HP Reverb G2 impressions in Elite Dangerous

Hmmmm I hope my G2 does not have a fault
I was gaming for a few hrs all fine then my display started cutting out, then come back, then cut out again.
This possibly coincided with my TV turning off due to power saving so I am hoping it is a software issue that the monitor turning off confused it.

But if not there is something wrong. Time will tell. as anyone else had issues with it cutting in and out ?

I had loads of problems with Corsair's iCUE software. It monitors the fans on my CPU water cooler. It does it through a USB connection on the motherboard. I was getting all kinds of sound, graphical glitches, 7-14 errors and more. As soon as I uninstalled it, all the problems went away. Then for good measure I uninstalled every other piece of monitoring software I didn't need and controlled everything through the bios. My system is now running great. So if you have any system monitoring software you don't really need, you may want to think about getting rid.
Yeah also, turn the volume down like HG says.
 
Turn the volume on the headphones down. Its a known issue.
Hmmmm is that a software issue ornis it a power issue.? I don't mind turning it down temporarily waiting for a software fix but I don't want to gimp my sound long term due to a design issue.

Over all when it's working I like the headset but steamVR combined with windows MR just seems less robust than the Oculus platform I am coming from.
Earlier today I had the devil's own job. I left elite on the launcher menu and unplugged the headset. Came back and I could not get steam games (elite) to run in VR. The cliff House worked ok but if I tried to run elite it didnt launch in the headset. It threw an error that steam VR was already running. Task manager had sorts of crap in it. It took me 5 mins to kill it all before I eventually got back into VR. Janky.....
 
Hmmmm is that a software issue ornis it a power issue.? I don't mind turning it down temporarily waiting for a software fix but I don't want to gimp my sound long term due to a design issue.

Over all when it's working I like the headset but steamVR combined with windows MR just seems less robust than the Oculus platform I am coming from.
Earlier today I had the devil's own job. I left elite on the launcher menu and unplugged the headset. Came back and I could not get steam games (elite) to run in VR. The cliff House worked ok but if I tried to run elite it didnt launch in the headset. It threw an error that steam VR was already running. Task manager had sorts of crap in it. It took me 5 mins to kill it all before I eventually got back into VR. Janky.....
I'm sure I read it's a data issue. HP are at the limit with the length of cable and the amount of data they are trying to shove down it.
 
Should volume affect that?. Ifntystnidnthebcase that may not be fixable :(
I have some good news for you from an HP employee on Reddit...
The USB issues are a potential USB vendor incompatibility, and the sound issue (popping at 100% volume,et al) are going to be fixed in firmware update without disrupting the sound quality. :)

All of these are being actively worked.

You can view the whole thread here...
Source: https://www.reddit.com/r/HPReverb/comments/kf3exd/updates_from_hp/
 
Got the G2 (just headset + hotas) and Elite up and running now (using. 2080ti/i7/48 gig ram) set to default “ultra” (not “vr ultra”)

Absolutely amazing. Super clear, no noticeable screen door, sweet spot seems large to me. FOV same as my previous headset (vive pro) and feels similarly “helmet like” - which I find perfect for elite.

Taking a spin in an imperial courier docking at a station over an earth like.

Just wow... I’m in space. Totally blown away. (Get the IDP right though, makes a huge difference)

Haven’t done any tech test, can’t be bothered. Looks great, sounds great (stopped using my audiophile Senheisser headphones as g2 ones are so good), runs smooth enough that I don’t notice (or rarely) any stutters.

This takes the game to the next level simulation wise. Never experienced anything like it. (Been playing it in VR since original vive)

Lets hope Odyssey runs this well!
 
Got the G2 (just headset + hotas) and Elite up and running now (using. 2080ti/i7/48 gig ram) set to default “ultra” (not “vr ultra”)

Absolutely amazing. Super clear, no noticeable screen door, sweet spot seems large to me. FOV same as my previous headset (vive pro) and feels similarly “helmet like” - which I find perfect for elite.

Taking a spin in an imperial courier docking at a station over an earth like.

Just wow... I’m in space. Totally blown away. (Get the IDP right though, makes a huge difference)

Haven’t done any tech test, can’t be bothered. Looks great, sounds great (stopped using my audiophile Senheisser headphones as g2 ones are so good), runs smooth enough that I don’t notice (or rarely) any stutters.

This takes the game to the next level simulation wise. Never experienced anything like it. (Been playing it in VR since original vive)

Lets hope Odyssey runs this well!

Great to hear a positive report like this. G2 and ED go really well together. Now if only Nvidia would fix their stuttering drivers, it would be perfect :)
 
I did have some USB issues on my new build (Ryzen 5800X and Radeon 6800). It worked to begin with (using USB from the 6800), but then started giving 4-1 errors. I disabled legacy USB support in the BIOS and since then it has been fine. I have set WMR settings to upscale rather than full resolution - hopefully when I get hold of a faster GPU I'll be able to use full resolution without any noticeable frame drop (this is with E: D on mainly ultra settings).
 
finally got mine!

first impressions after a bit of classical usb frustration ... as expected: mind blown with the image quality. i know, i'm not original.
the improvement actually helps a lot for the sense of scale. just wow. brand new game! 🤭

and i can actually see stars now, not dim candles.
however ... the blacks are gone! 😢 it's all foggy. i also expected that but it's still a downer ...
gonna have to undust old duck's shader filter to see if it helps ...
 
When I first received my HP Reverb G2, I was a little disappointed hearing all the issues with users having video shifting/jitters, Type-C issues with certain motherboards, and having to lower the resolution overall or per game.

Personally, I fought with the video shifting back and forth even before entering ED so I thought there was something wrong with my video drivers, display port or USB drivers, it drove me crazy!

First, a little bit about my setup before I go into how I fixed it.

Asus MB, RTX2080, 32GB, SSD drive, 5 port USB PCI-e card etc. Similar setup as a lot of you have, but maybe not as good.

I sit in a dedicated theater room with a 120” WHITE screen about 15ft away, and dark walls. Dimmable Led Can lighting, and 6 sconces around the walls.

As I became increasingly frustrated with the video shifting, I put my hands over the headset in defeat, and wouldn’t you know it the shifting stopped! I knew then that I was onto something! I increased the Can lights to full, and the shifting got worse, I started with 75, 50, 40, and then 30, and when I hit 30 the shifting stopped completely! I also adjusted the headset so it would sit further down closer to the back of my neck, which really helped on the sweet spot problem as well.

I changed my Steam VR, and WMR settings back to 100%, put ED back on Ultra VR/Custom, and reversed the other changes I had made to Windows.
I have the developer option enabled that shows me when ED is not hitting the correct FPS in the game, and 99% of the time it is Blue/Green or just Green.

In all fairness, I am about 3000k LY from Sagittarius A so I haven’t had a chance to see what my FPS will drop to when I do get back to the Bubble, so I am pretty sure I will have to make more adjustments to my VR settings when I do.

Long story short (sorry for the long post) I think it was the combination of the 120” screen, and the can lighting being set higher than what I had it for the Oculus Rift, which caused an issue with the headset cameras not being able to focus correctly.

PS. While I am flying around scanning stuff I have the Hulu app just to the right of my viewing area on the inside of my Krait Phantom! When I am watching a game or movie the sound comes out of the right speaker, if I move the screen to the middle just below my HUD the sound comes from the middle, and so on. (pretty cool)

I hope this post helps anyone else fighting with shifting or blurry video problems. I guess I will keep it now!
 
So far, not great. Is acceptable flying and raw mat gathering. Dav's Hope, a Total Train Wreak. Since the G2 controllers don't work in ED, using a Hotas with the G2 is out of control and the jittering at the lowest settings is unacceptable also. The Oculus Rift S is a better headset for ED than the G2.
 
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So far, not great. Is acceptable flying and raw mat gathering. Dav's Hope, a Total Train Wreak. Since the G2 controllers don't work in ED, using a Hotas with the G2 is out of control and the jittering at the lowest settings is unacceptable also. The Oculus Rift S is a better headset for ED than the G2.

Few questions.

What GPU are you using ?

What is your render target in SteamVR for WMR ?

Do you have motion vector reprojection for WMR enabled ?
 
go to <your drive>/steamlibrary/steamapps/common/MixedRealityVRDriver/resources/settings folder and edit the file named "default.vrsetting"

XML:
{
    // Windows Mixed Reality for SteamVR
    // Version #.#.#
    // Please refrain from editing this file, as it is replaced with every update to the driver.
    // Instead, modify settings through the UX available as an overlay on the SteamVR dashboard.

  "driver_Holographic": {
    // Motion reprojection doubles framerate through motion vector extrapolation
    //     motionvector = force application to always run at half framerate with motion vector reprojection
    //     auto         = automatically use motion reprojection when the application can not maintain native framerate
    //     none         = turn off motion reprojection
    //
    // Comment out or remove this line to use the SteamVR settings for controlling motion reprojection
    "motionReprojectionMode": "none",

set the motionReprojectionMode to "auto"

so your file should look like

XML:
{
    // Windows Mixed Reality for SteamVR
    // Version #.#.#
    // Please refrain from editing this file, as it is replaced with every update to the driver.
    // Instead, modify settings through the UX available as an overlay on the SteamVR dashboard.

  "driver_Holographic": {
    // Motion reprojection doubles framerate through motion vector extrapolation
    //     motionvector = force application to always run at half framerate with motion vector reprojection
    //     auto         = automatically use motion reprojection when the application can not maintain native framerate
    //     none         = turn off motion reprojection
    //
    // Comment out or remove this line to use the SteamVR settings for controlling motion reprojection
    "motionReprojectionMode": "auto"

This will enable motion vector projection for WMR and make your experience a whole lot better.
 
HeavyGroovez, Thanks for trying.

It's still jittering @ Dav's Hope. Flying the ship isn't as bad.
The Dav's Hope coarse was much easier with the Rift S Controller, the Thrustmaster Hotas is about impossible there. I wish I was able to use the G2 Controller in ED.
 
Well, just got my G2 today, and I've got to say I'm pretty impressed. A bit of a pain to set it all up as I don't use steam, but created an account and have got steamVR running and much to my surprise ED started up and went to VR! (I used to play with a Rift CV1.)

I am also currently using a 1080 as I haven't managed to catch an elusive 30x0 yet, but even so, the picture is incredibly sharp, and even with the settings at what I used to run with the Rift it looked great. I have tweaked some of them down, and am now getting 90 fps in space, and around 60-70 fps in stations. Didn't manage to check the fps in combat as I was too busy shooting, but it seemed perfectly acceptable. I never really bothered too much with fps when using the Rift, but I'm pretty sure the Oculus software (ASW) used to drop me down to 45 fps in stations, so it would seem I'm already ahead of

Looking at @HeavyGroovez post above, I am wondering should I do this also, and if I do, where is the motion vector projection in WMR (I haven't seen it as yet), and what should it be set to based upon using a 1080?
 
The 1080 was a decent card (i had a Palit 1080FE for over a year when they first released and ran my CV1 off it) for the early lower resolution HMDs but its really lacking the horsepower needed to drive the G2.

Having subsequently owned a 1080Ti, 2080Ti and now the 3090 I would say that even the 2080Ti is not upto the job if you want to experience the G2 at full throttle.

The 3090 struggles at 100% (over 3k x 3k per eye - the equivalent of 1.5x native which is the optimal render target) and has to rely on motion vector reprojection in Elite.
 
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