Samsung Gear VR wireless controller shows up in new leak

Samsung Gear VR wireless controller shows up in new leak
Today's launch of the ZTE VR already has us thinking about VR accessories for our smartphones, and especially Samsung's Gear VR; both it and the ZTE VR share the distinction of not relying solely on a phone's internal sensors for head tracking, augmenting those with on-board gyroscopes. But head-tracking is just part of the VR-input equation, and a really engaging experience is going to require some sort of handheld controller. Google's building one for Daydream, and now we see what Samsung may be thinking, as a new Gear VR controller leaks.

As controllers go, this one doesn't immediately look like it was designed for VR. Instead of focusing mainly on hand tracking, which might offer more immersive interactions, this feels very much like a standard 2D gaming controller.

That said, there do appear to be a few concessions that make it a good fit for pairing with the Gear VR headset, most notable of which is a design that would allow the controller to pop right into the viewer for storage – where you'd normally attach your phone while in use.

While this may not be the most innovative VR-focused controller we've ever seen, we have to admit that it probably has its uses, especially for gamers more interested in using the Gear VR as a portable 3D screen for more traditional games.

The source behind these renders doesn't offer any info on a possible launch window nor what Samsung could be thinking in terms of pricing.

source: SamsungMania (Google Translate) via GSM Arena



1. xondk

Posts: 1904; Member since: Mar 25, 2014

If they remove existing compatibility with controllers that already work with gear vr and such, something that could hurt VR a lot, Oculus is already with rift beginning to use DRM despite their open platform promise....

2. TreyTreyTaylor

Posts: 728; Member since: Dec 21, 2010

They wouldn't do that. Trust me. This is more of a "buy our official controller instead of theirs." As far as Oculus goes, they probably just didn't want Vive owners to be able to enjoy content they feel was made for the rift. That being said, I hear Vive is pretty awesome.

7. Shocky unregistered

Vive is great but needs refinement, it's noticeably heavier and more bulky than the Rift. I would learn towards the rift for comfort, also I have no room large enough for the Vive anyway and get told my play area is to small to start many games which is a pain.

9. vincelongman

Posts: 5720; Member since: Feb 10, 2013

Agreed that the Rift is more comfortable and refined But Room scale is optional You can still use the Vive seated or stand still, like the Rift and PS VR

12. xondk

Posts: 1904; Member since: Mar 25, 2014

'probably just doesn't want vive owners' ....well yes, that is probably what it is, except when you promise your platform as open, then you don't begin closing it... Which also makes me concerned with the controller.

3. darealist

Posts: 107; Member since: Feb 25, 2015

Gimmick's gonna gimmick.

4. TerryTerius unregistered

Some of the Gear VR games require a Gamepad to work. That's the literal opposite of uselessness.

5. vincelongman

Posts: 5720; Member since: Feb 10, 2013

Dont like the idea of using a "standard" gamepad for VR IMO VR requires using two "VR-style" gamepads e.g. Like the Vive controllers, Oculus Touch and PS Move

6. Shocky unregistered

Naa, for these to be useful on the Vive you need to setup quite large rooms for various interactions. It's a cool idea but not very practical, first you need a large enough room that meets requirements of all games, not many will be able to do that. Secondly you need that room to be clear of items so you're free to move around, again who has a room like that? I know I don't. Will be interesting to see how Oculus implement this, but for obvious reasons I haven't tried it yet.

8. vincelongman

Posts: 5720; Member since: Feb 10, 2013

I'm talking about the Vive controllers, Oculus Touch and PS Move Not "room scale" type games Those controllers are still far more immersive, even for sitting or standing games IMO a gamepad for VR is like gamepad for FPS, works but not ideal

10. Shocky unregistered

I know that but without ability to move around they're not much different to just using a controller.

11. vincelongman

Posts: 5720; Member since: Feb 10, 2013

Tracked controllers allow devs to show the Character's hands Makes the game far more immersive Hence why Oculus/Sony are releasing Oculus Touch/PS Move, eventhough most their games wont be Room scale

13. Psykotik_Dragon

Posts: 82; Member since: Dec 21, 2013

it's also not designed for FPS's designed for the various casual type games like Dreadhalls, Shironeko RPG or PinballFX, etc that can take advantage of additional buttons than what the touchpad can use in a simple form that already works & doesn't require relearning controls.

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