*** HP Reverb G2 Owners Thread ***

Thanks - what makes it stand out for racing?

Clarity and sharpness of the image mainly, its higher resolution than most other HMD's excluding the PIMAX stuff. Also the colours/blacks are much better than my Quest 2, more vibrant. It has a marginally better FOV and it also runs over a Display port connection which is ultimately better than the Oculus link cable (usb-c) and Virtual Desktop connections, you should in theory get lower latency and a smoother experience.
 
Can't speak for DD_Crash, but I got mine from VR optician. They are in Germany, and took a few weeks to get to me. They have to wait for lenses to be made etc. But worth it! They cost me £65, with no extra charges buying from EU.
I gave some impressions on the thread if you scroll back.
I got some from VROptician for my quest which luckily also fit in the quest 2. They're very good and came well protected in individual soft bags in a specs case. Also came with lens cleaning tissues to use before fitting and a normal lens cleaning cloth. I normally wear varifocals so for me they were essential. I get to see normal blur at the edges now like everyone rather than progressively much blurrier blur as the prescription on my specs changes towards the bottom.

They do add some thickness though, it was fine on the quest but needed the glasses spacer on in the quest 2 to stop my hairy eye bits brushing the lens.
Like a lot of others I went with VR optician. It took about 3 weeks to arrive. I havent used them yet as I am waiting for my 3090

Thanks all. :)
 
Can I just double check the Maths of the G2 in terms of pixel count it’s driving. I’m not totally sure I’ve grasped this yet, but As I understand it....

(For reference, uhd/‘4K’ is 3840x2160 = 8,294,400 pixels)

Each G2 actual eye screen resolution is 2160x2160 I.e. 4,665,600. This X2= 9,331,200 pixels. Already more than 4K.

However, due to lenses, pin cushion and barrel distortion effects etc etc, in Steam VR and OpenXR, when the slider is set at 100%, each eye screen gets super sampled up to a resolution of roughly 3100x3100 (not at my pc so don’t know exact numbers).

So, that’s roughly 9,610,000 pixels per eye. X2 = 19,220,000 pixels.

Is that basically it? If so, I’m trying to drive more than a 4K monitor, on each eye!?
 
Can I just double check the Maths of the G2 in terms of pixel count it’s driving. I’m not totally sure I’ve grasped this yet, but As I understand it....

(For reference, uhd/‘4K’ is 3840x2160 = 8,294,400 pixels)

Each G2 actual eye screen resolution is 2160x2160 I.e. 4,665,600. This X2= 9,331,200 pixels. Already more than 4K.

However, due to lenses, pin cushion and barrel distortion effects etc etc, in Steam VR and OpenXR, when the slider is set at 100%, each eye screen gets super sampled up to a resolution of roughly 3100x3100 (not at my pc so don’t know exact numbers).

So, that’s roughly 9,610,000 pixels per eye. X2 = 19,220,000 pixels.

Is that basically it? If so, I’m trying to drive more than a 4K monitor, on each eye!?
It's 2160X2160 per eye.

9,331,200 pixels *total*
 
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Clarity and sharpness of the image mainly, its higher resolution than most other HMD's excluding the PIMAX stuff. Also the colours/blacks are much better than my Quest 2, more vibrant. It has a marginally better FOV and it also runs over a Display port connection which is ultimately better than the Oculus link cable (usb-c) and Virtual Desktop connections, you should in theory get lower latency and a smoother experience.

Thanks for this - that's a very comprehensive summary!!!
 
Can I just double check the Maths of the G2 in terms of pixel count it’s driving. I’m not totally sure I’ve grasped this yet, but As I understand it....

(For reference, uhd/‘4K’ is 3840x2160 = 8,294,400 pixels)

Each G2 actual eye screen resolution is 2160x2160 I.e. 4,665,600. This X2= 9,331,200 pixels. Already more than 4K.

However, due to lenses, pin cushion and barrel distortion effects etc etc, in Steam VR and OpenXR, when the slider is set at 100%, each eye screen gets super sampled up to a resolution of roughly 3100x3100 (not at my pc so don’t know exact numbers).

So, that’s roughly 9,610,000 pixels per eye. X2 = 19,220,000 pixels.

Is that basically it? If so, I’m trying to drive more than a 4K monitor, on each eye!?
It depends what you mean by "drive".
In terms of what's being sent to the headset it's 2160x2160.
What's being rendered is software controlled. SteamVR can set more or less than 100% depending on the GPU (and as you've noted even 100% is not 2160x2160). Games can also have built-in super sampling. Some might even employ variable shading or other techniques. Resolution (or rather sampling rate) in VR becomes more of a setting like how much AA or texture filtering you want. There's no real equivalent to a monitor.
 
It depends what you mean by "drive".
In terms of what's being sent to the headset it's 2160x2160.
What's being rendered is software controlled. SteamVR can set more or less than 100% depending on the GPU (and as you've noted even 100% is not 2160x2160). Games can also have built-in super sampling. Some might even employ variable shading or other techniques. Resolution (or rather sampling rate) in VR becomes more of a setting like how much AA or texture filtering you want. There's no real equivalent to a monitor.

But it's 2160 x 2160 per eye is it not? So that's 9,331,200 pixels being "sent to the headset" as you term it. So before you even get to super sampling by whatever technique, that's more than UHD/4k.

I'm just trying to get a handle on how hard this thing is going to be to run as I want it. I've got a 3090 which I bought before I even contemplated getting into VR. I naively thought I'd be laughing at any game for the next few years. VR has quickly **** on that from a great height. Bloody PC gaming is a never ending money pit of fighting for performance....
 
But it's 2160 x 2160 per eye is it not? So that's 9,331,200 pixels being "sent to the headset" as you term it. So before you even get to super sampling by whatever technique, that's more than UHD/4k.

I'm just trying to get a handle on how hard this thing is going to be to run as I want it. I've got a 3090 which I bought before I even contemplated getting into VR. I naively thought I'd be laughing at any game for the next few years. VR has quickly **** on that from a great height. Bloody PC gaming is a never ending money pit of fighting for performance....

My 3080 is able to run Project Cars 2 on the Reverb G1 at medium-ish settings. Ultra-everything is out of the question. Over 4K @90fs is hard.
 
Can't speak for DD_Crash, but I got mine from VR optician. They are in Germany, and took a few weeks to get to me. They have to wait for lenses to be made etc. But worth it! They cost me £65, with no extra charges buying from EU.
I gave some impressions on the thread if you scroll back.

Are you sure you gave your impressions on here mate? Because I've just looked back and can't find them

Could just be me being blind or thick though :D

Wouild like to see them as I'm about to order some
 
But it's 2160 x 2160 per eye is it not? So that's 9,331,200 pixels being "sent to the headset" as you term it. So before you even get to super sampling by whatever technique, that's more than UHD/4k.

I'm just trying to get a handle on how hard this thing is going to be to run as I want it. I've got a 3090 which I bought before I even contemplated getting into VR. I naively thought I'd be laughing at any game for the next few years. VR has quickly **** on that from a great height. Bloody PC gaming is a never ending money pit of fighting for performance....
Yes, per eye, I meant 4320x2160. If you want to make that comparison, i.e. rendering a game at "monitor quality" but on the headset, yes, it would probably require 2x4k and at 90 Hz accounting for distortion. That is of course hard to achieve even with a 3090. But that is not what's going to happen, at least not for native VR games. These will have lower details, less post-processing, fewer effects, and they can use various techniques like variable shading, multi-view rendering optimisations etc. Viewed on a monitor prior to distortion they might not scream quality, but in a headset you don't notice the same things.
I suppose the closest comparison would be with games that got VR as an addon and were not built for it. Those can't run at max quality, 100% SS, 90FPS even on the best hardware. Still, lowering settings won't have the same lack of quality perception as on a monitor.
 
...each eye screen gets super sampled up to a resolution of roughly 3100x3100 (not at my pc so don’t know exact numbers).

So, that’s roughly 9,610,000 pixels per eye. X2 = 19,220,000 pixels.

Is that basically it? If so, I’m trying to drive more than a 4K monitor, on each eye!?

I thought we had got this sorted in your other thread lol. Anyway simple answer yes, but long answer - not quite that simple. Masking with hidden area mesh reduces the rendering load for areas that will be outside of the display (post distortion)... so while the headline of 3000x3000ish for the buffer is correct if using 100% resolution, in actuality you cull pixels in the masked area. You could probably knock 15-20% off for that alone.

There is then other more game specific stuff such as stereo instancing or single pass stereo, though those tend to have a bigger impact on CPU use by reducing drawcalls than on GPU. As DX12U becomes more common sampler feedback also has the potential to help alleviate the load of having to render two different viewpoints (plus a load of other cool stuff!).

So yeah, it’s hard really to draw any concrete comparisons. It’s significantly harder to run a G2 at 100% than it is to run a 4k monitor, that’s safe to say! I do think you are worrying too much about it though. The 3090 is more than capable of giving some incredible VR experiences paired with the G2...
 
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Are you sure you gave your impressions on here mate? Because I've just looked back and can't find them

Could just be me being blind or thick though :D

Wouild like to see them as I'm about to order some
Oops!
Must have gotten lost in drafts somewhere.

They're really nice. Clarity is spot on. Better than I was getting with glasses as I can get a better position easier.
I think the price is a bit steep, but was lucky enough to claim that back through a healthcare allowance I have.
I don't notice they're there. It's far more comfortable than wearing glasses. Even with my smallest pair, the sides and rubber nose gasket would push on them and cause me discomfort.
I'm impressed with the push fit considering they're 3D printed housings. I was a little sceptical on this, but it seems like a professional SLS print. Rather than something you or I could do at home.
 
Oops!
Must have gotten lost in drafts somewhere.

They're really nice. Clarity is spot on. Better than I was getting with glasses as I can get a better position easier.
I think the price is a bit steep, but was lucky enough to claim that back through a healthcare allowance I have.
I don't notice they're there. It's far more comfortable than wearing glasses. Even with my smallest pair, the sides and rubber nose gasket would push on them and cause me discomfort.
I'm impressed with the push fit considering they're 3D printed housings. I was a little sceptical on this, but it seems like a professional SLS print. Rather than something you or I could do at home.

Cheers buddy.

Yeah its the price that's putting me off.

If they work well for me I'm sure they'll be worth every penny - but if for any reason I dont like them it is 60 odd quid down the drain

I'm gonna go for it though. If I can find me friggin prescription..
 
Hello all.

I have a G2 arriving tomorrow. I've watched several setup videos on the headset but most seem a few months old. I've also read the last several pages from this thread, thank you for all the information.

One thing that stood out was the resolution per eye setting in SteamVR. 100% was incorrect and some videos recommend changing this closer to the G2's native ress and others say leave it alone, SteamVR detects what your system is capable of.

I'm new to VR, usually I use a monitor and set each games ress in the game itself. Am I correct in believing that in VR you set a univeral ress before loading any games and just keep that throughout?

I'm running a 9900k and 2080ti for referencea and I expect to play MSFS2020 to begin with. Do I need OpenXR? Any tips and tricks to improve things?

Thanks chaps.
 
It’s not incorrect. It’s been discussed at length in this thread before... also don’t leave steamVR to decide because it’s crap for anything that isn’t an Index or a Vive, ie steam native (eg it’ll set me to 130% which is nonsense - there are very few games I can run at that level). But 100% is still the ideal target for optimal image quality if your GPU can keep up.

There really needs to be a sticky about it tbh. Here is a summary I wrote on another site that I think covers most of it in one place:

A bit of research about how VR heasdsets work would tell you that it's not wrong in steam...

Most VR headsets (except ironically the G1, I believe this was actually a WMR specific way of doing things previously, they just chose a different base reference for 100% which didn’t include the multiplier... there may also have been less distortion in the lenses used) render to a higher resolution buffer to apply barrel distortion correction to make sure the image looks correct after it has passed through the lens. For pretty much every headset if you look at their steam resolution vs panel resolution this works out to (give or take) around 1.4x the linear resolution values.

It looks bad at “native” 50ish% because that is ending up significantly under sampling the majority of the frame after distortion correction is applied. To achieve the optimal visual quality you want to be using at least 100% in steam if your GPU is capable. It may be necessary to reduce simply because the number of pixels you are asking your GPU to push is insane and performance may demand it, but it isn't necessary to reduce because of some mythical bug. That whole bug thing came about from people not understanding that their shiny new VR headset is not a simple monitor and that thoughts of "native panel resolution" don't apply in the same way.

As for sources - here from peterson himself since it doesn't get much more definitive https://www.reddit.com/r/HPReverb/c...urce=share&utm_medium=ios_app&utm_name=iossmf

If you want to understand more in depth about why it is necessary, this is a very thorough explanation https://www.youtube.com/watch?v=B7qrgrrHry0&t=654s

Also to clarify the point, there really isn’t such a thing as “native” rendering resolution in VR with the way things currently work. It’s like trying to unzip an image on a round ball and stuff it into a flat square without any data loss or empty space left at the end. You either under sample the whole image to varying degrees (under ~50% SS) over sample the whole image to varying degrees (over ~100% SS) or some combination of subsampling and super sampling depending on which part of the image you are looking at (any value ~50% to ~100%). If what you would consider “native” is to achieve 1 rendered pixel to 1 displayed pixel at the worst point of distortion then you need ~1.5x panel resolution on the G2, but ultimately that still isn’t really “native” as you are supersampling everything else for the sake of that worst point being 1:1. It is however “ideal” in terms of optimal image quality - going beyond can also still help with things such aliasing, so even the “ideal” resolution can be improved upon by going over 100% but with relatively rapidly diminishing returns.

with the G2 and MSFS you should really be using the windows OpenXR driver do any steamVR settings will be irrelevant.
 
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It’s not incorrect. It’s been discussed at length in this thread before... also don’t leave steamVR to decide because it’s crap for anything that isn’t an Index or a Vive, ie steam native (eg it’ll set me to 130% which is nonsense - there are very few games I can run at that level). But 100% is still the ideal target for optimal image quality if your GPU can keep up.

There really needs to be a sticky about it tbh. Here is a summary I wrote on another site that I think covers most of it in one place:



with the G2 and MSFS you should really be using the windows OpenXR driver do any steamVR settings will be irrelevant.

Thank you for the information, just what I needed. Ill do a little reading about OpenXR now.
 
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