UPDATED 00:00 EDT / MAY 12 2016

NEWS

Samsung Gear VR active users pass 1 million as Facebook adds 360 pictures to newsfeed, VR

Virtual reality uptake has hit a new milestone with the Facebook, Inc.-owned Oculus announcing Wednesday that the Oculus-powered Samsung Gear VR had 1 million active users in the month of April.

The number doesn’t indicate how many of the virtual reality headsets, which require a high-end Samsung smartphone to use, have been sold, but it is the first time usage figures have been revealed, and while not earth shattering, are definitely positive.

That strong number of active users is also seeing an uptick in the amount of apps and content available, with Oculus disclosing that developers have now created more than 250 apps of the Gear VR, including what is likely to be the first mega-hit for virtual reality, Minecraft.

While the number of apps steadily increases, the most popular feature used by Gear VR users is video, with seven of the top 10 apps being video related, and on any given day 80 percent of users are said to use the device to watch video content.

Content

Facebook realizes that the success of both the Gear VR, and its own Oculus Rift headset, relies on content, and in that regard it has also announced support for consumer made Facebook 360 videos in both its newsfeed and in virtual reality itself.

360 degree videos aren’t actually new to Facebook, with the company having previously announced support, but that support only extended to 360 degree imagery shot by a profession VR camera rig, whereas the new feature will support pictures taken by a smartphone such as in the commonly supported Panorama mode, and from newer Android devices that can shoot pictures in a “virtual” mode.

Within the Facebook timeline itself, users will be able to view 360 degree images by tilting their phones or using their fingers to move the image around, while naturally Gear VR and Oculus Rift users will simply need to move their heads (and therefore the headset) to take in a full view of each image.

Given that consumer created content popularized online video (think YouTube) Facebook is betting here that it could possibly deliver similar results for Oculus; while we’re unlikely to see mass produced virtual reality video from your average Joe Blow on the street any time in the near future given the current expense of virtual reality video recording devices, 360 degree images is definitely a cheap and decent way to increase content and audience.

Image via Oculus

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