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HP Reverb G2

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HP Reverb G2
Basic Info
VR/AR Virtual Reality
Type Head-mounted display
Subtype PC VR
Platform Windows Mixed Reality, SteamVR
Developer HP Inc., Valve Corporation, Microsoft
Manufacturer HP Inc.
Announcement Date May 28, 2020
Release Date November 2020 (initial customer deliveries)
Price US$599 (announced U.S. launch price)
Website https://support.hp.com/us-en/product/product-specs/hp-reverb-g2-virtual-reality-headset/33835976
Versions Original (2020); refreshed headset, cable and facemask (2021)
Requires Compatible PC, DisplayPort 1.3, USB 3.0 and AC power adapter; software requirements depend on runtime
Predecessor HP Reverb G1
System
Operating System Windows; original WMR software is absent from Windows 11 24H2 and later
Display
Display Dual 2.89-inch LCD panels with pulse backlight
Subpixel Layout Full RGB stripe
Resolution 2160 × 2160 per eye (4320 × 2160 combined)
Refresh Rate 90 Hz specified; 60 Hz option in historical WMR setup guide
Image
Field of View Approximately 114° (HP specification)
Optics
Optics Fresnel-aspherical lenses designed with Valve
Ocularity Binocular
IPD Range 60-68 mm by hardware slider
Passthrough WMR Flashlight camera view
Tracking
Tracking Inside-out, six degrees of freedom
Base Stations Not required for native headset/controller tracking
Audio
Audio Valve-designed off-ear speakers
Microphone Two built-in microphones
Camera Two front-facing and two side-facing tracking cameras
Connectivity
Connectivity DisplayPort 1.3, USB 3.0 Type-C (Type-A adapter included)
Wired Video DisplayPort
Bluetooth Integrated controller connection; controllers pre-paired to headset
Power Separate included AC power adapter
Device
Dimensions 75 × 186 × 84 mm without straps (HP QuickSpecs)
Weight 550 g (HP QuickSpecs)
Headstrap Adjustable top and side straps with rear cradle
Haptics Motion controller vibration
Sensors Tracking cameras, gyroscope, accelerometer and magnetometer
Input HP Motion Controllers
Cable Length 6 m


Reviewed 13 October 2026. Standard G2 hardware, release and refresh history, original controller coverage research, historical setup documentation and the documented WMR/Oasis software limits were checked against the cited sources. About review dates.

The HP Reverb G2 is a PC VR head-mounted display developed by HP Inc. in collaboration with Valve Corporation and Microsoft. HP announced it on May 28, 2020 at a U.S. price of US$599, with initial customer deliveries in November 2020. It combines 2160 × 2160 LCD panels for each eye, Valve-designed lenses and off-ear speakers, and four-camera Windows Mixed Reality (WMR) tracking.[1][2][3]

The headset depends on a PC for rendering and originally accessed SteamVR through Windows Mixed Reality for SteamVR. Its software lifecycle is a material part of compatibility: Microsoft removed desktop WMR in Windows 11 version 24H2 and documents continued Steam use through November 2026 only for users remaining on Windows 11 version 23H2. A separate community driver, Oasis, provides another SteamVR path with its own requirements.[4][5][6]

This article covers the standard Reverb G2 and its hardware refresh. The HP Reverb G2 Omnicept Edition is a separate product with additional physiological sensors.[7]

History and development

HP Reverb G1 and the partnership

The G2 followed the HP Reverb G1. HP retained the earlier headset's panel resolution while changing the optics, audio, fit and controller arrangement. Valve contributed lens and speaker designs; Microsoft's WMR platform provided inside-out tracking and the original Windows software environment. The G2 has two side cameras in addition to its two front cameras. HP described this as twice the controller tracking volume of the preceding design, a manufacturer claim about coverage rather than a measurement of controller precision.[1]

Announcement and launch

U.S. pre-orders opened with the May 28, 2020 announcement, which initially scheduled availability for fall 2020. HP's September 24 update scheduled earlier pre-orders for delivery beginning in early November and later orders from early December. Its November 20 shipping update confirmed that some customers had received headsets while others were still waiting; the company said close to half of pre-orders had left its factory. These milestones distinguish announcement, factory shipment and customer receipt.[1][8][2]

Before shipping, HP reported changes to reduce Fresnel ring reflections, a domed controller menu button and inclusion of a USB-C to USB-A adapter. It also explained that a lower-persistence display setting increased power demand, requiring the supplied adapter to connect to AC power.[8]

Refreshed hardware

On October 21, 2021, HP announced revised tracking hardware, a cable update and a removable facemask spacer. Its October 27 clarification said that the tracking improvement came from changes to the physical camera module and was not backwards compatible with the original headset. Software updates applied to both versions. The refresh initially rolled out in the United States; a February 2, 2022 update listed broader international availability.[9]

Change Documented scope
Camera module HP claimed 30% more vertical controller tracking coverage, based on an average user with a 70 cm arm length. This is a vendor coverage claim for refreshed hardware, not a 30% reduction in positional error.
Six-meter cable Revised to address connection issues on some AMD systems. HP also offered the updated cable for original G2 headsets; changing the cable does not install the refreshed camera module.
Facemask A removable spacer provides nominal eye-relief settings of 15 mm with the spacer and 9 mm without it. The original facemask had a fixed 15 mm setting.

All three changes are described in HP's refresh announcement and subsequent clarifications.[9]

Display technology

LCD panels and resolution

HP's March 2021 QuickSpecs specifies two 2.89-inch LCD panels with pulse backlighting and full RGB stripe subpixels. Each panel has 2160 × 2160 pixels; HP reports 4320 × 2160 for the pair. Multiplying the two panel dimensions gives 9,331,200 addressable pixels across both eyes, approximately 9.3 million in total, rather than per eye.[3]

The panel count and the application's render target are different. SteamVR permits changes to application rendering resolution, and increasing its resolution multiplier increases GPU load. Windows' headset output setting is another part of the pipeline: Microsoft's G2 FAQ documents display scaling problems when the native output resolution or DisplayPort bandwidth is unavailable.[4][10]

Visual quality

HP marketed the panels as "mura-free". This should be read as product wording rather than a guarantee about every unit: in his November 2020 hands-on review, Ben Lang reported faint horizontal mura but little visible screen door effect. He also found Fresnel glare and a narrower view than Valve Index. These are observations of a review unit, not calibrated limits for all headsets.[3][11]

Microsoft's G2-specific fitting advice recommends centering the eyes relative to the lenses and adjusting the mechanical IPD slider. People who need corrective glasses or contacts still need them in the headset. The same FAQ describes minor image ghosting while cold LCDs warm up.[10]

Refresh rate and frame delivery

HP specifies 90 Hz with the recommended PC configuration. Its November 2020 setup guide also documents a 60 Hz setting in WMR's headset display options, so 90 Hz is not the only documented operating mode.[3][12]

Display refresh rate does not establish the application's frame rate or a fixed motion-to-photon latency. For the original SteamVR bridge, Microsoft's documentation describes rotational reprojection and a motion-vector mode that extrapolates frames from applications running at half the display rate. It also lists possible artifacts around high-contrast edges and newly exposed regions.[4]

Optical system

Lens design and field of view

The QuickSpecs identifies the optics as Fresnel-aspherical, and HP credits Valve with the new lens design. The company's specified field of view is approximately 114 degrees. That number is not labeled as a horizontal or vertical angle in the QuickSpecs; assigning it to both dimensions would overstate what the specification establishes.[3][1]

The refreshed facemask's 9 mm and 15 mm spacer settings change eye relief. HP presents the adjustment as a way to position the eyes relative to the optics. These mechanical distances are distinct from the 60-68 mm separation controlled by the IPD slider.[9][3]

Interpupillary distance

The hardware slider changes lens separation around a nominal 64 mm, with a range of ±4 mm. HP's original FAQ places the control on the bottom-left of the headset and describes adjustment for visual clarity. It also states that most eyeglasses fit inside the original face padding; this does not establish compatibility with every frame.[3][13]

Audio system

Off-ear speakers and microphones

The Valve-designed speakers sit approximately 10 mm away from the ears rather than pressing against them. HP's launch announcement describes support for spatial audio. The quick setup sheet identifies two built-in microphones.[1][14]

Lang's original review reports that the G2 uses the same speaker drivers as Index, but also describes distortion at some higher frequencies in the review unit.[15]

The historical WMR setup guide includes an option to mirror headset audio to desktop speakers. Microsoft's G2 FAQ separately documents microphone clipping in some applications and suggests beginning with a 50% input level, then adjusting for the user and application's gain behavior.[12][10]

Audio firmware

HP issued Audio FW Update version 15 revision A, SoftPaq SP113237, effective April 13, 2021. Its release descriptor says the update resolves a potential problem in which displays flicker or go black in some titles at high audio volume. The package was documented for 64-bit Windows 10. This audio firmware fix is separate from the later physical camera-module refresh.[16][9]

Tracking system

Cameras and inertial sensors

The G2 provides six degrees of freedom of head tracking using two front-facing and two side-facing cameras. HP lists a gyroscope, accelerometer and magnetometer among its sensors. The native system needs no installed base stations.[3][1]

WMR's inside-out tracking combines visual environmental features with inertial measurements to estimate headset pose. Microsoft's general explanation describes the original two-camera WMR arrangement; the G2-specific four-camera count comes from HP's specification. Microsoft recommends sufficient, relatively even lighting and distinguishable visual features, and documents failures in dark, featureless or strongly sunlit environments.[17]

Controller coverage and limitations

The motion controllers combine active LEDs and an inertial measurement unit (IMU). The headset cameras observe the controller rings, while the controllers send input over Bluetooth. Camera visibility, radio connectivity and battery state are separate factors: Microsoft's troubleshooting guide notes that low batteries dim the LEDs and disable haptics, while poor Bluetooth connectivity and unsuitable lighting can also interrupt tracking.[3][18]

In testing the original G2, Lang reported tracking gaps with hands low beside the body, above the headset or held close to the face. He also observed controller jitter. Those results concern the original 2020 headset, not an independent evaluation of HP's October 2021 refresh.[15]

Original measurement research

Vitor Macedo and Christoph Runde's June 4, 2021 VDC workshop report tested controller coverage with a fixed headset on a printed head model and an xArm5 Lite robot moving the controller through opposing semicircles in three planes. Positions were recorded through a SteamVR/OpenVR application. The following G2 results belong to that apparatus and the original headset, before the October hardware refresh.[19]

Test plane Lowest programmed speed in the report G2 total tracked angle
Plane 1: lower horizontal sweep 10 mm/s 293°
Plane 2: upper horizontal sweep 10 mm/s 275°
Plane 3: vertical sweep beside the headset 100 mm/° (report's stated robot setting) 100°

The totals add the clockwise and counterclockwise directions. They measure controller coverage along the robot's path, not the headset's optical field of view. The authors visually aligned the vertical setup, and the paths differed between planes and controller adapters. Faster movement often extended the reported coverage, so the authors used the lowest speed settings for the comparison; they did not include a quantitative accuracy criterion in the coverage calculation. These limits prevent the angles from becoming a universal tracking-volume or positional-accuracy specification.[19]

Camera view

The G2's tracking cameras also support WMR's Flashlight passthrough feature, which provides a view of the surroundings through the cameras. HP's original FAQ describes activation through the Windows controller menu or the "flashlight" voice command. Its refresh announcement documents a blocked-out portion of the Flashlight window on refreshed devices and scheduled Windows fixes in October and November 2021.[13][9]

Controllers

HP Motion Controllers

The G2 kit includes a left and right HP Motion Controller, pre-paired to the headset. HP specifies two AA batteries per controller and lists active LEDs, an IMU and Bluetooth connectivity. It also offered a headset configuration without controllers.[3]

Input Arrangement
Thumbstick One on each controller
Face buttons A and B on the right; X and Y on the left
Grip and index trigger Analog inputs on each controller
System controls Windows button, menu button and pairing button
Feedback Vibration and tracking/status LEDs
Battery power Two AA cells per controller

The hardware inputs are documented in HP QuickSpecs. Microsoft's developer guide explicitly states that the older WMR touchpad was replaced by the two face buttons and that the grasp input became an analog trigger returning values between 0 and 1.[3][20][18]

The controllers do not have the capacitive finger-contact sensing found in Oculus Touch or Index controllers, as noted in the original hands-on review. Tracked controllers and their button states are distinct from optical tracking of bare fingers.[15]

Pairing, batteries and software bindings

The original HP Reverb G2 VR Headset Setup companion app handled pairing directly to the HMD. Its built-in Bluetooth connection means that the stock pairing arrangement does not require a separate PC Bluetooth adapter. Microsoft's controller FAQ distinguishes headset pairing from the PC Bluetooth arrangement used by some older WMR headsets.[12][18]

Microsoft's battery guidance says the reported controller level is tuned for 1.5 V AA cells; lower-voltage rechargeable cells may show a low level even when charged. This concerns voltage reporting and LED/haptic behavior, not a fixed battery-life rating.[18]

SteamVR games may need controller bindings that account for the G2's different input layout. Microsoft's G2 FAQ documents automatic custom profiles with WMR for SteamVR version 1.2.444 and the option to select or create per-game bindings. It also notes that games embedding their own controller models need updates within the game itself.[10]

Alternative controllers

HP's historical FAQ describes combining the G2 with Valve Knuckles controllers, Vive controllers or Vive trackers through third-party software and external base stations. This does not replace the G2 headset's native camera tracking. Separately, Oasis's current FAQ reports that its developer tested Index controllers with Open Space Calibrator and observed occasional calibrator crashes.[13][21]

Physical design

Strap, facemask and dimensions

The headset uses a rear cradle and adjustable top and side straps. Its facemask attaches magnetically and can be replaced; the 2021 refresh adds the removable eye-relief spacer described above. HP's QuickSpecs lists a mass of 550 g and dimensions of 75 × 186 × 84 mm without straps.[3][9][22]

Cable and power

The six-meter tether carries DisplayPort video and USB data to the PC. The included adapters accommodate mini-DisplayPort and USB Type-A connections, while the separate power supply connects to the cable's power box. The headset-side connector is identified as OCuLink in the quick setup guide.[3][14]

HP recommends connecting the tether to the headset before connecting it to the PC or power supply, then leaving the headset-side connection in place after installation. Its published cable sheet and G2 FAQ also identify disconnection of the power adapter as the way to remove headset power while the PC remains on.[23][10]

Connectivity

Historical PC requirements

The original WMR requirements should be read together with the later operating-system removal. Microsoft's high-resolution headset guidance names the G2 and lists the following configuration for a 90 Hz, full-resolution experience.[24]

Component Published high-resolution WMR guidance
CPU Intel Core i5/i7 or Xeon E3-1240 v5, AMD Ryzen 5, or equivalent/better
Memory At least 8 GB RAM
Graphics NVIDIA GeForce GTX 1080, AMD Radeon RX 5700, or equivalent/better
Video output DisplayPort 1.3
USB and power USB 3.0 Type-C; G2's included power adapter is required by HP's shipping design
WMR operating-system range in the archived guidance Windows 10 version 20H2 through Windows 11 version 23H2; Windows 11 24H2 and later are unsupported for WMR

These are platform guidelines, not a guarantee that a particular game maintains 90 rendered frames per second. HP separately lists example GPUs that typically operate at full or half resolution; application complexity and rendering settings remain relevant.[24][8][25]

DisplayPort and USB compatibility

HP's original FAQ says HDMI adapters do not provide the required G2 connection, while a laptop USB-C to DisplayPort adapter must support DisplayPort 1.3. Microsoft's G2 FAQ additionally identifies four-lane DisplayPort/HBR3 bandwidth and hybrid graphics arrangements as relevant to native-resolution output.[13][10]

The USB connection is also device-specific. Microsoft's G2 FAQ explains that error 7-14 can mean required USB 2 components were not detected, despite the headset being connected through USB 3.0. It suggests checking the USB driver, trying another Type-C or Type-A port with the included adapter, or using a USB hub. The revised cable addressed some AMD connection problems; it did not change the panel resolution.[10][9]

Software platform

The original WMR environment handled headset setup, room boundaries and controller input. It could present desktop applications in a virtual home. SteamVR access used the WMR for SteamVR bridge, while native OpenXR applications could use Microsoft's WMR runtime. Microsoft's OpenXR documentation identifies a specific HP controller interaction-profile extension, XR_EXT_hp_mixed_reality_controller.[4][26][27]

OpenXR support in a runtime does not mean that every WMR device has all of that runtime's sensor features. Microsoft's feature table explicitly limits its articulated hand and eye-gaze extensions to HoloLens 2; HP's separate Omnicept announcement describes the added eye, face and heart-rate sensors of that model.[27][7]

Platform removal and community driver

Microsoft's current removed-features list states that WMR was removed from Windows 11 version 24H2. The removal includes Mixed Reality Portal and the WMR SteamVR components. Its documented continued Steam use through November 2026 depends on remaining on Windows 11 version 23H2. After November 2026, Microsoft says WMR will receive no security or nonsecurity updates, bug fixes, technical support or updates to online technical content.[5]

Oasis is a separate SteamVR driver maintained by Matthieu Bucchianeri. Its documentation describes headset/controller tracking and OpenVR/OpenXR operation without Mixed Reality Portal. Its documentation, checked on October 13, 2026, covers Windows 11 24H2 and later and Linux configurations, including the developer's own Ubuntu 24.04/X11/AMD test with a G2. The Windows compatibility table and FAQ restrict operating systems, GPU families and drivers. The documented Windows AMD configuration has no 60 Hz mode, and the Windows table does not support Intel GPUs. The original WMR Cliff House and Windows menu are not provided by Oasis.[6][21]

This is a distinct community software path, not restoration of Microsoft's retired platform or an extension of its support commitment. The Oasis FAQ says the software is not open source and limits developer support for older Windows versions and variable Linux configurations.[21][5]

Target audience and applications

HP introduced the G2 for gaming, creation, collaboration and learning. Its original setup and FAQ documents list engineering/design reviews, architecture and construction reviews, location-based entertainment and maintenance training as intended applications.[1][12][13]

Flight simulation was part of HP's prelaunch presentation, which specifically named upcoming Microsoft Flight Simulator VR support. The Oasis developer's FAQ now names Microsoft Flight Simulator, DCS and X-Plane as examples of OpenXR/OpenVR applications available outside the Steam storefront. Those are descriptions of software paths, not evidence that all versions, settings and peripherals are compatible with every G2 configuration.[8][21]

For design visualization, Autodesk's VRED 2026 documentation explicitly supports the G2 through OpenXR and OpenVR/SteamVR and describes activating an HMD view after loading a scene. Its application support does not remove the headset runtime's operating-system requirements.[28][5]

Comparison with contemporary headsets

The following comparison covers hardware attributes of the G2, Valve Index and Meta Quest 2. Refresh modes and software support differ by runtime and application. It is not a current price or availability comparison.[3][29][30]

Feature HP Reverb G2 Valve Index Meta Quest 2
Panel resolution per eye 2160 × 2160 1440 × 1600 1832 × 1920
Documented display rates 90 Hz specified; 60 Hz in historical WMR setup guide 80, 90, 120, 144 Hz (144 Hz described as experimental) 60, 72, 80, 90, 120 Hz in Meta's specification
Native tracking arrangement Headset cameras and internal sensors; no base stations SteamVR Tracking sensors with external base stations Six degrees of freedom without external sensors
Built-in audio Off-ear speakers Off-ear BMR speakers Integrated positional audio
Compute arrangement PC-rendered, tethered PC-rendered, tethered Standalone; optional PC connection

The G2's 60 Hz option is documented in its original setup guide. Panel pixel counts alone do not specify optical field of view or measured angular resolution.[12][29][30]

Technical specifications summary

Specification Documented value or scope
Panels Two 2.89-inch LCDs, RGB stripe, pulse backlight
Pixel count 2160 × 2160 per eye; 4320 × 2160 combined
Field of view Approximately 114°, as specified by HP; not a separately measured horizontal/vertical pair
Lens separation 64 mm ±4 mm by hardware slider
Headset tracking Inside-out, six degrees of freedom; two front and two side cameras, gyroscope, accelerometer and magnetometer
Controllers Active LEDs, IMU, Bluetooth; two AA batteries per controller
PC connections DisplayPort 1.3 and USB 3.0 Type-C; adapters for mini-DisplayPort and USB Type-A included
Power Included separate power adapter
Tether 6 m
Dimensions and weight 75 × 186 × 84 mm without straps; 550 g in HP QuickSpecs
Audio input Two microphones

Hardware figures above follow HP's QuickSpecs and quick setup documentation. They describe the standard G2, not Omnicept sensor additions; the later camera/cable/facemask changes are documented separately.[3][14][9]

See also


Gallery

References

  1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 "HP, Valve, and Microsoft Removing Distance Barriers with Next-Gen Virtual Reality Headset". HP Newsroom. 2020-05-28. https://www.hp.com/us-en/newsroom/press-releases/2020/hp-valve-microsoft-next-gen-virtual-reality-headset.html. Retrieved 2026-10-13.
  2. ↑ 2.0 2.1 John Ludwig and Joanna Popper (2020-11-20). "HP Reverb G2 Virtual Reality Headset – Shipping Update". HP Newsroom. https://www.hp.com/us-en/newsroom/blogs/2020/hp-reverb-g2-vr-shipping-update.html. Retrieved 2026-10-13.
  3. ↑ 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 3.14 "HP Reverb G2 Virtual Reality Headset" (PDF). HP QuickSpecs. 5. 2021-03-26. c06630565. https://media.distrelec.com/Web/Downloads/_t/ds/HP_REVERB%20G2_eng_tds.pdf. Retrieved 2026-10-13.
  4. ↑ 4.0 4.1 4.2 4.3 "Using SteamVR with Windows Mixed Reality". Microsoft Learn. https://learn.microsoft.com/en-us/previous-versions/mixed-reality/enthusiast-guide/using-steamvr-with-windows-mixed-reality. Retrieved 2026-10-13.
  5. ↑ 5.0 5.1 5.2 5.3 "Features and functionality removed in Windows client". Microsoft Learn. https://learn.microsoft.com/en-us/windows/whats-new/removed-features. Retrieved 2026-10-13.
  6. ↑ 6.0 6.1 Matthieu Bucchianeri. "Home". Oasis Driver for Windows Mixed Reality documentation. https://github.com/mbucchia/Oasis-Driver-for-Windows-Mixed-Reality/wiki. Retrieved 2026-10-13.
  7. ↑ 7.0 7.1 "HP Introduces New Era of Virtual Reality for Developers and Enterprises". HP Newsroom. 2020-09-30. https://www.hp.com/us-en/newsroom/press-releases/2020/new-era-vr-developers-enterprises.html. Retrieved 2026-10-13.
  8. ↑ 8.0 8.1 8.2 8.3 John Ludwig and Joanna Popper (2020-09-24). "Latest Update on the HP Reverb G2 Virtual Reality Headset". HP Newsroom. https://www.hp.com/us-en/newsroom/blogs/2020/hp-reverb-g2-vr-update.html. Retrieved 2026-10-13.
  9. ↑ 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 Alex Klug (2021-10-21). "Award Winning HP Reverb G2 VR Headset Just Got Better". HP Newsroom. https://www.hp.com/us-en/newsroom/blogs/2021/award-winning-hp-reverb-g2-vr-better.html. Retrieved 2026-10-13.
  10. ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 "HP Reverb G2 Frequently Asked Questions". Microsoft Learn. https://learn.microsoft.com/en-us/previous-versions/mixed-reality/enthusiast-guide/reverbg2-faq. Retrieved 2026-10-13.
  11. ↑ Ben Lang (2020-11-18). "HP Reverb G2 Review – Screen Door No More". Road to VR. https://roadtovr.com/hp-reverb-g2-review/. Retrieved 2026-10-13.
  12. ↑ 12.0 12.1 12.2 12.3 12.4 "How to Guide: HP Reverb G2 Virtual Reality Headset Set-Up" (PDF). HP. 2020-11. 4AA7-5420ENW. https://vrtech.wiki/wp-content/uploads/2021/01/HP-Reverb-G2-VR-Setup-Manual-Optimized.pdf. Retrieved 2026-10-13.
  13. ↑ 13.0 13.1 13.2 13.3 13.4 "FAQ: HP Reverb G2 VR Headset, SteamVR & Windows Mixed Reality" (PDF). HP. 2020-11. 4AA7-5433ENW. https://vrtech.wiki/wp-content/uploads/2021/01/VR-FAQ-H-Reverb-G-SteamVR-Windows-MR-Optimized.pdf. Retrieved 2026-10-13.
  14. ↑ 14.0 14.1 14.2 "Quick Setup Guide" (PDF). HP. c06969628. https://h10032.www1.hp.com/ctg/Manual/c06969628.hires.pdf. Retrieved 2026-10-13.
  15. ↑ 15.0 15.1 15.2 Ben Lang (2020-11-18). "HP Reverb G2 Review – Screen Door No More". Road to VR. https://roadtovr.com/hp-reverb-g2-review/2/. Retrieved 2026-10-13.
  16. ↑ "HP Reverb G2 Audio FW Update". HP. 15 revision A. 2021-04-13. SP113237. https://ftp.hp.com/pub/softpaq/sp113001-113500/sp113237.html. Retrieved 2026-10-13.
  17. ↑ "Inside-out tracking". Microsoft Learn. https://learn.microsoft.com/en-us/previous-versions/mixed-reality/enthusiast-guide/tracking-system. Retrieved 2026-10-13.
  18. ↑ 18.0 18.1 18.2 18.3 "Motion controller FAQs". Microsoft Learn. https://learn.microsoft.com/en-us/previous-versions/mixed-reality/enthusiast-guide/motion-controller-problems. Retrieved 2026-10-13.
  19. ↑ 19.0 19.1 Vitor Macedo and Christoph Runde (2021-06-04). "Applikationszentrum VAR - Bericht #11 (Revision 2) - Werkstattbericht #06: Head-Mounted Displays: Messung der Trackingreichweite bei VR-Trackingsystemen". Virtual Dimension Center Fellbach. doi:10.6084/m9.figshare.14784861. https://doi.org/10.6084/m9.figshare.14784861. Retrieved 2026-10-13.
  20. ↑ "HP Reverb G2 Controllers in Unity". Microsoft Learn. https://learn.microsoft.com/en-us/windows/mixed-reality/develop/unity/unity-reverb-g2-controllers. Retrieved 2026-10-13.
  21. ↑ 21.0 21.1 21.2 21.3 Matthieu Bucchianeri. "Frequently Asked Questions". Oasis Driver for Windows Mixed Reality documentation. https://github.com/mbucchia/Oasis-Driver-for-Windows-Mixed-Reality/wiki/Frequently-Asked-Questions. Retrieved 2026-10-13.
  22. ↑ Ben Lang (2020-11-18). "HP Reverb G2 Review – Screen Door No More". Road to VR. https://roadtovr.com/hp-reverb-g2-review/3/. Retrieved 2026-10-13.
  23. ↑ "Connecting the HP Virtual Reality Headset cables" (PDF). HP. https://h10032.www1.hp.com/ctg/Manual/c07018962.hires.pdf. Retrieved 2026-10-13.
  24. ↑ 24.0 24.1 "Minimum PC hardware guidelines". Microsoft Learn. https://learn.microsoft.com/en-us/previous-versions/mixed-reality/enthusiast-guide/windows-mixed-reality-minimum-pc-hardware-compatibility-guidelines. Retrieved 2026-10-13.
  25. ↑ "HP Reverb G2 Virtual Reality Headset - Specifications & Accessories". HP Support. https://support.hp.com/us-en/product/product-specs/hp-reverb-g2-virtual-reality-headset/33835976. Retrieved 2026-10-13.
  26. ↑ "Your Mixed Reality home". Microsoft Learn. https://learn.microsoft.com/en-us/previous-versions/mixed-reality/enthusiast-guide/your-mixed-reality-home. Retrieved 2026-10-13.
  27. ↑ 27.0 27.1 "OpenXR". Microsoft Learn. https://learn.microsoft.com/en-us/windows/mixed-reality/develop/native/openxr. Retrieved 2026-10-13.
  28. ↑ "HP Reverb G2". Autodesk VRED 2026 documentation. https://help.autodesk.com/cloudhelp/2026/ENU/VRED-Workflows/files/Collaboration-VR/VR-VR-Setup/Using-Controllers/VRED_VR_and_VR_Setup_Using_the_HP_Reverb_G2.html. Retrieved 2026-10-13.
  29. ↑ 29.0 29.1 "Headset". Valve Index. Valve Corporation. https://www.valvesoftware.com/en/index/headset. Retrieved 2026-10-13.
  30. ↑ 30.0 30.1 "Meta Quest 2: Our most advanced new all-in-one VR headset". Meta Store. https://www.meta.com/quest/products/quest-2/tech-specs/. Retrieved 2026-10-13.