HP Reverb G1
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 | Template:Start date |
Release Date | Late April 2019 (Professional Edition) / Template:Start date (Consumer Edition) |
Price | US$599 (Consumer), US$649 (Professional Edition) at launch |
Website | Official Website (Archived/Product Page Link) |
Versions | Consumer Edition, Professional Edition |
Requires | PC running Windows 10 (October 2018 Update or later, WMR Ultra spec recommended) |
Predecessor | HP Windows Mixed Reality Headset (VR1000) |
Successor | HP Reverb G2 |
System | |
Operating System | Windows 10 |
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 |
Subpixel Layout | RGB stripe |
Peak Brightness | Not specified |
Resolution | 2160 x 2160 pixels per eye (4320 x 2160 total) |
Pixel Density | ≈1057 PPI (calculated) |
Refresh Rate | 90 Hz (recommended), 60 Hz optional |
Persistence | Low Persistence (characteristic of LCDs with pulse backlight) |
Precision | Sub-millimeter (typical for WMR tracking) |
Image | |
Field of View | ≈114° diagonal (advertised). Independent reviews measured ≈98° horizontal. |
Horizontal FoV | ≈98° (measured) |
Vertical FoV | Varies by measurement (See #Display and Optics) |
Visible FoV | ≈114° diagonal claimed |
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) |
Ocularity | Binocular |
IPD Range | Software adjustment only, 55–71 mm (63 mm fixed hardware ± 8 mm software) |
Adjustable Diopter | No |
Passthrough | Yes, via tracking cameras (low resolution, monochrome, "Mixed Reality Flashlight" feature) |
Tracking | |
Tracking | Inside-out tracking, Windows Mixed Reality platform, 6DoF (Six Degrees of Freedom) via 2 cameras + 9-axis IMU fusion |
Tracking Frequency | Likely 60 Hz (Standard for WMR cameras tracking controllers/position) |
Base Stations | N/A (Uses inside-out tracking) |
Eye Tracking | No |
Face Tracking | No |
Hand Tracking | Via controllers only |
Body Tracking | No (Requires additional accessories) |
Rotational Tracking | Yes, via internal 9-axis IMU (gyroscope, accelerometer, magnetometer) |
Positional Tracking | Yes, via 2 front-facing cameras |
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 |
Play Space | Room-scale supported (Min: 2m x 1.5m, Max: 5m x 5m recommended), Standing/Seated (No minimum) |
Latency | Not specified (typical target <20ms motion-to-photon) |
Audio | |
Audio | Integrated off-ear spatial audio headphones (detachable, design inspired by Valve) |
Microphone | Yes, dual noise-cancelling array |
3.5mm Audio Jack | Yes |
Camera | 2× mono tracking cameras |
Connectivity | |
Connectivity | DisplayPort 1.3, USB 3.0 Type-A |
Ports | Inline 2-in-1 cable connection to headset, 3.5mm audio jack |
Wired Video | Yes, via DisplayPort 1.3 |
Wireless Video | No (Requires third-party accessories) |
WiFi | N/A |
Bluetooth | Yes, built into headset (Bluetooth 4.0) for controller pairing |
Power | Via PC connection (USB 3.0 + DisplayPort). |
Battery Capacity | N/A (Headset is powered by PC) |
Battery Life | N/A |
Charge Time | N/A |
Device | |
Dimensions | 55 x 177 x 84 mm (HMD only, without straps) |
Weight | Starting at 433g (0.95 lbs) (bare HMD without cable or straps) / ~498g (1.1 lbs) reported (without cable, per reviews) |
Material | Plastic, fabric face cushion (Consumer), pleather face cushion (Professional) |
Headstrap | Fabric strap system (similar to Oculus Rift CV1), adjustable velcro |
Haptics | No (in headset), Yes (in controllers) |
Color | Black/Grey |
Sensors | 9-axis IMU (Gyroscope, Accelerometer, Magnetometer), 2x Tracking Cameras |
Input | Windows Mixed Reality motion controllers (2 included), requires 2x AA batteries per controller |
Compliance | SteamVR, Windows Mixed Reality |
Size | N/A |
Cable Length | 4 meters (Standard/Consumer), Pro edition included both 4m and 0.6m cables (for backpack PCs) |
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The HP Reverb G1 (marketed simply as HP Reverb at launch[1]) is a Virtual Reality head-mounted display (HMD) developed and manufactured by HP Inc..[2] Announced on March 19, 2019[3] and released shortly after in April/May 2019[4], it was part of the second wave of Windows Mixed Reality (WMR) headsets.[5] The Reverb G1 gained significant attention for its high display resolution—2160 x 2160 pixels per eye—which surpassed nearly all consumer and professional headsets available at the time, including the HTC Vive Pro, offering exceptional visual clarity and significantly reducing the screen door effect.[6][7][8] It was targeted towards both professional/enterprise users (particularly in design, training, and simulation) and VR enthusiasts demanding the highest fidelity.[2][9][10][11]
History
HP unveiled the Reverb at its Reinvent Partner Forum on March 19, 2019,[3] positioning it as a successor to their first WMR device, the HP Windows Mixed Reality Headset (VR1000).[11] The Reverb aimed to meet a growing demand, especially in professional fields like architecture, engineering, healthcare, and training, for higher visual fidelity to enable clearer visualization of intricate models, text, and detailed virtual environments.[2][11][12] Pre-orders opened immediately for two versions: a Consumer Edition ($599) and a Professional Edition ($649).[3][13][6] The Professional Edition began shipping in late April 2019, with the Consumer Edition following on May 6, 2019.[4] The primary differences between editions were the inclusion of an additional short (0.6m) cable suitable for VR backpack PCs and an easy-to-clean pleather face cushion with the Professional Edition, versus a washable fabric cushion on the Consumer version.[5][10][11][12] Initial demand exceeded supply, and HP briefly paused shipments to address reports of minor panel uniformity issues in early batches.[14] The Reverb G1 was ultimately succeeded by the HP Reverb G2 in late 2020, which built upon the G1's strengths while addressing key criticisms.[15][16][17]
Hardware
Display and Optics
The defining feature of the Reverb G1 was its state-of-the-art display system. It employed dual 2.89-inch LCD panels featuring Pulse Backlight technology, each boasting a native resolution of 2160 x 2160 pixels.[2] This resulted in a combined resolution of 4320 x 2160, delivering approximately 9.3 million pixels—nearly double the pixel count of contemporary headsets like the HTC Vive Pro (1440 x 1600 per eye).[8] The panels utilized an RGB stripe subpixel arrangement, enhancing clarity and further reducing the screen door effect (SDE), making text particularly sharp.[3][5] The calculated pixel density was approximately 1057 PPI.[4] The displays operated at a native refresh rate of 90 Hz, with an optional 60 Hz mode for less powerful systems.[2][18][10]
Fresnel lenses (specifically Fresnel-Aspherical) were used for the optics.[2][6] HP advertised a field of view (FoV) of approximately 114 degrees diagonally.[2][19] However, independent measurements often reported a lower effective horizontal FoV, typically around 98 degrees.[20][21] A notable drawback was the lack of hardware IPD (interpupillary distance) adjustment. The lenses were fixed at approximately 63mm, with only software adjustment available to compensate within a range of 55-71mm.[2][10]
Tracking
The Reverb G1 utilized the standard Windows Mixed Reality inside-out tracking architecture.[2][5][9] This system relies on two front-facing monochrome cameras on the headset combined with data from a 9-axis IMU (incorporating a gyroscope, accelerometer, and magnetometer) to determine the headset's position and orientation in 3D space with 6DoF (Six Degrees of Freedom).[2][22] This eliminated the need for external sensors or base stations, simplifying setup.[8] The same headset cameras tracked the included motion controllers.[5]
While convenient, the two-camera setup had inherent limitations compared to systems with four cameras (like the later Reverb G2 or Oculus Rift S) or external tracking (like SteamVR base stations).[5][6] The tracking volume was primarily limited to the area in front of the user, and controllers could lose tracking if held too close to the headset, behind the user's back, or moved too rapidly outside the cameras' line of sight.[5][9][6] Tracking performance was generally considered sufficient for seated or standing experiences and moderate room-scale games, but could struggle with very fast or wide-reaching movements.[9][6][10] Reliable tracking depended on adequate room lighting and sufficient visual features in the environment.[9]
Audio
The headset featured integrated off-ear headphones providing spatial audio, using a "floating" driver design inspired by Valve's work on the Valve Index.[5][23][24] These speakers could be adjusted, swiveled up, or completely detached via a single screw.[24][4] A standard 3.5mm audio jack allowed users to connect their preferred headphones or earbuds.[2][4] A dual microphone array with noise-cancelling capabilities was also built into the headset for voice input and communication.[23][25][3]
Comfort and Design
The Reverb G1's physical design resembled the original Oculus Rift CV1, employing a fabric strap system with adjustable velcro side straps and a top strap for fitting.[12] It was relatively lightweight, with HP's official specification listing a starting weight of 433g (0.95 lbs) for the bare HMD,[2] while many reviews reported a weight around 498g (1.1 lbs) without the cable.[19][25][12] Comfort was generally regarded as good, suitable for extended sessions often required in professional applications.[3] The Professional Edition included a wipeable pleather face cushion for easier cleaning in multi-user environments, compared to the Consumer Edition's washable fabric cushion.[11][12] The 4-meter 2-in-1 cable connecting to the PC carried DisplayPort 1.3, USB 3.0, and power; it was sometimes criticized for being somewhat thick and heavy.[5][10][25] The Professional Edition also included a shorter 0.6m cable for use with backpack PCs.[2]
Controllers
The Reverb G1 shipped with the standard Windows Mixed Reality motion controllers.[18][5] Each controller includes a thumbstick, a clickable trackpad, menu button, Windows button, grip button, and trigger.[2][5] A key improvement over earlier WMR headsets was the integration of Bluetooth (version 4.0) directly into the headset itself for controller pairing, eliminating the need for a separate USB dongle on the PC and simplifying setup, particularly for enterprise deployments.[2][3][5][8] Despite this convenience, the WMR controllers were frequently criticized for their ergonomics compared to competitors like Oculus Touch controllers, and for their tracking limitations tied to the headset's two-camera system.[5][26][10][25][22][7][6]
Software and Platform
The HP Reverb G1 operates natively within the Windows Mixed Reality environment, requiring a PC running Windows 10 (specifically the October 2018 update or newer).[2][18] HP recommended meeting or exceeding the "Windows Mixed Reality Ultra" PC hardware specifications for the best experience.[2] The headset is officially compatible with SteamVR via the "Windows Mixed Reality for SteamVR" software bridge provided by Microsoft, granting access to a vast library of VR games and applications, including demanding titles like Half-Life: Alyx.[2][18][27][28] Accessing content from the Oculus Store was possible through third-party compatibility layers like Revive, although controller mapping could sometimes present challenges.[5]
Due to its extremely high resolution, the Reverb G1 was very demanding on PC hardware. Driving the displays at their native 2160x2160 per eye resolution and 90 Hz refresh rate required a powerful graphics card; recommendations typically started with an NVIDIA GeForce GTX 1080, RTX 2060 Super / RTX 2070, or AMD Radeon RX 5700 XT / Radeon Pro WX 8200 or better, paired with a capable CPU (like an Intel Core i7) and ample RAM (16GB recommended).[18][5][10][12][22]
Reception
The HP Reverb G1 was widely praised upon release for its groundbreaking visual clarity.[6][25][7][12] The high resolution significantly minimized the screen door effect, making text legible and fine details exceptionally sharp compared to other headsets on the market. Road to VR described it as having "the most detailed image available in a consumer HMD to date".[20] This made it an immediate favorite for simulation genres (flight simulators, racing simulators) and professional applications where visual fidelity was paramount.[9][10][11][12][8] The lightweight design and comfortable ergonomics, including the off-ear audio solution, were also generally well-received.[3][24]
However, the headset also faced criticism. The primary drawbacks cited were the limitations of the two-camera inside-out tracking system, especially concerning the controller tracking volume and robustness during fast movements, compared to four-camera WMR headsets or external tracking systems.[5][6][10][25][21] The bundled WMR controllers were frequently described as less ergonomic and immersive than competitors' offerings.[5][25][7] The lack of physical IPD adjustment was a significant disadvantage for users whose interpupillary distance fell outside the optimal range accommodated by software adjustments.[10] The thick connection cable[10][25] and the substantial PC hardware required to power the high-resolution displays were other points of concern.[5][10][12] Initial launch difficulties involving stock shortages and minor display uniformity issues also affected early perception.[14]
Overall, the Reverb G1 was considered a strong, albeit specialized, contender in the VR market. It excelled in applications prioritizing visual sharpness above all else but was seen as potentially compromised for action-heavy, room-scale gaming compared to headsets with more robust tracking and controller solutions.[6][10][7]
Legacy
The HP Reverb G1 marked a significant step forward in display resolution for consumer and prosumer VR headsets, setting a new benchmark for visual clarity that influenced subsequent designs across the industry. Feedback gathered from G1 users directly informed the development of its successor, the HP Reverb G2. Co-developed with Valve and Microsoft, the G2 aimed to retain the G1's class-leading resolution while addressing its main weaknesses by incorporating improved lenses designed by Valve, a four-camera tracking system for better coverage, redesigned ergonomics, physical IPD adjustment, and updated controllers.[21][17]
See Also
- HP Inc.
- HP Reverb G2
- Windows Mixed Reality
- List of virtual reality headsets
- SteamVR
- Inside-out tracking
- Comparison of virtual reality headsets
References
- ↑ Nick Statt (2019-03-19). "HP’s new Reverb VR headset sports super high resolutions and a $599 price tag". https://www.theverge.com/2019/3/19/18272268/hp-reverb-vr-headset-announced-price-specs-release-date-windows-mixed-reality.
- ↑ 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 Cite error: Invalid
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- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 "HP Unveils Cutting-Edge Virtual Reality Headset at Global Partner Conference". HP Inc. Press Center. 2019-03-19. https://press.hp.com/us/en/press-releases/2019/hp-unveils-cutting-edge-virtual-reality-headset-at-reinvent.html.
- ↑ 4.0 4.1 4.2 4.3 4.4 Ben Lang (2019-05-02). "HP’s High-res ‘Reverb’ Headset to Launch May 6th Starting at $600". https://www.roadtovr.com/hp-reverb-release-date-price-pre-order-shipping/.
- ↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 5.15 5.16 5.17 "HP Reverb - Everything you NEED to know". Virtual Reality Oasis (YouTube). 2019-03-26. https://www.youtube.com/watch?v=kL7QVpIYxXA.
- ↑ 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 "HP Reverb VR Headset review". 2019-07-18. https://www.techradar.com/reviews/hp-reverb-vr-headset.
- ↑ 7.0 7.1 7.2 7.3 7.4 "HP Reverb Review". 2019-05-22. https://www.pcmag.com/reviews/hp-reverb.
- ↑ 8.0 8.1 8.2 8.3 8.4 Gordon Mah Ung (2019-05-09). "HP's high-res Reverb VR headset blows the screen-door effect off its hinges". https://www.pcworld.com/article/395239/hps-high-res-reverb-vr-headset-blows-the-screen-door-effect-off-its-hinges.html.
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 "Improving Tracking on the HP Reverb G1/ G2". https://gamersbynight.com/improving-tracking-on-the-hp-reverb/.
- ↑ 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 10.11 10.12 10.13 "HP Reverb Pro - The Best VR Headset for Seated Gaming". CMDR Exigeous (YouTube). 2019-05-31. https://www.youtube.com/watch?v=DDhanYF7YsA.
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 "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/.
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 12.8 "HP Reverb Pro Edition Review". 2019-07-18. https://develop3d.com/workstations/hp-reverb-pro-edition-review/.
- ↑ David Heaney (2019-03-19). "HP Reverb Is An Impressively Comfortable 4K VR Headset For $599". https://uploadvr.com/hp-reverb-4k-vr-headset/.
- ↑ 14.0 14.1 Scott Hayden (2019-07-30). "HP Reverb Still ‘Sold Out’ as Reports of Display Issues Continue". https://www.roadtovr.com/hp-reverb-sold-out-stock-display-issues/.
- ↑ "HP Reverb G2". https://vr-compare.com/headset/hp-reverb-g2.
- ↑ "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.
- ↑ 17.0 17.1 "HP Reverb G2 Review. FOV - Resolution & Specs". 2020-07-22. https://www.vrone.co.uk/hp-reverb-g2.
- ↑ 18.0 18.1 18.2 18.3 18.4 "HP Reverb G1". 2020-07-18. https://boxthislap.org/hp-reverb-g1/.
- ↑ 19.0 19.1 "HP Reverb G1 Virtual Reality Headset Professional Edition". https://www.amazon.co.uk/HP-Reverb-Virtual-Reality-Headset/dp/B07SSXVD1Q.
- ↑ 20.0 20.1 Ben Lang (2019-05-09). "HP Reverb Review – An Impressive Headset for Visual Quality Despite Some Rough Edges". https://www.roadtovr.com/hp-reverb-review-vr-headset/.
- ↑ 21.0 21.1 21.2 Ben Lang (2020-05-28). "HP Announces Reverb G2 in Collaboration with Valve & Microsoft, Priced at $600". https://www.roadtovr.com/hp-reverb-g2-price-release-date-pre-order-specs/.
- ↑ 22.0 22.1 22.2 "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/.
- ↑ 23.0 23.1 "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/.
- ↑ 24.0 24.1 24.2 Peter Rubin (2019-03-19). "HP’s New Reverb VR Headset Bumps Up the Resolution". https://www.wired.com/story/hp-reverb-vr-headset/.
- ↑ 25.0 25.1 25.2 25.3 25.4 25.5 25.6 25.7 "HP Reverb Virtual Reality Headset - Professional Edition". https://www.amazon.com/HP-Reverb-Virtual-Reality-Headset-Professional/dp/B07WCX76C7.
- ↑ "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/.
- ↑ "Top interesting VR apps and tools / VR headsets". https://servreality.com/blog/top-interesting-vr-apps-and-tools-vr-headsets/.
- ↑ Devindra Hardawar (2019-03-19). "HP's 'Reverb' is the sharpest Windows VR headset yet". https://www.engadget.com/2019-03-19-hp-reverb-windows-vr-headset.html.
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