HP Reverb G2 VR Headset Review
Our Verdict
The fantastic resolution gives it a boost in sharpness, but it falls on field of view and tracking volume. It's possible to get more bang for your buck elsewhere.
For
No base stations = easy setup
4K resolution
Attachment lanyard
Physical IPD slider
Versus
Tracking is inconsistent
Small tracking volume
Actual FOV is lacking
sinus pressure
The main sell of the HP Reverb G2 VR headset is its ultra 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 games with frame jitter isn't just nauseating and annoying, it's damn dangerous.
However, you can reduce the resolution per eye with relative ease if it exceeds the limits of your hardware. And while that's not quite equal to the resolution of
Pimax 5K or 8K headsets
, for many of us, even 4K remains superfluous for now. At least it potentially future proofs your VR setup somewhat when you decide to upgrade.
However, something that isn't future-proof is the use of standard mixed reality controllers. These can run on battery power for quick juice changes, but they give up a lot of the more advanced features found in other designs like Valve Index's finger-tracking articulation controllers. Although the Reverb G2's tracking 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 dark room, as the headset relies on a very particular lighting requirement to properly position you in the physical space. When the lighting is
just to the right,
however, in a generally well-lit room, the tracking is sufficiently accurate.
With no base stations, stable sniper fire can be achieved even while prone, as long as you don't place the controllers too close to your face. Lack of base stations means tracking volume overall is a bit limited. Horizontally is fine - throwing and archery still works when your hands pass in front of your ear - but up and down it will lose tracking for a while if your hands are motionless.
Reverb G2 Specifications
Monitoring:
Upside down, based on visible light
Display:
LCD
Resolution:
4k (2160 x 2160 per eye)
Refresh rate:
90Hz
Field of view:
~114 degrees
Audio:
Built-in speakers
Cable length:
19.5 feet (6m)
Submissions:
DisplayPort 1.2, USB 3.0
Weight:
1.1 lbs (500g) or ~1.7 lbs (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 zone, but only when in smooth motion. In 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 cause stunts.
As far as the feel of the helmet it's a perfect fit. When adjusting I'd prefer something a little more advanced than Velcro - it gets caught in my hair a bit - but otherwise it's a pretty solution foolproof, even if it looks like the cheap option. The thing has to be quite tight to avoid slipping and, although 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 the interference with the sinuses. In any case, it does not put pressure on the bridge of the nose itself and there is enough room to wear glasses comfortably.
Some users have complained about issues with the face seal curvature being too extreme. Luckily, this feature is magnetically detachable, and you can now get 3D-printed face interface replacements that bring you closer to the lenses, which are on the
3DWard printing
store or on
Etsy
.Sad that these had to come from an outside company, but another benefit it offers comes in the form of an 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 override. If you have enemies attacking you from more than 120 degrees vertically or around 88 degrees horizontally, you're going to be in trouble. figures are not so good when compared to
Valve index
, with its 136 degrees vertical and 110 degrees horizontal. 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'll do lots of flipping with the Reverb G2 to do shots.
Still, if you're having trouble getting in focus for those professional shots, the Reverb G2 lets you adjust the headset's interpupillary distance (IPD), which is the distance between each lens with respect to the distance between your eyes. Having this setting makes a big difference to gamer 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 here has the above.
As for the rest of the experience, 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. Not fun when you're trying to untangle yourself quickly.
The BMR powered in-ear headphones that HP has stuck here are awesome. Not only is the sound quality amazing, but 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, although I have some complaints with its reliance on Windows Mixed Reality. Essentially, there's no way to stop it from opening on startup if you left the headset plugged in other than uninstalling it which I don't want to do as it has some cool features to play with. Other than that I really don't have any complaints from the perspective software when it comes to everyday use.
(Image credit: HP)
The HR Reverb G2 costs around $600 (£520), which makes it more affordable than the HTC Vive Cosmos, Vive Pro and Valve Index, and it has excellent resolution to back up that price. IPD toggle and the slightly longer cable than most don't necessarily make up for the headset's drops in tracking and actual field of view.
It seems to fall somewhere in the middle, with no definitive 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 above, aside from ridiculous resolution per eye.
Spending half a grand on the Reverb G2 doesn't lend much value in terms of value for money, so with all of that, the cheapest
Oculus Quest 2
has to offer, for much less, it's probably worth looking elsewhere.
The verdict
75
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HP Reverb G2
The fantastic resolution gives it a boost in sharpness, but it falls on field of view and tracking volume. It's possible to get more bang for your buck elsewhere.
Katie Wickens
Katie is an avowed logophile with a love of metaphor and an insatiable creative urge. She is also an avid RPG, simulation, and survival game enthusiast who harbors an overt disdain for MMOs, unmanaged cables, and software that doesn't. do not include dark mode.
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