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HP's Reverb VR Pro Headset


nervousenergy

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open it with notepad or notepad++

 

It's a picture, it won't work. Or maybe I am missing something, which is extremely likely :music_whistling:

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Check my post here https://forums.eagle.ru/showpost.php?p=4251157&postcount=5176, it may be useful to you.

 

Thanks. So basically the only thing is abilitating the "motionReprojectionMode" : "motionvector"

That I have done already. Good.

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Thanks. So basically the only thing is abilitating the "motionReprojectionMode" : "motionvector"

That I have done already. Good.

 

Well, yes, but it depends on whether you want SteamVR or WMR to handle motionreprojection as to what you do with that line.

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Do you guys know what the MASK SIZE option in the VR settings is about (since the open beta update today)?

 

Is it the same as the Shaders mod mask size option or is this different? I don't actually know what it even does, any of you smart computer guys know?

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no, as far as i can tell it reduces the area that is anti-aliased as a percentage of the screen, from the "center of the screen" so iif you switch it to say .30 only 30% of the screen from the middle (i assume its a circle, though it could be a square frame) gets the AA

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no, as far as i can tell it reduces the area that is anti-aliased as a percentage of the screen, from the "center of the screen" so iif you switch it to say .30 only 30% of the screen from the middle (i assume its a circle, though it could be a square frame) gets the AA

 

Tbh, I can't see the difference, either visually or in frame times.

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I think you need to restart even if you can change the mask size during the flight. I get different framerates after restarting.

 

Tried that. Are you saying you get much better fps at 0.1 than 1.0? Or the other way round?

Visually, what difference are you seeing between those values?

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Do you guys know what the MASK SIZE option in the VR settings is about (since the open beta update today)?

 

Is it the same as the Shaders mod mask size option or is this different? I don't actually know what it even does, any of you smart computer guys know?

 

 

 

It’s a mask for the application of msaa

Similar to the one that is in the vr shader mode.

Outside that area msaa is not applied only at the center of the visual

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I welcome the new VR settings. They helped me to strike good balance between MSAA and SteamVr resolution. I now use 2x MSAA and 130% SteamVR resolution with the new VR settings Bloom off and MSAA mask at 20%, which seems to cover the sweet spot of Reverb nicely.

 

 

The FPS gain may not be huge, but can make all the difference between stable 45 fps or constant frame drops.

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maybe the shader mod is not needed anymore....ill give the new thing a test.

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My Reverb is really pissing me off. I haven't flown in a month and it still is losing tracking when turning to the sides. I even took my wife's photography light and placed it on my right side and it still messes up. I'm going to call HP and hopefully get another one, this is my second. No lighting has changed in my room so I don't understand why this is even happening. It's ruining my Supercarrier experience. lol. But seriously though, this is very annoying.

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My Reverb is really pissing me off. I haven't flown in a month and it still is losing tracking when turning to the sides. I even took my wife's photography light and placed it on my right side and it still messes up. I'm going to call HP and hopefully get another one, this is my second. No lighting has changed in my room so I don't understand why this is even happening. It's ruining my Supercarrier experience. lol. But seriously though, this is very annoying.

 

This might have been asked of you before, but do you have bare walls and a monotone carpet or are there picture frames, bookshelves and other clutter?

 

I've done two things to help with my tracking:

 

1. Wall clutter:

 

I moved a few paintings to make sure every wall had at least one piece of contrast on it. There was one wall in particular, if I looked in that direction too long, the headset would lose tracking.

 

2. I switched from a fluorescent light bulb to an LED light bulb. (:idea:)

 

Tracking seemed good during the day, but at night, I would lose tracking when looking in some areas. I tried moving my lights around to make sure my space was well lit, but nothing seemed to work.

 

Unrelated to VR, I was reading about light bulbs, because for whatever reason, light bulbs popped up as a political issue in the US.

 

Not going to go into politics, but I realized I was using a compact fluorescent light bulb. Fluorescent light has a narrow spectrum of color distribution compared to incandescent and LED light.

 

Long story short, I swapped to an LED light bulb and have had almost no tracking loss ever since.

 

It might not be "brightness" that was the issue. I think some of it had to do with the wavelength.

 

 

 

The only other thing that might affect tracking could be how far you are from your monitor. I have a fairly big screen (giggity) if the Reverb cameras are too close and can't see any of the monitor frame, I'll sometimes lose tracking.


Edited by NakedSquirrel

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Thanks for your reply. I don't have anything on my walls. Also, the photography light I used had a daytime rated LED bulb in it and it was right there bright as hell, :) so I don't know how it can be lighting. I haven't changed any of the bulbs since I've had this Reverb. I just finished a flight and during it, after constant flickering my Reverb was stuck in 3DoF. When in 3DoF, I received no flickering, but I was missing the 3 rotational movements. I don't know what's going on here.

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I am going to return my Reverb for the dead pixels issue.

I hope they will not come back saying that it's "within design characteristics"

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Light your lap...

 

I had a couple of irritating loss of tracks when looking down, and lit my lap with an angle poise lamp... which seemed to clear it up ...ymmv

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It’s a mask for the application of msaa

Similar to the one that is in the vr shader mode.

Outside that area msaa is not applied only at the center of the visual

 

Thanks VirusAM & Speed-of-Heat!

 

I have noticed a FPS/stutter improvement with yesterday's update. When I run the Nevada F16 "ready on ramp" instant action mission I would get some stutters during taxi and turn left after take off I would get around 22 fps flying past Nellis, 20 fps and big stutters heading over Las Vegas North airport. Since yesterday I get no stutter on taxi , 27 fps abeam Nellis and 22-23 at Vegas North (still some stutter). Also, the 2nd measurements were taken after I have upped my SteamSS from 120 to 130%, maxed out trees, maxed out clutter and increased pre-load.

 

So overall it's an improvement for me. I haven't played around with that Bloom effect and the mask setting yet.

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Thanks VirusAM & Speed-of-Heat!

 

I have noticed a FPS/stutter improvement with yesterday's update. When I run the Nevada F16 "ready on ramp" instant action mission I would get some stutters during taxi and turn left after take off I would get around 22 fps flying past Nellis, 20 fps and big stutters heading over Las Vegas North airport. Since yesterday I get no stutter on taxi , 27 fps abeam Nellis and 22-23 at Vegas North (still some stutter). Also, the 2nd measurements were taken after I have upped my SteamSS from 120 to 130%, maxed out trees, maxed out clutter and increased pre-load.

 

So overall it's an improvement for me. I haven't played around with that Bloom effect and the mask setting yet.

 

I'm glad you see an improvement, but fps in the 20s is unacceptable I would say.

 

I don't see an improvement, but I am starting at a higher base fps, I think. I achieve 45fps almost all of the time, but see drops to 35 in areas just as you describe, e.g. flying over Vegas North. Home on the Range is alwys my goto test. Just sit on the ramp, look left and right, watch the other aircraft taxi past and take off. See the difference in CPU frame times vary hugely.

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Hi guys, got a question:

 

I set Steam SS so that it calculates 2160 x 2160 on my Acer WMR headset. This still gives me a nice smooth experience even with MSAA at 2x And all textures at max.

 

Does this mean that the Reverb should run fine on my system in native res?

 

Thanks!

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Thanks for your reply. I don't have anything on my walls. Also, the photography light I used had a daytime rated LED bulb in it and it was right there bright as hell, :) so I don't know how it can be lighting. I haven't changed any of the bulbs since I've had this Reverb. I just finished a flight and during it, after constant flickering my Reverb was stuck in 3DoF. When in 3DoF, I received no flickering, but I was missing the 3 rotational movements. I don't know what's going on here.

 

I had similar issues before I took these steps. Especially the loss of 6dof in both this game and IL2. I would recommend trying to put something up on your walls before you give up and send it in. Even if it's just painter's tape. Besides just pictures on my walls, I also added a throw rug, because my carpet is one solid color.

 

The cameras for tracking aren't great quality. You can 'see through' the cameras by using the WMR controllers to pull up a 'spotlight view' .

 

Hope that helps. The headset is great when it works, but it has definitely been more of a chore to get working than the O.G. Vive

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Hi guys, got a question:

 

I set Steam SS so that it calculates 2160 x 2160 on my Acer WMR headset. This still gives me a nice smooth experience even with MSAA at 2x And all textures at max.

 

Does this mean that the Reverb should run fine on my system in native res?

 

Thanks!

 

Probably.

 

You can adjust the resolution in SteamVR to whatever you like, or whatever gets you the most comfortable framerate.

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I had similar issues before I took these steps. Especially the loss of 6dof in both this game and IL2. I would recommend trying to put something up on your walls before you give up and send it in. Even if it's just painter's tape. Besides just pictures on my walls, I also added a throw rug, because my carpet is one solid color.

 

 

 

The cameras for tracking aren't great quality. You can 'see through' the cameras by using the WMR controllers to pull up a 'spotlight view' .

 

 

 

Hope that helps. The headset is great when it works, but it has definitely been more of a chore to get working than the O.G. Vive

I'm interested in the next headset they are doing. It's gonna be a collab between HP and valve so it should be much better I hope.

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I'm interested in the next headset they are doing. It's gonna be a collab between HP and valve so it should be much better I hope.

 

Maybe, but then you’ll probably have the large expense of base stations.

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Maybe, but then you’ll probably have the large expense of base stations.
I wouldn't mind if they were small like the original oculus. But I would much prefer no additional base stations seeing how I only use the reverb for dcs once in a while and then usually that half life game.

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