VR | |||
|image = | |image = | ||
|VR/AR = [[Virtual Reality]] | |VR/AR = [[Virtual Reality]] | ||
|Type = [[Head-mounted display]] | |Type = [[Head-mounted display]] | ||
|Subtype = | |Subtype = [[Mobile VR]] | ||
|Platform = [[ | |Platform = [[Oculus Home]] | ||
| | |Creator = [[Samsung]], [[Oculus VR]] | ||
| | |Developer = [[Samsung]], [[Oculus VR]] | ||
|Release = | |Manufacturer = [[Samsung]] | ||
|Price = | |Announcement Date = September 3, 2014 (IFA Berlin) | ||
|Website = https://www.samsung.com | |Release Date = November 27, 2015 (consumer version) | ||
| | |Price = $99 (consumer), $129 (2017 with controller) | ||
|CPU = | |Website = https://www.samsung.com/ (discontinued) | ||
|GPU = | |Versions = SM-R320 (Innovator), SM-R321, SM-R322, SM-R323, SM-R324, SM-R325 | ||
|Storage = | |Requires = Compatible Samsung Galaxy smartphone | ||
| | |Predecessor = None | ||
|Display = | |Successor = None (discontinued) | ||
|Resolution = | |Operating System = [[Oculus Home]] (Android-based) | ||
|Refresh = | |Chipset = Powered by smartphone | ||
| | |CPU = Powered by smartphone | ||
| | |GPU = Powered by smartphone | ||
| | |HPU = | ||
| | |Storage = Powered by smartphone | ||
|IPD = | |Memory = Powered by smartphone | ||
|Eye Tracking = | |SD Card Slot = Via smartphone | ||
|Hand Tracking = | |Display = Smartphone display (AMOLED) | ||
|Tracking = | |Subpixel Layout = PenTile (smartphone dependent) | ||
| | |Peak Brightness = Smartphone dependent | ||
| | |Resolution = Smartphone dependent (up to 2960 × 1440) | ||
|Microphone = | |Pixel Density = Smartphone dependent | ||
|Audio Jack = | |Refresh Rate = 60Hz | ||
|Connectivity = | |Persistence = Low persistence | ||
|Ports = USB | |Field of View = 96° (early models), 101° (SM-R323+) | ||
| | |Horizontal FoV = ~96-101° | ||
|Weight = 345g ( | |Vertical FoV = ~96-101° | ||
| | |Average Pixel Density = Smartphone dependent | ||
| | |Peak Pixel Density = Smartphone dependent | ||
|Sensors = Accelerometer, | |Foveated Rendering = No | ||
|Input = Touchpad, Gear VR Controller | |Optics = Aspheric lenses | ||
|Ocularity = Binocular | |||
|IPD Range = Focus wheel adjustment | |||
|Adjustable Diopter = Yes (focus wheel) | |||
|Passthrough = No | |||
|Tracking = 3DoF (rotational only) | |||
|Tracking Frequency = 1000Hz (IMU) | |||
|Base Stations = None required | |||
|Eye Tracking = No | |||
|Face Tracking = No | |||
|Hand Tracking = No | |||
|Body Tracking = No | |||
|Rotational Tracking = Yes | |||
|Positional Tracking = No | |||
|Update Rate = 60Hz | |||
|Tracking Volume = Stationary/seated | |||
|Play Space = Stationary | |||
|Latency = <20ms motion-to-photon | |||
|Audio = Via smartphone (3.5mm or Bluetooth) | |||
|Microphone = Via smartphone | |||
|3.5mm Audio Jack = Pass-through from smartphone | |||
|Camera = No (phone camera not used) | |||
|Connectivity = USB (Micro-USB or USB-C) | |||
|Ports = USB to smartphone | |||
|Wired Video = No | |||
|Wireless Video = No | |||
|WiFi = Via smartphone | |||
|Bluetooth = Via smartphone | |||
|Power = Powered by smartphone | |||
|Battery Capacity = N/A (uses phone battery) | |||
|Battery Life = ~2-3 hours (drains phone battery) | |||
|Charge Time = N/A | |||
|Dimensions = 207.8 × 122.5 × 98.6mm (SM-R325) | |||
|Weight = 345g (with controller) | |||
|Material = Plastic | |||
|Headstrap = Elastic straps | |||
|Haptics = Controller haptics (2017 version) | |||
|Color = Frost White, Blue Black, Orchid Gray | |||
|Sensors = Accelerometer, gyroscope, proximity sensor, geomagnetic sensor | |||
|Input = Touchpad, back button, volume keys, Gear VR Controller (2017) | |||
|Compliance = FCC, CE | |||
}} | }} | ||
The '''Samsung Gear VR''' is a [[ | The '''Samsung Gear VR''' is a discontinued [[mobile VR]] [[head-mounted display]] developed by [[Samsung Electronics]] in collaboration with [[Oculus VR]], first announced at IFA Berlin on September 3, 2014. The consumer version launched on November 27, 2015 at a price of $99.99, establishing the Gear VR as one of the most accessible and widely-adopted VR headsets of the early VR era. Unlike PC VR headsets, the Gear VR used a compatible Samsung Galaxy smartphone as its display and processor—users simply inserted their phone into the headset shell, which provided optics, an IMU for enhanced head tracking, and a touchpad for input. Through the partnership with Oculus, Gear VR users accessed content via the Oculus Home platform, giving them access to thousands of VR experiences. The Gear VR service was officially terminated on September 30, 2020, marking the end of an era for smartphone-based VR. | ||
== History and Development == | == History and Development == | ||
=== Samsung | === Samsung-Oculus Partnership === | ||
Samsung | Collaboration announced in 2014: | ||
* Samsung provided hardware manufacturing | |||
* Oculus provided VR expertise and platform | |||
* Leveraged Galaxy AMOLED displays | |||
* Combined mobile and VR innovation | |||
=== | === IFA 2014 Announcement === | ||
Unveiled alongside Galaxy Note 4: | |||
* "Innovator Edition" designation | |||
* Developer-focused initial release | |||
* | * Limited initial availability | ||
* | * Technology demonstration | ||
* | |||
* | |||
=== | === Innovator Edition === | ||
Early versions for developers: | |||
* SM-R320 (Note 4 compatible) | |||
* SM-R321 (S6 compatible) | |||
* Limited retail availability | |||
* $199-$249 price point | |||
== | === Consumer Version === | ||
Mass market release November 2015: | |||
* SM-R322 model | |||
* $99.99 retail price | |||
* Wider Galaxy compatibility | |||
* Oculus Home platform | |||
=== | === Subsequent Versions === | ||
Regular hardware updates: | |||
* | * '''SM-R323 (2016)''': USB-C support, wider FOV (101°) | ||
* | * '''SM-R324 (2017)''': Note 8 support, controller included | ||
* | * '''SM-R325 (2017)''': Latest version with controller | ||
=== | == Design Philosophy == | ||
=== | === Mobile VR Accessibility === | ||
Core design principle: | |||
* Leverage existing smartphone investment | |||
* Low additional cost ($99) | |||
* No PC required | |||
* Easy setup and portability | |||
=== Smartphone as Computer === | |||
Utilizing mobile hardware: | |||
* Galaxy's AMOLED display for VR | |||
* Mobile processor for rendering | |||
* Phone's storage for content | |||
* Existing app ecosystem | |||
=== Enhanced Tracking === | |||
Beyond smartphone sensors: | |||
* Custom IMU in headset | |||
* Lower latency than phone alone | |||
* 1000Hz sensor polling | |||
* Smoother head tracking | |||
== Hardware Generations == | |||
=== SM-R320 (Innovator Edition for Note 4) === | |||
First generation: | |||
* Compatible with Galaxy Note 4 | |||
* 96° field of view | |||
* Micro-USB connection | |||
* Focus wheel | |||
=== SM-R321 (Innovator Edition for S6) === | |||
S6 compatibility: | |||
* Galaxy S6, S6 edge support | |||
* Similar specifications | |||
* White color option | |||
=== SM-R322 (Consumer Edition 2015) === | |||
Mass market version: | |||
* Galaxy Note 5, S6 series support | |||
* $99.99 price | |||
* Blue Black color | |||
* Improved comfort | |||
=== SM-R323 (2016) === | |||
Major upgrade: | |||
* USB-C port added (alongside Micro-USB) | |||
* 101° field of view (expanded) | |||
* Galaxy Note 7, S7 support | |||
* Blue Black color | |||
=== SM-R324 (2017) === | |||
With controller bundle: | |||
* Galaxy S8, Note 8 support | |||
* Gear VR Controller included | |||
* Orchid Gray color | |||
* $129 price point | |||
=== SM-R325 (2017) === | |||
Final version: | |||
* Galaxy S9 series support | |||
* Latest compatible model | |||
* Continued controller inclusion | |||
* Same $129 price | |||
== Display Technology == | |||
=== Smartphone Display === | |||
Resolution depended on phone: | |||
* '''Galaxy S9+''': 2960 × 1440 | |||
* '''Galaxy S8''': 2960 × 1440 | |||
* '''Galaxy Note 8''': 2960 × 1440 | |||
* '''Galaxy S6''': 2560 × 1440 | |||
=== AMOLED Advantages === | |||
Samsung display benefits: | |||
* True blacks | |||
* Fast pixel response | |||
* Low persistence possible | |||
* Good color saturation | |||
=== PenTile Subpixels === | |||
Samsung AMOLED characteristic: | |||
* Diamond PenTile arrangement | |||
* Visible screen door effect | |||
* Trade-off for OLED benefits | |||
== Optical System == | |||
=== Aspheric Lenses === | |||
Simple optical design: | |||
* Fixed aspheric lenses | |||
* 96-101° field of view | |||
* Adequate for mobile VR | |||
=== Focus Wheel === | |||
Diopter adjustment: | |||
* Focus wheel on top | |||
* Adjustable for different vision | |||
* Reduces need for glasses | |||
* Convenient feature | |||
=== Field of View Evolution === | |||
Improved over time: | |||
* 96° (SM-R320, R321, R322) | |||
* 101° (SM-R323+) | |||
* Competitive with mobile VR peers | |||
== Tracking System == | |||
=== 3DoF Only === | |||
Rotational tracking only: | |||
* No positional tracking | |||
* Seated/stationary experiences | |||
* Head rotation captured | |||
* Limited movement | |||
=== Custom IMU === | |||
Enhanced sensors: | |||
* Accelerometer | * Accelerometer | ||
* | * Gyroscope | ||
* | * Geomagnetic sensor | ||
* Better than phone IMU alone | |||
=== | === Low Latency === | ||
Tracking performance: | |||
* 1000Hz IMU polling | |||
* Low motion-to-photon latency | |||
* Reduced motion sickness | |||
* Smooth head tracking | |||
== Gear VR Controller == | == Gear VR Controller == | ||
=== 2017 Addition === | |||
Wireless motion controller: | |||
* Included with SM-R324/R325 | |||
* 3DoF tracking | |||
* Trigger, trackpad, buttons | |||
* AAA battery powered | |||
=== | === Controller Features === | ||
* | Input options: | ||
* | * Trackpad for navigation | ||
* | * Trigger button | ||
* | * Back and home buttons | ||
* Volume control | |||
== | === Interaction Model === | ||
Pointer-based interface: | |||
* Laser pointer metaphor | |||
* Point and click interaction | |||
* Menu navigation | |||
* Game interaction | |||
== Phone Compatibility == | |||
== Compatible | === Compatible Devices === | ||
Samsung Galaxy phones only: | |||
* Galaxy Note 8 | |||
* Galaxy S9, S9+ | |||
* Galaxy S8, S8+ | |||
* Galaxy S7, S7 edge | |||
* Galaxy Note 5 | |||
* Galaxy S6, S6 edge, S6 edge+ | |||
=== | === Exclusions === | ||
* Galaxy | Not compatible: | ||
* | * Galaxy S6/S7/S8 Active | ||
* | * Non-Samsung Android phones | ||
* | * iPhones | ||
* Other manufacturers | |||
=== | === Connection Types === | ||
* | Dual USB support (later models): | ||
* | * Micro-USB (older phones) | ||
* | * USB-C (newer phones) | ||
* Both ports on headset | |||
== Software Platform == | == Software Platform == | ||
=== Oculus Home === | === Oculus Home === | ||
Content ecosystem: | |||
* Oculus-powered store | |||
* Thousands of apps and experiences | |||
* 360° videos | |||
* VR games | |||
=== Content | === Notable Content === | ||
Popular experiences: | |||
* Netflix VR | |||
* Minecraft Gear VR Edition | |||
* 360° video content | |||
* Social VR apps | |||
== Specifications == | === Samsung VR Video === | ||
Media platform: | |||
* 360° video content | |||
* Samsung-curated content | |||
* Discontinued September 2020 | |||
== Physical Design == | |||
=== Construction === | |||
Plastic shell design: | |||
* Lightweight plastic body | |||
* Elastic head straps | |||
* Foam face padding | |||
* Phone cradle mechanism | |||
=== Touchpad === | |||
Side-mounted input: | |||
* Touch-sensitive trackpad | |||
* Tap and swipe gestures | |||
* Back button | |||
* Volume controls | |||
=== Weight === | |||
Reasonable for mobile VR: | |||
* 345g with controller | |||
* Plus phone weight | |||
* Acceptable comfort | |||
* Elastic strap distribution | |||
=== Ventilation === | |||
Heat management: | |||
* Passive ventilation | |||
* Phone generates heat | |||
* Can get warm during use | |||
== Audio == | |||
=== No Built-In Audio === | |||
Relies on smartphone: | |||
* 3.5mm pass-through | |||
* Bluetooth headphone support | |||
* Phone speakers (not ideal) | |||
* User provides audio solution | |||
== Use Cases == | |||
=== Video Consumption === | |||
Primary use case: | |||
* 360° video viewing | |||
* Netflix, Hulu VR | |||
* YouTube VR | |||
* Virtual cinema experiences | |||
=== Casual Gaming === | |||
Mobile VR games: | |||
* Casual game experiences | |||
* Puzzle games | |||
* Exploration games | |||
* Limited interaction (3DoF) | |||
=== Social VR === | |||
Communication: | |||
* Oculus Rooms | |||
* Social spaces | |||
* Avatar interaction | |||
* Virtual hangouts | |||
=== Education and Training === | |||
Enterprise applications: | |||
* Training simulations | |||
* Educational content | |||
* Real estate tours | |||
* Product demonstrations | |||
== Commercial Impact == | |||
=== Market Penetration === | |||
Widespread adoption: | |||
* Millions of units sold | |||
* Often bundled with phones | |||
* Accessible price point | |||
* Introduced many to VR | |||
=== VR Awareness === | |||
Cultural impact: | |||
* First VR for many users | |||
* Demonstrated VR potential | |||
* Built VR interest | |||
* Mainstream exposure | |||
=== Limitations Exposed === | |||
Mobile VR challenges: | |||
* 3DoF not enough for advanced VR | |||
* Overheating issues | |||
* Battery drain | |||
* Phone compatibility fragmentation | |||
== Service Discontinuation == | |||
=== September 30, 2020 === | |||
End of service: | |||
* Oculus Home support ended | |||
* Content no longer accessible | |||
* Samsung VR Video discontinued | |||
* Hardware rendered largely useless | |||
=== Reasons === | |||
Market evolution: | |||
* Standalone VR (Quest) superior | |||
* Mobile VR market declined | |||
* 3DoF obsolete | |||
* Development ceased | |||
== Legacy == | |||
=== VR Accessibility === | |||
Pioneered affordable VR: | |||
* $99 entry point | |||
* Millions experienced VR | |||
* Proved mobile VR demand | |||
* Market validation | |||
=== Standalone VR Foundation === | |||
Led to Quest development: | |||
* Lessons from mobile VR | |||
* User experience research | |||
* Content ecosystem development | |||
* Oculus partnership continued | |||
=== Market Lessons === | |||
Industry learnings: | |||
* 6DoF necessary for immersion | |||
* Standalone better than phone-dependent | |||
* Quality matters over convenience | |||
* Content ecosystem critical | |||
== Technical Specifications Summary == | |||
{| class="wikitable" | {| class="wikitable" | ||
| Line 122: | Line 456: | ||
! Specification !! Details | ! Specification !! Details | ||
|- | |- | ||
| | | Display || Smartphone AMOLED | ||
|- | |||
| Resolution || Phone dependent (up to 2960×1440) | |||
|- | |||
| FOV || 96-101° | |||
|- | |- | ||
| | | Tracking || 3DoF (rotational only) | ||
|- | |- | ||
| | | Sensors || Custom IMU (accelerometer, gyro, magnetic) | ||
|- | |- | ||
| | | Controller || Gear VR Controller (3DoF) | ||
|- | |- | ||
| | | Compatibility || Samsung Galaxy phones | ||
|- | |||
| Connection || USB (Micro-USB/USB-C) | |||
|- | |- | ||
| Weight || 345g (without phone) | | Weight || 345g (without phone) | ||
|- | |- | ||
| | | Price || $99-$129 | ||
|- | |- | ||
| | | Status || Discontinued (September 2020) | ||
|} | |} | ||
== See Also == | == See Also == | ||
* [[Samsung]] | * [[Samsung]] | ||
* [[Oculus]] | * [[Oculus VR]] | ||
* [[ | * [[Mobile VR]] | ||
* [[Google Daydream | * [[Google Cardboard]] | ||
* [[Oculus | * [[Google Daydream]] | ||
* [[Oculus Quest]] | |||
== References == | == References == | ||
| Line 156: | Line 493: | ||
[[Category:VR Headsets]] | [[Category:VR Headsets]] | ||
[[Category:Head-mounted displays]] | [[Category:Head-mounted displays]] | ||
[[Category: | [[Category:Mobile VR]] | ||
[[Category:Samsung]] | [[Category:Samsung]] | ||
[[Category:Oculus]] | [[Category:Oculus]] | ||
[[Category:2010s VR]] | [[Category:2010s VR]] | ||
[[Category:Discontinued]] | |||
Latest revision as of 03:12, 8 January 2026
| Samsung Gear VR | |
|---|---|
| Basic Info | |
| VR/AR | Virtual Reality |
| Type | Head-mounted display |
| Subtype | Mobile VR |
| Platform | Oculus Home |
| Creator | Samsung, Oculus VR |
| Developer | Samsung, Oculus VR |
| Manufacturer | Samsung |
| Announcement Date | September 3, 2014 (IFA Berlin) |
| Release Date | November 27, 2015 (consumer version) |
| Price | $99 (consumer), $129 (2017 with controller) |
| Website | https://www.samsung.com/ (discontinued) |
| Versions | SM-R320 (Innovator), SM-R321, SM-R322, SM-R323, SM-R324, SM-R325 |
| Requires | Compatible Samsung Galaxy smartphone |
| Predecessor | None |
| Successor | None (discontinued) |
| System | |
| Operating System | Oculus Home (Android-based) |
| Chipset | Powered by smartphone |
| CPU | Powered by smartphone |
| GPU | Powered by smartphone |
| Storage | |
| Storage | Powered by smartphone |
| Memory | Powered by smartphone |
| SD Card Slot | Via smartphone |
| Display | |
| Display | Smartphone display (AMOLED) |
| Subpixel Layout | PenTile (smartphone dependent) |
| Peak Brightness | Smartphone dependent |
| Resolution | Smartphone dependent (up to 2960 × 1440) |
| Pixel Density | Smartphone dependent |
| Refresh Rate | 60Hz |
| Persistence | Low persistence |
| Image | |
| Field of View | 96° (early models), 101° (SM-R323+) |
| Horizontal FoV | ~96-101° |
| Vertical FoV | ~96-101° |
| Average Pixel Density | Smartphone dependent |
| Peak Pixel Density | Smartphone dependent |
| Foveated Rendering | No |
| Optics | |
| Optics | Aspheric lenses |
| Ocularity | Binocular |
| IPD Range | Focus wheel adjustment |
| Adjustable Diopter | Yes (focus wheel) |
| Passthrough | No |
| Tracking | |
| Tracking | 3DoF (rotational only) |
| Tracking Frequency | 1000Hz (IMU) |
| Base Stations | None required |
| Eye Tracking | No |
| Face Tracking | No |
| Hand Tracking | No |
| Body Tracking | No |
| Rotational Tracking | Yes |
| Positional Tracking | No |
| Update Rate | 60Hz |
| Tracking Volume | Stationary/seated |
| Play Space | Stationary |
| Latency | <20ms motion-to-photon |
| Audio | |
| Audio | Via smartphone (3.5mm or Bluetooth) |
| Microphone | Via smartphone |
| 3.5mm Audio Jack | Pass-through from smartphone |
| Camera | No (phone camera not used) |
| Connectivity | |
| Connectivity | USB (Micro-USB or USB-C) |
| Ports | USB to smartphone |
| Wired Video | No |
| Wireless Video | No |
| WiFi | Via smartphone |
| Bluetooth | Via smartphone |
| Power | Powered by smartphone |
| Battery Capacity | N/A (uses phone battery) |
| Battery Life | ~2-3 hours (drains phone battery) |
| Charge Time | N/A |
| Device | |
| Dimensions | 207.8 × 122.5 × 98.6mm (SM-R325) |
| Weight | 345g (with controller) |
| Material | Plastic |
| Headstrap | Elastic straps |
| Haptics | Controller haptics (2017 version) |
| Color | Frost White, Blue Black, Orchid Gray |
| Sensors | Accelerometer, gyroscope, proximity sensor, geomagnetic sensor |
| Input | Touchpad, back button, volume keys, Gear VR Controller (2017) |
| Compliance | FCC, CE |
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The Samsung Gear VR is a discontinued mobile VR head-mounted display developed by Samsung Electronics in collaboration with Oculus VR, first announced at IFA Berlin on September 3, 2014. The consumer version launched on November 27, 2015 at a price of $99.99, establishing the Gear VR as one of the most accessible and widely-adopted VR headsets of the early VR era. Unlike PC VR headsets, the Gear VR used a compatible Samsung Galaxy smartphone as its display and processor—users simply inserted their phone into the headset shell, which provided optics, an IMU for enhanced head tracking, and a touchpad for input. Through the partnership with Oculus, Gear VR users accessed content via the Oculus Home platform, giving them access to thousands of VR experiences. The Gear VR service was officially terminated on September 30, 2020, marking the end of an era for smartphone-based VR.
History and Development
Samsung-Oculus Partnership
Collaboration announced in 2014:
- Samsung provided hardware manufacturing
- Oculus provided VR expertise and platform
- Leveraged Galaxy AMOLED displays
- Combined mobile and VR innovation
IFA 2014 Announcement
Unveiled alongside Galaxy Note 4:
- "Innovator Edition" designation
- Developer-focused initial release
- Limited initial availability
- Technology demonstration
Innovator Edition
Early versions for developers:
- SM-R320 (Note 4 compatible)
- SM-R321 (S6 compatible)
- Limited retail availability
- $199-$249 price point
Consumer Version
Mass market release November 2015:
- SM-R322 model
- $99.99 retail price
- Wider Galaxy compatibility
- Oculus Home platform
Subsequent Versions
Regular hardware updates:
- SM-R323 (2016): USB-C support, wider FOV (101°)
- SM-R324 (2017): Note 8 support, controller included
- SM-R325 (2017): Latest version with controller
Design Philosophy
Mobile VR Accessibility
Core design principle:
- Leverage existing smartphone investment
- Low additional cost ($99)
- No PC required
- Easy setup and portability
Smartphone as Computer
Utilizing mobile hardware:
- Galaxy's AMOLED display for VR
- Mobile processor for rendering
- Phone's storage for content
- Existing app ecosystem
Enhanced Tracking
Beyond smartphone sensors:
- Custom IMU in headset
- Lower latency than phone alone
- 1000Hz sensor polling
- Smoother head tracking
Hardware Generations
SM-R320 (Innovator Edition for Note 4)
First generation:
- Compatible with Galaxy Note 4
- 96° field of view
- Micro-USB connection
- Focus wheel
SM-R321 (Innovator Edition for S6)
S6 compatibility:
- Galaxy S6, S6 edge support
- Similar specifications
- White color option
SM-R322 (Consumer Edition 2015)
Mass market version:
- Galaxy Note 5, S6 series support
- $99.99 price
- Blue Black color
- Improved comfort
SM-R323 (2016)
Major upgrade:
- USB-C port added (alongside Micro-USB)
- 101° field of view (expanded)
- Galaxy Note 7, S7 support
- Blue Black color
SM-R324 (2017)
With controller bundle:
- Galaxy S8, Note 8 support
- Gear VR Controller included
- Orchid Gray color
- $129 price point
SM-R325 (2017)
Final version:
- Galaxy S9 series support
- Latest compatible model
- Continued controller inclusion
- Same $129 price
Display Technology
Smartphone Display
Resolution depended on phone:
- Galaxy S9+: 2960 × 1440
- Galaxy S8: 2960 × 1440
- Galaxy Note 8: 2960 × 1440
- Galaxy S6: 2560 × 1440
AMOLED Advantages
Samsung display benefits:
- True blacks
- Fast pixel response
- Low persistence possible
- Good color saturation
PenTile Subpixels
Samsung AMOLED characteristic:
- Diamond PenTile arrangement
- Visible screen door effect
- Trade-off for OLED benefits
Optical System
Aspheric Lenses
Simple optical design:
- Fixed aspheric lenses
- 96-101° field of view
- Adequate for mobile VR
Focus Wheel
Diopter adjustment:
- Focus wheel on top
- Adjustable for different vision
- Reduces need for glasses
- Convenient feature
Field of View Evolution
Improved over time:
- 96° (SM-R320, R321, R322)
- 101° (SM-R323+)
- Competitive with mobile VR peers
Tracking System
3DoF Only
Rotational tracking only:
- No positional tracking
- Seated/stationary experiences
- Head rotation captured
- Limited movement
Custom IMU
Enhanced sensors:
- Accelerometer
- Gyroscope
- Geomagnetic sensor
- Better than phone IMU alone
Low Latency
Tracking performance:
- 1000Hz IMU polling
- Low motion-to-photon latency
- Reduced motion sickness
- Smooth head tracking
Gear VR Controller
2017 Addition
Wireless motion controller:
- Included with SM-R324/R325
- 3DoF tracking
- Trigger, trackpad, buttons
- AAA battery powered
Controller Features
Input options:
- Trackpad for navigation
- Trigger button
- Back and home buttons
- Volume control
Interaction Model
Pointer-based interface:
- Laser pointer metaphor
- Point and click interaction
- Menu navigation
- Game interaction
Phone Compatibility
Compatible Devices
Samsung Galaxy phones only:
- Galaxy Note 8
- Galaxy S9, S9+
- Galaxy S8, S8+
- Galaxy S7, S7 edge
- Galaxy Note 5
- Galaxy S6, S6 edge, S6 edge+
Exclusions
Not compatible:
- Galaxy S6/S7/S8 Active
- Non-Samsung Android phones
- iPhones
- Other manufacturers
Connection Types
Dual USB support (later models):
- Micro-USB (older phones)
- USB-C (newer phones)
- Both ports on headset
Software Platform
Oculus Home
Content ecosystem:
- Oculus-powered store
- Thousands of apps and experiences
- 360° videos
- VR games
Notable Content
Popular experiences:
- Netflix VR
- Minecraft Gear VR Edition
- 360° video content
- Social VR apps
Samsung VR Video
Media platform:
- 360° video content
- Samsung-curated content
- Discontinued September 2020
Physical Design
Construction
Plastic shell design:
- Lightweight plastic body
- Elastic head straps
- Foam face padding
- Phone cradle mechanism
Touchpad
Side-mounted input:
- Touch-sensitive trackpad
- Tap and swipe gestures
- Back button
- Volume controls
Weight
Reasonable for mobile VR:
- 345g with controller
- Plus phone weight
- Acceptable comfort
- Elastic strap distribution
Ventilation
Heat management:
- Passive ventilation
- Phone generates heat
- Can get warm during use
Audio
No Built-In Audio
Relies on smartphone:
- 3.5mm pass-through
- Bluetooth headphone support
- Phone speakers (not ideal)
- User provides audio solution
Use Cases
Video Consumption
Primary use case:
- 360° video viewing
- Netflix, Hulu VR
- YouTube VR
- Virtual cinema experiences
Casual Gaming
Mobile VR games:
- Casual game experiences
- Puzzle games
- Exploration games
- Limited interaction (3DoF)
Social VR
Communication:
- Oculus Rooms
- Social spaces
- Avatar interaction
- Virtual hangouts
Education and Training
Enterprise applications:
- Training simulations
- Educational content
- Real estate tours
- Product demonstrations
Commercial Impact
Market Penetration
Widespread adoption:
- Millions of units sold
- Often bundled with phones
- Accessible price point
- Introduced many to VR
VR Awareness
Cultural impact:
- First VR for many users
- Demonstrated VR potential
- Built VR interest
- Mainstream exposure
Limitations Exposed
Mobile VR challenges:
- 3DoF not enough for advanced VR
- Overheating issues
- Battery drain
- Phone compatibility fragmentation
Service Discontinuation
September 30, 2020
End of service:
- Oculus Home support ended
- Content no longer accessible
- Samsung VR Video discontinued
- Hardware rendered largely useless
Reasons
Market evolution:
- Standalone VR (Quest) superior
- Mobile VR market declined
- 3DoF obsolete
- Development ceased
Legacy
VR Accessibility
Pioneered affordable VR:
- $99 entry point
- Millions experienced VR
- Proved mobile VR demand
- Market validation
Standalone VR Foundation
Led to Quest development:
- Lessons from mobile VR
- User experience research
- Content ecosystem development
- Oculus partnership continued
Market Lessons
Industry learnings:
- 6DoF necessary for immersion
- Standalone better than phone-dependent
- Quality matters over convenience
- Content ecosystem critical
Technical Specifications Summary
| Specification | Details |
|---|---|
| Display | Smartphone AMOLED |
| Resolution | Phone dependent (up to 2960×1440) |
| FOV | 96-101° |
| Tracking | 3DoF (rotational only) |
| Sensors | Custom IMU (accelerometer, gyro, magnetic) |
| Controller | Gear VR Controller (3DoF) |
| Compatibility | Samsung Galaxy phones |
| Connection | USB (Micro-USB/USB-C) |
| Weight | 345g (without phone) |
| Price | $99-$129 |
| Status | Discontinued (September 2020) |