HP Reverb G2 impressions in Elite Dangerous

How do you keep a window (browser/netflix) open in ED? Every time I press the Windows button while in ED, it kills ED forcing me to re-launch.
This happened to me with some of the later drivers - anything released by NVidia after about December last year. Revert back to older drivers and I'm betting this issue will disappear. Search the 'net and NVidia forums to find the best VR driver recommendation for your video card - it won't be any of the most recent ones.
 
2 weeks in. Alot of fiddling about and compromise.
My premier thing is rendering. I cannot stand stuttering in combat or travel/approach. So getting this G2 to work with a not so hot 2060rtx with a 9th gen i7 16 gig ram, rig isn't easy.
Smoothness but in high resolution.
So after all the piddling about I just let steam set it plus a few ingame tweeks and yea it's scrolling quite nicely. Lenses at about 55% I think going by the slider in steam settings.
Wmr is on detail rather than performance.
Playing using the hmd without removing it and fighting on foot took me a week to get used to altering binds across the hotas n mouse. Seamless transition from ship to foot. Ain't taking the thing off or playing pancake I flat refuse scuse pun.
Supersampling on 1.0
AA smaa
Anisotropic filter x2
Hmd 1.0
1.25 if overclocked but heat becomes an issue hehe.
Shadows medium
Terrain mainly medium to high.
Environment low, wanna raise it but causes stutter in rendering so...
If anyone has an old 2080rtx lying about im ya man!@

o7
 
Welp - I'm 2 weeks in with the HP Reverb G2 and going to go for a refund.

Countless hours of troubleshooting different issues - its a throwback to the old days of bad-drivers and manual fixes / waiting for firmware/driver updates...... I'm on an AMD x570 board (the culprit supposedly is AMD driver incompatiblity) and an RTX3080. HP said they've been working on the driver compatiblity issue with AMD since December 2020 - still no resolution.

I've decided to pull the trigger on a refund for the HP and switch to the Oculus Quest 2. I'm excited about the other wireless and portability benefits that it provides (especially with Air Link). Hopefully I can use it as an excuse to play Beat Sabre for exercise (I got so sick of lugging my whole computer into the living room each time).

I've already owned an Oculus (came from a CV-1) and much prefer their ecosystem - I'm confident it'll be more stable. Plus the controllers are better.

If the experience in Elite Dangerous is almost as good as the Reverb then I'll be much happier with the Quest 2.
 
Welp - I'm 2 weeks in with the HP Reverb G2 and going to go for a refund.

Countless hours of troubleshooting different issues - its a throwback to the old days of bad-drivers and manual fixes / waiting for firmware/driver updates...... I'm on an AMD x570 board (the culprit supposedly is AMD driver incompatiblity) and an RTX3080. HP said they've been working on the driver compatiblity issue with AMD since December 2020 - still no resolution.

I've decided to pull the trigger on a refund for the HP and switch to the Oculus Quest 2. I'm excited about the other wireless and portability benefits that it provides (especially with Air Link). Hopefully I can use it as an excuse to play Beat Sabre for exercise (I got so sick of lugging my whole computer into the living room each time).

I've already owned an Oculus (came from a CV-1) and much prefer their ecosystem - I'm confident it'll be more stable. Plus the controllers are better.

If the experience in Elite Dangerous is almost as good as the Reverb then I'll be much happier with the Quest 2.


I'm using the quest 2. The screen is very good for elite. Remember that to use the full resolution of the headset you need to set the resolution in the oculus desktop app to maximum.
Of course you'll need a very beefy gpu to do that.

Edit: adding the link for resolution slider explanation
Source: https://twitter.com/volgaksoy/status/1328145529042137088?s=20
 
Last edited:
is the quest2 better than a risftS ?? I'm actually on the RiftS and asking myself about buying a quest2.

Much better for screen quality. Not as comfortable. I strapped a power bank to the back of mine so now its much better.

Wireless aspect is a huge win too. For elite using it wired is not a big deal but it's great to play boneworks and half life wireless.
 
is the quest2 better than a risftS ?? I'm actually on the RiftS and asking myself about buying a quest2.
Having just moved from the Rift S to a Quest 2 a few weeks ago - yes 😁

I don’t have any trouble with the default head strap and have worn the headset for a few hours at a time quite comfortably, though I probably just have a head shape suited to it.

Going wireless was a bigger game-changer than I was expecting!
 
is the quest2 better than a risftS ?? I'm actually on the RiftS and asking myself about buying a quest2.
Yes it's better in almost every aspect starting from resolution, through being standalone headset which you can use independent of the PC on a holiday, ending with wireless capabilities in pcvr.

Regarding comfort, my friend who owns one confirms that you should buy the Elite strap with it. There is a version with powerbank available but it's expensive.
 
Having just moved from the Rift S to a Quest 2 a few weeks ago - yes 😁

I don’t have any trouble with the default head strap and have worn the headset for a few hours at a time quite comfortably, though I probably just have a head shape suited to it.

Going wireless was a bigger game-changer than I was expecting!
Im out of the loop but how do you... wirelessly...play elite on Q2? Any compromises?
 
ok guys, thx, i'll think about it, but first i'll upgrade my good old 1080ti for something strongest :) if there is some disponibility one day :D
 
Im out of the loop but how do you... wirelessly...play elite on Q2? Any compromises?
There’s a new feature called AirLink - I select it in my Quest and also on my Oculus launcher on the PC, they wirelessly connect and that’s it 😁

Same quality as using the Link cable, for me at least. I think having a 5GHz router is recommended with the PC wired to it, and also being in the same room as it with the Quest.
 
According to some information, yesterday's drivers for NVidia slightly raise the frame rate. I wonder if the helmet will show it? HP Reverb G2….
 
Hello everyone.
I am quite a beginner with VR, and tbh also with ED. i discovered the game 3 weeks ago and it fascinated me so much i bought the X56 Hotas and the REVERB G2 right away.
Now i have finished the Keybindings.
My System is really top spec, i am running a custom waterloop cooled GALAX OC LAB 2080TI at super high clocks. For comparison, i can play Cyberpunk 2077 at RayTracing ULTRA with 3840x1080 with like 90fps ...

Unfortunately, i do not have any knowledge about VR. This is so much different from the stuff i know that i cant figure it out myself.
I wanna get the best out of my Reverb G2 and obtain the best possible image quality at smooth gameplay in VR.
But i do not quite understand the whole settings.
There is SteamVR Resolutions, once global and then the per app multiplier.
Then there is the Motion Smoothing. I already enabled it in WMR and config file (REPROJECTION), but neither do i know what i did nor did i understand what impact each setting has.
Can someone maybe explain for a super dumb VR NEWBIE what all the settings are for?
Maybe someone with a 2080 TI or a 3080 can share his exact settings with me? my GPU should be somewhere around 3080 performance right now.



Maybe
 
The "resolution" settings is supersampling (...or *sub*sampling, if using less than 100% values): It lets you render larger pictures, so that you get more rendered pixels for each pixel on the screens of the HMD - A screen pixel gets something like the average values of all rendered pixels that end up covering its area, after they have been moved to counter-effect the optical distortion caused by the HMD lenses, as well as scaled to the size (in pixels) of the screens.

Supersampling improves the final image, up to a point; When you go over twice both width and height, the downsampler that scales the big rendered frame down to the size of the screens may, in order to save work, start to ignore pixels, instead of including every relevant one in the averaging -- it depends on the quality target of the algorithm used.

Supersampling increases the amount of GPU work needed to produce a frame - twice as many pixels in the rendered frame tends to be roughly twice the work.


The base bitmap size is determined by the screens - generally with a multiplier applied, to get the size one need to render in order to get one rendered pixel for each screen pixel at the centre of the view, where the pixel concentration, as seen through the magnifying lenses, is the highest.

WMR get the resolution from the HMD drivers, and may apply any multiplier of its own, before passing it on to applications, as the resolution it recommends they render -- this includes SteamVR.

SteamVR in turn applies its two multipliers on the resolution that may or may not already have been multiplied by WMR -- they are both applied, so if you have 200% global, and 50% per-app, the two cancel each other out. It recommends this potentially thrice multiplied resolution to its client applications.

The game may then use this resolution as recommended, ignore it completely and substitue its own (infamously the case with many UnrealEngine4 games), or add its own modifiers on top...

Elite Dangerous has two such settings: "HMD Quality", which adds a fourth multiplier to those of WMR and SteamVR, that went before it, and: "Supersampling", which does the same, but crucially downsamples to it's "before" resolution on its own, before it hands the output frame over to SteamVR.

Elite's: "Supersampling" should only be used after the aggregate product of all other multipliers amount to twice the width and height of the base resolution, which corresponds to four times the amount of pixels to render (...which is the scale SteamVR uses: Its 400% is the same as x2.0 elsewhere), for reasons previously mentioned.

-You want as much detail as possible preserved until the last step in the process of bringing it onto your screens, but if that step can not use all rendered pixels, you may as well "bake in" the overshooting detail beforehand, and still benefit from it - that's what ED's "supersampling" effectively does, but your computer is likely to be overloaded long before you reach that point anyway, so it's a bit of a moot point. :7

I'd opine its best to set one's render resolution at the common start and end point in the chain of runtimes, which in your case would be WMR -- it is what will eventually receive the final frames and put them on screen, and leave everything else at 100%/x1.0.


Motion smoothing is one of many terms for a few techniques to produce synthetic filler frames, that are slotted in when your computer can not keep up with the refresh rate of the HMD - every vendor has its own implementations and names for them.

...so if the HMD wants 90 frames per second, but your computer can only render 45, the responsible VR runtime will slot in a synthetic frame every other refresh cycle, where the game failes to produce a proper rendered frame in time.

In this case, I believe we are talking motion vector extrapolation, which does in some ways the same thing as when you compress video: It analyses the last two consecutive frames, and tries to determine how the features represented by each pixel have moved from one frame to the other, and then predicts by dead reconning where they should end up in the next frame.

This tends to produce the same sort of artefacts as you can often see in digital video (...and which I personally find utterly unacceptable in VR, but others find indistinguishable from "real" frames), but does account for the player and things in the scene moving - something of a "six degrees of freedom" solution, if you like.

A simpler alternative, is one where you reuse the last full frame as-is, but pans it left-right/up-down in a way that corresponds with how much you have turned your head since that last frame. This keeps the rotational orientation responsive, and consistent with your looking around, but any motion is halted relative to the last frame, producing something of a "stop motion film" effect.

Hope that helped somewhat, and wasn't too much of a "eyes-glazing-over-y" info dump...


EDIT: If you click the menu button on the SteamVR status window on the desktop, you will find - in the developer sub-menu - an option to open the: "advanced frame timing" window, which shows a running graph of how long it takes to render a frame.
There is a check box you can tick, which will make this graph draw inside your VR environment, attached to one of your hand controllers.

You'll want this "frame time" to be below the refresh interval of the hmd, plus a bit, which for 90Hz is 1/90 rounded up to 12 milliseconds (this is centered vertically in the graph), for smoothest and most accurate results. If it goes over, synthetic frames will be substituted - as per your preferences. (EDIT2: It's your choice, really: You can reduce the graphics quality until your frame times get short enough; Or favour graphics quality and suffer the reduced frame rate, if you find that a more palatable trade-off.)
 
Last edited:
Back
Top Bottom