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Posted

HP's Reverb VR Pro Headset

 

Ordered the Reverb Consumer version from Amazon on April 26th. No sign of it on the horizon. Complete incompetence on the part of HP.

 

 

or amazon, for selling an item that is not available.

Posted
or amazon, for selling an item that is not available.

 

Isn't that literally what a Pre-order is?

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Posted

Im sure Amazon was told April 26th....and then May 6th.....and then May 8th......and finally a month later, HP said, well, maybe July sometime.....maybe.

Posted (edited)
With motion reprojection on you'll only see either 45 or 90 in the fps readout, so it's best to turn it off to tune your settings/resolution (ideally about 55-60 fps for motion reprojection to reliably work).

 

The WMR portal settings of 'Settings / Headset display / Visual quality' are just used with WMR, i.e. WMR apps like the Cliff House. SteamVR does not use these, as it does the up/downsampling on its own side. Just set it to 'Very high (beta)' unless you have a very busy cliff house layout.

 

The 'Settings / Headset Display / Experience Options' has the 60/90/auto switch and the 'Auto' behavior will drop the default 90 to 60 if you have over 90 seconds of under 45 fps (which is where the default 'rotational reprojection' is probably being used as well). I personally can see a bit of a flicker at 60 Hz so set mine from 'Auto' to a fixed '90' so this doesn't happen (as in, I'd rather see a game judder badly and change game settings than switch down to 60 Hz automatically to avoid flicker). Some people don't mind 60 Hz, so it's one of those personal preferences.

 

I think that some players with DCS and (and too high settings to run) are actually being automatically switched down to 60 Hz without knowing it, with motion reprojection not being used, but just the plain rotational one instead. The SteamVR app will show the current panel Hz setting used.

 

 

 

fearless - thanks for the reply running better and smoother now.....also couple of other questions for you:

1)In terms of the colour coded indicator in the headset - enabled but I struggle to see it - think a few weeks back saw a green indicator but since then haven't seen anything along the top of the screen - how can I make it visible?

2)Just wondering what kind of behaviour I should see in the fps - got the reprojection enabled and 90hz selected - in the case the fps is between 45-90 (most of time) should It not just lock at 45? (feeling at the moment is that its moving between 45-90 and sometimes staying locked around 45? - with my previous settings sure it was fairly stable and locked a 45)

3)Final one! - lenses are starting to get a bit greasy with all the use - what are you using to clean them? (have the zeiss and MCR screen wipes which I use for the vive/rift) but not sure what the recommended is for the reverb?)...…….any help appreciated

Edited by mac22
Posted

3)Final one! - lenses are starting to get a bit greasy with all the use - what are you using to clean them? (have the zeiss and MCR screen wipes which I use for the vive/rift) but not sure what the recommended is for the reverb?)...…….any help appreciated

 

I would be very worried to use any sort of wipe on a VR headset lens.

Here's some info that should be non-damaging.

 

https://www.wikihow.com/Clean-Oculus-Rift-Lenses

Posted (edited)

It sounds like it isn't on now. "moving between 45-90" It doesn't do that in re-projection on. It will be stuck on 45 or 90 FPS (might flicker up or down 1 FPS). Shift your headset slightly around. I can always see the indicator at the very top left edge with shifting it a bit. If not it isn't on. In DCS with re-projection off it can hang at 45 FPS depending on circumstances for a bit but it will keep changing typically.

 

You should have gotten a lens cloth with it to clean the lenses. I would not use anything else.

 

fearless - thanks for the reply running better and smoother now.....also couple of other questions for you:

1)In terms of the colour coded indicator in the headset - enabled but I struggle to see it - think a few weeks back saw a green indicator but since then haven't seen anything along the top of the screen - how can I make it visible?

2)Just wondering what kind of behaviour I should see in the fps - got the reprojection enabled and 90hz selected - in the case the fps is between 45-90 (most of time) should It not just lock at 45? (feeling at the moment is that its moving between 45-90 and sometimes staying locked around 45? - with my previous settings sure it was fairly stable and locked a 45)

3)Final one! - lenses are starting to get a bit greasy with all the use - what are you using to clean them? (have the zeiss and MCR screen wipes which I use for the vive/rift) but not sure what the recommended is for the reverb?)...…….any help appreciated

Edited by Secoda

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Posted
The current WMR bug on 1903 is essentially that the renderTargetScale in that file is forced to be 1.0 and that the maximum buffer size is limited, meaning it upscales a blurrier image. It seems to have about a 10% impact on the Reverb, but a 21% degradation on the Odyssey Plus (so much more obvious). Hopefully a fix or workaround is coming soon. The Reverb number of pixels is so high it's not like a showstopper, but for the O+ it will be nice to be able to move to 1903.

 

In the interests of science ( and enabling the flashlight feature ) I "upgraded" to 1903.

Yes, WMR is borked for Reverb DCS in 1903 - SDE is back with a vengeance at the same settings that had previously been used (SteamVR = 180 %). Subjectively no better than 1440 res headsets.

 

And quite frankly switching on the flashlight and seeing the dog leaping up at me like a Megalodon launching from the depths was not the VR experience I was looking for !

Posted
In the interests of science ( and enabling the flashlight feature ) I "upgraded" to 1903.

Yes, WMR is borked for Reverb DCS in 1903 - SDE is back with a vengeance at the same settings that had previously been used (SteamVR = 180 %). Subjectively no better than 1440 res headsets.

That was not my experience with the Reverb, DCS and 1903. I could see (almost) no SDE whatsoever, and resolution was perfect.

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Posted
That was not my experience with the Reverb, DCS and 1903. I could see (almost) no SDE whatsoever, and resolution was perfect.

 

TF-51 Tblisi free flight - cockpit interior ok, but looking out of the window at ground SDE definately appeared worse on my setup 1903 than it did with 1803. Not unplayably worse, just noticeably less good.

Posted

Tonight when I started Steam VR it wanted to make some changes to the system.

After that it’s locked to 60Hz. In WMR I chose 90Hz but that doesn’t matter, Steam VR still says 60Hz. DCS also says 60. I run the latest beta version of steam VR and Win 10 1803.

Any ideas what causing this?

Posted
TF-51 Tblisi free flight - cockpit interior ok, but looking out of the window at ground SDE definately appeared worse on my setup 1903 than it did with 1803. Not unplayably worse, just noticeably less good.

SDE is SDE, doesn't matter if you're looking out the window or not. It shows everywhere, it's the divisions between the pixels.

I suspect it's not SDE you're seeing.

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Posted (edited)

I am with you on very clear and no SDE on 1903. Now I am flying mainly the F-18 and Huey at the moment. That is very strange. :smilewink: We need something more definitive to check in Windows to tell if the issues is active in 1903. (I have read the test on mudspike)

 

"SDE is back with a vengeance"

 

 

SDE is SDE, doesn't matter if you're looking out the window or not. It shows everywhere, it's the divisions between the pixels.

I suspect it's not SDE you're seeing.

Edited by Secoda

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Posted

Whats weirder is I'm not on 1903 and I can use flashlight

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Posted
Whats weirder is I'm not on 1903 and I can use flashlight

 

Flashlight was introduced in 1809.

 

As for the bug on 1903 or not, not sure what the goal is here? Microsoft publicly acknowledged it, said they will fix it, it's demonstrable on the Reverb (it's for all WMR), but doesn't really impact things as bad as the Odyssey. You could be running so much MSAA to make it not noticeable, or your eyes could be useless that it makes no difference, hard to say.

 

I only care about it for the Odyssey, as for that it makes a tangible difference. If I used a Reverb I'd probably wait or probably use 1903 anyway, as I don't think it's serious for that.

 

To deny it completely is just to spread FUD, or at the very least just a bit of light trolling at this point. Maybe that's the goal, dunno.

Posted

RGR that ...I was just saying he didn't have to upgrade to 1903 to get it ....

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Posted
Tonight when I started Steam VR it wanted to make some changes to the system.

After that it’s locked to 60Hz. In WMR I chose 90Hz but that doesn’t matter, Steam VR still says 60Hz. DCS also says 60. I run the latest beta version of steam VR and Win 10 1803.

Any ideas what causing this?

 

If it's a Reverb maybe try a different USB socket? There seems to have been reports of 60/90, flickering and sound drops from quite a few people now. Hard to tell how wildspread it is (happy people don't tend to make a fuss).

Posted (edited)

I have no doubt that Microsoft screwed up WMR and generated new bugs even if it's hard to notice on the Reverb with our settings. They mess things up with every update.

 

Getting them to release the fix is another story. It can take them from weeks to months. I just hope they don't screw something else up when they fix the "RenderTargetScale" issue. It sounds like they broke a few other things as well.

Edited by Secoda

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Posted
I have no doubt that Microsoft screwed up WMR and generated new bugs even if it's hard to notice on the Reverb with our settings. They mess things up with every update.

 

Getting them to release the fix is another story. It can take them from weeks to months. I just hope they don't screw something else up when they fix the "RenderTargetScale" issue. It sounds like they broke a few other things as well.

 

I think the best thing Microsoft WMR could do is just continue to untangle their bits from other groups, so that they don't have to wait for Windows Update to push regular and frequent fixes. They did do some of this, where WMR app updates come from the MS Store update channel side, and the WMR for SteamVR updates do come pretty often, it's just it all goes wrong where the WDI / driver teams get bugs and WMR interacts with it. The trouble with Windows Updates is there is a month turnaround for fixes, i.e. Insider track first etc etc.

 

Rumor is the 1903 fix is about first week of July, but because it goes to everyone with Win10 (WMR or not) it gets a level of QA, bundling with other fixes and docs a simple WMR fix wouldn't normally get.

 

I guess in the interim it might let HP make some headsets with some manufacturing design revisions. It sounds like a cable revision is in the works there.

Posted (edited)

Yep - chatted with HP Tech support and they didn't know at that point (maybe last Thursday) if a revision would be done but it appears it may. They said wait until the dust settles and switch it out. The revised one may have issues as well (his words). :doh: Since mine works well there is no hurry.

 

I have fought with Microsoft on my IT job for decades but since retired. :-) When they decided VR/WMR was now a critical product they helped it and hurt it. Because it still works even if poorly on the Odyssey's I suspect that lowered the priority on the fix from what I have seen in the past (may have been a hot fix if it didn't work at all). Over a month to release it doesn't surprise me at all. There were some other WMR problems (like a tilted or upside down display in certain circumstances I read among others) generated in 1903 so I guess it may be packaged with those.

 

I think the best thing Microsoft WMR could do is just continue to untangle their bits from other groups, so that they don't have to wait for Windows Update to push regular and frequent fixes. They did do some of this, where WMR app updates come from the MS Store update channel side, and the WMR for SteamVR updates do come pretty often, it's just it all goes wrong where the WDI / driver teams get bugs and WMR interacts with it. The trouble with Windows Updates is there is a month turnaround for fixes, i.e. Insider track first etc etc.

 

Rumor is the 1903 fix is about first week of July, but because it goes to everyone with Win10 (WMR or not) it gets a level of QA, bundling with other fixes and docs a simple WMR fix wouldn't normally get.

 

I guess in the interim it might let HP make some headsets with some manufacturing design revisions. It sounds like a cable revision is in the works there.

Edited by Secoda

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Posted

Chatting with someone with a Rift S in my squadron and it has not been a walk in the park either. Sound familiar? It seems to get hot and have issues. He said a fan blowing on you is a necessity. I think the Reverb's issues are less because they shipped a lot less than Oculus did. Hopefully, Valve is learning from their botched releases. :-)

 

"Any update on them Fixing the Black screen and flashing on the rift S"

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Posted
Chatting with someone with a Rift S in my squadron and it has not been a walk in the park either. Sound familiar? It seems to get hot and have issues. He said a fan blowing on you is a necessity. I think the Reverb's issues are less because they shipped a lot less than Oculus did. Hopefully, Valve is learning from their botched releases. :-)

 

"Any update on them Fixing the Black screen and flashing on the rift S"

 

Rift S running reliably for me with no black outs. Just the odd flash...maybe one every 4 or 5 hours.

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Posted
Rift S running reliably for me with no black outs. Just the odd flash...maybe one every 4 or 5 hours.

 

Same here, since last Oculus update my brief flashes have become a rare occurrence.

Don B

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Posted (edited)
It sounds like it isn't on now. "moving between 45-90" It doesn't do that in re-projection on. It will be stuck on 45 or 90 FPS (might flicker up or down 1 FPS). Shift your headset slightly around. I can always see the indicator at the very top left edge with shifting it a bit. If not it isn't on. In DCS with re-projection off it can hang at 45 FPS depending on circumstances for a bit but it will keep changing typically.

 

You should have gotten a lens cloth with it to clean the lenses. I would not use anything else.

 

 

secoda thanks for the reply!

however slightly confused with how the headset is behaving...….

so previously was getting the behaviour you described locked solid to 45fps - however then made a couple of changes

1)removed the line below from the default.vrsettings file

"forceHalfRateWithReprojectionMode" : "motionvector",

2)Also in the WMR settings moved the hz from 90 to auto

As a result of the above 2 changes fps now seems to be moving between 45-90fps - don't think either 1) or 2) should have switched reprojection off - note also always used the below (enabled)

 

 

"motionReprojectionMode" : "auto",

"motionReprojectionIndicatorEnabled" : true,

 

 

strangely also have trouble seeing the status indicator at the top of the screen - note also some times when I save the "default.vrsettings" file it appears as a .txt file other times it appears in type as a VRsettings rather than text file (not sure this makes any difference though.....)...……

 

Update:

Just noticed your steam post is recommending a different reprojection settings from either of the ones have been using! it says use:

"motionReprojectionMode" : "motionvector",

my settings file comes pre-populated with "auto" not "motionvector" at the end which is the one I simply enabled and the old version starting with "forecehalfrate" had "motionvector" not "auto" at the end! - whats correct? (maybe a listing of your settings file could help.....?)

 

 

 

on the cleaning question don't think I ever got a cloth in my pack but will check again - also on my other headsets use disposable wipes with no problem rift (MCR) and vive (zeiss) - think these were actually recommended by the company's tech guys.....

Edited by mac22
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