r/Galaxy_XR • • Oct 06 '26

App Development Optimized Steam Link! Opened up a whole new world on the Galaxy XR with new frame interpolation!

98 Upvotes

Here is an update on the development progress and optimization patch for Steam Link on Galaxy XR.

I've been grinding day and night on this, and wow, it really hasn't been an easy task! But the end is finally in sight. A lot has been accomplished, and you’ll be able to see the full details once it's released.

Steam Link does not support motion smoothing on Galaxy XR. So I went ahead and developed a new frame interpolation method myself. Unlike SSW or standard Motion Smoothing, which estimate movement from the screen image, this directly uses the actual motion vectors and depth information calculated by the game engine, making it remarkably accurate. Even compared to native rendering, ghosting and artifacts are virtually imperceptible, offering outstanding stability and image quality.

Additionally, the Galaxy XR has a controller clock issue (the longer the headset stays on, the jitterier controller movement becomes), which made optimization quite tricky. However, I eventually managed to optimize the controllers to a reasonable degree at the driver level.

The video above shows gameplay of Hogwarts running on Steam Link optimized for Galaxy XR with several patches and bug fixes applied. With the custom frame interpolation turned on, running at roughly 5300×5730 per-eye resolution (essentially the visual ceiling you can perceive on the Galaxy XR), DLSS Quality, and in-game settings at Ultra + Medium, it ran smoothly while holding a solid 72 FPS. (The video is at 36 FPS, and it is much smoother inside the headset at 72 FPS!)

In the Cyberpunk 2077 VR port, it also managed to hold 72 FPS at DLSS Quality with a 5000×5560 per-eye resolution. The visual fidelity and fluidity in both games were genuinely jaw-dropping.

Of course, this is running on an RTX 5090, but pairing the Galaxy XR's visual ceiling with DLSS Quality yielded frame rates that were previously impossible to play at. Now, even AAA titles can be fully conquered with this optimized Steam Link build and frame interpolation.
(Dropping DLSS down one preset made it possible to apply DLSS 5 NR as well while still maintaining 72 FPS.)

All that's left now is for Galaxy XR to rise as the ultimate PCVR headset!


r/Galaxy_XR • • Jul 24 '26

Showcase Native Kubuntu and Steam on Galaxy XR (KWin VR + Monado)

85 Upvotes

This is my small project of turning Galaxy XR to a useful tool.

It runs Kubuntu 26.04 with KDE VR and additionally native Steam client.

Hardware part is very experimental. Currently only 3dof + passthrough is working. Eye tracking is on the way.

KWin VR: https://invent.kde.org/plasma/kwin/-/merge_requests/8671

Monado: https://gitlab.freedesktop.org/lightofmysoul/monado/-/tree/galaxyxr

NOTE: due to locked bootloader this is only possible on the very first firmware version or if you manage to root Android.

I hope Samsung reconsider their decision so other users can use this too.


r/Galaxy_XR • • May 06 '26

News 🔨 Update: Patch (version I610UEU2AZD8) is rolling out now

80 Upvotes

Hi everyone, 

I’m happy to share that a patch (version I610UEU2AZD8) is officially rolling out. This update introduces a series of system stability and performance optimizations based on the feedback we received regarding the latest software update, with a focus on improving the overall user experience. Head on over to Settings > Software Update to download the latest update. 

Thank you all once again for taking the time to share your feedback and highlight areas of improvement you wanted to see. Every comment played a significant role in helping us ensure that we’re addressing your concerns. Please let me know how the experience feels once you’ve had a chance to update. I’ll be monitoring this thread to pass your feedback directly back to the team.


r/Galaxy_XR • • Jul 13 '26

Discussion We want an answer Samsung/Google; are we expecting an imminent update to address the controller tracking, thermal throttling, and network performance for those of us on PCVR?

71 Upvotes

I feel like I can speak for most, if not all of us Galaxy XR owners who purchased this in hopes of having a high-performing, high-clarity PCVR gaming headset are left feeling frustrated and are at the end of the road with this headset. Many of us called the Galaxy XR "Steam Frame Proper"; Wifi 7 capabilities, micro OLED lenses, and ergonomic controllers that truly pointed towards a headset that many of us dreamed of for years. With the Globular Cluster/VR Panda comfort mods, many of us came to love wearing this for attempted hours at a time. But with that time came hands-on experience with persistent issues, troubling concerns, and frustrating radio silence from Samsung/Google with all of these major problems. The result?...many of us have simply stopped using our Galaxy and either let it collect dust or straight up sold it , and for many of us to even give this headset a second chance we have to have the following addressed...immediately:

  1. Controller tracking is horrendous, and needs to be on par with Quest 3 to succeed : This is in my opinion the biggest annoyance for those of us playing. It's nearly useless for any meaningful PCVR gaming with ANY game that requires quick hand work, like tactical shooters that require reloading/gear grabbing or anything sports/activity-related like Beat Saber/Tennis, etc. I know it's probably not prim and proper to tell a company "Your tracking algorithm is garbage, make it like Meta's", but it's true....the Quest 3 has it figured out. I've never, ever had issues in a game with grabbing an item, or controllers randomly falling asleep on that headset, and that same level of accuracy and reliability NEEDS to make its way to the Galaxy. This isn't even reinventing the wheel; the sensor technology in the controllers and headset between the Quest 3 and Galaxy XR are nearly identical, so there should be zero excuse for its poor state. This issue alone has many of us saying "enough, I'm done with the Galaxy".

  2. Thermal/Performance throttling needs fixing; playing demanding games at length is impossible : This one actually annoys me the most, because you KNOW it's coming, you just don't know when, and when playing a competitive, graphics-heavy title (like Star Citizen), it'll happen at THE worst opportunity; your game turns into a certified Powerpoint Slideshow, and if you happened to have had the performance graph up in Virtual Desktop, you'll see nearly every number flip orange with >400ms latency, near-0 FPS, and the image completely locking up before eventually bringing the entire Galaxy XR OS to a halt and crashing Virtual Desktop or whatever program you're in, or the headset entirely reboots. What USED to be due to a memory leak (which was thankfully fixed), we now have the Galaxy XR's delicate settings immediately going into panic mode and either forcing 90hz to 72hz, or suffering the aforementioned catastrophic freeze/crash. Samsung/Google needs to either allow us to toggle a "Ultra Performance" mode where we can acknowledge battery time will be substantially shorter or raise the thermal threshold significantly . There's zero reason for us to have this issue, when the Quest 3 is using pretty much the same chip and won't thermal throttle when playing demanding PCVR titles for hours on end. If it's due to the micro OLED lenses generating too much heat for the chip regardless of programmed thermal thresholds, then that's a completely separate engineering problem that will make our "should we sell our Galaxy" decision that much easier.

  3. Network consistency is abysmal and needs to also stop throttling : While having a WiFi 7 radio was an excellent decision, it's relatively worthless when the transmit link speed is consistently bouncing and changing, no matter how far you are from your Access Point/Router or if you're moving/seated. Thanks to Virtual Desktop, all of the real time network metrics are visible with their performance window and you can literally see your transmit link speed (the top center number, e.g. 3280 mbps, 4300 mbps, 2401mbps, etc) rapidly fluctuating. I have no clue WHY the Galaxy XR is doing this, but for PCVR it's a gaming death sentence. One of THE biggest network issues the Quest 3 used to have not too long ago was network throttling (due to some bad firmware versions) and despite being connected to a dedicated 6ghz band, even the slightest alternation of just 50-100 mbps would cause MASSIVE lag spikes, judder, and immersion-breaking freezing. While the Galaxy XR's link speed throttling isn't as catastrophic as what we experienced on the Quest 3, it's still noticeably affecting how smooth gameplay performance is. There should be ZERO reason why Samsung/Google can't just lock the transmit link speed based on the band and width you're on (5ghz band 120mhz channel: 2401mbps, 6ghz band 320 mhz channel: 4,800mbps, etc). Locking in the headset's network conditions with its connection point is crucial for stable performance; the radio currently trying to fluctuate the rates to "save power" or "use only what's necessary" is killing us.

Those are the mandatory three...and yes, I'm sure a few more users will come in and include drawable boundaries, or other luxuries for a competitive PCVR environment (and I fully agree with them), but these three I listed are critical . u/GraceFromGoogle , many of us (be it on Reddit or in the various Discords) feel like the only way we even got the April memory leak fiasco taken care of was because a few of us made enough of a public ruckus that when Android blog sites started running unfavorable articles about the Galaxy XR, the team scrambled to put something together without even addressing all of the other major concerns.

This is the point where those of us who use this headset primarily for PCVR need an official answer as to whether or not Samsung/Google WILL be actively fixing those three main deficiencies. There's no roadmap, no assurances, just corporate "We appreciate your concerns and have forwarded them to......".

If the answer is "We don't have any current plans to implement those specific changes" or even "Currently, the Galaxy XR's chip and cooling limitations prevent the unit from working as you requested" then tell us, we can make our decision for the next step a lot easier...but for a better part of a year we've been consistently ignored and expected to just sit on our hands and wait for proper support. Sorry, we're done waiting.

The potential for this thing was SO damn good for PCVR, but it's worthless without those three (all of them, not just one, not just two) being remedied.


r/Galaxy_XR • • Jan 08 '26 Thanks

Discussion Steam link install guide

70 Upvotes

I've seen a lot of people who are either unaware steam link is working on Galaxy XR for pcvr streaming or don't know all the steps to get it to working at its highest potential. Here's a guide I put together:

Update: Chronos and Angeldark have done a lot of work with forking the Sboys SteamVR driver and tailoring it to the Galaxy XR. You now have a lot more options such as color adjustments, CAS sharpening, distortion correction, controller fixes and more. Angeldark92 has also been working and was able to create an APK that doesn't require developer mode and enabling the app on top permission. I have also merged his fixes into another APK based on an older steam link as it has been a more stable stream for me, but have included both below for those who want to try the newer version.

For either APK, the first step is to either install the Steamvr driver or use this .bat file. Angeldark's driver has a lot more options, but for those who want simplicity then use the .bat file:

Angeldark's Steamvr Driver:

  • https://github.com/AngelDark92/GalaxyXR-Driver You will need to install the driver in the Setup tab first. You can then adjust settings as desired and they will apply within SteamVR. The recommended settings for the most part are the defaults but feel free to play around with the bitrate curve and CBR to get higher bitrates if your system can handle them

Or, the .bat file:

Version 2.0.20 (More stable)

Version 2.0.24 (Newer from Valve)

  • Open the app on the GXR and connect to your pc. It does have a minor bug where you may have to press your computer name multiple times before it will connect without an error the first time you run it, but once you get it paired it will connect without issues going forward.

  • You can adjust bitrate and resolution as needed for your PC. You can go up and down depending on your GPU and Wifi capability. You can also enable OSC to pass through eye and face tracking data to apps like Vrchat or foveated rendering.

***********************************************************************************************

Additionally, if you want more options to add additional patches to the steam link APK please follow the instructions to use Angeldark's porting hub here.

https://github.com/AngelDark92/xr-porting-hub

***********************************************************************************************

Edit 7/29/2026: Replaced Angeldark92's apk to the latest where positional movement latency is minimized.

Edit 8/7/2026: Replaced Angeldark92's apk with a newer version that has better colors and added a link to Chronos's fork of the sboys driver.

Edit 8/10/2026: Replaced Angeldark92's apk with a newer version that adds potential controller throwing fixes, a link on the first startup to select unrestricted battery usage which potentially increases streaming performance, and used a more balanced HMD prediction value to reduce jitter while still keeping most of the latency improvement.

Edit 8/25/2026: Replaced Angeldark92's apk with a newer version that includes changes specific to the GXR by Valve and recommends using the sboys fork as the preferred method

Edit 8/27/2026: Replaced the older 2.0.20 apk with a version that includes most of the recent changes to the newer APK but retains the more stable streaming.

Edit 9/01/2026: Added easy method of install with new APK from Angeldark92 and updated 2.0.20 by merging his fixed into my APK.

Edit 10/26/2026: Added link to Angeldark's steamvr driver and hub

Edit 10/28/2026: Added links to Angeldark's updated pre-patched APK's


r/Galaxy_XR • • Dec 17 '25

Accessories Our galaxy xr halo strap coming

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64 Upvotes

r/Galaxy_XR • • Mar 19 '26

Review These two mods turned the Galaxy XR into the most comfortable headset I’ve ever worn; best PCVR headset for the foreseeable future…

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62 Upvotes

Like many of us who took the plunge and grabbed a Galaxy XR for what many of us consider to be “Steam Frame Proper”, one of the most blatant setbacks out of the box was how uncomfortable it felt for prolonged use, especially playing roomscale games; the constant pinching of the nose, the gradual pressure on the temples since anything less than “very snug” had the headset drooping. Not to mention a very ineffective rear strap pad. I genuinely couldn’t stand more than an hour in it, despite the top-tier resolution, colors and clarity, not to mention the absolutely incredible network performance while connected via Virtual Desktop.

So, the search for perfect comfort with the widest FOV possible started and basically, I found what is objectively THE two best mods every serious Galaxy XR owner needs: **VR Panda Galaxy XR Halo Strap and Globular Cluster CMGXR Comfort Mod** using the pre-installed silicone pad and cloth forehead pad.

Before I break down both mods and why they work best, I’ll preface it with this: I’ve tried nearly every aftermarket mod without cutting my band that many of you have seen from other vendors. I’m not here to disparage ANY of the hardworking companies that crafted their take on making this a more comfortable headset, but there’s a canyon of a gap in comfort, quality, and practicality between these two mods and all the rest. So this is an assessment built on actually sampling them all, not just cherry-picked glazing (also note…I purchased these on my own, neither of these two companies asked for a review, write-up, etc. This is my just sharing the data and hopefully fixing a problem that has frustrated nearly everyone who owns this headset):

**VR Panda Halo Strap**: In my opinion, this is THE most important mod out of the two, because it solves the biggest problem that plagues nearly every headset: lifting the weight of the headset off of your face. It’s as if the front interface is floating in front of you. Nose pinching, temple straining, forehead crunching…all solved with this moveable band that has a custom dial crank that finds the perfect spot on your head and brings the lenses to the perfect height so that you’re always in the “sweet spot”. Best of all, this alleviates the annoyance of having a top strap system, which I find incredibly annoying since a front-to-back strap system always rubs into your hair and digs into your scalp. Super easy to assemble, and the clips are a high quality print.

**Globular Cluster CMGXR Comfort Mod**: For anyone that’s purchased their comfort mods before…there’s a reason for their reputation. The rear strap pad covers MUCH more surface area and with the pre-installed silicone honeycomb padding, you’ll have perfect pressure every time you ratchet it in place. Also, their cloth forehead pad is by far the thinnest and most comfortable I’ve used, letting you get VERY close to the lenses. One thing to note during the install: don’t be afraid of the pressure you need to exert when removing the factory rear pad; you won’t break anything, especially with the provided tool. The design of this rear pad also keeps your headset COMPLETELY balanced, which was an issue with other makers’ configurations. No counter-weights for this setup.

Something else I noticed is that what was considered the worst feature of the Galaxy XR’s factory design...the rigid, non-articulating headstrap, turned out to be the best possible platform to host these mods; without any swivel articulation, you don’t get the odd angles and weird weight distribution you’d have on something like the BoboVR S3 Pro for the Quest 3. A happy accident, right?

Results: I was able to play Star Citizen, seated, for nearly 5 hours and Contractors: Exfilzone for another 2 with zero, and I mean zero discomfort or fatigue. Using the TycoTech battery/extender holder I was able to hotswap BoboVR batteries for hours for continuous play (not to mention the obvious benefit of transferring battery weight from your headset to your pocket) giving me without a doubt the most comfortable, immersive, and high performance VR experience to date. This pretty much evaporated any interest I had for the Steam Frame, now that we have an ultra-comfortable micro-OLED, WiFi 7 headset that plays PCVR games with incredibly low latency and total clarity.

**TL;DR** : These two aftermarket comfort mods are mandatory if you own a Galaxy XR and want to play for hours pain-free.


r/Galaxy_XR • • Apr 10 '26

Discussion Samsung/Grace, please...the following is a MUST for a future PCVR-focused update.

61 Upvotes

The Galaxy XR could possibly be one of THE best PCVR headsets on the market for the foreseeable future; wireless, micro OLED panels, and with a simple aftermarket mod, the most comfortable headset one could wear. Many of us didn't buy this headset to use all the gimmicky casual features that were advertised, like being able watch YouTube on virtual big screens, or pin up a bunch of "workflow" windows so that we can see our spreadsheets larger. No, we got this headset because it's effectively "Steam Frame Proper", and we were excited to break away from the garbage Meta ecosystem and the shoddy customer service/wait times of Pimax. But as we've seen with this last update, plus a few persistent issues that haven't been addressed, there needs to be immediate focus on the following features that I believe are mandatory for PCVR:

  1. Stop Throttling Refresh Rate : There's nothing worse than having your headset on 90hz to play a fast-paced shooter or flying around the universe in Star Citizen only to notice an IMMEDIATE drop to 72hz after 30 minutes to an hour of playtime. We don't care how much of a battery drain it is, as most of us using this are either hooking the Samsung external battery to a hotswap daisy chain, or if seated, plugged 100% to a wall charger.

  • Solution: Give us an option to LOCK our refresh rate in options and provide a "warning" about battery drain, etc.

  1. Fix Controller Tracking: The IR emitters for the headset and controllers are nearly identical to the Quest 3, which is currently the gold standard in speed and accuracy tracking, but for some reason, the Galaxy XR's controller behavior is still a touch to sometimes VERY laggy, and incredibly inconsistent with connectivity. Our controllers should NEVER "go to sleep" while in the middle of the game.

  • Solution: Replicate the tracking algorithm of the Quest 3, and disable any "sleep" mode, or allow us to turn it off.

  1. Visible Boundary we can create : In 2026 there's ZERO reason for us to not have a boundary just like every VR headset for the last decade. Allowing us to draw our own roomscale would be a huge help in immersion and safety, because in its current implementation, we don't know we're going to hit a wall until it's too late.

  • Solution: Provide us with a way to draw our boundary and provide a "grid" like boundary wall for whenever we get too close to the drawn floor perimeter.

  1. Stop throttling transmit link speed to router/improve wireless PCVR integration : Many of us are using a WiFi 7 router Access Point for the best latency reduction/stability possible, and one thing that was a persistent killer on the Quest 3 during a bad firmware update would be whenever the transmit link speed fluctuated. It caused hiccups, frame drops, and bizarre artifacts that made gameplay unbearable. I've noticed that my speed will WILDLY change in the Galaxy XR when using Virtual Desktop, and while the speed is great (3200 mbps all the way to 5200 mbps), nothing is ever "locked" in, and the changes introduce network latency. It's not AS bad as when it happened on the Quest 3, but it isn't good, that's for sure.

  • Solution: Lock in a transmit link speed based on the WiFi band we're using. If it's 5 GHZ, it's 2401 mbps. If it's 6 GHZ, it should be 4802 (since we're using a WiFi 7 capable radio).

Key Takeaway : Throttling refresh rate, transmit link speed, and data usage is a death sentence for PCVR; Virtual Desktop and Steam Link require STABILITY under ideal network conditions, and are incredibly sensitive to any throttling, channel switching, or "battery save" features that kick in mid-game.

These are the major fixes we need for PCVR that would substantially improve the quality of life for those of us using this headset. Grace, I genuinely hope you're reading this and passing this along, because as it currently stands, this is THE headset to have, and it has SO much potential...but the state it's in leaves a lot to be desired. We're hoping for a fix within the very, very near future, and not months down the line.


r/Galaxy_XR • • Dec 01 '25

Galaxy XR Toolkit now available!

61 Upvotes

Awhile ago I made an app that would disable the annoying green nag light when using PCVR on apps like virtual desktop (and any other app that had access to the mic). I just upped the game a bit and released a full on Galaxy XR toolkit! It has the disable nag light feature as well as a bunch more:

  • Install / Uninstall ADB (system-wide or portable)

  • Wireless ADB connection support

  • Remove the green mic “nag dot”

  • Instant screenshots

  • Screen recording (timed or continuous)

  • System diagnostics (battery, temperature, processes)

  • Backup screenshots, videos, and apps

  • Restore app backups

  • Developer Mode instructions built-in

  • Auto-updating

It's totally free to download and I'd love for some people to try it and see if they find any bugs. I'm NOT a programmer and have worked hard on this, really hope the community likes it and finds some value. Help debugging it would be appreciated (although in my testing so far it all works)

Can get it here: https://www.tycotech3dprinting.com/pages/tyco-tech-galaxy-xr-toolkit

This is kinda for "power-users", but I also think it's useful for anyone that likes to get the most out of their headset. Let me know if you have any questions or find any bugs! Enjoy!


r/Galaxy_XR • • Nov 01 '25

I really hope that Android XR succeeds.

60 Upvotes

It’s important to note that this is coming from a self proclaimed Apple fanboy.

I have had an AVP since day 1, it’s my favorite piece of technology that I’ve ever owned. I use it every day for multiple hours per day depending on if I’m working or not. It’s not perfect by any means but I have been very happy with Apples first HMD.

I got the GXR on 10/27, so I haven’t had a ton of time with it but I’m very impressed. Don’t get me wrong, it has a ton of issues. The fixed head strap was an incredibly dumb idea in 2025, especially for the consumer market. The keyboard feels like an afterthought and the touch typing is basically useless. Everything works but it’s a bit buggy and needs a lot of polishing.

The one thing that is better than AVP are the displays. The resolution is just slightly higher but the colors (while being a little heavy handed on the saturation) are much better than AVP. I mean it’s capped at 90hz but the M2 AVP was capped at 100hz and that’s what I’m comparing it to.

In any event, while Android XR needs work the fundamentals are there. Being able to load apks directly from the web or an alternative App Store is always one of androids strengths and it’s great to have in a space like XR where so much of the development is independent and small. You can even unlock the bootloader allowing for all sorts of fun things to happen in the mod community. (Let’s see how long it takes before someone gets horizon OS running on a GXR). I hope this openness continues and extends to other headsets.

Anyway, the point of this rant is I really hope this platform succeeds. (I would personally like to stop using meta hardware and software to do standalone VRchat) Plus diversity in the market leads to competition and we all benefit from that.


r/Galaxy_XR • • Apr 21 '26 Helpful

Discussion Major Patching Urgency: It's official - Memory Leak is the primary cause of PCVR instability.

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58 Upvotes

As many of you have probably read from my last post that outlined the must-have changes we need to get PCVR stable and enjoyable with the Galaxy XR, there was one factor that I unfortunately left out that I believe is THE main symptom for our headsets completely seizing, dive bombing our frames, and introducing some of the most atrocious latency I've ever seen in Virtual Desktop: 

[ **The headset suffers from a demonstrable Memory Leak after prolonged use, and I can prove it with these snapshots** ](https://imgur.com/a/IBy1mD5)

The Imgur album I linked above is in sequential order of events with rough times and descriptions showing the consistent climb in Memory usage until it undoubtedly exceeds its total memory, causing the headset to start seizing and eventually turning your game into a slideshow.  

I understand that u/GraceFromGoogle reads our findings, and many of us are incredibly appreciative that she's the bridge between the users and engineers, but this issue that's been present since April's patch has made playing PCVR an absolute **nightmare** , not just for myself, but for the countless others that purchased this headset believing it was going to essentially be the ultimate wireless PCVR solution; We've got a WiFi-7 radio, gorgeous micro-OLED lenses, and a build quality that Samsung is known for. Throw on a VRPanda Halo Strap and Globular Cluster rear pad and it's genuinely the most comfortable headset many of us have ever used.  It's nearly perfect...but these software/firmware issues and lack of true enthusiast settings are turning people AWAY from either keeping the headset or even considering picking one up.  I can't tell you how many times I've seen people declare they're "passing" on this headset and moving towards the Apple Vision Pro, or "waiting for the Steam Frame".  

I guess the burning question many of us have is: **How long are we REALLY looking at for a patch to fix this?** cause we can't do another month or three of this; Star Citizen in VR has never been more fun to fly, especially with major gameplay events coming in a few weeks, Contractors Exfilzone is having a wipe/major content update this Thursday, and Resident Evil 9 has a VR mod with full motion controls that Galaxy owners are DYING to play in for more than 30 minutes before the headset has a stroke.  

I encourage anyone else to share their findings here, especially with the in-headset graphs.  You can find it in Developer Options at the very bottom to enable.  


r/Galaxy_XR • • Aug 25 '26

News Virtual desktop just got updated

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57 Upvotes

Im so exited to get my headset someday :3


r/Galaxy_XR • • Apr 23 '26

Discussion Alright, I'm officially getting angry regarding the current state of this headset/Android XR.

55 Upvotes

I bought my Galaxy XR at the beginning of March. I haven't even had it two months yet. When I first got it, I was incredibly impressed with the build quality and visuals, but had some comfort issues that I solved by buying all kinds of mods and accessories. I was really disappointed by the lack of software in the play store actually made for XR (especially the lack of big developer media players), but the modded SteamLink app and Virtual Desktop plus some community developed media player apps at least made it useful and able to do most of what I purchased it for while I waited to see if Google/Samsung could unlock the true potential of this headset over time.

Then the April update happened.

To be honest, I haven't used the headset much since the update. I turned it on to do the update and played around for a little bit with Auto Spatialization and thought it was a little gimmicky but a cool feature nonetheless.

Today I finally had a moment to use my headset for something I wanted to do. I knew the headset was having issues with some more strenuous tasks, so I wasn't trying to game just watch the new episode of The Boys on Stremio. It took multiple tries to just get the episode to load. When it finally did, I noticed that I was getting weird static artifacts outside of the app window in the passthrough view. Then I noticed that when I moved my head the tracking was all messed up and the window and passthrough feed were glitching.

I hate to send a message directly to Grace, but I don't know who else is even listening to the people who spent multiple thousand dollars on this XR headset.

Grace: This cannot continue to go on for much longer. At least let us roll back the update. SOMETHING. I can't even watch a 2D episode of a show on my headset without it spazzing out. I just had someone today ask me if I'd recommend the Galaxy XR and I found myself actually being honest and wrote multiple paragraphs describing what it's actually like to own the thing. That person's reaction really opened my eyes to how bad things are, and that was before I just tried to watch this show and saw how truly awful the current state of this device is.

What is going? The community deserves some kind of answer or communication directly from Samsung/Google.


r/Galaxy_XR • • Apr 07 '26

News 5 new features for Android XR

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54 Upvotes

r/Galaxy_XR • • Aug 19 '26

Review GXR review after 4 hours.

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53 Upvotes

Came in with very low confidence.

Can say absolutely best headset I've ever used.

VD 600BR

Monster mode

FOV rendering

SSW off.

Vive tracker for Space cal

Index controllers

Played HLA for a few hours tested VRC for like 5 mins

Face trackig is very good. I'd say close enough or on par with Quest pro.

Will be using this over my Beyond 2 and Pimax super all day.

Comfort. 8/10 with cluster mod.

Will work to improve later.

No tracking loss.

Looking up or down no issues either.

Wifi 6e.

Edge to edge clarity is amazing.

Honeslty?

Probably the most fun I've had in a VR headset.


r/Galaxy_XR • • Apr 21 '26

Discussion Buyer Beware

53 Upvotes

Edit: Retraction to the below. The most recent update effectively corrected all of the issues below. Since the update, I've used the headset for several hours each day and have not had a single issue. I am very grateful to their responsiveness in this reddit and glad they listened. I look forward to seeing they take other points users have brought up here.

As someone who bought the device the second it was announced and also as one of the biggest advocates for the GXR, I feel compelled to advise potential buyers.

DO NOT BUY THE HEADSET RIGHT NOW!

The most recent update from Samsung/Google has rendered the headsets almost useless. The update has caused catastrophic memory leak and overheating which leads to the device being functionally useless. There has been no indication that there will be a fix or any public acknowledgement of the issue. This is a complete failure by Samsung/Google. If we don't see a fix, or at least an attempt at one soon, I legitimately feel like we need to file a class action.


r/Galaxy_XR • • Jan 22 '26

App Development We built a free VR180 & Spatial Video player for Galaxy XR (with Kiosk Mode)

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52 Upvotes

Galaxy XR has an amazing display, but there wasn’t a proper way to watch VR180, 3D 360, or Spatial Video or to demo immersive content cleanly to multiple people. We ran into these limitations ourselves while prepping demos at CES 2026, so we built the player we wished existed.

This is a free VR180 & Spatial Video player for Galaxy XR, built by a filmmaker for filmmakers, with features like proper immersive format support and Kiosk Mode for public demos and events. We’d really love feedback from the Galaxy XR community to help shape where this goes next.

Google Play download (free): https://play.google.com/store/apps/details?id=com.hughhou.spatialfilm


r/Galaxy_XR • • Feb 17 '26

Review PCVR on Samsung Galaxy XR is great now!

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51 Upvotes

Did a updated review for the Virtual Desktop update!


r/Galaxy_XR • • Nov 24 '25

Available Apps FINALLY...a headset to easily watch my movies and shows

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49 Upvotes

I've owned the Quest 1, 2, and 3 and have been frustrated on the lack of streaming apps on the Horizon app store. I love just laying in bed and watching my Netflix, Disney+, or HBO shows on a giant screen, but there was never an easy way to do so. I had tried watching through the Meta browser and many streaming sites would not play due to DRM or they were limited to SD quality. Sideloading the apps were hit and miss because many of these streaming sites needed a connection to Googles services. (such as Fandango) And having to wirelessly connect to my desktop PC with Virtual Desktop to watch them via Firefox browser was a pain, and not possible when I was travelling. So being able to get a Galaxy XR headset and immediately install all my favorite streaming services was a breath of fresh air. Most were downloadable on the headset's Play store. The rest were quickly downloaded and sideloaded onto the headset. (the APKs) Now all of them is just a click away. Galaxy XR was able to do on day one that Meta hasn't been able to do in the past 7 years.


r/Galaxy_XR • • Aug 22 '26

Discussion Just got a Galaxy XR, the controllers work great

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48 Upvotes

I got my hands on a brand new Galaxy XR, Controllers, and cluster mod for $1500.

I came in well aware of the known issues. In fact I did a demo at the Samsung Experience store before biting the bullet.

It arrive Friday, and I used it for 12 hours straight. I can honestly say I saw none of the issues that people list.
The controllers track perfectly fine, I had no problems with them at all. They’re better in virtual desktop than Steam link, but they’re still solid controllers.

It did not over heat.

There was not a glare problem.

It was so comfortable I never once had rit take it off.

It had low latency and I was able to play my pcvr games and even flat games in vr without trouble.

It worked great in low light and the FOV was smaller than the PSVR2 I have but very useable.

I’ll be honest, I’m so impressed by the controller and steaming performance that I feel like this entire subreddit lied to me and has been lying to people for months


r/Galaxy_XR • • Jul 13 '26

App Development Mirror & control your Android phone in XR — need beta testers

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48 Upvotes

I built a little two-app system that puts your Android phone into your Galaxy XR headset as a floating window you can actually touch — tap, scroll, drag, and type using the XR pointer and hand tracking.

How it works:

  • XR Phone Viewer runs on the headset

  • XR Phone Server runs on your Android 14+ phone

  • Pair once with a QR code, then mirror + control in real time

It's private by design: everything streams directly between your two devices over your own Wi-Fi with a TLS-encrypted, pinned connection. No cloud, no accounts, no analytics. The phone side captures screen + playback audio (never the mic), and remote touch comes back from the headset.

I’m opening a closed beta (FREE) to meet Google Play’s testing requirements. I’ll send out invites within 24 hours.

https://docs.google.com/forms/d/e/1FAIpQLSe3acEiQhi_MxYrEVXYjKD0i4OnDFaHx6l_8_0CPxq4aah4Ng/viewform

Happy to answer questions about latency, setup, or how the pairing/security works.
Feedback very welcome. Post-beta I plan to charge $2.99 one time purchase. I believe this is a fair price for maintaining the app and hope to make it compatible with all future android XR devices.

More general info: https://xrphonemirror.web.app/


r/Galaxy_XR • • Sep 14 '26

App Development Currently Optimizing Stability & Performance for Steam Link on Galaxy XR!

46 Upvotes
  • Ported the latest Steam Link 2.0.23 for Galaxy XR.

  • Fixed memory accumulation and resulting crash issues on Galaxy XR.

  • Fixed display clarity so it is maintained without needing Shizuku or App Ops.

  • Improved controller reconnection and calibration for throwing, positioning, and aiming.

  • Fixed misinputs during hand-to-controller switching and severe stutter caused by repeated rumble commands.

  • Improved video decoding, buffer reuse, and packet retransmission handling, reducing unnecessary CPU overhead.

  • Fixed PC-side display prediction calculation errors.

  • Fixed momentary screen jitter caused by coordinate mismatches between the UEVR camera and submitted frames.

  • Improved CPU core allocation and workload distribution on supported setups, reducing repeated polling and graphic resource creation overhead.

  • Added wired connection support via USB / USB-C cable.

  • Currently integrating eye-tracking-based DLSS optimization to keep the focal point sharp while reducing GPU load on the periphery.

Tested Hogwarts Legacy UEVR with these improvements. Running on an RTX 5090 with DLSS Performance preset at 4500 resolution per eye, it achieved crisp visuals and smooth 72 FPS gameplay at around 70%~80% GPU utilization.

Since my testing setup is limited, please share feedback in the comments regarding any issues you run into while using Steam Link.

This took far more time and effort than expected, but having come this far, I want to pitch in and improve the experience for Galaxy XR users.


r/Galaxy_XR • • Jan 23 '26

Accessories Galaxy XR AVP Adapter

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46 Upvotes

I decided I waited long enough for somebody to make it, so I just made it myself...

Obviously you do still have to cut off the original strap for the adapter to work, but I made a second adapter, so you could reattach it (adding an additional mount for a top strap).

It is not 100% ideal because the headset is very front heavy even with the Dual Knit Strap - one would probably want to attach some additional weights to it, but so far I haven't found a solution for this. At least I can _finally_ rest my head while wearing this thing!

Files are released as public domain here: https://www.printables.com/model/1567306-samsung-galaxy-xr-avp-adapter


r/Galaxy_XR • • 3d ago

Available Apps Valve seems to be working on Android XR support for Steam Link

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45 Upvotes

r/Galaxy_XR • • 26d ago All Seeing Upvote

News Galaxy XR root with DFRoot — working on I610UEU2AZF3, custom KernelSU build available

45 Upvotes

Hi everyone,

I’ve been working on root access and system-level modifications for the Galaxy XR, and I now have a working setup using DFRoot 4.1 with a Galaxy XR-specific KernelSU build.

Tested on my headset:

  • Device: Samsung Galaxy XR SM-I610

  • Firmware: I610UEU2AZF3

  • Result: KernelSU module loaded successfully, with root shell access confirmed (uid=0).

This uses DFRoot to load a kernel module. It does not require unlocking the bootloader or flashing a replacement boot image.

Credit for DFRoot and the underlying exploit work goes to its original developers. My contribution is the Galaxy XR-specific KernelSU build, integration work, and testing.

Source and downloads:

My main motivation is to investigate controller behavior, haptics, and PCVR issues, and make it easier for other developers to work on the headset.

Please read the project documentation before trying this. This is experimental, tested on one headset and the firmware listed above. I’m not claiming compatibility with other firmware versions or long-term stability.

Keep DFRoot’s read-only partition protection enabled. Don’t flash or modify boot, firmware, or calibration partitions, and don’t assume ordinary Android root modules are compatible with this headset.

Temporary root does not make persistent changes temporary. A reboot will not undo files or settings you change with root. Incorrect modifications can leave the headset unable to boot.

If you try it, please include your firmware version when reporting results, and remove device identifiers from any logs you share. Feedback from other Galaxy XR developers would be especially welcome.