This app was mentioned in 28 comments, with an average of 1.89 upvotes
Cardboard is made for short experiences by design. You cannot hold your hand to your face for long periods of time.
Have you tried GalaxyVR? https://play.google.com/store/apps/details?id=com.silicondroid.galaxyvr&hl=en&referrer=utm_source%3Dgoogle%26utm_medium%3Dorganic%26utm_term%3Dgoogle+play+galaxy+vr&pcampaignid=APPU_1_wYyAV67SHcmVgAbZ_7K4Dw
The Quake II for VR from Durovis's website is also a nice one.
Try also Wrong Level VR and Wrong Journey VR.
You simply cannot run eve HL2 graphics in VR even on the fastest current phone, let alone on a Galaxy S4, which according to Google is the most prevalent phone still on the market.
BTW, have you got an idea how much it costs to get a polished game out?
You guys need to try this[https://play.google.com/store/apps/details?id=com.silicondroid.galaxyvr]. Its a fps space dogfighter game. Its just a demo and you need a bluetooth controller to play it properly, but its an amazing example of what a mutliplayer vr game could be.
I made this for all you poor cardboard hobos: https://play.google.com/store/apps/details?id=com.silicondroid.galaxyvr
In fact this is exclusively for cardboard right now, it will go on GVR in 2016. So you can be all smug like.
First: Have you changed its resolution with ADB ? All apps works in FullHD until you change it.
Edit: you can see GalaxyVR in 4K in one of my videos. Is the only app I have found where you can see the resolution in screen.
You can although the gyro is jittery as hell. But it will work. Just imagine being in VR in a small earthquake.
Although a few newer demos that use new methods of sensor fusion seem to be very smooth on it which is great. There's not many though. The main one that springs to mind is "Galaxy VR" here https://play.google.com/store/apps/details?id=com.silicondroid.galaxyvr
If you're using it to stream games from PC using Trinus VR the jitters go away too. The developer told me there's some kind of movement smoothing algorithm built into the app.
Also a Cardboard game (and using its own engine, so it won't benefit from Google VR Services), but I used to enjoy Galaxy VR.
you can see GalaxyVR in 4K in one of my videos. Is the only app I have found where you can see the resolution in screen.
Galaxy VR is similarly fully fleshed out, and of a similar genre, but with more variety. The main thing that annoys me about it is that it drops geometric correction in favor of perfomance, but aside from that, I find it more impressive than Fractal Combat (which is still pretty good, no question).
I highly suggest the BoboVR Z4 to pair with your G3. It is what I've been using and the results are astounding. You'll need an audio extender for the built in headphones though as the audio cable is positioned at the top of the phone. It has plenty of room for ventilation as well as room for a USB OTG cable for plugging in a controller.
Also, if you have a controller, the first app you need to try is GalaxyVR (https://play.google.com/store/apps/details?id=com.silicondroid.galaxyvr). It does a phenomenal job of putting the player in the cockpit of a space ship and using your head/eyes to track and your controller to steer the ship.
The field of view is pretty low, but it's my first VR experience so I don't know how these compare to other options. The lenses "screw" into movable housings. You can screw or unscrew the lenses to adjust, but the housings fall out very easily. You have to be somewhat careful when you put it on or you can pop out one or both lenses. For $25 it's pretty decent though, despite those 2 issues. I feel like I got what I paid for, but again this is my only experience, so I'm not the best judge.
I've been playing GalaxyVR with the Steel Series Free bluetooth controller I have and have been having fun with it. It VR on a budget, but it's decent for a first time experience.
Yes, magnet slide control is being phased out. I just released a game that is not compatible with HMD magnets, because the tracking uses gyro and compass for better tracking.
I would remove it and get a bluetooth game controller, because there are more and more nice games being devved for controller support.
Maybe also get Cardboard2, with the screentouch button, or convert your existing cardboard to screentouch.
When I wrote my game I made it so you don't need a gyro. Obviously you dont get head tracking, but you can use right joystick to pan tilt the cam.
But you should be able to play it without discomfort, provided you dont try and look around, keep looking forward.
You will need a HID gamepad controller to actually play it and put it into VR mode:
https://play.google.com/store/apps/details?id=com.silicondroid.galaxyvr
Magnet is being phased out, and conductive screen button is coming in (cardboard V2). This is because a HMD magnet does not allow the phones compass to be utilized for the tracking sensor fusion mix. New tracking that fuses all available phone sensors has lower latency, which equals better VR.
If you only get one HMD then... It's easier to add a magnet yourself than a touch button, you can just clutch magnet in hand and swipe past phone to try apps that require magnet.
You should also look at getting a Bluetooth game controller that adheres to standard HID protocol, like Moga or something, then you can play deeper VR games like this one for example ;)
(Slightly updated repost)
All of them work with the Snakebyte iDroid and GameStop RED SAMURAI bluetooth controllers, so pretty much every other gamepad for Android should work too. I've tried some of them with a cheap PS3 controller clone connected over USB-OTG, which worked without problems, didn't test if they work with the Sixaxis Controller app.
this is a good space cockpit sim for cardboard:
https://play.google.com/store/apps/details?id=com.silicondroid.galaxyvr and the Quake 2 port mentioned here http://www.durovis.com/sdk.html are my most favourite ones.
> That was a really limited range of apps I listed, go to r/gearvr winter sale sticky if you want to find more apps with a rating over 4 stars.
Well, okay, but it was reasonable to presume you were trying to mention the top-notch games that were not available on Cardboard. Two out of three are, even if in some shape or form that doesn't fully satisfy you. One was actually created for Cardboard first.
> Cardboard using the phone's sensors and can only poll up to 75hz and cannot engage low persistence mode on the display (if the phone's display is capable of it Daydream apps may be able to do this, but idk).
Well, sure. You need a Daydream-compatible phone for GearVR-like hardware capabilities. But... then we're back to hardware, while you were saying that the real difference is in software, and the hardware differences aren't really very important. What's your actual take?
> I believe Daydream apps are built with the gyroscope enabled pointer so you would need one anyway for full game compatibility, and that comes with the headset.
Yes, but you can use Google's own controller emulator on another phone instead, and if that's not a (good) option for you, I fully trust that there will soon be a thriving market of used controllers, and probably other brands making Google-compatible controllers (some have deals with Google, but in any case the protocol has already been reverse-engineered).
> Gear VR apps have far more controller than single button cardboard apps as you always have at least the touch pad on the side of the headset to deal with.
Any serious Cardboard user gets a controller, really. Nobody is happy with the silly capacitive button. Now, the Daydream controller may be better than your run-off-the-mill Bluetooth gamepad for interactive apps (less so for PC-style games), but knowing what it feels like to always have a hand on your headset to use the capacitive button, I really don't think the GearVR's touchpad, even if it's a good touchpad, is in general a more convenient solution than a controller you hold in your hand.
> With Daydream released I think the margin has closed considerably if you can psuedo some apps in from that ecosytem, but I would still put them in two different classes- entry level vr and midrange vr.
And here we're back to the software side only, because the hardware has the same capability, including a touchpad that's better on the Daydream (as it's part of a more capable gyroscopic controller). Fine, there are more and better games on the Oculus store, I'm sure you're right about that.
Bottom line: I'm not sure I agree that's enough to consider them "entirely different thing", especially since I could mention some (few, admittedly) games for Cardboard that Oculus doesn't have, like for instance GalaxyVR. If End Space has all sorts of fancy features and the Cardboard version (Minos Starfighter) doesn't, as you mentioned in another comment... what about this similarly-themed game, then? Is there anything like it in the Oculus store? Or, how many free games of the caliber of Whispering Eons are in development for the GearVR?
GalaxyVR is still demo here
Yup, Looking forward to google daydream :)
This is a Cardboard App: GalaxyVR
https://play.google.com/store/apps/details?id=com.silicondroid.galaxyvr&hl=es
I used it with controller, but I think that it chooses to use gyro if it is possible (I don't have)
Try and update to V1.0.17 new release that fixes bugs that got reported: https://play.google.com/store/apps/details?id=com.silicondroid.galaxyvr Let me know if it fixes it...
One more for the list: GalaxyVR puts you in the pilot seat of a small space fighter, soon to include online multiplayer.
This space cockpit shooter, requires a gamepad:
This is a pretty well worked out game where you can fly small spaceships using gamepad.