I have a friend who has a GearVR, and just the motion sensing of the DK2 made the DK2 quite a bit better though it has a worse resolution, is less comfortable, and a tether. You'd be surprised at how much of a difference just motion-sensing makes - even if you aren't physically trying to duck or lean, the minute motions your head naturally makes helps a lot with sickness as well as the feeling of being there. Oculus' CEO Brenden Iribe couldn't handle more than 5 minutes in VR until they added motion sensing, after that he could go 45 minutes without feeling sick.
And when you do want to actually move your head rather than turn it, being able to lean closer to something to see more details or read HUD text better is great, and it just lends itself to natural motions. If you're in a real car for example and look to the side, you don't just swivel your head, you physically move your head as well, so in a virtual car having that motion-sensing making the in-game camera follow your body's motions makes it feel that much more natural.
Well I haven't tried Dreadhalls yet, so I can't say for sure, but turning with a stick in Ethan Carter made me feel kind of rough, and physically turning didn't, although it gets somewhat annoying having to keep track of the cable and occasionally having to turn 360 degrees just to uncoil it a bit. I presume playing Dreadhalls the same way will be preferable, but I'll have to try it out first. I play it standing on GearVR while physically turning too.
Just played some Esper 2. It's a fun physics based puzzle game where you levitate and throw objects around by just looking about and using a few inputs. You can play it with just the remote, and personally I prefer to play games that let you use the remote with the remote, because it just feels better to have one light small thing in one hand than to be holding a controller or what have you.
You tap the button to pick something up, tap it again to drop it, double tap to throw it, and then up and down bring it further and closer to you respectively. You can't levitate things you can't see, but you can levitate things behind glass. But you can't levitate glass things. I only played a handful of puzzles in this one so they weren't really getting challenging yet.
The voice acting and writing is really solid. The original guy who walks you through the tests in the first game is back, but this one has you going out of the test facility to actually do real missions and has other voice actors involved. I can't comment on length, but the original was an hour or two. I presume this one will be about the same. The graphics (like with all the Gear VR ports) are fairly basic, but still appealing. It's fun, it's chilled out, and it's funny. Hopefully they'll start getting demos up soon.
The only real annoyance is that you are sat in a swivel chair in the game. Now, I'm sat in a swivel chair in real life, and the two chairs don't swivel the same way. I found myself trying to get my real chair to match up with the VR chair... which was just a distraction. Nothing major, but it's interesting how things you don't think of can effect your experience.
I wouldn't say you'd need to have played the original to enjoy this one. They do a great job bringing you up to speed with the world and your character. I'll enjoy playing through this one that's for sure. The menu screen is a bit like surgeon simulator's. There's a bunch of stuff you can just pick up and throw about, which is fun. I'm going to eat lunch, then I'm going to check out Dreadhalls.
Weirdly, I'm hoping they haven't improved the graphics too much from the Gear VR version. It's already plenty scary without the monsters and lighting getting more believable looking.
Has anyone tried using Vorpx for regular games on the CV1?
Last I checked they hadn't released the updated version for SDK 1.3. But they put out a video of the upcoming release. I do plan on getting it once it's out (and I get some more money again... yeesh, that $140 lasted me all of ten minutes).