HP today announced its Reverb G2 headset, bringing with it a wishlist of improvements to the WMR product ecosystem. With leading visual clarity, high quality off-ear headphones, improved tracking, and new controllers, there’s a lot to look forward to. The headset is available for pre-order starting today at $600 and is set to launch this Fall.
HP launched the original Reverb headset back in May, 2019; now just a year later the company is revealing its successor, the Reverb G2.
From the upgrades and improvements, it seems quite clear that HP has been listening carefully to feedback from users of the original Reverb and other WMR headsets at large. Reverb G2 is shaping up to be the next generation of Windows VR headsets.
Four Camera Tracking for the First Time on WMR
Windows VR headsets were the first major headsets out of the gate with inside-out tracking back in 2017. While it was impressive for the time, competitors like Oculus have since launched headsets with four or more tracking cameras which offer a much larger tracking volume.
Reverb G2 is the first WMR headset to move from two-camera tracking to four-camera tracking. HP says that the additional cameras offer “1.4x more movement capture” compared to other Windows VR headsets.
New Controllers, Compatible with All WMR Headsets
Reverb G2 will also be the first Windows VR headset to offer a substantial controller redesign. While Samsung made slightly more ergonomic versions of the original Windows VR controllers for its Odyssey headsets, HP is bringing significant changes to the shape and input layout.
The original WMR controllers had both a thumbstick, trackpad, and one application button on the face. That was accompanied by an analog trigger and a grip button.
The Reverb G2 controllers—which appear unabashedly shaped like Oculus’ Touch controllers—offer a much closer input layout to other modern VR controllers: a thumbstick, two face buttons, an application button, an analog trigger and a grip trigger. There’s also the ‘Windows’ button for core WMR functionality.
What’s more, HP says that the G2 controllers are backwards compatible with other Windows VR headsets, which means that WMR users who are happy with their current headset will have an option to upgrade their controllers. HP says it plans to sell the G2 controllers separately from the headset for this purpose, but that may not happen until sometime after the launch of the headset, and pricing for the controllers alone has not been announced.
Impressive New Display & Optics
In the display department, Reverb G2 technically has the same resolution as the original Reverb (2,160 × 2,160 per-eye), but it’s an all new display which brings some key improvements over the original. HP says it has better contrast, brightness, and lower persistence.
Combined with new lenses—which HP says Valve helped design and calibrate—Reverb G2 has incredible clarity; easily the best among consumer VR headsets. Check out our exclusive hands-on with G2 for more on the headset’s impressive visuals.
Part of why Reverb is leading the pack in clarity is because its displays are not just higher resolution but also smaller than some other headsets, making the pixels per degree higher than if they were spread over a larger field of view. HP says Reverb G2 maintains the same 114-degree field of view as the original Reverb (which we’ve found to be comparable in FOV to Oculus’ headsets).
New Off-ear Headphones, Courtesy Valve
HP makes no secret that it has worked directly with Valve on Reverb G2, and that’s meant adopting Index’s impressive ‘off-ear’ headphones.
The original Reverb headphones gave us nothing to complain about, and were quite a bit better than the default audio in Oculus’ latest generation of headsets. Even so, G2 is bringing upgraded headphones to the table.
HP tells us that these are the exact same amp and drivers that have made Index the audio king among VR headsets. The G2 headphones also adopt the smart ‘off-ear’ mounting approach which we’ve found on Index to be more comfortable and even more immersive than ‘on-ear’ headphones.
Ergonomic Improvements & IPD Adjustment
Also pulling a few pages from Valve’s playbook, Reverb G2 has a redesigned head-mount shape, improved padding, and a magnetically attached face-gasket.
The circle design on the rear of the original Reverb has been eschewed in favor of a wider oval which the company says is better shaped to the head. The new padding is notably thicker and wider, better distributing pressure around the eyes and back of the head.
While G2 is borrowing some ergonomic notes from Index, HP’s new headset will retain the side-strap approach for fitting and tightening the headset rather than a tightening dial which has become popular on recent headsets.
G2 thankfully also adds a physical IPD adjustment which allows users to change the distance between the lenses from 60mm to 68mm. This is an important feature for allowing users to get their eyes aligned with the ‘sweet spot’ of the lens.
The headset’s display housing can also rotate 90 degrees relative to its head-mount. This isn’t the ‘flip-up’ function offered by some other headsets, but it adds more flexibility when putting on the headset.
Reverb G2 also brings a lengthy 19.5 foot (6m) cable which is thinner and lighter than the somewhat bulky tether on the original Reverb. The cable connects to PCs via DisplayPort and USB-C; if the USB-C port can’t provide adequate power, an included power adapter can be connected to the tether. HP also noted that the new cable has been redesigned to eliminate the display issues that plagued early models of the original Reverb.
HP Reverb G2 Price, Pre-order, and Release Date
HP has priced Reverb G2 at $600, the same as the consumer version of the original Reverb. The headset’s release date is planned for Fall 2020.
The company is taking pre-orders for G2 in the United States starting today at HP.com, Steam, and “select channel partners.” The company says pre-orders for other “select countries” are expected to open between mid-June and July.
HP Reverb G2 Specs
- Platform: WMR (with SteamVR compatibility)
- Resolution: 2,160 × 2,160 LCD per-eye @ 90Hz
- Field-of-View: 114°
- Tracking: Inside-out, four cameras
- Weight: 1.21 pounds (0.55kg)
- Cable Length: 19.5 feet (6m)
- Connector: DisplayPort, USB-C, power adapter (optional) [DisplayPort to mini-DisplayPort adapter included]
- Controllers: Removable batteries, 2x AA (included)
PSVR 2: Everything We Know About Sony’s Unannounced Headset
PSVR 2 – it’s the question on everyone’s minds. When will we see Sony’s next headset? What new features will it include? Will it ever actually release?
There’s still a lot to learn about Sony’s future plans for VR in a crucial year for PlayStation itself. As PS5 ramps up for release, we find ourselves endlessly speculating about what VR will look like on the new console. We do know a few things about the possibility of PSVR 2, though, all of which we’ve rounded up for you in one handy article below.
PSVR 2 Will Run On PS5, Which Is Out This Year
This one’s a bit of a no brainer but, just in case you didn’t know; PSVR 2 will be released for PS5. Sony’s next-generation console has now been officially revealed, and it’s coming out this holiday season. Provided it’s not delayed due to the COVID-19 pandemic, we’re just waiting for Sony to tell us more about it; we still don’t know the price or an exact release date. Sony has an official page for the console with more details.
It goes without saying that, if a new PSVR headset is going to be released, it’ll come out on PS5. The headset would need to take advantage of the console’s improved horsepower. PS4 was able to deliver some amazing VR experiences, but it was no secret that it couldn’t measure up to games pushing the limits of the Oculus Rift, HTC Vive and Valve Index. The added processing power of the PS5 should go a long way to improving the PSVR experience. Luckily, it looks like that’s the case…
PS5 Specs Show Promise For PSVR 2
While it’s keeping quiet on many features, Sony did recently release specs for the PS5, promising high-end PC power for console VR. Here’s a chart outlining the specs for the console stacked up against the PS4 and enhanced PS4 Pro, whipped up by our own David Heaney.
Based on these specs, we’re expecting PS5 to be comparable to Nvidia’s RTX 2070 Super in terms of GPU power, and six times more powerful than the standard PS4. That will enable a huge leap forward for console VR games; hopefully no more blurry PSVR ports at the very least. Plus the console boasts an on-board solid-state drive (SSD) that Sony says reduces load times to near-instant. Again, that could have a big impact on crafting believable virtual worlds.
Sony Is Researching Next-Generation Headsets For PSVR 2
Perhaps the most important point to stress here; we know for fact Sony is researching the device that could become PSVR 2. In mid-2019, Sony’s Vice President of R&D, Dominic Mallinson gave a talk outlining what to expect from the next generation of VR headsets.
He outlined devices that boast ‘roughly double’ the pixel count of then-current headsets (PSVR, Rift, Vive) and support for high dynamic range, which brings a wider array of colors to the screen. Plus Mallinson pointed towards a wider, 120 degree field of view to see more of the virtual world, and optional wireless support. There might even be eye-tracking included.
Not to mention that there’s been a steady stream of revealing patents for a potential PSVR 2 over the past few years. We’ve seen fillings for new tracking tech, systems for local multiplayer VR and more. Beyond that, we don’t know exactly what stage Sony is at with developing PSVR 2.
…But PSVR 2 Probably Won’t Be Out This Year
Shortly after his talk, Mallinson stressed that any possible to successor to PSVR probably wouldn’t arrive alongside PS5. ” “There’s no reason for us to coincide it with a new console,” he explained. “From the point of view of the consumer, to be bombarded with many many things — oh, you have to buy this, you have to buy that — is a message that we don’t want to send.”
Given that PS5 is out at the end of the year, that likely means we won’t see PSVR 2 until 2021 at the very earliest. Better dig in; it’s going to be a long wait.
In The Meantime, PS5 Supports PSVR
Not only is PS5 backwards compatible, but we know the console will support the original PSVR, too. That means you’ll be able to play original PSVR games on the headset. We’re also hoping that PSVR developers will be able to update their titles with PS5-specific features, perhaps improving the visuals and performance of existing games, but such support hasn’t been confirmed. Sony says the ‘vast majority’ of PS4 games will work on PS5, so exactly how many PSVR games will work remains to be seen, though the console was revealed with a new HD camera.
DualSense Seems PSVR 2-Ready
In April, Sony gave us a first look at its brand new controller, DualSense. This gamepad iterates on the DualShock 4 with advanced haptic feedback technology and trigger resistance. More intriguing, though, is the moving of the light bar that tracks the controller’s position from the front of the pad to the top. Two thin strips now appear on the sides of the touchpad. This could be a hint that PSVR 2 will have inside-out tracking, with a camera mounted to the headset. That’s all speculation at this point, though.
Expect Some Motion Controller Updates Too
PlayStation Move troubles are one of PSVR’s biggest problems. They don’t have analog sticks and it’s easy to move your arms out of view of the camera unless you have a hugely optimized setup.
Thankfully, we’re expecting this situation to improve on PSVR 2. Lots of Sony patents have suggested the company might be looking into new Move controllers. One specifically mentions some interesting haptic technologies and trigger resistance, the same features being applied in DualSense. Plus a recently-released research video seen above pointed to the controllers having new finger-tracking tech. We’re hopeful to see all these new features come together in the new motion controllers.
Some PS5 Games Seem Primed For PSVR 2
Last month’s gaming showcase for PS5 definitely featured some titles that look primed and ready for VR support. Gran Turismo 7 and Resident Evil Village are good bets considering their previous iterations supported PSVR,
What’s your take on PSVR 2? Are you looking forward to the headset? Let us know in the comments below!
Location-based entertainment: Immerse UK webinar to assess its future
Location-based entertainment has turned from a clear application for immersive tech into a revenue-less market fearing for its future. Immerse UK’s webinar on 3 July will address its future
➨ What? Immersive Commercial Entertainment—Current and Future Business: Immerse UK has assembled a panel of experts to assess the current situation in location-based entertainment and discuss how VR providers can move forward
➨ When? 3 July 2020 @ 12.30pm to 1.30pm GMT
Location-based VR entertainment providers, venues and organisations interested in turning their intellectual property into experiences should tune in to immersive technology network Immerse UK’s webinar on the fate of the sector.
Since the coronavirus (Covid-19) outbreak forced venues and businesses to close earlier this year, location-based entertainment has turned from a clear application for immersive tech into a revenue-less market fearing for its future.
Immerse UK has assembled a panel of experts to assess the current situation and discuss how location-based VR entertainment providers can move forward.
They will also explore practical measures that need to be introduced to ensure social distancing, as well as hygiene standards and best practice.
Panellists include Kevin Williams, of KWP Limited, Joanna Popper of HP, Simon Reveley of Figment Productions, Leif Petersen of Hologate, and Steve Tagger of nDreams, so the webinar will not be short of expertise and experience. Make sure you tune in on 3 July.
Tipping point for location-based entertainment
As far as VR is concerned, the future of location-based entertainment feels like it is at a tipping point.
Customers fearful of Covid-19 may think twice before returning to their favourite venue, while social distancing measures such as staying more than 1m apart may prove too impractical or costly to implement.
The approaches being taken by providers show both careful consideration and innovation in the face of uncertainty.
Global provider Zero Latency VR is looking ahead to 2021, when the pandemic may well be behind us, through a new partnership with Ubisoft to create a brand new free-roaming VR gaming experience.
In the meantime, Zero Latency is installing its free-roam VR systems in venues around the world remotely, from its headquarters in Australia.
New clients are now able to unpack and install their systems, as well as train their staff in its proper operation, all under the guidance of the Zero Latency VR Team via online collaboration tools, an extensive training library and regularly scheduled video calls.
The first venue to install this was Rancho Cucamonga in the US.
US-based Spaces, meanwhile, moved quickly earlier this year and developed a VR video conferencing tool to replace its lost revenue stream.
VRstudios has a large operation in North America, most notably through a partnership with Dave & Buster’s. It is very much working on getting back to normal as soon as it is safe to do so, and is taking a number of measured steps.
Chief executive officer and chairman Kevin Vitale wrote earlier this month that VRstudios is developing solutions that will help the recovery, including a body of resources and guidelines that will inform how to open safely.
A big focus for VRstudios is customer trust. To that end, Vitale said the provider is adding procedural checklists inside the operator panel of its Attraction Management Platform (AMP) that the attraction attendant uses to get players started and launch a VR experience.
He explained: “For example, it can be set so that attraction won’t start until the attendant physically verifies the cleaning status of the equipment between each play. We continue to develop features for automation and integration with hygiene equipment reporting their status or triggering certain operations through AMP.”
VRstudios has also partnered with Cleanbox on headset hygiene and an upcoming best practice guide.
Vitale went on to promise the release of new products and updates that amplify real-world sports and competitive experiences in VR, as well as increased player engagement and profile management, expanded VR platform support, and new system configurations that are flexible and manageable with current hygiene and social distancing guidelines in mind.
DO YOU HAVE AN IMMERSIVE TECH-FOCUSED THAT YOU WANT TO TELL ENTERPRISE LEADERS ABOUT? IS THERE AN EVENT OUTSIDE OF IMMERSIVE TECH THAT DEVELOPERS WOULD BENEFIT FROM ATTENDING? LET US KNOW VIA EDITOR@VRWORLDTECH.COM AND WE’LL CONSIDER IT FOR PROS+CONS
Main image: Canva
Cutting Hair Using Quest Hand Tracking Looks Impressive With PC Power
He used Unity on PC combined with Quest’s hand tracking for a test that might make Rift S owners out there shake their fists in rage. That’s because he was able to use the HairStudio Unity asset to simulate a full(ish) head of hair with the power of a PC and combine that with Oculus Quest’s hand tracking in the Unity editor.
You can see the results here:
Oculus Quest’s hand tracking is severely limited but it also points the way to Facebook’s future plans. To improve tracking, future headsets might sample their surroundings at faster rates, or carry on-board infrared illumination to better see your hands. A recent test conducted with one of Beauchamp’s experiments and three American Sign Language signers made clear how limited the current implementation is, but a Facebook representative nonetheless said the use case is an area “worth exploring.”
In the case of Beauchamp’s scissors test, the most intriguing bit is in the slight haptic feedback he receives from pressing his fingers against one another. This sensation is part of the reason Facebook uses a specific pinch gesture to universally access the menu with an Oculus Quest. A very similar gesture is used for the small simulated clippers he’s got in his fingers, so as he cuts the virtual hair, his fingers press against one another to provide their own subtle sense of resistance similar to what would be felt during real-life hair cutting.
“You know that feeling when you used a VR bow for the first time…like ‘wow, the haptics feel like I’m pulling back a string,’ ” Beauchamp wrote in a direct message. “The tactile feedback combined with audio makes for a really convincing effect.”
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