HP Reverb G2 VR headset review
Our Verdict
The fantastic resolution gives it a boost in sharpness, but it breaks down on field of view and tracking volume. It is possible to get more for your money elsewhere.
For
No base station = easy setup
4K resolution
Long tie
Physical IPD slider
Versus
Tracking is inconsistent
Small tracking volume
Actual FOV is lacking
sinus pressure
The main selling point of the HP Reverb G2 VR headset is its super high resolution. With 2160p per eye available, it manages to completely shake off the screen door effect that plagues many of its lower resolution competitors. The caveat being that you actually need a PC that can run VR games at 4K without slowing down your frame rates too much. Trying to play VR with frame jitter isn't just nauseating and annoying, it's damn dangerous.
You can lower the resolution per eye with relative ease if it exceeds the limits of your hardware, however. And although it is not quite equal to the resolution of the
5K or 8K headsets from Pimax
, for many of us, even 4K remains superfluous at the moment. At least it potentially future proofs your VR setup somewhat when you decide to upgrade.
What isn't future proof, however, is the use of standard mixed reality controllers. These can run on battery power for quick juice changes, but they forego a lot of the more advanced features found in other designs like Valve Index's finger-tracking knuckle controllers. Although tracking the Reverb G2 means no base station is needed, which means easier setup...with a few minor caveats.
The Reverb G2's use of visible light tracking means surrounding lighting conditions can really affect your experience. Don't expect it to work particularly well on the conservatory in the middle of the day, or in a darkened room, as the headset relies on a very particular lighting requirement to properly position you in the physical space. When the lighting is
correct,
however, in a generally well-lit room, the tracking is sufficiently accurate.
With base stations absent, it's possible to perform steady sniper fire even while prone, as long as you don't place the controllers too close to your face. The lack of base stations means the overall tracking volume is a bit limited. Horizontally is fine - throwing and archery still works when your hands pass your ear - but up and down it will lose tracking for a while if your hands are stationary.
Reverb G2 Specifications p>
Monitoring:
Inverted, based on visible light
Display:
LCD
Resolution: p>
4k (2160 x 2160 per eye)
Refresh rate:
90Hz
FOV:
~114 degrees
Audio:
Built-in speakers
Cable length:
19.5ft (6m)
Starters:
DisplayPort 1.2, USB 3.0
Weight:
1.1 lb (500g) or ~1.7 lb (700g) with cable
The gyroscopic motion sensors (IMU) built into the controllers are the saving grace here as they predict hand movement well outside of the tracking area, but only when in smooth motion. In boxing games and other games that involve your hands being close to your face, the controllers also stop tracking about an inch and a half from the headset, which can be jarring and slow performance.
@CuntBartDemon @Neon_woof @ArchieAntlers if you have a VR headset then i suggest trying NeosVR, i've heard and talk… https://t.co/rEgclbukB4
— Mysticporo Fri Aug 20 07:44:34 +0000 2021
When it comes to the feel of the helmet, it's a perfect fit. Adjusting, I'd prefer something a bit more advanced than Velcro - it gets stuck in my hair a bit - but otherwise it's a pretty foolproof solution, even if it looks like the cheap option. The Thing needs to be pretty tight to avoid slipping and while it's not the heaviest VR headset on the market, there is noticeable pressure on the cheeks. After long periods of play, it may make you feel strange due to sinus interference. Either way, it doesn't put any pressure on the bridge of the nose itself, and there's plenty of room to wear glasses comfortably.
Some users have complained of issues with the face seal curvature being too extreme. Luckily, this feature is magnetically detachable, and now you can get 3D-printed facial interface replacements that get you closer to the lenses, which can be found on the
3DWardPrinting
blind or on
Etsy
. Sad that these had to come from an external company, but another benefit it offers comes in the form of increased field of view.
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(Image credit: HP)
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(Image credit: HP)
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(Image credit: HP)
Virtual reality
(Image credit: Valve)
Best VR Headset
: which kit to choose?
Best graphics card
: you need serious GPU power for VR
Best gaming laptop
: do not attach yourself to your desk in VR
Field of view is one feature the Reverb G2 really falls short on without the interface replacement. If you have enemies attacking you from more than 120 degrees vertically or around 88 degrees horizontally, you're going to be in trouble. These numbers are not so good when you compare them to
Valve index
, with its 136 vertical degrees and 110 horizontal degrees. It's a high-end VR gaming kit that costs twice the price of the G2, but the FOV can be a real eye-catcher for immersion, and you're going to be doing a lot of flipping with the Reverb G2 to get some takes. of sight.
Still, if you're having trouble getting in focus for those pro-shots, the Reverb G2 lets you adjust the headset's interpupillary distance (IPD) - the distance between each lens as it relates to the distance between your eyes. Having this setting makes a big difference to player comfort. Not only does this headset have a great IPD range (60mm to 68mm), but it also includes a nifty physical slider on the underside of the headset for quick adjustments. While many VR headset manufacturers have omitted the option to physically adjust the IPD, instead implementing software-only solutions in many cases, the G2 has the upper hand here.
As for the rest of the experiential elements, the Reverb G2's tether is a step up from the G1, in that it's now a singular cable as opposed to two adjacent cables. It's also a bit longer at 19.5ft (6m) than many other top VR headsets. The main issue is the material of the cable - the jelly feel causes it to snag on many surfaces, as well as itself. It's not fun when you're trying to untangle yourself quickly.
The BMR-powered over-ear headphones that HP has stuck here are awesome. Not only is the sound quality amazing, it also helps you stay cool and immersed because nothing presses the side of your face. They're similar to the headphones used on the Index, and hopefully we'll see more headphones using the technology in the future.
The HP Reverb G2 works seamlessly with Steam VR, though I have some gripes with its reliance on Windows Mixed Reality. Essentially, there's no way to stop it from opening on startup if you left the headphones plugged in, other than uninstalling it, which I don't want to do because it has some cool features to play with. Other than that, I don't really have any complaints from a software perspective when it comes to using the set on a day-to-day basis.
(Image credit: HP)
The HR Reverb G2 costs around $600 (£520), making it more affordable than the HTC Vive Cosmos, Vive Pro and Valve Index, and it has excellent resolution to back that price up. Unfortunately, the refresh rate, IPD toggle, and slightly longer cable than most don't necessarily compensate for the headset's drops in tracking and actual field of view.
It seems to fall somewhere in the middle, with no certain reason to recommend it. While spending more on a VR headset can get you a wider field of view and more fancy greebles, spending less can get you all the features of the Reverb G2 and more, aside from ridiculous resolution per eye.
Spending half a grand on the Reverb G2 doesn't lend much in terms of value for money, so with all that the cheapest
Oculus Quest 2
has to offer, for much less money it's probably worth looking elsewhere.
The verdict
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HP Reverb G2
The fantastic resolution gives it a boost in sharpness, but it drops in field of view and tracking volume. It is possible to get more for your money elsewhere.
Katie Wickens
Katie is an avowed logophile with a love of metaphor and an insatiable creative urge. She's also an avid RPG, simulation, and survival game enthusiast who harbors a clear disdain for MMOs, unmanaged cables, and software that doesn't include a dark mode.
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