HP Reverb G1
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HP Reverb G1 | |
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Basic Info | |
VR/AR | Virtual Reality |
Type | Head-mounted display |
Subtype | Discrete HMD |
Platform | Windows Mixed Reality, SteamVR |
Creator | HP Inc. |
Developer | HP Inc. |
Manufacturer | HP Inc. |
Announcement Date | March 2019[1] |
Release Date | May/June 2019[2][3] |
Price | $599 (Consumer), $649 (Professional Edition) at launch[1][4] |
Website | Official Website (Archived/Product Page Link) |
Versions | Consumer Edition, Professional Edition[1][5] |
Requires | PC running Windows 10 (October 2018 Update or later)[6][7] |
Predecessor | HP Windows Mixed Reality Headset (VR1000)[5] |
Successor | HP Reverb G2[8] |
System | |
Operating System | Windows 10[6][7] |
Chipset | N/A (Requires PC) |
CPU | N/A (Requires PC) |
GPU | N/A (Requires PC) |
HPU | N/A |
Storage | |
Storage | N/A (Requires PC) |
Memory | N/A (Requires PC) |
SD Card Slot | N/A |
Display | |
Display | Dual LCD 2.89 diagonal with Pulse Backlight technology[6] |
Subpixel Layout | RGB stripe (presumed, typical for high-clarity LCDs)[1] |
Peak Brightness | Not specified |
Resolution | 2160 x 2160 pixels per eye (4320 x 2160 total)[6][7][9][10] |
Pixel Density | High (Exact PPI not specified, but a key selling point)[2] |
Refresh Rate | 90 Hz (recommended), 60 Hz optional[6][7][2] |
Persistence | Low Persistence (characteristic of LCDs with pulse backlight)[6] |
Precision | Sub-millimeter (typical for WMR tracking) |
Image | |
Field of View | ~114 degrees diagonal (advertised)[6][7][9] Measured examples: 94° horizontal / 106° vertical[11], 94° horizontal / 126° vertical[12] |
Horizontal FoV | ~94°[11][12] |
Vertical FoV | ~106°-126°[11][12] |
Visible FoV | ~114° diagonal claimed[6] |
Rendered FoV | Dependent on application and SteamVR settings |
Binocular Overlap | Not specified |
Average Pixel Density | Very high due to resolution |
Peak Pixel Density | Very high in the center of view |
Foveated Rendering | No |
Optics | |
Optics | Fresnel lenses (Fresnel-Aspherical)[6][4] |
Ocularity | Binocular |
IPD Range | Software adjustment only, ~63mm +/- 8mm range specified (Approx. 55-71mm)[6][2] |
Adjustable Diopter | No |
Passthrough | Yes, via tracking cameras (low resolution, likely monochrome)[3] |
Tracking | |
Tracking | Inside-out tracking, Windows Mixed Reality platform, 6DoF (Six Degrees of Freedom)[6][7][13] |
Tracking Frequency | Likely 60 Hz (Standard for WMR cameras) |
Base Stations | N/A (Uses inside-out tracking)[6] |
Eye Tracking | No |
Face Tracking | No |
Hand Tracking | Via controllers only[7] |
Body Tracking | No (Requires additional accessories) |
Rotational Tracking | Yes, via internal IMU (gyroscope, accelerometer)[6] |
Positional Tracking | Yes, via 2 front-facing cameras[6][1] |
Update Rate | IMU likely high (e.g. 1000 Hz), Positional tracking via cameras lower (e.g. 60 Hz) |
Tracking Volume | Limited by camera field of view, especially vertically and behind the user[1][13] |
Play Space | Room-scale supported (Min: 2m x 1.5m, Max: 5m x 5m recommended), Standing/Seated (No minimum)[6] |
Latency | Not specified (typical target <20ms motion-to-photon) |
Audio | |
Audio | Integrated over-ear spatial audio headphones (detachable)[1][10] |
Microphone | Yes, dual microphones[10][3] |
3.5mm Audio Jack | Yes[6] |
Camera | 2 front-facing grayscale cameras for tracking[6][1] |
Connectivity | |
Connectivity | DisplayPort 1.3, USB 3.0 Type-A[6] |
Ports | Combined DisplayPort 1.3 / USB 3.0 cable connection to headset, 3.5mm audio jack[6] |
Wired Video | Yes, via DisplayPort 1.3[6] |
Wireless Video | No (Requires third-party accessories) |
WiFi | N/A |
Bluetooth | Yes, built into headset for controller pairing[6][1] |
Power | Via PC connection (USB 3.0 + DisplayPort). May require additional power depending on PC port output. |
Battery Capacity | N/A (Headset is powered by PC) |
Battery Life | N/A |
Charge Time | N/A |
Device | |
Dimensions | Approx. 75 x 186 x 84 mm (HMD only, excluding strap)[8] Amazon listing: 44 x 48 x 17 cm (Package?)[9] |
Weight | ~498g / 1.1 lbs (without cable)[9][3][14] |
Material | Plastic |
Headstrap | Fabric strap system (similar to Oculus Rift CV1), adjustable velcro[14] |
Haptics | No (in headset), Yes (in controllers)[15] |
Color | Black/Grey[9] |
Sensors | IMU (Gyroscope, Accelerometer), 2x Tracking Cameras[6] |
Input | Windows Mixed Reality motion controllers (2 included), requires 2x AA batteries per controller[6][7] |
Compliance | SteamVR, Windows Mixed Reality[6][7] |
Size | N/A |
Cable Length | 4 meters (Standard/Consumer), Pro edition included both 4m and 0.6m cables[6][7][9][10][16][2] |
HP Reverb G1 is a Virtual Reality head-mounted display (HMD) developed and manufactured by HP Inc..[6] Announced in March 2019[1] and released around May-June 2019[2][3], it was part of the second generation of Windows Mixed Reality (WMR) headsets.[1] The Reverb G1 was notable for its high display resolution, significantly exceeding that of many contemporary VR headsets at the time of its release.[4][17] It was targeted towards both professional/enterprise users and VR enthusiasts, particularly those interested in simulation applications where visual clarity is paramount.[6][13][2][5]
History
The HP Reverb G1, initially teased under the codename "Copper," was officially unveiled at GDC 2019 in March.[1] It succeeded HP's first WMR headset, the HP Windows Mixed Reality Headset (VR1000).[5] The Reverb G1 aimed to address a key demand in the VR market, especially in professional sectors like engineering, design, architecture, healthcare, and training, for higher visual fidelity to allow for clearer visualization of detailed models, text, and environments.[6][5][14] It launched with two versions: a Consumer Edition priced at $599 and a Professional Edition at $649.[1][4] The primary differences were the inclusion of an additional short (0.6m) cable for VR backpack use and an easy-to-clean pleather face cushion on the Professional Edition, compared to a washable fabric cushion on the Consumer version.[1][2][5][14] The Reverb G1 was later succeeded by the HP Reverb G2 in late 2020, which maintained the high resolution while incorporating improvements based on feedback from the G1, such as redesigned controllers, improved tracking, and updated lenses designed in collaboration with Valve.[8][18][19]
Hardware
Display and Optics
The standout feature of the Reverb G1 was its display system. It utilized two 2.89-inch LCD panels, each with a resolution of 2160 x 2160 pixels, providing a combined resolution of 4320 x 2160.[6][7][9][10] This resolution was significantly higher than competitors like the HTC Vive Pro or Oculus Quest at the time, resulting in a very sharp image with a greatly reduced screen door effect (SDE).[4][20][17] The panels operated at a native refresh rate of 90 Hz, although a 60 Hz mode was available for systems unable to consistently drive the high resolution at the full rate.[6][7][2] The displays were reported to use an RGB subpixel arrangement, contributing to image clarity, particularly for text.[1] Fresnel lenses were used for the optics, providing an advertised field of view (FoV) of approximately 114 degrees diagonally.[6][9][4] However, user measurements suggested the effective horizontal FoV might be closer to 94 degrees, with vertical FoV measurements varying between sources (around 106-126 degrees).[11][12] A significant limitation was the lack of physical IPD (interpupillary distance) adjustment; IPD could only be adjusted via software within a specified range (approx. 55-71mm).[6][2]
Tracking
The Reverb G1 employed the standard Windows Mixed Reality inside-out tracking system.[6][1][13] It featured two front-facing visible light cameras on the headset that tracked the user's position in the room relative to the environment, enabling 6DoF (Six Degrees of Freedom) movement without external sensors or base stations.[6][1][20] Rotational tracking (head orientation) was handled by internal IMUs (gyroscope and accelerometer).[6] The controllers were also tracked by these headset cameras.[1] While convenient, the two-camera system had limitations compared to systems with more cameras (like the Oculus Rift S or later Reverb G2) or external tracking (like SteamVR base stations).[1][4] The tracking volume was primarily in front of the user, and controllers could lose tracking if held too close to the body, behind the back, or during fast movements outside the cameras' view.[1][13][4] Tracking performance was generally considered adequate for seated or standing experiences but could be less reliable for demanding room-scale games with extensive or rapid arm movements.[13][4][2] Performance was also dependent on good room lighting and distinct environmental features for the cameras to track effectively.[13]
Audio
The headset included integrated over-ear headphones that provided spatial audio.[1][10] These headphones were similar in design to those on the original Oculus Rift CV1, could be adjusted or flipped up, and were detachable via a 3.5mm audio jack, allowing users to connect their own headphones if preferred.[6][1] Dual microphones were also built into the headset for voice input and communication.[10][3]
Comfort and Design
The Reverb G1 featured a design reminiscent of the Oculus Rift CV1, utilizing a fabric strap system with adjustable velcro side and top straps.[14] It weighed approximately 498g (1.1 lbs) without the cable, making it relatively lightweight.[9][3][14] Comfort was generally considered decent, though the Professional Edition's leatherette face cushion was noted for easier cleaning.[1][5][14] Some users reported the headset could feel warm during use.[2] The cable, while detachable at the headset via a proprietary connector[2], was noted by some reviewers as being somewhat thick and heavy, potentially impacting comfort during room-scale play.[1][2][3]
Controllers
The Reverb G1 shipped with standard Windows Mixed Reality motion controllers.[7][1] These controllers feature a thumbstick, touchpad, menu button, Windows button, grip button, and trigger.[6][1] Unlike earlier WMR headsets that required a separate Bluetooth dongle plugged into the PC, the Reverb G1 had Bluetooth integrated directly into the headset for controller pairing.[6][1] However, the WMR controllers were often criticized for their ergonomics compared to Oculus Touch controllers and for lacking dedicated ABXY face buttons, which could complicate playing some games (especially those accessed via compatibility layers like Revive).[1][11][2][3][20][17] The tracking quality of the controllers was tied to the headset's two-camera system and shared its limitations.[4][3]
Software and Platform
The HP Reverb G1 operated natively on the Windows Mixed Reality platform, requiring Windows 10 (specifically the October 2018 update or later recommended).[6][7] It was also compatible with SteamVR through the official Windows Mixed Reality for SteamVR plugin, granting access to a vast library of VR content.[6][7][21] Compatibility with Oculus Store titles was possible using third-party software like Revive, though button mapping limitations could sometimes cause issues.[1] Due to its high resolution, the Reverb G1 demanded a powerful PC; recommended specifications often included an Intel Core i7 processor, 16GB of RAM, and a high-end graphics card like an NVIDIA GeForce GTX 1080 or AMD Radeon Pro WX 8200 or better to run experiences smoothly at the native 90 Hz refresh rate.[7][1][2][14]
Reception
The HP Reverb G1 received praise primarily for its outstanding visual clarity due to the high-resolution displays, which significantly reduced the screen door effect and made text and fine details much sharper than most contemporary headsets.[4][3][17][14] This made it particularly appealing for simulation enthusiasts (flight sims, racing sims) and professional use cases where detail was critical.[13][2][5][14]
Criticism often centered on the limitations of the two-camera inside-out tracking system, particularly regarding controller tracking volume and robustness compared to competitors.[1][4][2][3] The WMR controllers themselves were frequently cited as less ergonomic than alternatives like Oculus Touch.[1][3][17] The software-only IPD adjustment was another drawback for users outside the optimal range.[2] Some reviewers also noted the headset cable's bulkiness[2][3] and the demanding PC hardware requirements needed to fully utilize the high resolution.[1][2][14] Overall, it was seen as a strong contender for specific use cases valuing visual fidelity above all else, but potentially compromised for general-purpose room-scale gaming compared to headsets with better tracking and controllers.[4][2][17]
References
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.30 1.31 1.32 "HP Reverb - Everything you NEED to know". Virtual Reality Oasis (YouTube). 2019-03-26. https://www.youtube.com/watch?v=kL7QVpIYxXA.
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 2.21 "HP Reverb Pro - The Best VR Headset for Seated Gaming". CMDR Exigeous (YouTube). 2019-05-31. https://www.youtube.com/watch?v=DDhanYF7YsA.
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 "HP Reverb Virtual Reality Headset - Professional Edition". https://www.amazon.com/HP-Reverb-Virtual-Reality-Headset-Professional/dp/B07WCX76C7.
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 "HP Reverb VR Headset review". 2019-07-18. https://www.techradar.com/reviews/hp-reverb-vr-headset.
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 "HP's VR Headset Reverb Brings Stronger Enterprise Potential at a Consumer Price Point". 2019-05-07. https://www.moorinsightsstrategy.com/hp-reverb-enterprise-potential-consumer-price/.
- ↑ 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 6.12 6.13 6.14 6.15 6.16 6.17 6.18 6.19 6.20 6.21 6.22 6.23 6.24 6.25 6.26 6.27 6.28 6.29 6.30 6.31 6.32 6.33 6.34 6.35 6.36 6.37 6.38 6.39 "QuickSpecs: HP Reverb Virtual Reality Headset - Professional Edition". HP Inc.. 2019-10-08. https://h20195.www2.hp.com/v2/getpdf.aspx/c06227520.pdf.
- ↑ 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 7.13 7.14 7.15 "HP Reverb G1". 2020-07-18. https://boxthislap.org/hp-reverb-g1/.
- ↑ 8.0 8.1 8.2 "HP Reverb G2". https://vr-compare.com/headset/hp-reverb-g2.
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 "HP Reverb G1 Virtual Reality Headset Professional Edition". https://www.amazon.co.uk/HP-Reverb-Virtual-Reality-Headset/dp/B07SSXVD1Q.
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 "HP Reverb G1 Virtual Reality Headset Professional Edition". https://microless.com/product/hp-reverb-g1-virtual-reality-headset-professional-edition-2160-x-2160-resolution-per-eye-with-114-field-of-view-and-integrated-special-audio-highest-resolution-headset-in-the-market-6kp43ea/.
- ↑ 11.0 11.1 11.2 11.3 11.4 "FOV Comparison: HP Reverb G2 MEASURED and compared to all other VR headsets on the market". 2020-08-03. https://www.reddit.com/r/HPReverb/comments/i2z5ed/fov_comparison_hp_reverb_g2_measured_and/.
- ↑ 12.0 12.1 12.2 12.3 "COMPLETE FOV COMPARISON - HP Reverb G2 vs. Rift S vs Index vs Pimax vs StarVR One! (Incl. CV1&Vive)". MRTV - Mixed Reality TV (YouTube). 2020-08-06. https://www.youtube.com/watch?v=fvkUtY8ifDs.
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 "Improving Tracking on the HP Reverb G1/ G2". https://gamersbynight.com/improving-tracking-on-the-hp-reverb/.
- ↑ 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 "HP Reverb Pro Edition Review". 2019-07-18. https://develop3d.com/workstations/hp-reverb-pro-edition-review/.
- ↑ "Our Take: HP Reverb G1 v G2 v Quest 2". 2020-11-21. https://www.reddit.com/r/HPReverb/comments/jygfki/our_take_hp_reverb_g1_v_g2_v_quest_2/.
- ↑ "Power Cable For HP Reverb G1 VR Glasses (4M )". https://www.aliexpress.com/item/1005006510045011.html.
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 "HP Reverb Review". 2019-05-22. https://www.pcmag.com/reviews/hp-reverb.
- ↑ "Virtual and Augmented Reality Headsets in Game Development Education". JAMK University of Applied Sciences. https://www.theseus.fi/bitstream/handle/10024/504508/Thesis%20-%20Ville%20Manninen.pdf.
- ↑ "HP Reverb G2 Review. FOV - Resolution & Specs". 2020-07-22. https://www.vrone.co.uk/hp-reverb-g2.
- ↑ 20.0 20.1 20.2 "Testing & Benchmarking the HP Reverb G2 vs. the HP G1 and HTC Vive Pro". 2021-02-05. https://babeltechreviews.com/testing-benchmarking-the-hp-reverb-g2-vs-the-hp-g1-and-htc-vive-pro/.
- ↑ "Top interesting VR apps and tools / VR headsets". https://servreality.com/blog/top-interesting-vr-apps-and-tools-vr-headsets/.