Support for HP Reverb G2 in VR?

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sbecker777
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Joined: Sun Apr 03, 2016 5:35 am

Support for HP Reverb G2 in VR?

Post by sbecker777 » Sun Mar 21, 2021 9:35 am

Hi,
I just received a new HP Reverb G2, and while the visual quality is excellent, there seems to be a lot of "jitter" when I move my head side to side in a scene created with SimLab Composer 10.18. The same scene opened with my Oculus Quest using the Link cable is visually inferior (more fuzzy/lower resolution) but is much smoother when I move around. It doesn't seem to matter about the scene complexity; the HP smoothness is just not there. Such a shame for a visually gorgeous HMD! Is this something that can be investigated?

Also, the Oculus thumbstick was great for navigating/teleporting, but the HP Reverb G2 won't teleport using its thumbstick- I have to use the B or Y buttons. It seems the controller bindings are quite different. Any way to keep the user experience the same between these VR HMDs and controllers?

The PC is a high spec brand new HP Z laptop with Quadro RTX 4000 card, so it's not the PC.

Thanks!

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SimLab
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Re: Support for HP Reverb G2 in VR?

Post by SimLab » Sun Mar 21, 2021 8:49 pm

Do you know screen resolution for the HB?

One more thing when running VR you need to make laptop is connected to power.
Video cards does not use its full potential when not connected to power.

sbecker777
Posts: 35
Joined: Sun Apr 03, 2016 5:35 am

Re: Support for HP Reverb G2 in VR?

Post by sbecker777 » Sun Mar 21, 2021 9:50 pm

Thanks for your reply. Of course, I do run the PC with the AC power plugged in. That is not the issue.

According to HP website, the Reverb G2 has:
"2160 x 2160 panel resolution per eye, 4320 x 2160 pixels combined. Supports Windows Mixed Reality/Steam VR ecosystem"

All Win 10 updates and Nvidia updates have been performed. SimLab Viewer is updated to 10.18.3. Other titles from Steam run very well, only SimLab Composer files run with this jittering effect. It makes for a nauseating VR experience, which doesn't happen on the Oculus. I thought maybe it was SimLab not handling alpha channel graphics well, but objects with non-alpha textures don't perform well either. All texture maps are either 1024x1024, or 2048x2048, 2048x1024, etc.

We want to use the HP HMD instead of the Oculus Quest/Quest 2 for data privacy issues with Facebook.

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SimLab
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Re: Support for HP Reverb G2 in VR?

Post by SimLab » Mon Mar 22, 2021 10:39 am

Pixel difference is not huge pixels on HP are 130% the ones on Quest.
How large is the model

1- Total texture size (from texture optimization)
2- Vertex/Polygon/number of objects (from Edit -> Info)

sbecker777
Posts: 35
Joined: Sun Apr 03, 2016 5:35 am

Re: Support for HP Reverb G2 in VR?

Post by sbecker777 » Mon Mar 22, 2021 7:22 pm

Thanks for trying to help.

Total texture size is shown:
TextureOptim.png

The main model poly and vertex counts are:
TexturePolysize.png
TexturePolysize.png (11.67 KiB) Viewed 99 times
TexturePolysize2.png
TexturePolysize2.png (10.33 KiB) Viewed 99 times

The environment poly and vertex counts are:
TexturePolysize3.png
TexturePolysize3.png (10.08 KiB) Viewed 99 times

Again, this works flawlessly on the Oculus Quest in Link mode.

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