Epic's low priority on GearVR and VR in general makes me sad

We’ve done a bit of R&D into this, and have some plans in the works. We’ve begun refactoring the stereoscopic rendering path in the engine to be more efficient, and to allow for multiple GPU support for VR, and with those goals, as well as the single GPU alternative rendering paths in mind, we’ve been cleaning things up. We’re not sure if going full geometry shader is the right call for single GPU yet, but this will open the door for more efficient issuing of draw calls.

We actually had the same problem, due to a mistake in purchasing. However, I’ll bring up the support issues with Oculus today and see what they say about support for the other chipset!