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HP Reverb G2 VR headset review | PC Gamer - thompsoncongs1955

Our Verdict

The rattling resolution gives IT a encourage in terms of pungency, but it falls thrown on FOV and tracking volume. It's possible to mystify more than for your money elsewhere.

For

  • No establish stations = abundant set-up
  • 4K resolution
  • Long tether
  • Physical IPD slider

Against

  • Trailing is fickle
  • Small tracking volume
  • Literal FOV is lacking
  • Fistula pressure

PC Gamer Finding of fact

The fantastic answer gives it a boost in terms of sharpness, merely it falls down along FOV and tracking volume. It's feasible to get more for your money elsewhere.

Pros

  • +

    None base stations = easy set-dormie

  • +

    4K resolve

  • +

    Long tether

  • +

    Physical IPD slider

Cons

  • -

    Tracking is changeable

  • -

    Small trailing volume

  • -

    Actual FOV is lacking

  • -

    Venous sinus pressure

The main sell for the HP Reverb G2 VR headset is its ultra high resolution. With 2160p per eye free, IT manages to completely shake the screen-door effect that plagues many of its lower resolution competitors. The caveat beingness you actually need a PC capable of running VR games at 4K without slowing down your physical body rates besides much. Difficult to game in virtual reality with frame jitter is not only nauseating and annoying, it's bloody dangerous.

You are competent to step down the solvent per eye with comparative ease if it surpasses the limitations of your ironware, though. And while it may not quite equal the resolution of Pimax's 5K OR 8K headsets, for many of US even 4K remains superfluous at the moment. Leastways information technology's potentially future proofing your VR setup somewhat for when you do resolve to upgrade.

Something that's not future proof, however, is the use of standard Mixed Realism controllers. These may be electric battery operated for quick trade succus-ups, but they precede a lot of the more advanced features found in other designs like the Valve Index's feel-trailing knuckle controllers. Though the Reverb G2's tracking does poor no root word stations are necessary, and that means simpler setup... with some small caveats.

The Reverb G2's use of visible light trailing way circumferent lighting conditions can really affect your experience. Put on't look it to work particularly well in the conservatory in the in-between of the day, or in a nighttime elbow room, as the headset relies on a very particular lighting requirement to position you properly in physical blank.  When the lighting is just right, however, in a generally well-lit elbow room, the trailing is close enough.

With base Stations of the Cross absent information technology's possible to land steady sniper shots even when prostrate, as long-term As you don't put the controllers too close to your facial expressio. The lack of base stations does mean the overall tracking volume is a teensy-weensy modified. Horizontally it's fine—throwing and archery still works as your men relocation indorse past tense your ear—but at the top and bottom, it will lose tracking for a moment if your hands are stationary.

Reverb G2 specs

Tracking: Turned, visible light-based
Display: LCD
Resoluteness: 4k (2160 x 2160 per eye)
Refresh Rate: 90 Hertz
FOV: ~114 degrees
Audio: Integrated speakers
Cable's length: 19.5 foot (6m)
Inputs: DisplayPort 1.2, USB 3.0
Weight: 1.1 lbs (500g) Oregon ~1.7 lbs (700g) with cable

The gesticulate gyro sensors (IMU) made-up into the controllers are the saving grace here as they predict hand cause well unlikely of the tracking zone, though only when in changeful motion. In boxing games, and other games that involve your hands being close to your face, the controllers also stop tracking almost an in and a half from the headset, which can be jarring and stunt performance.

When it comes to the feeling of the headset, it's a snug fit. In adjusting, I would prefer something a little more advanced than Velcro—it gets caught in my haircloth a fair bit—but otherwise it's a pretty fool proof solution, even if it does feel like the tasteless option. The affair necessarily to be quite compact to prevent slippage and, although it's non the heaviest VR headset around, in that respect's a discernible pressure on the cheeks. After extended periods of bring this derriere make you flavour strange due to intervention with the sinuses. Either way IT doesn't put any pres connected the bridge of the nose itself, and there's enough room to wear glasses well.

Some users have complained of put out with the curvature on the face gasket being too extreme. Thankfully this feature is magnetically clastic, and you rump now get a 3D printed facial interface replacements that bring you closer to the lenses, which can constitute found on the 3DWardPrinting shop or connected Etsy. Doleful that these had to come from an external fellowship, but another benefit it provides comes in the form of a field-of-reckon increase.

Ikon 1 of 3

The HP Reverb G2 VR headset

(Image credit: HP)

Image 2 of 3

The HP Reverb G2 VR headset

(Image accredit: HP)

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The HP Reverb G2 VR controllers

(Image credit: Horsepower)

Field of watch is a feature the Reverb G2 really falls down on without the interface replacement. If you've got enemies future at you from further than 120-degrees vertically, or around 88-degrees horizontally, you're going to be in trouble. Those numbers aren't so great when you poc it against the likes of the Valve Forefinger, with its 136-degrees vertical and 110-degrees horizontal. That's a premium piece of VR gaming kit out and comes in at double the Leontyne Price of the G2, but FOV  can be a real stickler for dousing, and you're going to be doing a lot of turn around with the Reverb G2 to arrive at shots.

Still, if you're having trouble focussing for those pro-shots, the Reverb G2 allows you to correct the headsets interpupillary distance (IPD)—the length 'tween to each one lens as IT relates to the distance between your eyes. Having this adjustable makes a big difference to player comfort. Non lone does this headset have a peachy IPD range (60mm to 68mm), it also includes a nifty sensual 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 instances, the G2 has the speed hand here.

As for the rest on of the empirical glut, the Reverb G2's tether is a step raised from the G1, in that it's now a singular cable arsenic opposed to two adjacent cables. It's also a trifle longer at 19.5 foot (6m) than a lot of other height VR headsets. The briny issue is the cable physical—the jelly flavour makes it catch on a lot of surfaces, besides as itself. Not fun when you're disagreeable to unscramble in a rush.

The off-ear, BMR powered headphones HP has jammed in here are magnificent. Non only is the sound quality incredible, it also helps with keeping you cool and immersed as you experience nothing urgent heavenward against the side of meat of your brass. They're twin to the headphones old on the Index, and hopefully we'll see more headsets utilise the technical school going forward.

The HP Reverb G2 works seamlessly with Steam VR, though I do have some gripes with its trust on Windows Sundry Reality. Essentially thither is nobelium way to stop it from opening connected startup if you've socialistic the headset plugged in, aside from uninstalling IT—which I don't want to do because IT has some cool features to dabble with. Differently that, I've no more real complaints on the software front when it comes to actually using the set happening a day-to-day foundation.

The HP Reverb G2 VR headset

(Image credit: HP)

The Hour Reverb G2 comes in at around $600 (£520), making it more affordable than the HTC Vive Creation, Vive Pro, and Valve Index, and it has great resolution to clog that price point. Regrettably the freshen rate, IPD toggle and slightly longer cable than all but don't necessarily nominate astir for the headsets downfalls in tracking and actual field of view.

It seems to sit somewhere in the middle, with no definitive reason for recommending it. While outlay many on a VR headset might grant you a wider FOV, and more partiality greebles, spending little can get you all the features of the Reverb G2 and more, outside the absurd resolution per eye.

Spending half a G on the Reverb G2 doesn't lend much in terms of price-to-performance, so with all that the cheaper Oculus Quest 2 has to offer, for far less money, it's probably Charles Frederick Worth looking elsewhere.

HP Reverb G2

The fantastic firmness gives it a boost in damage of pungency, but it falls down on FOV and tracking volume. It's possible to pay off more for your money elsewhere.

Katie Wickens

Screw sports, Katie would rather watch Intel, AMD and Nvidia go at it. She can often be found admiring Three-toed sloth advancements, sighing over semiconductors, or gawping at the latest GPU upgrades. She's been obsessed with computers and graphics since she was small, and took Game Art and Design up to Masters level at uni. Her hungriness for absurd Raspberry Pi projects will never be sated, and she will stop at nothing to spread internet safety awareness—down with the hackers.

Source: https://www.pcgamer.com/hp-reverb-g2-vr-headset-review/

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