The &quot;framerate&quot; discussion gets kinda complex in the context of head mounted displays. You&#x27;re right that high frame rates are essential for head tracking updates to the viewport - but that&#x27;s a different number to the rate at which the elements in the scene in your very-quickly-animated viewport need updating. You _do_ want t attempt to get 100fps in response to me swinging my head around, but you don&#x27;t need (so much) to try to get your player and explosion animations up quite that fast (although all my adderall-enchanced fast-twitch fps gaming friends will sneer at you and blame your slow game for them getting headshot all the time if you don&#x27;t manage 60 fps...)<p>I don&#x27;t know quite enough about how the GearVR (or Oculus) manages the framebuffer that the head tracker chooses it&#x27;s viewport out of, but I suspect there&#x27;s a way to render a 30 or 60fps scene at two or three thousand pixels cylindrically, then have the viewport update faster than that up around 100fps in response to the head tracking sensors.