The biggest selling point of the HP Reverb G2 VR headset is its ultra-high resolution. With a resolution of 2160p per eye, it manages to completely wipe out the screen door effect that plagues many of its lower-resolution competitors. The caveat is that you need a PC that can run VR games at 4K without losing too much frame rate. Trying to play games in virtual reality with frame jitter is not only nauseating and frustrating, it is extremely dangerous.
If the hardware limits are exceeded, it is relatively easy to reduce the resolution per eye. And while it may not match the resolution of Pimax's 5K and 8K headsets, for many of us, even 4K remains unnecessary at this point. At the very least, it could prove somewhat future proof for VR setups in case we decide to upgrade.
What is not future-proof, however, is the use of standard Mixed Reality controllers. These controllers may be battery-powered and quickly rechargeable, but they forego many of the more advanced features found in other designs, such as Valve Index's finger-tracking knuckle controller. However, the Reverb G2's tracking means no base station is needed, which means a simpler setup.
Because the Reverb G2 uses visible light tracking, ambient lighting conditions can significantly affect the experience. Do not expect the headset to perform particularly well in a greenhouse or dark room during the day. However, if the lighting is just right in a generally bright room, tracking is accurate enough.
Even without a base station, sniping is stable in a prone position as long as the controller is not placed too close to the face. The lack of a base station limits the overall amount of tracking a bit. Horizontal tracking is not a problem, and throwing and archery work even if the hand moves behind the ear, but vertical tracking is momentarily lost if the hand is stationary.
The motion gyro sensor (IMU) built into the controller comes to the rescue here, as it predicts hand movement even outside the tracking zone, although only in fluid motion. In games where the hands are close to the face, such as boxing games, the controller stops tracking about 1.5 inches away from the headset.
As for the feel of the headset, it fits snugly. When adjusting it, I prefer something a little more advanced than Velcro. It needs to be worn very tight to prevent shifting, and while it is not the heaviest VR headset, the pressure on the cheeks is noticeable. If you play for long periods of time, it can interfere with your sinuses and make you feel weird. In any case, there is no pressure on the nasal bridge itself, and there is enough room to comfortably wear glasses.
Some users have complained that the curvature of the face packing is too extreme. Thankfully, this feature is removable with magnets, and you can get an alternative 3D printed facial interface that can be placed close to the lens at a 3DWardPrinting store or on Etsy. It is sad that this had to be provided by an outside company, but it does have another benefit of expanding one's field of vision.
The viewing angle is a feature that Reverb G2 really falls short of if the interface is not replaced. If an enemy comes at you from further away than 120 degrees vertically and about 88 degrees horizontally, you are in big trouble. These numbers are not so great when compared to the Valve Index, which has 136 degrees vertically and 110 degrees horizontally, for example. However, FOV is important for immersion, and using the Reverb G2 to take a shot requires turning around several times.
Still, if you have trouble focusing your pro shot, the Reverb G2 allows you to adjust the headset's interpupillary distance (IPD) (the distance between each lens related to the distance between the eyes). Being able to adjust this makes a huge difference in player comfort. Not only does this headset have a great IPD range (60mm to 68mm), but it also has a nifty physical slider on the underside of the headset for quick adjustments. While many VR headset manufacturers omit the option of physically adjusting the IPD, instead implementing a software-only solution in many cases, the G2 has the edge in this regard.
As for other experiential things, the Reverb G2's tether is a step up from the G1, with one cable instead of two adjacent cables. It is also a bit longer than many other top VR headsets at 19.5 feet (6 m). The main problem is the material of the cable, which is jelly-like in feel and therefore catches on many surfaces and on itself. It is not fun to unwind the cable when you are in a hurry.
The off-ear BMR-equipped headphones that HP has packed in here are great. Not only is the sound quality great, but it's cool and immersive since nothing is pressed against the side of your face; similar to the headphones used at Index, and I expect to see more headsets using this technology in the future.
The HP Reverb G2 works seamlessly with Steam VR, but its reliance on Windows Mixed Reality is frustrating. Basically, if you leave the headset plugged in, there is no way to prevent it from opening at startup except to uninstall it. Other than that, I have no complaints on the software side when actually using this set on a daily basis.
The HR Reverb G2 is priced at about $600 (£520), more affordable than the HTC Vive Cosmos, Vive Pro, and Valve Index, and has great resolution to back up its price point. Unfortunately, the refresh rate, IPD toggle, and slightly longer cable than is typical do not necessarily make up for the headset's shortcomings in tracking and actual field of view.
It seems to fall somewhere in the middle, and there's no definitive reason to recommend it; spend more money on a VR headset and you might get a wider FOV and more fancy props, but spend more and you get all the features of the Reverb G2 and a ridiculous per-eye resolution and more.
Spending $500,000 on the Reverb G2 doesn't make much sense in terms of price vs. performance, so it's probably worth looking elsewhere, given all that the cheaper Oculus Quest 2 offers for much less.
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