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HP's Reverb VR Pro Headset


nervousenergy

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Hmm... after several months of no issues, I'm beginning to see some of the problems I had with the original Reverb when it first was released.

 

Starting with the device not being recognised. Previously, the only port I could guarantee to work 100% of the time was one on a mains powered hub. Now that doesn't work, and neither do any ports on my powered PCIe card. The only one that works is one of the sockets on the top of my PC case.

 

Secondly, I'm also seeing a loss of 6 DOF, and that is after DCS starts with it working OK.

 

Thirdly, I am getting the very occasional black screen.

 

All these things - plus one or two others - were what made me send back my original Reverb to HP and I really thought all this was worked out.

 

Anyone any ideas?

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i assume you have the "support clip"y4mGvQMwahJE5PjAJmfuB0HcDnXi_b-7XWJ4hnvlnBYjcnIu0cdO3lgdHnd9O2nkUNjdaQyvy5iwdqbdXeLqWxkPijOL0i1GfL4TRZkI0F8MtkCsvV55HhTVan2aVg4OyfQTztVAn11TXtXJShTcQFCbUDZKGsvVawoJqOdi73IPapvqqVf2bIOHsg3ESr5EMMo1E6PHlo4PllY0BObN8WDlg

 

around the cable join?

 

which is the "Achilles" heel of the design

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i assume you have the "support clip" around the cable join?

 

which is the "Achilles" heel of the design

 

Yes, I do. Thanks.

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Yes, I do. Thanks.

 

I think I remember you mentioning once that you have a 650W PSU. That could be a possible issue. If I'm remembering incorrectly, disregard.

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I think I remember you mentioning once that you have a 650W PSU. That could be a possible issue. If I'm remembering incorrectly, disregard.

 

Really? You think so. 650W is not enough? Hmm

 

But how does that explain why the mains powered hub socket is no longer working after 2 or 3 months of trouble free use? And the fact that it’s the PC powered socket that does work now.

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Anyone any ideas?

 

I've had the "device not recognised" error twice in the week I've had my Reverb, but reconnecting it after boot appears to have cured the issue. IOW I unplug the HMD from the umbilical after each VR session, and do not reconnect until the system has rebooted to desktop. I'm running it from a USB3.1 Gen2 port.

 

I'm using SteamVR SS 150% setting and it makes the F-16C cockpit switchology noticeably clearer, so thanks for the tip. I also use this mod to increase MFD visibility. Thanks @Holychocmilk.


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I've had the "device not recognised" error twice in the week I've had my Reverb, but reconnecting it after boot appears to have cured the issue. IOW I unplug the HMD from the umbilical after each VR session, and do not reconnect until the system has rebooted to desktop. I'm running it from a USB3.1 Gen2 port.

 

I'm using SteamVR SS 150% setting and it makes the F-16C cockpit switchology noticeably clearer, so thanks for the tip. I also use this mod to increase MFD visibility. Thanks @Wicked.-

 

The link to the mod doesn't work, but if it's the one I'm thinking of, the issue I had with it was that it made the HSI horribly blurred when running on a monitor which I do from time to time when learning or trying to refer to manuals while flying. Impossible in VR!

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Really? You think so. 650W is not enough? Hmm

 

But how does that explain why the mains powered hub socket is no longer working after 2 or 3 months of trouble free use? And the fact that it’s the PC powered socket that does work now.

 

Running things on the edge of tolerance causes all kinds of intermittent issues. The whole system is only as good as its power supply, and 650W isn't enough. I'm running a 1200W PSU in mine. If your PSU is being run with no headroom, things are going to start dying little by little, and 2 -3 months of trouble-free use won't matter. Just a suggestion, but I'd start with the power supply, its under-rated for the hardware you're trying to feed.

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Really? You think so. 650W is not enough? Hmm

 

But how does that explain why the mains powered hub socket is no longer working after 2 or 3 months of trouble free use? And the fact that it’s the PC powered socket that does work now.

I upgraded my psu to a 850w modular one. I used to have a 650 but as I kept upgrading parts I also kept adding peripherals so it balances out.

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Nice little PSU calculator - https://outervision.com/power-supply-calculator

 

 

I used this when I specced up my new PC, I too ended up going a with an 850W PSU.

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The link to the mod doesn't work[...]

 

Apologies... it previewed okay before I posted. :(

 

[...]the issue I had with it was that it made the HSI horribly blurred when running on a monitor which I do from time to time when learning or trying to refer to manuals while flying. Impossible in VR!

 

It does indeed, so I use OvGME to disable it when I go back to 2D.

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It does indeed, so I use OvGME to disable it when I go back to 2D.

 

Yes, me too, but sometimes, I forget!

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Yes, me too, but sometimes, I forget!

 

Post-It Notes are a godsend! I hand-on-heart have one stuck to my monitor bezel with "VR?" in block caps, to remind me to actually connect the bloomin' HMD before trying to fly. :lol:

 

VR is an addictive money pit though; one week in and I'm already considering PointCNTL and an FSSBR3 base to further enhance the realism. I need help. :helpsmilie:

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Post-It Notes are a godsend! I hand-on-heart have one stuck to my monitor bezel with "VR?" in block caps, to remind me to actually connect the bloomin' HMD before trying to fly. :lol:

 

VR is an addictive money pit though; one week in and I'm already considering PointCNTL and an FSSBR3 base to further enhance the realism. I need help. :helpsmilie:

Yeah, Point Control and FSSB R3 are both very worthwhile add-ons.

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Nice little PSU calculator - https://outervision.com/power-supply-calculator

 

 

I used this when I specced up my new PC, I too ended up going a with an 850W PSU.

 

I just went for the highest output available at the time (1200W). Better to have extra power and not need it, than to need it and not have it. :D

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Hey guys,

 

Quick follow up on my previous post (already 2-3 pages away...)

 

I m now powering the Reverb trough an outside powered USB 3.0

 

No major difference in game. With SS at 198, I still get the jiggies but loading screen is much less flickering. So indeed, it must do some good.

Together with this USB port, I got myseld à new PSU. 850w Iso 620w.with my rig and the OC in mind, I thi k it was somewhat needed.

With my setup, the power calculator tels me I need at least 640w so...

 

Will see once installed. Also will try again the curve thing in Afterburner. This one was telling me that I had indeed a lack of power.

 

Testing testing...

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Of course you are getting better resolution with the new 100% than the old 150, because the old 150 was less than native and the new 100 is native. You needed 188 in the old Steam to get close to native.

 

There still seems to be a lot of confusion kicking around here.

 

1) everyone should forget about the ‘old’ settings and move on.

2) Steam adjusted the labels they put on the number of rendered pixels some time ago in the beta version and quite recently moved that to stable.

3) currently, native res is closely achieved at a very neat value of 100%, and that makes life so much easier for calcs as we are now using round, logical numbers. For example 200% represents double the number of rendered pixels.

4) of course the Reverb has more pixels than other HMDs and doesn’t require the same level of SS to reach the same point, however that does not mean that using higher than 100% does not improve clarity - at a cost. Yes, even given the Reverb’s high pixel count. In fact, the default - shown by a vertical line - in SteamVR for my 2080Ti is set at 150%.

5) sorry to repeat, but in case some people are confused, SteamVR 150% is equivalent to PD of 1.2 and 200% is equivalent to 1.4. These values are not particularly high to experiment with, if you have the hardware to cope with extra demands.

 

Personally, I would recommend everyone to use SteamVR as new features and options are added in very regularly, sometimes months before going stable. If there is something in a beta update that doesn’t suit you, it takes a few seconds to go back to the stable release.

 

In addition, I recommend everyone should click on the ‘see what’s changed’ link which appears after every SteamVR update. Easy to ignore, but really useful, especially when something like changes to pixel level naming occurs.

 

Thank you all very much for this information. I haven't played DCS for a couple of week or so. Tried for the fist time last night and my performance had dropped by 25% to a horrible experience. I have my Steam VR SS set at 180%. Oddly though, I don't recall that the listed value had changed above 2160. I'll have to verify that tonight when I get home. However, if 100% is now 2160 then 180% is 3888. If that's so, no wonder the performance went in the toilet. Poor 2080Ti was just crying in the corner. I hope this solves the issue.

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Thank you all very much for this information. I haven't played DCS for a couple of week or so. Tried for the fist time last night and my performance had dropped by 25% to a horrible experience. I have my Steam VR SS set at 180%. Oddly though, I don't recall that the listed value had changed above 2160. I'll have to verify that tonight when I get home. However, if 100% is now 2160 then 180% is 3888. If that's so, no wonder the performance went in the toilet. Poor 2080Ti was just crying in the corner. I hope this solves the issue.

 

Sorry, but your calc is wrong and that is why I occasionally try to clarify this. The SteamVR number is the amount of TOTAL pixels factor, unlike DCS PD which is the axis factor.

So, 180% is equivalent to the square root of (2160x2160)*1.8, i.e. 2898. So, that is equivalent to 2898/2160, i.e. 1.34 PD.

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Thanks for the clarification. While I understand your math, I guess I don't understand the relationship between pixel density and SS level. In DCS I have PD set at 1.0. As far as I know that means it doesn't do any super sampling at all. And a 1.8 or 180% setting in Steam VR now means a roughly 35% increase in resolution not 80%. No wonder this subject is confusing to people.

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Thanks for the clarification. While I understand your math, I guess I don't understand the relationship between pixel density and SS level. In DCS I have PD set at 1.0. As far as I know that means it doesn't do any super sampling at all. And a 1.8 or 180% setting in Steam VR now means a roughly 35% increase in resolution not 80%. No wonder this subject is confusing to people.

 

It’s very confusing!

 

SteamVR factors are based on TOTAL pixels, whereas PD (pixel density) works on axes factors.

So, a PD of 1.4 gives you 1.4*2160 per axis, i.e. 3024. That is 9.1m in total. That is equivalent to a SteamVR SS of 9144576/(2160x2160)=2 or 200%.

 

Confusing? Yep

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Hey guys,

 

Quick follow up on my previous post (already 2-3 pages away...)

 

I m now powering the Reverb trough an outside powered USB 3.0

 

No major difference in game. With SS at 198, I still get the jiggies but loading screen is much less flickering. So indeed, it must do some good.

Together with this USB port, I got myseld à new PSU. 850w Iso 620w.with my rig and the OC in mind, I thi k it was somewhat needed.

With my setup, the power calculator tels me I need at least 640w so...

 

Will see once installed. Also will try again the curve thing in Afterburner. This one was telling me that I had indeed a lack of power.

 

Testing testing...

 

Why not just set it to AUTO and give it a shot?

hsb

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---

 

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It’s very confusing!

 

SteamVR factors are based on TOTAL pixels, whereas PD (pixel density) works on axes factors.

So, a PD of 1.4 gives you 1.4*2160 per axis, i.e. 3024. That is 9.1m in total. That is equivalent to a SteamVR SS of 9144576/(2160x2160)=2 or 200%.

 

Confusing? Yep

 

Well, at least I confirmed that my performance woes were caused by that change. The 180% was the exact value you indicated. Moved the slider back down to 100% and it's 2207x2160 and performance is back to normal. That was a good thing.

 

I even have motion reprojection working (most of the time) I'm averaging 42 FPS or so but I have a lot of the setting turned up. I wonder about changing the refresh to 60Hz. I dunno if I can tolerate the flickering. However, it would certainly hit 30FPS for motion reprojection.

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Well, at least I confirmed that my performance woes were caused by that change. The 180% was the exact value you indicated. Moved the slider back down to 100% and it's 2207x2160 and performance is back to normal. That was a good thing.

 

I even have motion reprojection working (most of the time) I'm averaging 42 FPS or so but I have a lot of the setting turned up. I wonder about changing the refresh to 60Hz. I dunno if I can tolerate the flickering. However, it would certainly hit 30FPS for motion reprojection.

 

In my opinion, 60Hz is horrible! Too much flickering. 45fps at 90 is preferable to 60fps at 60Hz all day long.

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In my opinion, 60Hz is horrible! Too much flickering. 45fps at 90 is preferable to 60fps at 60Hz all day long.
My experience too!

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In my opinion, 60Hz is horrible! Too much flickering. 45fps at 90 is preferable to 60fps at 60Hz all day long.

 

Yeah I don't think I would care for that in any VR headset.

The 72 Hz in the Quest is as low as I would want to go and even that is right on the borderline for me.

Don B

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