Exclusive Hands-on: Part Two – Everything New About Reverb G2

HP recently announced its latest VR headset, Reverb G2. It boasts a substantial number of improvements over the original Reverb and clearly represents the next-gen of WMR headsets. We were fortunate enough to get an exclusive hands-on with the headset; in our first article we detailed G2’s standout feature—its high resolution displays and impressive clarity. This time around we’ll be talking about everything else the headset brings to the table.

While the first wave of Windows VR headsets that launched back in 2017 felt relatively homogenous, HP began blazing its own trail with its original Reverb headset (which I’ll call G1 for short) in 2019, and just a year later the company plans to push yet further with Reverb G2.

For a full breakdown on G2’s features and specs, check out the announcement article; this piece will be focusing on the experiential aspect after our hands-on with the headset, and a bunch of other details we’ve learned from HP—everything except the headset’s visuals, which we covered in Part One.

Ergonomics

Image courtesy HP

One of the big changes from G1 to G2 that doesn’t fit neatly into a spec sheet is ergonomics.

For one, G2 now has a physical IPD slider where the original had a fixed IPD. An IPD slider allows users to adjust the spacing between the lenses to be optimally aligned with their eyes. Optimal IPD alignment is important for comfort, clarity, and immersion.

HP confirmed that the Reverb G2 IPD adjustment ranges from 60mm to 68mm. As you’d expect with other headsets, when you adjust the slider on the headset, the WMR software on your PC automatically updates the software IPD setting to match.

Another ergonomic improvement from G1 to G2 is a change to the head-mount. While the original—with its circular rear design—was reasonably comfortable, G2 uses an oval shape (very similar to that of Index), which seems likely to fit a wider range of users.

G2’s rear head-mount has changed considerably in shape | Photo by Road to VR

The shape is made to find purchase on the back of the head—right on the occipital bone—which actually has a sort of horizontal mound under which the lower part of the oval can be tucked for an ideal fit. I didn’t dislike the comfort of the original Reverb, but feels like an improvement still.

While most of the rest of G2 looks pretty similar in shape to G1, HP actually redesigned all the foam padding on the headset (the parts that cradle the back of your head and face), and it makes a notable difference. G1’s foam was a little more firm and not as wide. G2’s softer and wider foam spreads the pressure on your face over a wider area. Additionally, the face gasket is now magnetic, which makes it a breeze to remove to clear or replace. Given HP’s collaboration with Valve, this feature seems inspired by Index, but unfortunately the face gaskets aren’t interchangeable.

SEE ALSO
Exclusive Hands-on: HP's Reverb G2 is the King of Clarity

We don’t usually talk about a headset’s tether in relation to ergonomics, but compared to G1, the new cable on G2 makes a difference. The G1 tether was double-barrel—essentially two cables side-by-side. This caused two issues: the first was weight, as the heavy cable could be felt tugging on the back of the headset, and the second was flexibility, as the double-barrel design reinforces the cable against bending in a certain direction.

G2 fixes both issues by moving to a single-barrel cable which is pretty much the same width that you’d expect from Index or any other major VR headset. It’s surprising what a difference it makes just to have less tether weight pulling down on the back of the headset.

Photo by Road to VR

Quickly, while we’re on the topic of the cable, it’s worth mentioning that G2 has a lengthy 19.5 foot (6m) tether, which is a few feet longer than what you get with Rift S. The extra length is nice just to have more slack for cable management, but there’s an additional unexpected benefit: because WMR headsets have a playspace setup process which uses the headset itself to define the boundary, the extra cable length means you can trace a slightly larger space. That’s nice for anyone who has their PC tucked in the corner, or those with very large playspaces.

Back to ergonomics. I’m not bothered by the available nose-space of most VR headsets. But G1 always felt cramped and would sometimes put pressure on the bride of my nose. Thankfully, G2 has a larger nose-cavity than the original, and it adds some rubber light blockers there to boot.

And even the headphones have ergonomic benefits…

Audio

Image courtesy HP

HP pretty much grafted Index’s excellent headphones onto G2—using the identical, novel BMR drivers—and I’m definitely happy about that. The move from against-ear headphones to off-ear headphones has a number of advantages.

First is comfort. Having nothing touching your ears is just plain-old better than headphones that push against your ears. What’s more, once you get them into the position you want—as long as you don’t bump them later—you won’t even need to adjust them next time you put on the headset. Against-ear headphones on VR headsets pretty much always get pushed around between uses and need to be adjusted every time.

The second advantage to off-ear is immersion. The unique shape of your ear is actually an important part of how you experience sound. Carefully designed off-ear headphones (like those on Index and G2) expose the sounds to a broader part of your ear, making virtual audio sound more like sound that’s coming from the real world.

Photo by Road to VR

In my hands-on time with G2, the headphones sounded good but seemed to be lacking some bass compared to Index. When I asked HP about it, they said that the early prototype that I was testing doesn’t have its final EQ, and assured me that—thanks to to the use of the very same drivers and amp—they will be able to perform identically to Index once calibrated. That’s good news, because Index has, hands-down, the best audio solution of any VR headset out there. And if things turn out as HP says, G2 will have it too.

Continue on Page 2: Tracking & Controllers »

The post Exclusive Hands-on: Part Two – Everything New About Reverb G2 appeared first on Road to VR.

New HP Reverb G2 Details: Thinner Cable, Half Resolution Mode, More

New HP Reverb G2 details have emerged following the headset’s reveal last week.

Members of the HP team answered questions on Reddit following the reveal of the device, which is the result of a collaboration between HP, Microsoft and Valve. We already know the Reverb G2 is 4K PC VR headset with inside-out tracking afforded by four cameras. It’s also got Valve Index-style audio, redesigned motion controllers and improved ergonomics with a six-meter cable.

New HP Reverb G2 Details Revealed

HP Reverb 2 Frontfacing

Over on Reddit, HP confirmed that not only is the cable longer than the previous generation, but it’s “single barrel and thinner” too. As we already knew, you’ll be able to detach it from the headset, but HP also confirmed that it plans to sell replacement cables. No word on when they’ll go on sale or how much they’ll cost just yet.

As for the headset itself, the company revealed that it’s planning 60Hz mode and half-resolution modes. These should help the headset run on PCs that struggle with its beefy specs. There will also be camera passthrough, which will be in black and white.

Moving on to the controllers, HP confirmed that they won’t have capacitive sensors like Oculus Touch controllers. That means no finger sensing in this iteration. The grip button is now analog, though. HP already confirmed that it will sell the controllers separately and that they’re backward compatible with older Windows Mixed Reality devices, but clarified they won’t see pre-orders and will likely ship after the G2 itself releases in Fall 2020.

Do these new HP Reverb G2 details sway you on the headset at all? Pre-orders are open in the US now and will be launching around the globe soon.

The post New HP Reverb G2 Details: Thinner Cable, Half Resolution Mode, More appeared first on UploadVR.

HP Reverb G2 Worldwide Pre-Orders To Launch In June/July

Last week’s announcement of the HP Reverb G2 headset was met with excitement from the VR community. But, while the US can already pre-order the device, HP Reverb G2 worldwide pre-orders aren’t available yet. We know when they will be, though.

During a presentation announcing the headset at the AWE 2020 event last week, the company confirmed that HP Reverb G2 worldwide pre-orders would be launching in mid-June and then continuing to roll out across July. These regions include Asia, Canada, Latin America and Europe. US pre-orders are currently available from the official website.

Later on in the session the company clarified that, although pre-orders are coming later, shipping for the device will be global. That’s currently scheduled for launch in fall 2020. We also don’t have individual pricing for different regions just yet, but we’ll let you know when we get that information.

Reverb G2 has caught the attention of VR enthusiasts thanks to an impressive spec sheet, made possible by a collaboration with Microsoft and Valve. Like the original Reverb, the G2 boasts a 4K resolution, and inside-out tracking, but also delivers four-camera tracking, Valve Index-style audio, improved ergonomics and redesigned Windows Mixed Reality controllers. Coming in at $599, the device shows a lot of promise for the enthusiast PC VR market. HP calls it a ‘no compromise’ headset, a marketing line we discussed heavily in this week’s episode of our VR Download podcast.

Will you be laying down a pre-order for the HP Reverb G2 when they launch across the globe in a few months? Let us know in the comments below!

The post HP Reverb G2 Worldwide Pre-Orders To Launch In June/July appeared first on UploadVR.

HP Reverb G2 & Rivals Specification Comparison

HP Reverb G2

Yesterday saw HP make a definitive step towards entering the virtual reality (VR) gaming space by announcing the Reverb G2, a headset made in collaboration with Valve and Microsoft. Based on the Windows Mixed Reality (WMR) platform the specifications promise what could be one of the best pieces of consumer VR hardware so below you’ll find a side-by-side comparison with all the other contenders.

HP Reverb G2

Unlike the previous HP Reverb, the 2020 edition won’t be purely aimed at the enterprise market – an area some companies have steered towards to remain viable. This time consumers will get a look in, with a headset priced at $599 USD, offering an easy setup thanks to inside-out tracking and possibly class leading visuals.

The HP Reverb G2 will offer 2160 x 2160 per eye resolution while the Valve Index’s 1600 x 1440 seems a little lacklustre by comparison. The lenses on HP’s headset have been designed by Valve as well as the off-ear speakers to provide the spatial audio.

At that price the HP Reverb G2 sits between the Oculus Rift S at $399 and Valve Index’s full kit at $999, making it a very tempting solution for those looking at Valve’s headset who would like to save $400 to spend on videogames and not have to worry about base station placement. Whether the extra $200 over the Oculus Rift S is worth it is another matter. Once VRFocus has got its hands on the HP Reverb G2 you’ll know.

From the looks of it the HP Reverb G2 shapes up very nicely and could well become a Windows Mixed Reality headset to own. The platform has struggled since its launch in 2017, the headsets were cheaper than rivals whilst providing early inside-out tracking. But they never took off, VR was still finding its feet and the sudden influx of six devices didn’t make things simple for consumers.

HP has persevered and now looks to be on the right track. Even the ugly WMR controllers have had a makeover and actually look like they could be comfortable.

A worldwide launch of the HP Reverb G2 is expected to take place in the Autumn, with pre-orders going live in the coming weeks/months. VRFocus will continue its coverage of HP’s new Reverb G2, reporting back with the latest updates.

HP’s Upcoming Reverb G2 is Taking on Both Gaming & Enterprise Industries

HP Reverb G2

Having started as one of the original manufacturers for Microsoft’s Windows Mixed Reality system, HP has been one of the few to actually continue reiterating. Last year saw the HP Reverb arrive, keenly focused towards enterprise use. For 2020, HP has officially announced the Reverb G2 which is going back to those consumer roots.

HP Reverb G2

The HP Reverb G2 was teased back in March, with the tech giant also collaborating with Valve as well as Microsoft on the new head-mounted display (HMD). The benefit of which can be seen in the G2’s design and software compatibility.

For example, the back of the head strap looks very much like Valve Index’s – which is very comfortable – plus the speakers also sit away from the ear by 10mm. Which makes them comfortable, easy to use when setting up and spatial audio ready. So they’ll support MSFT spatial audio alongside HP Labs’ new spatial audio format.

On the visual side there a plenty of improvements. Offering a 114-degree field of view (FoV) the HP Reverb G2 comes with 2160 x 2160 LCD panels per eye with new lenses designed by Valve. To ensure comfortable VR viewing for as many people as possible the headsets comes with manual interpupillary distance (IPD) adjustment.

HP Reverb G2

When it comes to tracking the Reverb G2 has four cameras providing inside-out roomscale tracking alongside tracking the redesigned controllers which do look a little better than previous WMR designs. As a WMR headset is also supports SteamVR so you can play all your favourites.

“The power of collaboration is on full display with the HP Reverb G2, and alongside Valve and Microsoft, we engineered a no-compromises VR headset that’s immersive, comfortable, and compatible across Windows Mixed Reality and SteamVR,” said Spike Huang, Vice President and Global Lead of VR, HP Inc in a statement. “The time is now for VR and the HP Reverb G2 brings high-quality VR to the masses with more immersion for gamers, interactive experiences for creators, increased engagement for collaboration, and higher retention rates for education and training.”

The HP Reverb G2 headset is expected to launch Fall 2020 in the US for $599. Pre-orders for US customers start today via HP.com and other outlets, with select countries added to that list in the coming weeks (VRFocus has contacted HP regarding UK availability). For further updates regarding the HP Reverb G2, keep reading VRFocus.

HP’s Next-Gen Reverb G2 Specifications And Price Revealed

HP fully revealed its next-generation VR headset this morning. Here are the main HP Reverb G2 specifications.

The Reverb G2 is a follow up to the original HP Reverb headset. Like the original, it’s part of Microsoft’s line of Windows Mixed Reality VR headsets, but also made in partnership with Valve. As such there have been a number of notable changes to its specifications.

According to HP, the Reverb G2 specs are as follows:

  • 2 x 2.98″ LCD panels
  • Resolution of 2160 x 2160 per eye
  • 90 Hz refresh rate
  • A field of view of 114 degrees
  • 4 cameras, providing 6DoF inside-out tracking
  • Valve-designed lenses
  • Physical interpupillary distance (IPD) lens adjustment from 60mm – 68mm
  • Integrated off-ear speakers (same as on Valve Index)
  • Dual microphones
  • Redesigned Windows Mixed Reality controllers
  • Replaceable magnetic fabric face cushions
  • 6 meter desktop cable

For comparison, the Rift S and the Index provide 1280 x 1440 pixels and 1440 x 1600 pixels per eye, respectively. So, if we’re going off pixel count and resolution alone, the G2 should launch as one of the highest resolution options on the consumer market.

HP Reverb G2 Side

The lenses and the speakers are also produced in collaboration with Valve — the speakers/off-ear headphones are the exact same ones in the Valve Index and the lenses have been designed by Valve but are not the exact same as the Index lenses.

The Reverb G2 will retail in a bundle for $599, which includes the headset itself and two of the redesigned Windows Mixed Reality controllers. The controllers will also be sold separately, as they are backwards compatible with other WMR headsets. However, the G2 will only be available in the bundle with the controllers, as no other controllers are compatible with the new headset.

Reverb G2 Controllers

Pre-orders for the device are on the way.

What do you make of the HP Reverb G2 specs? Let us know in the comments below!

The post HP’s Next-Gen Reverb G2 Specifications And Price Revealed appeared first on UploadVR.

Exclusive Hands-on: HP’s Reverb G2 is the King of Clarity

Today HP revealed its next-gen WMR headset, Reverb G2. While the original Reverb beat out the competition in resolution, some aspects of its display held it back from really capitalizing on all those pixels. Reverb G2 brings with it brand new displays and lenses which offer outstanding clarity.

‘Clarity’ is a subjective term which I use to try to boil down how sharp and clear the virtual world looks through a VR headset. There’s all kinds of things that contribute or detract from clarity. Resolution is surely important, but so are things like screen-door effect, mura, persistence, color smearing, and plenty more contributed by the lenses. ‘Clarity’ is the ultimate result of all of these factors.

When aiming for optimal clarity in a VR headset, any one of the aforementioned elements could be the bottleneck, so matching all these factors is key.

The original Reverb clearly still has the best resolution of any major consumer headset thanks to its 2,160 × 2,160 per-eye displays. And, arguably, it has the greatest clarity too. And yet Reverb G2, despite having the exact same resolution, has notably better clarity compared to Reverb G1.

But how do headsets with the same resolution, same display size, and same field of view offer different clarity? Even though the common paper specs are the same, the lenses and displays are different.

Photo by Road to VR

Road to VR got an exclusive hands-on with a first-run prototype of the Reverb G2. I’m fortunate enough to get early glimpses of hardware like this regularly; given that things can still change, I often withhold firm judgements until seeing how the final product shapes up. Even at this stage—where some things are still in flux—I’m confident in calling it Reverb G2 the king of clarity.

Recapping Reverb G1

The G1 has a high pixel density, giving it more resolving power than any other headset in its class. But the display and lenses had some issues that were ultimately holding clarity back.

Notably, the G1 displays had a perceived mura effect; this is similar in appearance but wholly different in origin than the more commonly known screen-door effect (AKA SDE). Mura looks a bit like a faint, fine mesh covering the lenses, or like the display is a bit cloudy. On a phone or TV display, mura isn’t much of a concern because the display doesn’t move with your head. In a VR headset, mura—just like SDE—is more noticeable because it moves over the virtual world as you move your head.

In addition to the mura on G1, the headset also had some surprising red smearing. This can only be seen when moving your head, but the effect causes any red colors in the image drag or ‘ghost’ slightly behind the other colors. This is exacerbated when the red is against certain colors and with fast head movement.

And finally, Reverb G1 had a bit more chromatic aberration (slight color separation toward the edges of the lens) than I would have expected. This wasn’t a major factor in clarity, but most headsets exhibit very little chromatic aberration, and, as you can imagine, the better aligned the light is coming through the headset, the sharper the image will appear.

I’m not bashing the G1 here. It’s a solid headset that’s lead the way in resolution and pixels per degree in the latest wave of consumer VR headsets. But it felt like it had some untapped potential in clarity because of these display and lens bottlenecks.

Unlocked Potential

Reverb G2 unlocks that potential by largely clearing up these issues with new displays and new lenses.

The perceived mura has been nearly eliminated, which alone makes a big difference. G1 was the first consumer headset to effectively eliminate the screen-door effect thanks to its pixel density, but you couldn’t be blamed for not noticing because mura took its place to a degree. With the mura gone on G2, the headset is getting a more ‘quality’ out of its pixels.

(Even though SDE is effectively gone, that’s not to say that G2 has “retina resolution;” you’ll still be able to see aliasing at this resolution. Eliminating SDE is different than achieving pixel density which meets the resolving power of the human eye. Maybe for G3—what do you say, HP?)

So, mura goes down and clarity goes up. This is good. But what about the other stuff? As far as I’ve been able to see, G2 has also eliminated the red-smear which is another nice win over the G1. Some chromatic aberration is still there, though HP tells me that the prototype I was testing hasn’t had a final calibration pass, and it expects this will bring further improvements to chromatic aberration, and possibly some other aspects.

Photo by Road to VR

HP also tells me that the redesigned G2 lenses (yes, they’re fresnel) have improved resolving power compared to the G1, which further enhances clarity. You can think of this a bit like ‘sharpening’ the pixels that you’re seeing through the lens.

Like the original Reverb, the displays in G2 are 90Hz LCD. Though HP says they have improved contrast and brightness. That improved brightness has also allowed them to lower the persistence of the display (the amount of time the display stays lit during each refresh). Reducing persistence means the image will look sharper during head movement.

Another win for G2 is a physical IPD adjustment which ranges from 60mm to 68mm, which means that a broader range of people will be able to move the lenses into the ideal position to get the most from the G2’s impressive visuals.

SEE ALSO
Understanding the Difference Between 'Screen Door Effect', 'Mura', & 'Aliasing'

Boiling all of this down, Reverb G2 is the king of clarity, and I feel confident that this will be the headset’s defining factor.

When I fired up Half-Life: Alyx, coming from Index, the G2 nearly felt like looking at the game with new eyes. I was drawn to details that never caught my attention before, like scratches in the shotgun’s metal, letters printed on the side of the pistol, and innocuous stickers covering a gutter pipe. I also quickly noticed that many of the game’s textures don’t quite hold up to G2’s resolution (too soon!).

When I pulled up Bigscreen to see what it was like to use my PC desktop through the headset, it was the first time I didn’t quickly feel bothered by the resolution. The remaining bottleneck for doing typical PC productivity work in VR without compromise is now more in the realm of, field of view, sweet spot, and comfort.

 – – — – –

And that’s really just the visuals of the headset. Beyond that, G2 brings a sweeping list of improvements over G1 and other WMR headsets, like better tracking, controllers, ergonomics, audio, and more, all of which we detailed in our Reverb G2 announcement article. HP also announced that the G2 is available for pre-order starting today priced at $600, with an expected release date in the Fall.

Photo by Road to VR

Clearly there was a lot to talk about with the G2’s visuals, so I’ll save some thoughts on other parts of the headset for a future article. I will say now, however, that I haven’t yet been able to try the new controllers. Beyond that, let me know what else you’d like to know about the headset in the comments below.

The post Exclusive Hands-on: HP’s Reverb G2 is the King of Clarity appeared first on Road to VR.

HP Reverb G2 – Official UK Retailer Listing Reveals September Release Date

Back in late May, HP announced its was bringing another VR headset to market, the Reverb G2, which includes a veritable wishlist of improvements to the WMR product ecosystem. Now an official HP retailer in the UK has listed a September 15th launch date for the headset.

Update (July 9th, 2020): HP still lists the headset as “coming soon,” however HP’s UK-based official reseller Systemactive has pre-orders open for Reverb G2, priced at £525, which includes VAT and delivery within the UK.

The website also seems fairly sure of itself, as it proudly displays a countdown timer until pre-orders release to eager customers.

There’s still no word on when other regions will get an official launch date; we’ll have our eyes peeled leading up to the prospective fall launch date.

Original Ariticle (May 28th, 2020): With leading visual clarity, high quality off-ear headphones, improved tracking, and new controllers, there’s a lot to look forward to. The headset is available for pre-order starting today at $600 and is set to launch this Fall.

HP launched the original Reverb headset back in May, 2019; now just a year later the company is revealing its successor, the Reverb G2.

From the upgrades and improvements, it seems quite clear that HP has been listening carefully to feedback from users of the original Reverb and other WMR headsets at large. Reverb G2 is shaping up to be the next generation of Windows VR headsets.

Four Camera Tracking for the First Time on WMR

Reverb G2 has two cameras on the front and two on the sides | Image courtesy HP

Windows VR headsets were the first major headsets out of the gate with inside-out tracking back in 2017. While it was impressive for the time, competitors like Oculus have since launched headsets with four or more tracking cameras which offer a much larger tracking volume.

Reverb G2 is the first WMR headset to move from two-camera tracking to four-camera tracking. HP says that the additional cameras offer “1.4x more movement capture” compared to other Windows VR headsets.

New Controllers, Compatible with All WMR Headsets

Image courtesy HP

Reverb G2 will also be the first Windows VR headset to offer a substantial controller redesign. While Samsung made slightly more ergonomic versions of the original Windows VR controllers for its Odyssey headsets, HP is bringing significant changes to the shape and input layout.

The original WMR controllers had both a thumbstick, trackpad, and one application button on the face. That was accompanied by an analog trigger and a grip button.

The Reverb G2 controllers—which appear unabashedly shaped like Oculus’ Touch controllers—offer a much closer input layout to other modern VR controllers: a thumbstick, two face buttons, an application button, an analog trigger and a grip trigger. There’s also the ‘Windows’ button for core WMR functionality.

What’s more, HP says that the G2 controllers are backwards compatible with other Windows VR headsets, which means that WMR users who are happy with their current headset will have an option to upgrade their controllers. HP says it plans to sell the G2 controllers separately from the headset for this purpose, but that may not happen until sometime after the launch of the headset, and pricing for the controllers alone has not been announced.

Impressive New Display & Optics

Image courtesy HP

In the display department, Reverb G2 technically has the same resolution as the original Reverb (2,160 × 2,160 per-eye), but it’s an all new display which brings some key improvements over the original. HP says it has better contrast, brightness, and lower persistence.

Combined with new lenses—which HP says Valve helped design and calibrate—Reverb G2 has incredible clarity; easily the best among consumer VR headsets. Check out our exclusive hands-on with G2 for more on the headset’s impressive visuals.

Part of why Reverb is leading the pack in clarity is because its displays are not just higher resolution but also smaller than some other headsets, making the pixels per degree higher than if they were spread over a larger field of view. HP says Reverb G2 maintains the same 114-degree field of view as the original Reverb (which we’ve found to be comparable in FOV to Oculus’ headsets).

New Off-ear Headphones, Courtesy Valve

Image courtesy HP

HP makes no secret that it has worked directly with Valve on Reverb G2, and that’s meant adopting Index’s impressive ‘off-ear’ headphones.

The original Reverb headphones gave us nothing to complain about, and were quite a bit better than the default audio in Oculus’ latest generation of headsets. Even so, G2 is bringing upgraded headphones to the table.

HP tells us that these are the exact same amp and drivers that have made Index the audio king among VR headsets. The G2 headphones also adopt the smart ‘off-ear’ mounting approach which we’ve found on Index to be more comfortable and even more immersive than ‘on-ear’ headphones.

SEE ALSO
Index's 'Off-ear' Headphones Are Its Most Surprising Innovation

Ergonomic Improvements & IPD Adjustment

Image courtesy HP

Also pulling a few pages from Valve’s playbook, Reverb G2 has a redesigned head-mount shape, improved padding, and a magnetically attached face-gasket.

The circle design on the rear of the original Reverb has been eschewed in favor of a wider oval which the company says is better shaped to the head. The new padding is notably thicker and wider, better distributing pressure around the eyes and back of the head.

While G2 is borrowing some ergonomic notes from Index, HP’s new headset will retain the side-strap approach for fitting and tightening the headset rather than a tightening dial which has become popular on recent headsets.

G2 thankfully also adds a physical IPD adjustment which allows users to change the distance between the lenses from 60mm to 68mm. This is an important feature for allowing users to get their eyes aligned with the ‘sweet spot’ of the lens.

SEE ALSO
How to Measure Your IPD and Why It's Important for VR & AR Headsets

The headset’s display housing can also rotate 90 degrees relative to its head-mount. This isn’t the ‘flip-up’ function offered by some other headsets, but it adds more flexibility when putting on the headset.

Reverb G2 also brings a lengthy 19.5 foot (6m) cable which is thinner and lighter than the somewhat bulky tether on the original Reverb. The cable connects to PCs via DisplayPort and USB-C; if the USB-C port can’t provide adequate power, an included power adapter can be connected to the tether.  HP also noted that the new cable has been redesigned to eliminate the display issues that plagued early models of the original Reverb.

HP Reverb G2 Price, Pre-order, and Release Date

Image courtesy HP

HP has priced Reverb G2 at $600, the same as the consumer version of the original Reverb. The headset’s release date is planned for Fall 2020.

The company is taking pre-orders for G2 in the United States starting today at HP.com, Steam, and “select channel partners.” The company says pre-orders for other “select countries” are expected to open between mid-June and July.

HP Reverb G2 Specs

  • Platform: WMR (with SteamVR compatibility)
  • Resolution: 2,160 × 2,160 LCD per-eye @ 90Hz
  • Field-of-View: 114°
  • Tracking: Inside-out, four cameras
  • Weight: 1.21 pounds (0.55kg)
  • Cable Length: 19.5 feet (6m)
  • Connector: DisplayPort, USB-C, power adapter (optional) [DisplayPort to mini-DisplayPort adapter included]
  • Controllers: Removable batteries, 2x AA (included)

The post HP Reverb G2 – Official UK Retailer Listing Reveals September Release Date appeared first on Road to VR.

HP Reverb G2: 4K VR Headset With Valve Audio/Lenses, Touch-Like Controllers, & IPD Slider For $600

HP appears to be taking notes from both Valve and Facebook with its latest headset, the Reverb G2, featuring four outward-facing tracking cameras, Valve’s audio and lens technology and redesigned Windows Mixed Reality (WMR) controllers that look a lot more like Oculus Touch.

Reverb G2 is priced $600. The new HP headset also features a slider on the bottom for physical separation of the lenses and panels to adjust between 60mm and 68mm for better focus and fitting on a wider range of faces.

HP formally worked with Valve and Microsoft on the development of the new system which features 2160×2160 LCD panels per eye, with each panel measuring 2.98 inches. That makes for some of the highest resolutions you’ll find in a consumer-grade VR headset. The new design also drops touchpads from the controllers that were emblematic of Microsoft’s first generation of VR input. That means HP essentially settled on using analog sticks and an overall input design that matches Facebook’s Oculus Touch. The company stressed to us that these controllers are unique to its headset.

Reverb G2 ControllersAs well as coming bundled with the headset, HP plans to sell the new controllers separate from the G2 and they are backwards compatible with earlier WMR headsets. Older WMR controllers aren’t compatible with the G2, according to HP, so you’ll only be able to buy the G2 headset as a package with the new controllers.

Here’s a look at the Oculus Touch controllers for a comparison:

new oculus touch controllersBest of Both Worlds?

While HP sent the original Reverb to me to review last year the headset didn’t fit me. The display was such a mismatch for my face shape and larger-than-average eye distance (I saw a visible line at the edge of the display whenever I wore it) that I opted to send it back to HP without publishing a review. More broadly, the headset was also unavailable for purchase some of the year while Facebook shipped the new PC-only Rift S at $400 made by Lenovo and Valve pushed its high-end Index headset for $1,000. HTC also sells the Vive Cosmos in a range of configurations with its core system priced $700.

For 2020, HP seems to be hoping to get ahead of demand by opening pre-orders for its $600 Reverb G2 the same day as announcing the device, with plans to ship it this fall. This new design seems to carry features drawn from some of the best of both Valve and Facebook worlds and HP designers feel they built a no-compromise VR headset.

HP Reverb G2

For instance, G2 features the same off-ear audio speakers as Valve Index. There’s no 3.5 mm audio jack on the G2, instead featuring the same powerful speakers that are so stunning on Valve Index. And while the lenses aren’t the same as Valve Index, HP says they are using Valve’s lens technology in its design for increased clarity.

The headset features two side cameras for better controller tracking, in addition to the two front-facing cameras featured on every other Windows Mixed Reality headset. While that’s not quite the five installed on Rift S — with Facebook’s headset also featuring a top-side camera to capture over-the-head movements — we’d expect a considerable upgrade in controller tracking quality as compared to previous WMR headsets. HP says Reverb G2 features “1.4X more movement capture.”

The system also features dual microphones, a 90 hz refresh rate and a detachment cable that comes all the way up to the headset. If your computer provides enough power it can connect with USB-C and Displayport, with a Mini Displayport adapter in the box. There’s also the option for a power brick to power the headset if your PC doesn’t provide enough power.

HP Reverb 2 Frontfacing

The headset still uses Microsoft’s walk-the-headset-around-the-room setup process and there’s the standard Windows “flashlight” mode to view the world in passthrough. The on-board cameras don’t track hand movements, according to HP.

It doesn’t sound like there will be hands-on opportunities with the new headset until later this year. That means some prospective buyers will be placing pre-orders for the headset before there are hardware impressions to share. We’ll bring you the latest on the Reverb G2 as soon as we have it.

We’re curious what you think of the new VR headset from HP — let us know in the comments.

The post HP Reverb G2: 4K VR Headset With Valve Audio/Lenses, Touch-Like Controllers, & IPD Slider For $600 appeared first on UploadVR.

Apparent Leak: HP & Valve’s New WMR Headset With Side Cams, IPD, New Controls

Prolific Microsoft leaker WalkingCat just Tweeted what seems to be images of HP & Valve’s upcoming new WMR headset and Microsoft’s new VR controllers.

“WalkingCat” has a long history of accurate Microsoft leaks, revealing some of the company’s products and services in the past.

In late March, just after the release of Half-Life: Alyx, HP announced Reverb G2 – a “next generation” headset for SteamVR being built in collaboration with Valve and Microsoft. Not many details were given at the time other than a dark frontal image, and no further details have been officially given since.

Brightening that image showed what looked like the Valve Index’s near-off-ear speakers. WalkingCat’s image seems to show the same.

But that official image only showed the front, so the side and underside of the headset wasn’t visible.

WalkingCat’s photo shows the headset having side cameras and a knob that looks almost identical to the Valve Index’s lens separation adjuster.

In fact, the padding on the front and back of the headset also looks like Index’s. Valve is a partner on this headset, so it would seem like a good idea to reuse these high quality parts.

The apparent next gen Windows MR controllers are shown to ditch the touchpads and change to a more ergonomic design, making them look strikingly similar to Facebook’s Oculus Touch controllers.

This move would help developers because they could use their existing Oculus control scheme instead of needing a WMR-specific input approach.

Assuming this leak is real and HP prices the headset competitively, this headset could be exactly what the PC VR market needs.

Facebook offers Rift S at $400, but its build quality is low, it lacks lens separation adjustment, and the built in audio is low quality. Valve’s Index offers a wider field of view, higher refresh rate, full lens adjustment, premium audio, and controllers you can let go of- but at $1000 the kit’s appeal is price limited.

Inside Out Camera Positions

Windows MR headsets like the existing Reverb and Samsung Odyssey+ haven’t seen much market appeal, with the entire platform making up just 8.5% of SteamVR in April. A core criticism has been the use of only two tracking cameras, which limits the range of controller motion possible in games.

The headset shown in this leak could be the “middle ground” headset many PC VR gamers have been waiting for- avoiding the compromises of Rift S but staying affordably by not using SteamVR Tracking.

As with all leaks, take these images with a huge grain of salt. Even if they are real, they may not reflect the current state of the product. We’ll keep a close eye on HP, Microsoft, and Valve in the coming weeks to bring you any official information.

The post Apparent Leak: HP & Valve’s New WMR Headset With Side Cams, IPD, New Controls appeared first on UploadVR.