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HP Reverb G2 Announced - next Gen


dburne

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5 hours ago, ignition22 said:

From what I have read and my own testing seems to indicate, setting the steam resolution to 50% will output to the G2 at a lower resolution then the headsets native resolution. I believe that stated resolution is before the image is distorted/warped to what is displayed on the headset panels and that 3024 x 3024 would produce a final image that is closer to the headsets panels native resolution of 2160 x 2160.

Not convinced by that.  The G1 was native at 100%, i.e. approx 2160x2160.  The G2 is approximately half that if you look at pixels.  So, the old 100%, 170% and 200% values - which I used to use - are equivalent to G2's 48%, 82% and 98%. That agrees with what I see.  I currently use 82% on my G2 and that looks very like my old 170%.

I believe this is something that will be fixed in SteamVR.  We had the same issue occurring when the G1 was released.

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Agreed.

 

On the G2 Setting SteamVR resolution per eye to 118%, the indicated dot position on the slider bar, gives me the same result as setting 2160 x 2160 on the G1.

 

Initially I set 2160 x 2160 on the G2 and instantly noticed the poorer res in use.  Use the dotted position on the slider bar for max.

 

So far G1 v G2 all is good as indicated by reviewers but the standouts must be speakers 1st, larger sweetspot 2nd and comfort / tilt 3rd and to boot a thinner cable... ,   

 

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13 minutes ago, Gizzy said:

Agreed.

 

On the G2 Setting SteamVR resolution per eye to 118%, the indicated dot position on the slider bar, gives me the same result as setting 2160 x 2160 on the G1.

 

Initially I set 2160 x 2160 on the G2 and instantly noticed the poorer res in use.  Use the dotted position on the slider bar for max.

 

Sorry, I'm confused.  What are you agreeing with?  The 'dotted' position gives 3883 x 3792 for me, stated as 150% but equivalent to the old 300%.

What version of SteamVR are you using?

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Hmm, my dotted line gives 150% and 3884 x 3792. however, it's a moot point as our slider gives the same values, i.e. 118% is 3436x3364.

I don't know what you mean by 118% gives the same result as 2160x2160 on G1.  118% is (approximately) equivalent to the old 250%, and is certainly not the same as native res on the G2.  I don't know if you are meaning you have to crank it up to 3426x3364 to get the same visual quality.  If so, then that's another discussion!


Edited by imacken

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On 12/3/2020 at 12:20 AM, dburne said:

 

Not sure what you are asking? The post you replied to was pretty well self explanatory?

I was asking about this:

Quote

Important: There is currently a bug with WMR and the G2 video setting, currently 100% is way to much. Set it to 50% to get as close to 2160x2160 as you can.

 

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49 minutes ago, 98abaile said:

I was asking about this:

 

 

Yes there is currently a bug in Stream VR for Reverb G2 100% resolution, it is way too high. Around 50% is close.

This is in global resolution, the per game resolution set to 100% is about right.

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6 minutes ago, dburne said:

 

Yes there is currently a bug in Stream VR for Reverb G2 100% resolution, it is way too high. Around 50% is close.

This is in global resolution, the per game resolution set to 100% is about right.

That’s because the in game is a multiplier. So, 100% just multiplies the global by 1. 

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3 minutes ago, 98abaile said:

So in the steam VR settings, set the resolution to 50%?

Set it to whatever you like. 48% gives you about native, 82% gives 170% etc. Try whatever value your system can take without suffering in performance terms. 

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The most definitive way to know the final resolution is simply to use the "Detect Headset Resolution" feature of fpsVR. You wait until the application has started and is showing the image of interest, bring up the SteamVR dashboard using a hand controller, bring up the fpsVR menus, and then request the detection. It will include any and all factors - I find it especially helpful as I am trying to carefully decide whether the G1 ( I have both )might actually have a better clarity - sharpness (lack of blurring) from the center to at least 75% of the angular distance to the screen edge  - than the G2. I have them both and I am testing with two resolutions - 2100x2100 and then 3000x3000 . I am careful to find the best position on my head and also the best IPD settings for the G2 - but all else is the same. So far, I am unsure of whether the G1 is better, since it still requires a judgement call (I don't think I can use a through-the-lens camera approach carefully enough ). I do know that my first impression was that the G1 was at least as clear - and others on the forum seem to have a similar opinion. It might have to do with my particular eyesight prescription - unless some of the  Valve lens batches might be different during production? It certainly isn't obvious like some reports.


Edited by whitav8

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I received my 3090 and a G2.  After a fair bit of fettling in pursuit of a noticeable DCS visual upgrade,  I have settled (for now) for the settings below.

 

SS at 100%  (3172x3100)

Motion Vector locked@45

PD-1

MSAAx2

Visibility Range Medium

AF - 8

All shadows off

Water Medium

 

It's a real shame about the shadows, but clarity and MP performance are more important to me. This now looks like a proper upgrade in the HMD. No shimmering, nice and sharp with defined aircraft and bright street lights at night.  

 

 


Edited by oz555

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23 hours ago, imacken said:

Not convinced by that. 


Up tp you if you believe it I guess. Plenty of references to it being a thing for anyone who is interested, 2 sec google search here's an example.

"To account for lens distortion, a render resolution of 3024x3024 (x1.4 supersampling) may be optimal, but it's unclear at this point exactly how much is needed"

Reverb G2 SteamVR Resolution Setting : HPReverb (reddit.com)

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27 minutes ago, ignition22 said:


Up tp you if you believe it I guess. Plenty of references to it being a thing for anyone who is interested, 2 sec google search here's an example.

"To account for lens distortion, a render resolution of 3024x3024 (x1.4 supersampling) may be optimal, but it's unclear at this point exactly how much is needed"

Reverb G2 SteamVR Resolution Setting : HPReverb (reddit.com)

That's not what I was 'not convinced' by.  We all know about the VR lens distortion factors. What we were talking about is the difference between G1 and G2, i.e. G1 shows 100% as 2160x2160, and G2 shows that as approx 3100x3100.  Whatever the effect of distortion, there is clearly an issue with SteamVR atm, and your asserion about 100% being correct for the G2 was what I was/am not convinced by.

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It does indeed seem as though there is an issue with SteamVR and the G2 at present. 100% (on the global settings) is almost twice the native G2 res, hence the reason I've dropped mine down to 50%. I have pushed it up slightly on "per game" once DCS is running to 118% which is effectively 18% more than the global setting shown in the screenshot.

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Been discussed many times here already.  The current settingss are roughly half what they should be.  Real 100% is 48%, real 170% is 82% and real 200% is 98%.

Personally, I use 82% with no MSAA and high most other settings.

I'm sure SteamVR will be fixed very soon.  It usually is.


Edited by imacken
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We had the same issues when the G1 first came out.  When that was released, you had to set SteamVR SS to 188% to get native resolution to be indicated.  Later on in the G1s existence, 100% would get us native resolution.  SteamVR eventually addressed that issue, and I'm in agreement that they'll do the same with the G2.  Until then, we can all just set it to whatever gives each of us satisfactory performance based on our personal preferences and not worry so much about the "why".  The "why" is irrelevant, unless we're the group of programmers responsible for the code in SteamVR.  It is what it is.

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11 hours ago, imacken said:

there is clearly an issue with SteamVR atm, and your asserion about 100% being correct for the G2 was what I was/am not convinced by.


Yes there is obviously an issue, my assertion is only that the 1:1 value appears to be somewhere above 50% in steam vr. In contradiction to a few posts in this thread which say to set steam vr to only 50%. 

Is the bug in the % number or is the bug in the listed resolution at that % number, it could be either. People say they get great performance with the G2 set to 50%, well I get better fps in a G2 at 50% in steam vr on a GTX 1070 (over 50fps) then I do with a Rift S set to 1.3 pixel density on a GTX 1070 so I have a lot of doubt that 50% in steam vr is producing the native panel resolution of the G2 headset. 

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It is easy to tell, just do 'detect resolution' in fpsVR. What SteeamVR tells me for pixels is correct.  The bug is in the %age number, hence why 48% is close to 100% normally.


Edited by imacken

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2 hours ago, imacken said:

It is easy to tell, just do 'detect resolution' in fpsVR. What SteeamVR tells me for pixels is correct.  The bug is in the %age number, hence why 48% is close to 100% normally.

 

Yeah and in some other forums there are those claiming 100% is the actual correct number to use for the G2.

Which makes zero sense to me, as the listed resolution is so much higher.

 

What would be nice is some kind of official confirmation direct from HP on this issue.


Edited by dburne

Don B

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Well, the thing is there is no ‘correct’ number. You can set the number to whatever suits your eyes and your hardware. But, what we can say is that native res is about 48%. 
Personally, I am using 82% to achieve around the old 170%.

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There is no correct number but there is a number/position at which the headset is at its native resolution. At which point below that would be more significantly degraded image and above that will be a less improved image by comparison. I haven't used fpsVR but there is a good chance it just uses an api call or just reads a config value to get the resolution from steam vr which may or may not be reporting it correctly. 

Yep, an official word from steam or hp on the issue would be good

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There is no point where the headset is at its native resolution.  You can get close, but not exact.  Of course if you go below that you will see image degradation and if you go above you will see improved rendered resolution if your hardware can take it.  That is what the slider is there for.

You should try fpsVR. It's the only tool I know that gives you GPU/CPU frame times and much more in VR.  It doesn't read a config value AFAICS, it does a calculation.

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As far as fpsVR detecting the resolution, it actually causes a "pause" for a second or two in rendering and reads the raw resolution from the headset. It doesn't just query SteamVR but accounts for ALL multipliers including the game/app itself (PD = 1.4 for example in DCS World as well as SteamVR at 80% ). I have utilized it a lot when trying my G1 and then my G2 since I had to try to make very careful measurements to compare clarity - lack of any blurriness when looking at instrument panels with a fixed gaze (example: in Aerofly FS2 with the center of focus on the 777 PFD and then trying to read the MFD/NAV display just adjacent to the right from the left seat at the eye reference position) while using the exact same pixel resolution at the headset. By the way, for my lens prescription and face size, (IPD=64.5),etc..., I have decided to return the G2 (or sell it to someone who has been waiting for a long time). It was a very difficult choice because I like the new cable and audio but clarity off center was the deciding factor. From what I can tell, others just don't have that clarity problem with the G2 - so it has to be a personal eye issue.


Edited by whitav8

PC HW 9700K@5.0Ghz

Win 10 (Build 2004 ) with WMR

VR - Reverb

RTX2070 with Nvidia 451.48

DCS 2.5.6 (latest)

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