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The Oculus Store Will Feature Cross-Buy with Rift and Gear VR

Over the past few years the concept of ‘cross-buy’, in which a customer buys one version of a videogame and also unlocks it on other platforms, has become quite popular. It’s mainly seen in Sony Computer Entertainment’s (SCE’s) PlayStation ecosystem, with titles that are appearing on PlayStation 3, PlayStation 4 and PlayStation Vita commonly all being available for one price. Now it looks like this feature could also be shared between Oculus VR’s major virtual reality (VR) head-mounted displays (HMDs), the Oculus Rift and Gear VR.


Speaking on Reddit, Oculus Rift creator Palmer Luckey recently confirmed that this will be an option for titles that appear on both the Oculus Rift and Gear VR, though it’s entirely up to the developer to take advantage of the system. “It is up to the dev,” Luckey stated in a thread asking if cross platform purchases could be a possibility. “Some will do it, some will not, especially in cases where the mobile and PC versions are very different in all but name.” Given that content for the Gear VR and Oculus Rift must be purchased from Oculus VR’s own storefront, it seems as if this will be an official feature.

There are only a handful of titles that are appearing on both the Oculus Rift and Gear VR right now. Coatsink Software, for example, is porting its first-person puzzle title, Esper, to the PC-based HMD following its launch of Gear VR last year, but there’s no telling if those that own it on the mobile device will get it for free on PC. Other studios have spin-offs of upcoming Oculus Rift titles on Gear VR, such as Viewpoint Games with VR Karts: Sprint and Tammeka Games for Radial-G: Infinity X.

Look for more news on this possible feature on VRFocus as the launch of the Oculus Rift nears.

1 comment
  1. “Given that content for the Gear VR and Oculus Rift must be purchased from Oculus VR’s own storefront”…

    I thought it was only content that was largely funded by or developed by Oculus that was exclusive to their own storefront, rather than their storefront being the only avenue for Oculus Rift compatible content.

    Was I mistaken, or did I overlook a policy change?

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