I'm addicted to World of Dope Don't know the games you stated, so I don't know if it's something for you. But I play that all the time while theres nothing to do at work (firefighter.. we wait a lot when theres no fire. ;) ).
Link to Google Play Store since OP only linked to crApple store.
Loved this game as a kid, many fond memories of playing the monochrome version in school
I just want to mention the very overlooked android port of Phoenix that runs full speed on very weak hardware like the Xperia Play, it costs money but it runs everything you throw at it https://play.google.com/store/apps/details?id=ru.vastness.altmer.real3doplayer
コントローラー不要のゲームならThe HeightかLost in the Kismetとかがいいと思う
端末にもよるけどストビューはVRに標準対応してるよ
Since a few weeks its World of Dope for me. It's a modern version of Drugwars, but with lots of features. It's perfect for playing now and then a couple of minutes. I'm playing a lot in lectures at uni. ;)
My personal immersion test is The Height. I am afraid of heights, and in Cardboard my heart starts racing whenever I get close to an edge. With the regular Xiaozhai lenses the same didn't trigger any reaction, instead I started walking across edges, just to see what happens. There was no threat, it simply didn't feel real. Accidentally doing the same in Cardboard leads to a huge adrenalin spike. One scene in 4 Rooms requires jumping onto a key from a platform about 25m high, and even though I have done this dozens of times, I still approach the edge as slow as possible and loath having to jump, as the feeling of it being real remains.
I have a number of plastic viewers, and so far like the Xiaozhai best due to adjustable IPD, the lens screws, the phone holder, low weight and a hack friendly case. I was aware of the low FoV when ordering them and got them as a base for modifications, because creating something with similar slim and flexible lens holders is rather difficult. Before I had build several viewers out of cardboard, but as I have a lower than average IPD, I need to adjust the lens distance rather often for different apps or videos, requiring some type of thin, but stable lens holders. Having a large nose, it was also necessary to remove a lot of plastic to get it to fit in, and even now the lens holders almost touch the nose. It pretty much only works because the holders are connected to the case at the top and thus float freely next to the nose.
The Height is probably still the best, as it precedes Cardboard and was targeting smartphones released around 2010. It was a demo game for the Durovis Dive and contrary to many of the earlier VR apps it is a full game, requires no controller and works and looks very smooth even on low end devices. As the name implies, height is an important factor, and as looking down a steep edge in VR is a very intense feeling, it is an impressive introduction to virtual worlds.
Another fun, but slightly shorter game running fast on slow phones would be VR Jump n Run from /u/tuyga.
It's a Xiaozhai 360 and this remote.
If you move the joystick now, you should see a mouse cursor. The start button acts as left mouse button and is the only thing most apps will recognize, as it does the same as tapping the screen. In Cardboard.app you can use it as an alternative to the magnet.
Moving the switch from Key to Game puts the controller into gamepad mode, but currently only a few apps support using a gamepad. It works in The height and I could use it to move around in the Google Earth section of the Cardboard.app in previous versions, which now always crashes, so I'm not sure it still works. Be aware that the gamepad is rotated by 90° counter clock wise.
If you like Commodore 64 there is a great emulator that I use:
https://play.google.com/store/apps/details?id=com.explusalpha.C64Emu&hl=en_US
There are some older PC games that have been ported over to Android and still have the traditional "Buy it once, the end" model.
Luxor HD comes to mind. It's a marble shooter with an Egyptian theme.
It costs a couple bucks and that's it. There are zero In-App Purchases. No freemium coins, no unlocks, no bullshit. I still have the CD for this game on PC somewhere... lol
I'm playing World of Dope recently. Good classic trading game. Contains iap, but I like the game so I bought the cheapest one. Those are not necessary though.
Project title - Planet Lander
Promotion Type - New release!
Promoter - Marc Bourbonnais, owner and developer, Djee Games
iOS/Android links -
https://itunes.apple.com/us/app/planet-lander/id934277137
https://play.google.com/store/apps/details?id=com.djeegames.lander
If you were like me a big fan of Jupiter Lander back in the great Commodore 64 days, check it out! I played this game for hours and was hoping for a sequel to Jupiter Lander 30 years ago, so I finally made one myself...! 60 levels on 3 planets with varying difficulties and hazards, 3 goals for each level and up to 5 space landers to pilot.
100均で材料揃えてGoogleCardboardを作ろう
https://play.google.com/store/apps/details?id=com.divegames.theheight&hl=ja
https://play.google.com/store/apps/details?id=com.PixelsOfEight.SGVRlogRide&hl=ja
こういうVRゲームが堪能できるぞ
ちなみにAmazonでも1000円ぐらいでこのゴーグル売ってる
Have you tried the calibration from the Dive SDK, e.g in The height, where you have to place the phone on a desk for about 10sec, and afterwards it compensates the measured drift in the app? Sort of works, but seems to never store the data, so one has to do it every time the app is started. The Dive SDK is closed source, so if the results are similar, Foculus might be very useful for Cardboard developers. It also uses the magnetometer, so the improved precision may be the result of sensor fusion, but then the calibration shouldn't make such a big difference.
From the change log it seems that the sensors can be queried in 0.65ms, or at about 1500Hz, but it is unclear if the sensors actually deliver these many data points. Can you set the frequency or see how often they are actually pulled? I'll definitely have to take a closer look at their calibration code.
Thanks for the infos btw, very interesting project.