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Samsung Gear VR
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| Also known as | Gear VR |
|---|---|
| Developer | |
| Manufacturer | Samsung |
| Product family | |
| Type | Virtual reality headset |
| Release date | August 21, 2015 |
| Introductory price | US$99.99 |
| Discontinued | August 22, 2017 (Do Bigger Super Things.) |
| Units sold | 5 million[1] |
| Display | Display of inserted smartphone |
| Controller input | Touchpad and back button |
| Touchpad | Yes |
| Weight | 345 grams[2] (without smartphone) |
| Successor | Oculus Go |
| Website | Official website |
The Samsung Gear VR is a virtual reality headset developed by Samsung Electronics, in collaboration with Oculus VR, and manufactured by Samsung. The headset was released on August 21, 2015.
When in use, a compatible Samsung Galaxy device acts as the headset's display and processor, while the Gear VR unit itself acts as the controller, which contains the field of view, as well as a custom inertial measurement unit, or IMU, for rotational tracking, which connects to the smartphone via USB-C or micro-USB. The Gear VR headset also includes a touchpad and back button on the side, as well as a proximity sensor to detect when the headset is on.[3]
The Gear VR was first announced on September 3, 2014.[4] To allow developers to create content for the Gear VR and to allow VR and technology enthusiasts to get early access to the technology, Samsung had released two innovator editions of the Gear VR before the consumer version.
Overview
[edit]The Samsung Gear VR [5] is designed to work with Samsung’s flagship smartphones. The only supported phones are Galaxy Note 4, Galaxy Note Edge, Galaxy S6, Galaxy S6 Edge, Galaxy Note 5, Galaxy S6 Edge+, Galaxy S7, Galaxy S7 Edge, Galaxy Note 7, Galaxy S8, Galaxy S8+, Galaxy Note 8, Galaxy Note 9, Galaxy S9, Galaxy S9+ Galaxy S10, Galaxy S10+,[6][7]
The Galaxy Note10, Note10+, Note10 5G, and the Note10+ 5G and later are not supported by the Gear VR.[8][9]
The focus can be adjusted using the wheel at the top of the headset. A trackpad is located on the right of the device, home and back buttons are located just above it. Volume can be adjusted through the volume rockers also found on the right-hand side. A USB-C port is located on the bottom of the headset.[10]
Some of the major goals Samsung set for this project regarding hardware were that their headset could support MTP (Motion to Photon) latency less than 20 milliseconds; the optimization of hardware and kernel; and also, to create Galaxy Note 4’s QHD display that enables high-resolution rendering in the headset. The lenses field of view are 96° for the first three models[11][12] and 101° for the R323.[13]
Oculus Home is the main facility to download and use content on the Samsung Gear VR. Oculus Home is also the main line for software distribution on the Gear VR. The primary appeal of the Gear VR is for mobile virtual reality-based gaming and simulations; however, recent interest is growing in the effective use of this device in science and medical education.[14]
History
[edit]Although the Samsung Gear VR consumer edition was released in August 2015, Samsung had obtained a patent on a head-mounted display (HMD) in January 2005. This was one of the first ideas of using a mobile phone as the display for an HMD. However, mobile phone technology at the time the patent was submitted limited the degree of quality and performance possible. Samsung continued to research VR and HMD internally.
With the release of the Galaxy S4 in 2013, Samsung formed an official team dedicated to developing a virtual reality-based device that would work with a smartphone. While this team developed multiple different prototypes, the performance and display (despite the Galaxy S4 having a Full HD display) were not yet up to standards.[15] In 2014 Samsung partnered with Oculus (the creators of another well-known virtual reality device, the Oculus Rift) to help with the development. The Samsung Gear VR was unveiled during the Samsung press conference at IFA Berlin on September 3, 2014 (along with a smartphone capable of running it, the Galaxy Note 4).[16]
Hardware editions
[edit]The first edition of Samsung's Gear VR, the SM-R320, was released in October 2014. This version was only compatible with the Galaxy Note 4. This edition was mainly released for developers so they could get an understanding of how the device worked and so they could create content which would be ready for the official release of the consumer version of the device. It also gave the chance for VR/technology enthusiasts to gain early access to the technology.[17] The second edition of Samsung’s Gear VR, the SM-R321, was released in March 2015. This device supports only the Galaxy S6 and the Galaxy S6 Edge. A micro-USB port is also added, to provide additional power to the docked device, as well as a small fan inside to prevent the lens fogging.
The next edition, SM-R322, was simply referred to as the Samsung Gear VR. It was released on November 20, 2015. Pre-orders for the device went live on Amazon, Best Buy and Samsung on August 21, 2015, and the device was sold out on the day of release. This edition has again a few minor changes compared to the previous iterations. This edition supports six Samsung Galaxy devices so far: the S6 and S6 Edge. It is also 19% lighter than the previous Innovator Edition, it has improved ergonomics and a redesigned touchpad for easier navigation.[18]

The SM-R323 model was released alongside the Samsung Galaxy Note 7, and features minor changes, including an improved field of view, increased cushioning, a flat trackpad, and changes to the cover and body of the device to reduce glare. The model also utilizes USB-C connector instead of USB Micro-B so that it could be connected to the Note 7. The port is also capable of data transfer. Adapters are provided for use with older devices using micro-USB connectors.[19][20][21] On October 11, 2016, in observance of a recall and discontinuation of the smartphone, the Gear VR was made incompatible with the Galaxy Note 7 for safety reasons.[22]
An updated model, SM-R324, with support for the larger Galaxy S8 was unveiled on 29 March 2017, for release alongside the phone on 21 April 2017. Samsung also unveiled a handheld Gear VR Controller accessory, which was bundled with the updated model, and was also available as a standalone accessory for older devices. It remains compatible with existing supported devices.[23][24]
An updated model, SM-R325, with support for the larger Note 8 was unveiled on 15 September 2017, for release alongside the phone. Samsung also unveiled a handheld Gear VR Controller accessory, which is bundled with the updated model, and will be available as a standalone accessory for existing devices. It remains compatible with existing supported devices.
End of Samsung support
[edit]On May 11, 2020, Samsung announced that it would be ending service for its XR applications. The service terminated as a whole on September 30, 2020.[25]
With the announcement, 360° video uploads and premium video purchases were disabled immediately. Premium videos from the service were accessible until September 30, 2020. The Samsung XR and Samsung VR Video clients also stopped receiving updates with the announcement.
On June 30, 2020, the support for the Samsung VR Video app ended on Oculus Go, Oculus Rift and Oculus Quest and the app was removed from the Oculus VR store.
On September 30, 2020, all Samsung XR user accounts were disabled, and the according account information and data was permanently deleted from the Samsung XR service. All published videos were removed from the Samsung XR service. The Samsung VR Video app is no longer supported on Samsung Gear VR and Windows Odyssey. The app was also removed from the Oculus and Microsoft Mixed Reality stores. The Samsung XR mobile app is no longer supported on Android devices. The mobile app was also removed from the Galaxy Store and Google Play.
Oculus (now Reality Labs) continues to support the Oculus Gear VR app.
List of Gear VR compatible flagship phones
[edit]SM-R320
[edit]- Samsung Galaxy Note 4
- Samsung Galaxy Note Edge
SM-R321
[edit]- Samsung Galaxy S6
- Samsung Galaxy S6 Edge
SM-R322
[edit]- Samsung Galaxy Note 5
- Samsung Galaxy S6 Edge+
SM-R323
[edit]- Samsung Galaxy S7
- Samsung Galaxy S7 Edge
- Samsung Galaxy Note 7
SM-R324
[edit]- Samsung Galaxy S8
- Samsung Galaxy S8+
- Samsung Galaxy Note 8
- Samsung Galaxy S9
- Samsung Galaxy S9+
- Samsung Galaxy Note 9
- Samsung Galaxy S10,
- Samsung Galaxy S10+
References
[edit]- ^ "Samsung Confirms 5 Million Gear VR Mobile Headsets Sold To Date". January 4, 2017.
- ^ "Specifications | Samsung Gear VR with Controller". Samsung.com. Samsung Electronics Co., LTD. Retrieved May 11, 2019.
- ^ "Samsung Gear VR - Specs". samsung.com. Retrieved October 10, 2015.
- ^ "Samsung Explores the World of Mobile Virtual Reality with Gear VR". samsung.com. Retrieved June 11, 2017.
- ^ "Earn 1.57% Cashback on Samsung Gear VR". Archived from the original on February 28, 2018. Retrieved March 14, 2018.
- ^ "Which Galaxy smartphones are compatible with which Gear VRs?". Samsung uk. Retrieved February 8, 2024.
- ^ "Samsung Gear VR consumer edition goes on sale in the US". TrustedReviews. November 20, 2015. Retrieved November 26, 2015.
- ^ "The Note 10 isn't compatible with Samsung's Gear VR headset". Android Central. August 8, 2019. Retrieved August 17, 2019.
- ^ Staff (August 14, 2019). "Samsung Galaxy Note 10 marks the end of Google Daydream, Gear VR". BGR India. Archived from the original on September 14, 2019. Retrieved August 17, 2019.
- ^ "What are the buttons on my Samsung Gear VR Innovator's Edition, and what do they do?". Samsung Electronics America. Retrieved November 26, 2015.
- ^ "Gear VR: How Samsung makes Virtual Reality a Reality". Samsung Electronics Official Blog: Samsung Tomorrow. Retrieved November 24, 2015.
- ^ "Samsung Gear VR review". Engadget UK. Retrieved December 10, 2015.
- ^ "Samsung Gear VR review". Cnet. Retrieved October 16, 2016.
- ^ Moro, Christian; Štromberga, Zane; Stirling, Allan (November 29, 2017). "Virtualisation devices for student learning: Comparison between desktop-based (Oculus Rift) and mobile-based (Gear VR) virtual reality in medical and health science education". Australasian Journal of Educational Technology. 33 (6). doi:10.14742/ajet.3840. ISSN 1449-5554.
- ^ "Samsung Gear VR consumer edition goes on sale in the US". Trusted Reviews - The Latest Technology News and Reviews. Retrieved November 26, 2015.
- ^ "IFA 2014: Samsung Galaxy Note 4, Note Edge, Gear VR and Gear S hands-on". GSMArena.com. Retrieved November 24, 2015.
- ^ "Introducing the Samsung Gear VR Innovator Edition". www.oculus.com. Retrieved November 24, 2015.
- ^ "Samsung Gear VR now available for pre-orders at $99". www.oculus.com. Retrieved November 24, 2015.
- ^ "Leak: Samsung's new Gear VR has wider field of view, works with Note 7". August 2016.
- ^ "New Gear VR redesign doesn't fix what wasn't already broken last year". Ars Technica. August 24, 2016. Retrieved September 1, 2016.
- ^ O'Kane, Sean (August 2, 2016). "Samsung gives the Gear VR a facelift". The Verge. Retrieved October 4, 2016.
- ^ "Oculus disables Gear VR on Galaxy Note 7 over safety fears". The Verge. October 11, 2016. Retrieved October 11, 2016.
- ^ "Samsung Galaxy S8's VR headset delivers refined graphics, so-so controller". Polygon. Vox Media. March 29, 2017. Retrieved March 30, 2017.
- ^ "Samsung's Gear VR may be the Galaxy S8's greatest fringe benefit". CNET. CBS Interactive. Retrieved March 30, 2017.
- ^ "Samsung XR is ending service for its XR apps on September 30, 2020". SamsungVR.com. Archived from the original on June 4, 2020. Retrieved September 14, 2020.
External links
[edit]Samsung Gear VR
View on GrokipediaIntroduction
Overview
The Samsung Gear VR is a mobile virtual reality (VR) head-mounted display (HMD) designed to work in conjunction with compatible Samsung Galaxy smartphones, transforming them into a portable VR system through a collaborative effort between Samsung Electronics and Oculus VR.[9][10] First released in December 2014 as the Innovator Edition, with consumer editions launched in 2015 as an accessible entry point into consumer VR, priced at approximately $99.[11][12][13] At its core, the Gear VR aims to deliver immersive VR experiences, including 360-degree videos, interactive gaming, and specialized applications, all without requiring a separate gaming console or PC. By leveraging the inserted smartphone's processing power, it enables on-the-go VR sessions that emphasize ease of use and portability, making virtual environments accessible to a broader audience beyond dedicated hardware enthusiasts.[14][15] Key innovations in the Gear VR include its lightweight construction, weighing under 350 grams to enhance comfort during extended wear, and lenses designed to accommodate an inter-pupillary distance (IPD) range of 54 to 70 mm for better user fit. It integrates with the smartphone's built-in sensors—such as accelerometers and gyroscopes—to provide three degrees of freedom (3DoF) tracking, allowing head rotation in yaw, pitch, and roll for intuitive navigation in virtual spaces.[16][17] In terms of architecture, the smartphone slots directly into the headset via a microUSB or USB-C port, utilizing the device's CPU and GPU for real-time rendering and display output.[18]Development Background
The Samsung Gear VR originated as a collaborative project between Samsung Electronics and Oculus VR, initiated in 2013 with early prototypes using the Galaxy S4, evolving into a partnership following Facebook's acquisition of Oculus in March 2014. The effort began as an experimental endeavor led by Oculus CTO John Carmack and the Oculus Mobile team to determine whether high-quality virtual reality experiences could be achieved using next-generation mobile hardware, specifically leveraging the processing power and displays of Samsung's Galaxy smartphones to make VR more accessible and affordable compared to tethered PC-based systems. This partnership aimed to bridge the gap between emerging VR technology and widespread mobile adoption, reducing barriers such as high costs and the need for dedicated hardware by integrating VR capabilities directly into existing smartphones.[19][1] Drawing inspiration from Oculus's Rift prototypes, which demonstrated immersive VR but required powerful PCs, the Gear VR adapted these concepts for smartphone integration, with Samsung taking primary responsibility for hardware design—including custom optics, sensors, and ergonomic housing—while Oculus focused on software optimization, including the development of the Oculus Mobile SDK to handle VR rendering and user interface adaptations for Android. Over the course of 12 months of prototyping, the teams addressed key technical hurdles, such as integrating the Galaxy Note 4's 5.7-inch 1440p Super AMOLED display and GPU for low-latency performance, while enhancing tracking through proprietary sensors and firmware tweaks to the phone's operating system. This division of labor allowed for rapid iteration, with early prototypes featuring 3D-printed components and experimental tracker placements to refine head-tracking accuracy without full six-degrees-of-freedom (6DoF) positional tracking.[19][20] The project was publicly announced on September 3, 2014, at the IFA trade show in Berlin, with further details and hands-on demonstrations presented at the inaugural Oculus Connect developer event on September 20, 2014, in San Jose, California. At Oculus Connect, Oculus revealed the Gear VR Innovator Edition as the initial developer kit, distributing it to select creators and enthusiasts starting in December 2014 to foster content development; the accompanying Mobile SDK was released in October 2014 to enable optimization for mobile VR applications. This early access emphasized building an ecosystem around VR experiences tailored for portable devices.[19][21][22] A primary development challenge was overcoming the inherent limitations of mobile processing power, including constrained CPU and GPU bandwidth, to achieve smooth rendering at 60 frames per second (FPS), essential for minimizing motion sickness in VR; techniques like asynchronous timewarp in the SDK helped interpolate frames and maintain display updates during performance dips. Additional obstacles included managing thermal throttling and power consumption in a compact form factor, as well as ergonomic issues for prolonged wear, all while prioritizing low-latency motion-to-photon response under 20 milliseconds to deliver a compelling experience without the computational resources of desktop VR setups.[19][23][24]History
Initial Release and Partnership
The Samsung Gear VR was first announced on September 3, 2014, as the Gear VR Innovator Edition in partnership with Oculus VR, targeting developers and early adopters with a price of $199. This initial model was designed exclusively for the Galaxy Note 4 smartphone and began shipping in the United States in December 2014, providing a platform for creating and testing virtual reality content using Oculus's mobile software development kit. A second Innovator Edition followed in May 2015 for the Galaxy S6 and S6 Edge, further emphasizing its developer-oriented launch at the same $199 price point.[19][13][25] The collaboration between Samsung and Oculus divided responsibilities clearly: Samsung leveraged its hardware expertise to integrate the headset seamlessly with Galaxy devices, ensuring exclusive compatibility and optimized performance, while Oculus provided the core virtual reality software standards, including the Oculus Mobile SDK and the Oculus Home platform for content discovery and app distribution. This partnership aimed to make mobile VR accessible without requiring dedicated hardware, positioning the Gear VR as a bridge between smartphones and immersive experiences. The first consumer edition, lighter and more affordable at $99, was unveiled on September 25, 2015, and became available for pre-order on November 10, 2015, with shipping starting as early as November 20 through U.S. retailers like Best Buy, Amazon, and Samsung's online store.[26][19][11] Marketing for the initial releases emphasized ease of entry into VR, with campaigns highlighting it as an accessible way to experience virtual worlds powered by everyday smartphones, encapsulated in slogans like "Virtual reality just got real." Bundling promotions began with the Galaxy S6 in select regions and expanded with the Galaxy S7 in early 2016, where pre-orders included a free Gear VR headset along with content packs to drive adoption. Distribution started limited to the U.S. market in late 2015, focusing on developer tools like the Oculus SDK v1.0 released in December 2015, before expanding to Europe and Asia throughout 2016 via regional carriers and retailers.[27][28][29] Early sales momentum built through these efforts, with over 1 million active users reported in April 2016 alone and total shipments surpassing 4.5 million units by the end of 2016, largely fueled by holiday season bundles and promotions that made the device an affordable add-on for Galaxy owners. This milestone underscored the Gear VR's role as the leading mobile VR headset in its debut year, outpacing PC-tethered competitors.[30][31][4]Evolution of Models
The Samsung Gear VR began with the Innovator Edition (SM-R320), released in December 2014 exclusively for the Galaxy Note 4, targeting developers and enthusiasts to foster early VR content creation using the Oculus Mobile SDK.[32] This initial model featured a 96° field of view (FOV), a touchpad for navigation, and integration with the phone's sensors for low-latency experiences, but it was positioned as a prototype-like device rather than a mass-market product.[32] The transition to consumer availability occurred with the Gear VR (SM-R322) in November 2015, compatible with the Galaxy S6, S6 edge, S6 edge+, and Note 5, marking the first widespread retail edition powered by Oculus.[33] Retaining the 96° FOV and Micro-USB connectivity of its predecessor, this version emphasized accessibility for general users while maintaining backward compatibility with supported older phones where feasible.[33] In 2016, the Gear VR (SM-R323) introduced key refinements, including a shift to USB-C connectivity for newer devices like the Galaxy S7 and S7 edge, alongside an included Micro-USB adapter to ensure compatibility with prior models such as the S6 series and Note 5.[18] The FOV expanded to 101° through larger 42mm lenses, enhancing immersion and reducing edge distortion, while a redesigned touchpad and focal adjustment wheel improved usability and comfort during extended sessions.[18][33] The 2017 iterations further evolved the lineup with the introduction of a dedicated controller. The Gear VR (SM-R324), unveiled in March 2017 alongside the Galaxy S8 and S8+, supported the same phone range as the 2016 model (S7 series, S6 series, Note 5) and incorporated the 101° FOV and USB-C/Micro-USB versatility.[34][33] A variant, the Gear VR with Controller (SM-R325), launched in September 2017 for the Galaxy Note 8, added an ergonomic Bluetooth controller with touchpad, trigger, and wrist strap for precise motion input, minimizing reliance on head movements and enhancing interaction in games and apps; it maintained broad backward compatibility with earlier compatible phones via adapters.[2][35][33] These evolutions—from developer-focused hardware to consumer-friendly designs with improved optics, connectivity, and input methods—reflected iterative adaptations to expanding Galaxy smartphone ecosystems, with the 2017 models representing the final hardware releases.[2] No new Gear VR headsets followed, though compatibility extended to the Galaxy S10 series in 2019 via included adapters, after which support ceased for subsequent devices.[36][33]Discontinuation and End of Support
Samsung and Oculus ceased production of new Gear VR hardware after the 2017 model, with no subsequent iterations released alongside later Galaxy devices such as the Note 10 in 2019.[5][37] On May 11, 2020, Samsung announced the termination of its XR services, including support for the Gear VR platform, with full discontinuation by September 30, 2020.[7] Oculus followed by ending software updates for Gear VR in March 2020 and ceasing acceptance of new app submissions on September 15, 2020.[6][38] The discontinuation stemmed from the industry's pivot toward standalone VR headsets, exemplified by Oculus's launch of the Quest in 2019, which eliminated the need for tethered smartphones and addressed limitations like setup friction and battery drain inherent in phone-based systems.[5] Samsung's Galaxy lineup increasingly prioritized augmented reality (AR) features over VR, while Gear VR's market penetration lagged behind competitors like PlayStation VR due to content scarcity and hardware constraints.[39][5] For users, the end of support meant existing Oculus Store apps could still be downloaded and run offline, but no new content has been developed since 2020, and security patches ceased, potentially exposing devices to vulnerabilities on newer Android versions.[40] Samsung's official statement via its XR website in May 2020 confirmed the end-of-life status and advised users to transition to standalone alternatives like the Oculus Quest 2 for continued VR experiences.[41] Over its lifetime, Gear VR sold approximately 5 million units by early 2017, representing a significant early entry into mobile VR but ultimately overshadowed by the fatigue of integrating high-performance demands with evolving smartphone hardware.[4][42]Hardware Design
Physical Components
The Samsung Gear VR headset features a lightweight plastic chassis designed to resemble ski goggles, providing a durable yet consumer-oriented build that prioritizes portability and ease of use.[14][43] The interior includes a replaceable foam face interface with soft padding to enhance user comfort during extended sessions of up to 1-2 hours, reducing pressure on the face and forehead.[43] An adjustable head strap secured by Velcro fasteners allows for a customizable fit, distributing weight evenly across the head to minimize fatigue.[14][44] Earlier models (2014-2016) included an integrated touchpad and back button on the side of the headset for navigation. The optical system employs a pair of aspherical lenses, each approximately 42 mm in diameter, which provide a wide field of view while minimizing distortion for immersive experiences.[2][45] A focus adjustment wheel located on the top of the headset enables users to tune the lens-to-eye distance, accommodating nearsighted vision corrections typically up to a few diopters without the need for glasses.[14][44][46] The phone compartment consists of a secure slot with a spring-loaded holder that firmly docks compatible Samsung Galaxy devices via micro-USB (pre-2017 models) or interchangeable port modules supporting USB Type-C (2017 model). Ventilation slots integrated into the design around the compartment help dissipate heat from the inserted smartphone, mitigating overheating during prolonged use.[44][47][48] The 2017 model introduced a dedicated Bluetooth controller (model SM-R325) featuring an ergonomic curved shape for one-handed operation, including a clickable touchpad for navigation, a back button, a home button, a physical trigger, and built-in gyroscope for motion tracking.[2][49] It is powered by two AAA batteries and includes a wrist strap for secure handling.[2][50] Standard accessories bundled with the headset include a soft carrying case for protection and a microfiber cleaning cloth for maintaining the lenses and surfaces.[51] For professional or shared-use environments, optional disposable hygiene covers are available to cover the face interface, promoting sanitation between sessions.[52]Technical Specifications
The Samsung Gear VR headset relies on the display of a compatible Samsung Galaxy smartphone, utilizing the device's AMOLED screen with resolutions up to 2560x1440 pixels to deliver approximately 2K resolution per eye when split for stereoscopic viewing.[53] Field of view varies by model, ranging from 96° in earlier versions to 101° in later iterations equipped with 42mm aspheric lenses for enhanced immersion.[2][54] Tracking is limited to 3 degrees of freedom (3DoF) rotational movement, achieved through the smartphone's integrated inertial measurement unit (IMU) comprising a gyroscope, accelerometer, and magnetometer, supplemented by the headset's onboard accelerometer, gyroscope, and proximity sensor for mount detection and orientation.[2][55] No positional (6DoF) tracking is supported, as the system lacks external cameras or inside-out sensors.[55] Audio output is handled via the connected smartphone, supporting 360° spatial sound through compatible headphones plugged into the device's 3.5mm jack or via Bluetooth; the headset itself features no built-in speakers or drivers but includes ear cushions designed for over-ear headphone use.[10][53] Connectivity includes Bluetooth 4.2 Low Energy (BLE) for pairing the optional controller, which uses a HID gamepad profile, and micro-USB or USB Type-C ports (via interchangeable modules on 2017 model) for charging the phone during use at up to 3.1A.[56] Battery life is determined by the smartphone's capacity, typically draining 20-30% per hour of intensive VR use, yielding about 3-5 hours of session time before requiring recharge.[15][57] Processing power is provided entirely by the host smartphone's system-on-chip (SoC), such as the Snapdragon 820 or Exynos 8890 in Galaxy S7 models, with minimum requirements of 3GB RAM for basic compatibility and 4GB+ recommended for smooth performance at refresh rates up to 72Hz in supported apps.[58][59]| Component | Specification | Model Notes | Source |
|---|---|---|---|
| Headset Dimensions | 201.9 x 116.4 x 92.6 mm (2015); 207.8 x 122.5 x 98.6 mm (2017) | Varies by iteration for phone fit | [26] [2] |
| Headset Weight | 310g (2015); 345g (2017) | Excludes phone weight | [26] [2] |
| Controller Dimensions | 108.1 x 48.1 x 38.2 mm | For 2017+ models with controller | [2] |
| Controller Weight | 64.3g | Powered by 2x AAA batteries (~40 days at 2 hours/day) | [2] [56] |
Compatibility and Integration
Supported Devices
The Samsung Gear VR headset is designed to work exclusively with select Samsung Galaxy smartphones, leveraging the device's display, sensors, and processing power to deliver virtual reality experiences. Official compatibility is limited to flagship models from the Galaxy S6 series through the Galaxy S10 series, with specific support varying by Gear VR model version (e.g., SM-R320 through SM-R325). These include the Galaxy Note 4 (for SM-R320), Galaxy S6 and S6 Edge (for SM-R321), Galaxy S6, S6 Edge, S6 Edge+, Note 5, S7, and S7 Edge (for SM-R322 and SM-R323), Galaxy S8 and S8+ (for SM-R324), and Galaxy S9, S9+, Note 8, Note 9, S10, S10+, and S10e (for SM-R325, with adapters required for USB-C models like the S10 series and Note 9).[33] Some mid-range models like the Galaxy A8 and A8+ are also supported on later Gear VR versions via USB-C, though unofficial adapters for other A-series devices exist but are not recommended due to potential instability and lack of official validation.[33] Following the end of official support in 2020, compatibility with Android 11 and later requires sideloading apps and potential system modifications, which may void warranties or cause instability.[6]| Gear VR Model | Compatible Smartphones |
|---|---|
| SM-R320 | Galaxy Note 4 |
| SM-R321 | Galaxy S6, S6 Edge |
| SM-R322 | Galaxy S6, S6 Edge, S6 Edge+, Note 5, S7, S7 Edge |
| SM-R323 | Galaxy S6, S6 Edge, S6 Edge+, Note 5, S7, S7 Edge (USB-C connector) |
| SM-R324 | Galaxy S8, S8+; also S6 series, Note 5, S7 series (USB-C connector) |
| SM-R325 | Galaxy S10, S10+, S10e (adapter required), Note 9 (adapter required), Note 8, S9, S9+, S8, S8+; also S6 series, Note 5, S7 series, A8, A8+ (USB-C connector) |