HP's Reverb VR Pro Headset - Page 147 - ED Forums
 


Notices

Reply
 
Thread Tools Display Modes
Old 06-10-2019, 08:11 PM   #1461
IanHx2
Junior Member
 
Join Date: Jan 2016
Posts: 45
Default

Quote:
Originally Posted by sze5003 View Post
Much different impression compared to those that said everything was so clear and did not require zooming in to read stuff. Wonder why some people and reviews say it's so clear and different and others say differently. Wonder if those people probably don't have good vision in the first place lol?
I think also it makes a difference what you're comparing it with. If coming from Rift CV1 then yes I'd probably be enthusing how much clearer it was.
Coming from a 1440x1440 per eye LCD panel - difference not so great.
And yes it's entirely possible there's a seeing eye dog in the cockpit with me
IanHx2 is offline   Reply With Quote
Old 06-10-2019, 08:13 PM   #1462
imacken
Senior Member
 
Join Date: Dec 2016
Location: Cornwall, UK
Posts: 2,839
Default

Well, after 3 or 4 days, I thought I would revisit the 'review' I gave here earlier in post #1260 comparing with my Vive Pro.
I had spent a few days exclusively on the Reverb, so I thought I would go back and try the VP.
Frankly, I was amazed. The pop and dynamic range of the colours were much much better than the Reverb as I wrote previously.
Still, it's not straightforward.
If I was to list the major pros and cons of the Reverb compared to the VP it would be this:
Pros - resolution, huge reduction in SDE, and a big improvement in the size of the sweet spot.
Cons - soft, flat image quality, the horrible cable and WMR!
The Pros are big, but the flat image quality of the LCD panels compared with the OLED ones are really disappointing in my opinion. Flying over PG or Caucasus and looking around just doesn't give the same wow factor as the VP, it's like they are covered in a light white haze. I just find it less immersive. But, on the other hand, the reduced SDE is something I've been looking forward to, and that doesn't disappoint.
So, I don't know. Not sure whether to send it back to HP (or sell to someone here!) or not. I'll procrastinate for a day or two more, I think!
__________________
Intel i7 8700K 5.0GHz · Palit RTX 2080 Ti OC Gaming Pro · ASUS ROG STRIX Z370-F · Acer 4K 32" XB321HK · Samsung 970 500Gb M.2 NVMe · Samsung 850 Evo 1Tb · 2Tb HDD · 32Gb Corsair Vengance 3000MHz DDR4 · Windows 10 · HOTAS Warthog · ThrustMaster TPR Pedals · TrackIR5 · HTC Vive Pro
imacken is offline   Reply With Quote
Old 06-10-2019, 08:19 PM   #1463
Hellcat
Member
 
Hellcat's Avatar
 
Join Date: Jan 2009
Location: USA
Posts: 383
Default

Quote:
Originally Posted by IanHx2 View Post
I think also it makes a difference what you're comparing it with. If coming from Rift CV1 then yes I'd probably be enthusing how much clearer it was.
Coming from a 1440x1440 per eye LCD panel - difference not so great.
And yes it's entirely possible there's a seeing eye dog in the cockpit with me

Damn I thought I could see a big difference going from a Lenovo to a OG Odyessy ....
__________________
i5-7600K @ 4.7 l 32GB DDR4 2400 Ram l 512GB Corsair SSD & 512GB Addlink SSD l EVGA 1080 Ti BLACK EDITION l Win10 Pro l WarBRD/Warthog Hotas /VKB MkIV rudder l ASRock Z270 Gaming K6 MB l HP Reverb / OG Odyssey
Hellcat is offline   Reply With Quote
Old 06-10-2019, 09:05 PM   #1464
Tinkickef
Member
 
Join Date: May 2016
Location: UK - North Yorkshire
Posts: 637
Default

Quote:
Originally Posted by imacken View Post
Well, after 3 or 4 days, I thought I would revisit the 'review' I gave here earlier in post #1260 comparing with my Vive Pro.
I had spent a few days exclusively on the Reverb, so I thought I would go back and try the VP.
Frankly, I was amazed. The pop and dynamic range of the colours were much much better than the Reverb as I wrote previously.
Still, it's not straightforward.
If I was to list the major pros and cons of the Reverb compared to the VP it would be this:
Pros - resolution, huge reduction in SDE, and a big improvement in the size of the sweet spot.
Cons - soft, flat image quality, the horrible cable and WMR!
The Pros are big, but the flat image quality of the LCD panels compared with the OLED ones are really disappointing in my opinion. Flying over PG or Caucasus and looking around just doesn't give the same wow factor as the VP, it's like they are covered in a light white haze. I just find it less immersive. But, on the other hand, the reduced SDE is something I've been looking forward to, and that doesn't disappoint.
So, I don't know. Not sure whether to send it back to HP (or sell to someone here!) or not. I'll procrastinate for a day or two more, I think!
What gamma are you running?
__________________
System spec: i7 4790k, mainboard - Asus Z97 pro gamer, PSU EVGA Supernova Gold G3 850w. GPU Asus Dual OC 2080TI, 32GB HyperX Fury DDR3 1866 RAM, Samsung evo 850 boot ssd, Crucial MX500 dedicated Oculus Driver and DCS storage SSD, Seagate 1TB hybrid drive for other stuff, HP Reverb Pro, TM Warthog, MFG Crosswind, Buttkicker Gamer 2, dual Inatek 4port USB 3.0 expansion cards.
Tinkickef is offline   Reply With Quote
Old 06-10-2019, 09:11 PM   #1465
imacken
Senior Member
 
Join Date: Dec 2016
Location: Cornwall, UK
Posts: 2,839
Default

Tried all sorts. It’s the dynamic range and contrast that’s missing, not brightness. It’s obvious straight from the DCS loading screens!
__________________
Intel i7 8700K 5.0GHz · Palit RTX 2080 Ti OC Gaming Pro · ASUS ROG STRIX Z370-F · Acer 4K 32" XB321HK · Samsung 970 500Gb M.2 NVMe · Samsung 850 Evo 1Tb · 2Tb HDD · 32Gb Corsair Vengance 3000MHz DDR4 · Windows 10 · HOTAS Warthog · ThrustMaster TPR Pedals · TrackIR5 · HTC Vive Pro
imacken is offline   Reply With Quote
Old 06-10-2019, 09:43 PM   #1466
Harlikwin
Senior Member
 
Harlikwin's Avatar
 
Join Date: Nov 2018
Posts: 2,805
Default

Quote:
Originally Posted by IanHx2 View Post
SteamVR settings : application 100 % video custom 180 % gives resolution of 2156 x 2116 per eye. 188 % would give quite a bit more than the 2160 x 2160 per eye of the headset ?

At 2156 x 2116, it doesn't look a heck of a lot different. Can make out the containers on the decks of ships in Persian Gulf. If I lean in, then I can actually read the symbology on the moving map display rather than it still being a bit blurry. Looks a tiny bit more like metal than cardboard.



9900K / RTX2080Ti./ 32Gb RAM. Video settings in DCS as per 'high' preset default. System tab - res 2560x1440. Not that that should affect VR res ?
On that last point (system res) I found with my low end system it did have an effect on performance. So I turn it down as much as I can.
__________________
New hotness: I7 9700k 4.8ghz, 32gb ddr4, 2080ti, TM Warthog. TrackIR, Rift CV1
Old-N-busted: i7 4720HQ ~3.5GHZ, +32GB DDR3 + Nvidia GTX980m (4GB VRAM) TM Warthog. TrackIR, Rift CV1 (yes really).
Harlikwin is offline   Reply With Quote
Old 06-10-2019, 09:48 PM   #1467
Delta59R
Member
 
Join Date: Oct 2018
Location: Austin, TX
Posts: 260
Default

Quote:
Originally Posted by fearlessfrog View Post
In that you wrote:



EDIT: I should expand on that a bit. It's like why the Odyssey Plus is clearer with a DCS PD of 1.0 and a SteamVR SS of 210%. The base resolution of the O+ at SteamVR 100% SS is reported as 1426x1779. If you increase it to 210% (2064x2576 per eye) then you can see it is taking the native resolution of 1440x1600 and getting close to that 1.4x warp distortion size. What that means is that in the center the pixels are the clearest because they are close to 1 pixel per 1 native pixel where you need it the most. For sims and clarity that helps a lot.

I'm trying to follow this but cannot, I have the O+ and at 100% mine reports 1744x2180. 1.4x what? I should be shooting for 1.4x1440 and 1.4x1600 for a final resolution? Which is 2016x2240. The closest I can get is 134% that= 2020x2524.
__________________
Meshify C, Noctua Industrial Fans, Asus Hero X, Delided 8700k 5.0 HT off, 32gb 4000 c18 Gskill, EVGA SC2 1080ti, Captain 240, Sam 512g pro, Sam 120g pro, Seasonic 1000, MSFF2, Razer Mamba, O+, HP Reverb, 4k Sony TV
Delta59R is offline   Reply With Quote
Old 06-10-2019, 10:32 PM   #1468
fearlessfrog
Member
 
Join Date: Jan 2010
Posts: 349
Default

Quote:
Originally Posted by Delta59R View Post
I'm trying to follow this but cannot, I have the O+ and at 100% mine reports 1744x2180. .
Check your SteamVR 'Settings / Video' tab and make sure it is set to 100% first with 'Enable custom resolution' ticked. Otherwise SteamVR will automatically choose a value based on your system performance, which I'm guessing you're seeing now. The 'Applications' tab in that settings area also allows you to vary per VR app the resolution used, but it is a multiplier over the value shown in the Video tab. To make life simpler it is best to leave Application to 100% and just change the Video value.

If that is set to 100% then the render settings in SteamVR for the O+ should be 1424x1780. The '1.4x' stuff is because the view inside VR is a bit like a fish-eye lens, as in detailed in the middle with a 'wrapped around' image for how you can see in each eye on the periphery. Because SteamVR needs to 'warp' the game to make that view, the resolution you should give it (for maximum text reading clarity like a cockpit) is about 1.4 times what is shown. The Vive and Vive Pro use 1.4, but each WMR headset make is slightly different (because the fresnel lens and panels are different sizes/specs).

For the O+ if you use about 212% then you'll be using a 2076x2592 resolution in SteamVR, which is 100% native panel resolution including this 'warping' that goes on. That way you end up with the sweet spot at more or less 100% native panel pixel resolution. The Vive and Vive Pro (because they are from Valve/Steam) already include this 100% = native panel resolution * 1.4x needed for warp, while WMR does not, hence confusing.

So, why 212%? Well it's because the O+ lens/panels are designed around a 1.44x by 1.61x warp ratio (different to the Vive or Vive Pro plain 1.4x). You're aiming for 2072x2582, so the 212% gives you the nearest you can get to that in SteamVR, which is 2076x2592 (because you only have a single slider adjustment value for both axes to play with). The current Windows 1903 bug limits any source for the warping to a hard limit of 1657x2065, which is why it looks clearer before the bug on Win10 version 1809 - so hopefully they fix that soon).

Hope that helps explain it a bit more.
__________________
~~~
http://www.mudspike.com

Last edited by fearlessfrog; 06-10-2019 at 10:54 PM.
fearlessfrog is offline   Reply With Quote
Old 06-10-2019, 10:41 PM   #1469
fearlessfrog
Member
 
Join Date: Jan 2010
Posts: 349
Default

Quote:
Originally Posted by imacken View Post
Tried all sorts. It’s the dynamic range and contrast that’s missing, not brightness. It’s obvious straight from the DCS loading screens!
Bit of a long shot, but in your SteamVR is it showing as 90 Hz in your SteamVR settings? On my O+ when I put it to 60Hz it goes really dull, so wondering if a bug here for that. Really unlikely but thought I should say.

Also for people saying their HP Reverb experiences, it would be really interesting to see if you're using Win10 latest (version 1903) or the version without the WMR bug (we think) 1809. Because the experiences seem different it would be great to correlate the two if possible.

(To quickly see your Windows build number run 'winver' from the Start cmd, it'll be on the second line, i.e. 'Version 1809').
__________________
~~~
http://www.mudspike.com
fearlessfrog is offline   Reply With Quote
Old 06-10-2019, 10:50 PM   #1470
Delta59R
Member
 
Join Date: Oct 2018
Location: Austin, TX
Posts: 260
Default

Quote:
Originally Posted by fearlessfrog View Post
Check your SteamVR 'Settings / Video' tab and make sure it is set to 100% first with 'Enable custom resolution' ticked. Otherwise SteamVR will automatically choose a value based on your system performance, which I'm guessing your seeing now. The 'Applications' tab in that settings area also allows you to vary per VR app the resolution used, but it is a multiplier over the value shown in the Video tab. To make life simpler it is best to leave Application to 100% and just change the Video value.

If that is set to 100% then the render settings in SteamVR for the O+ should be 1424x1780. The '1.4x' stuff is because the view inside VR is a bit like a fish-eye lens, as in detailed in the middle with a 'wrapped around' image for how you can see in each eye on the periphery. Because SteamVR needs to 'warp' the game to make that view, the resolution you should give it (for maximum text reading clarity like a cockpit) is about 1.4 times what is shown. The Vive and Vive Pro use 1.4, but each WMR headset make is slightly different (because the fresnel lens and panels are different sizes/specs).

For the O+ if you use about 212% then you'll be using a 2076x2592 resolution in SteamVR, which is 100% native panel resolution including this 'warping' that goes on. That way you end up with the sweet spot at more or less 100% native panel pixel resolution. The Vive and Vive Pro (because they are from Valve/Steam) already include this 100% = native panel resolution * 1.4x needed for warp, while WMR does not, hence confusing.

Hope that helps explain it a bit more.


Yes this helps, I understand the idea of the 1.4x to make up for the fish eye but not the math. How are you arriving at 2076x2592 being optimal?
__________________
Meshify C, Noctua Industrial Fans, Asus Hero X, Delided 8700k 5.0 HT off, 32gb 4000 c18 Gskill, EVGA SC2 1080ti, Captain 240, Sam 512g pro, Sam 120g pro, Seasonic 1000, MSFF2, Razer Mamba, O+, HP Reverb, 4k Sony TV
Delta59R is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT. The time now is 03:13 AM. vBulletin Skin by ForumMonkeys. Powered by vBulletin®.
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.