Reverb is HP’s second VR headset, and this time around the company is aiming mainly at the enterprise market, but not shying away from selling individual units at a consumer price point. As the highest resolution headset presently available at that consumer price point, it has a unique selling point among all others, though the usual compromises of Windows Mixed Reality still apply.

As usual, we’ll start with an overview and summary of the headset to be followed with an in-depth review. Our in-depth write-up is still in progress and will be added to this article when complete.

HP Reverb Review Summary

Photo by Road to VR

To be up front, the HP Reverb headset itself is a solid improvement over its predecessor by most measures. The new design is comfortable and feels higher quality. The new displays and lenses offer a considerably better-looking image. And on-board audio is a huge plus. However, while its hardware has improved in many ways, it’s still a ‘Windows Mixed Reality’ headset, which means it shares the same irksome controllers as all Windows VR headsets.

Reverb’s headlining feature is its high-resolution LCD displays, which are significantly more pixel dense than any headset in its class. On paper, we’re talking about 2,160 × 2,160 per display, which is a big step up over the next highest resolution headsets in the same class—the Valve Index, showcasing a resolution of 1,440 × 1,600 per display (also LCD, which means full RGB sub-pixels), and HTC Vive Pro’s dual 1,440 × 1,600 AMOLEDs, which feature an RGBG PenTile pixel matrix. Among the three, Reverb has a little more than twice the total number of pixels.

Photo by Road to VR

There’s no doubt that Reverb’s displays are very sharp, and very pixel dense. It’s impossible to focus on a single pixel, and the screen door effect (unlit spaces between pixels) is on the verge of being difficult to see. It has the best resolving power of any headset in its class, which means textures, edges, and text are especially crisp.

This is an example of a display with mura which shows varying brightness across the display; a perfect display would have perfectly consistent brightness from corner to corner.

Unfortunately, overall clarity is held back in a large way by plainly visible mura. At a glance, mura can look similar to the screen door effect (in the way that it’s ‘locked’ to your face and reduces clarity) but is actually a different artifact resulting from poor consistency in color and brightness across the display. It ends up looking like the display is somewhat cloudy.

SEE ALSO
Understanding the Difference Between 'Screen Door Effect', 'Mura', & 'Aliasing'

As HP is mostly pushing Reverb for enterprise, they probably aren’t terribly concerned with this—after all, text legibility (a major selling point for enterprise customers) gets a big boost from the headset’s high resolution whether or not mura is present. For anyone interested in Reverb for visual immersion though, the mura unfortunately hampers where it might be otherwise.

There’s also a few other curious visual artifacts. There’s a considerable amount of chromatic aberration outside of the lenses’ sweet spot. There’s also subtle—but noticeable—pupil swim (varying distortion across the lens that appears as motion as your eye moves across the lens). In most headsets, these are both significantly reduced via software corrections, and I’m somewhat hopeful that they could be improved with better lens correction profiles for Reverb in the future. While I couldn’t spot any obvious ghosting or black smear, interestingly Reverb shows red smear, which is something I’ve never seen before. It’s the same thing you’d expect with black smear (where dark/black colors can bleed into brighter colors when you move your head, especially white), but in Reverb it manifests most when red (or any color substantially composed of red, including white) shares a boundary with a dark/black color. In my testing this hasn’t led to any significant annoyance but, as ever, it could be bothersome in some specific content.

From a field of view standpoint, HP claims 114 degrees diagonally for Reverb, which is higher than what’s typically quoted for headsets like the Rift (~100) and Vive (~110). Nobody in the industry really seems to agree what amounts to a valid field of view measurement though, and to my eyes, Reverb’s field of view falls somewhere between the two. So whether you call it 105 or 114, Reverb is in the same field of view class as most other PC VR headsets. These are Fresnel lenses, which means they are susceptible to god rays, which are about as apparent on Reverb as with recent headsets like the Rift S, and a bit less prevalent than the original Rift and Vive.

Photo by Road to VR

Reverb’s other big feature is its major ergonomic redesign. HP has ditched the halo headstrap approach seen on every other Windows VR headset and instead opted for a much more (original) Rift-like design, including on-ear headphones. At least to my head, Reverb’s ergonomics feel like a big improvement over HP’s original Windows VR headset.

I found it quite easy to use for an hour or more while maintaining comfort. As with all headsets of this design, the trick is knowing how to fit it right (which isn’t usually intuitive). New users are always tempted to tighten the side straps and clamp the headset onto their face like a vice, but the key is to find the spot where the rear ring can grip the crown of your head, then tighten the top strap to ‘lift’ the visor so that it’s held up by ‘hanging’ from the top strap rather than by sheer friction against your face. The side straps should be as loose as possible while still maintaining stability.

Photo by Road to VR

I was able to get Reverb to feel very comfortable, but I’m a little worried that the headset won’t easily accommodate larger heads or noses. Personally speaking, I don’t fall on either ends of the spectrum for head or nose size, so I’m guessing I’m fairly average in that department. Even so, I had Reverb’s side straps as loose as they would possibly go in order to get it to fit well. If I had a bigger head, the straps themselves wouldn’t have more room to accommodate; all the extra space would be made up by further stretching the springs in the side struts, which would put more pressure on my face than is ideal.

I also felt like I was pushing the limits of the headphones and the nose gap. The best fit for the headphones is to have them all the way in their bottom position; if there were a greater distance between the top of my head and my ears, or if I preferred the top strap adjustment more tightly, the headphones wouldn’t be able to extend far enough down to be centered on my ears.

With the nose gap, I was feeling a bit of pressure on the bridge of my nose, and actually opted to remove the nose gasket entirely (the piece of rubber that blocks light), which gave me just enough room to not feel like the headset was in constant contact with the bridge of my nose. If you have a larger nose or a greater distance between the center of your eye and your nose’s bridge, you might find the nose gap on Reverb annoyingly small.

Photo by Road to VR

As with most other Windows VR headsets, Reverb lacks a hardware IPD adjustment, which means only those near to the headset’s fixed IPD setting will have ideal alignment between their eyes and the optical center of the lenses. We’ve reached out to HP to confirm the headset’s fixed IPD measurement, though I expect it to fall very close to 64mm. If you are far from the headset’s fixed figure, you’ll unfortunately lose out on some clarity.

So, if it fits, Reverb from a hardware standpoint is a pretty solid headset, and the singular choice for anyone prioritizing resolution over anything else. However, Reverb can’t escape the caveats that come with all Windows VR headsets.

Mostly that’s the controllers and their tracking. Reverb uses the same Windows VR controllers as every other Windows VR headset except for Samsung (which has slightly different controllers). Yes, they work, but they are the worst 6DOF controllers on the market. They’re flimsy, bulky, and not very ergonomic. They actually track quite well from a performance standpoint, but their tracking coverage hardly extends outside of your field of view, which means they lose tracking any time your hands linger outside of the sensor’s reach, even if that means just letting them hang naturally down by your sides.

Photo by Road to VR

The tracking coverage issue is primarily driven by the tracking system used in every Windows VR headset: a two-camera inside-out system. HP says Reverb’s tracking is identical to the first generation headsets, and as such, Reverb’s two cameras lose controller tracking as often as its Windows VR contemporaries. Luckily, the headtracking itself is pretty darn good (on par with Rift S in my experience so far), and so is controller tracking performance when near the headset’s field of view. For content where your hands are almost always in your field of view (or only leave it briefly), Windows VR controller tracking can work just fine. In fact, Reverb holds up very well when playing Beat Saber on its highest difficulty because your hands don’t spend much time outside of the field of view before entering it again (to slice a block). But there’s tons of content where you hands won’t be consistently held in the headset’s field of view, and that’s when things can get annoying.

Photo by Road to VR

For all of its downsides, the Windows VR tracking system also means that Reverb gets room-scale 360 tracking out of the box and doesn’t rely on any external sensors. That’s great because it means relatively easy setup, and support for large tracking volumes.

The compromises on the controller design and tracking were easy to swallow considering how inexpensively you could find a Windows VR headset ($250 new in box is not uncommon). But Reverb has introduced itself as the new premium option among Windows VR headsets at $600, which shines a much brighter light on the baggage that comes with every Windows VR headset to date.

While Windows Mixed Reality—which is built into Windows and comes with its very own VR spatial desktop—is the native platform for Reverb and all other Windows VR headsets, there’s an official plugin that makes it compatible with most SteamVR content, which vastly expands the range of content available on the headset.

– – — – –

And that’s it for the top-down summary. The write-up of our in-depth review is still in progress and will be added to this article when complete, so check back soon.


Disclosure: HP provided Road to VR with a Reverb headset.

This article may contain affiliate links. If you click an affiliate link and buy a product we may receive a small commission which helps support the publication. See here for more information.


  • Simple O’Rourke

    Rift S puts the smack down on this one.

    • Arashi

      Maybe in 2017 it would have been a nice HMD but in 2019 HMD’s should have 4k resolution, like the Reverb. No way I’d even consider buying the Rift S

      • Francesco Fazio

        I totally agree with you. Resolution is very important and the only real reason why I would upgrade from the Rift. Big if not huge drawback is the very very bad tracking that WMR has :( I am used to the perfect totally perfect tracking of the Rift (I have 4 sensors ceiling mounted).

      • MeowMix

        That’s too bad. Even the “Holy Grail” headset Index (release 2019) is only 1600p LCD RGB. I guess you’re more of a Gen 2 VR person. Gotta wait another 2-3 years then.

        The Rift S at 1440p (w/ the Oculus lenses) is still very relevant for 2019.

    • Rift S is what the first introduced WMR headsets was upon launch. But even with a lower resolution…

      • Niklas Fritzell

        Yup, but at least tracking will be superior (along with a decent game library)

        • Rogue Transfer

          Most of the game library works via Remixed(aka Revive) with WMR. The big problem is the Rift S is twice the price that WMR headsets are commonly found for new, for less res in 2019.

          And unfortunately, the Rift S Insight tracking still has glitches that make some games poorly playable or frustrating(e.g. Creed boxing, Lone Echo/Arena, Onward, etc.).

          • daveinpublic

            First I’ve heard of Rift S Insight tracking making game frustrating to play or poorly playable. I’ve seen many reviews and video reviews, and this comment is the only I’ve seen that differs. And as far as Revive, I’ve heard many people complain about that as well.

      • Appreciate all of the hard work you’ve put into covering VR, but your comment here is a complete misrepresentation of the Rift S.
        As a prominent Youtube influencer in the VR space, we should expect and you should hold yourself to a higher standard of objectivity. It really does impact your credibility.

        • mrsilent3051 Nonya

          You should know better than to trust any of these paid weasel VR Youtubers..come on man

          • These youtubers are bringing in more eyeballs to the VR space and that’s a net positive for the whole industry, even if some of them can be a little shilly at times.

      • Master

        I called BestBuy and WindowsStore , not in stock yet. I cant wait to see beat saber on this set. Are you going to have trouble getting one in Sweeden? ohh an 6k-8k porn is going to look crazy

      • MeowMix

        And yet the Rift S will still have better optics and clarity because it uses the next gen Oculus lenses

    • NooYawker

      that’s not really saying much.

    • Francesco Fazio

      What ? Are u crazy ? If you are an Oculus Rift owner like me give me a single reason why I should waste my money to buy a device that basically adds almost nothing to the features the original Rift already has.

      The HP Reverb is the most interesting HMD on the market right now (and the only one really interesting) but the tracking problem really really really sucks. Without good tracking you have no good vr experience and it does not matter how high your resolution is .. it is bad. Perfect tracking is fundamental. I really wonder why these “geniuses” did not add more cameras on the headset to make a real break through device that could wipe out the competition.

      • Robbie Zeigler

        You should ask yourself the same question…

        Rift S improvements over CV1

        Display

        Resolution increased by 42%

        Sub-pixel count increased by 113%

        Reduced screen door effect

        Greatly reduced god rays

        Larger lens “sweet spot”

        Audio

        3.5mm audio jack

        Speakers aren’t in the way when putting on the headset

        No more issues with audio eventually failing due to ribbon cable flexing

        Tracking

        1 minute setup at new location

        No external sensors to set up and run cabling for

        Only needs 1 USB 3.0 port on a single USB controller

        Room scale and more out of the box

        Tracking
        is less likely to be affected by reflective surfaces such as mirrors.
        (Note: there is some discussion about this in the comments below. Also, Here’s another post on this topic)

        Can experiment with laptop-in-backpack for untethered, large-scale play space

        Guardian boundaries will be remembered for up to five play spaces (thanks Reddituser703 for adding this)

        Controllers

        New button layout reduces chances that new players will accidentally hit home or menu buttons

        Handle has textured surface

        Headset

        Passthrough+

        More comfortable for most people (not that CV1 was bad)

        Halo-strap is quicker and easier to put on and adjust

        More space for eyeglasses

        Blocks more of the light coming in around the nose

        5 meter cable instead of 4

        Adjustable eye-to-lens distance is great for both maximizing field of view and eyeglass wearers

        Headset detaches from headband. There may be alternative mounting options available in the future

        • Francesco Fazio

          Interesting but not enough to worth an upgrade from Rift.

          What would trigger me to buy a new one would be:

          – Wireless
          – 2160×2160 resolution
          – Inside out tracking with at least 5 cameras covering 360 degree tracking all around the body.

          So far no HMD offers this so there is really no point.

          • mrsilent3051 Nonya

            Is your Rift wireless?
            Does 2160×2160 res wireless not needing the DisplayPort 1.3 even sound plausible right now?
            Do you idiots even listen to yourselves?
            Go beg Oculus for a wireless Rift with 4K display then.
            You and your old ass Rift can get lost in 2019 lmao

      • Simple O’Rourke

        Did I say it put the smack down on the Rift?

        • Robbie

          Did I say you are a retard?

      • Andrew Jakobs

        If you already own a Rift CV1, there is no need to upgrade to the S (unless your CV1 breaks) nor to this HP headset (unless you don’t mind loosing excellent tracking).

        • Francesco Fazio

          Indeed there is no point to upgrade whatsoever. Any new HMD has some drawback. There is NONE that is really innovative and worth it the upgrade. I am afraid that before seeing anything that will make us say WOW it will take still a couple of years. That’s sad and very stupid from the manufacturer. Enough with these “compromise” devices ! We want to see a real breakthrough device with features that were not there before. This really sucks.

          • Andrew Jakobs

            You won’t see that in a consumer headset for the $400-$500 price, those will gradually be upgraded, that’s just because a brand new headset with breakthrough features is just too costly. And at the moment you’ll only see that in professional (mostly not public) headsets.

          • Francesco Fazio

            You are right I would be able to stretch it cost wise even until 1000 dollars. But even the Valve Index does not add anything that would make me willing to spend my money and upgrade from the Rift.

          • Candy Cab

            I agree. Sticking with my Rift and original Odyssey [ for Sim-Racing only ] The one thing that piques my interest on the Index is the refresh rate. The guys at Tested said there is a very noticeable change in overall image fluidity that adds a lot to overall immersion and comfort. This could be a very positive quality of life change or just a more enjoyable experience for a lot of users.

    • DC

      I think you got owned on this this comment haha. Smacked. Down!

  • NooYawker

    Way too expensive.

    • Francesco Fazio

      I dont think so I think it is a real decent price for what the headset offers

      • Robbie

        You are an idiot… this is a horrible value.

        • So HP Reverb for 600 is horrible value while Oculus Rift S for 400 is a steal?

          • Jarilo

            Swev, he kind of has a point. What’s a WMR headset that isn’t the Reverb go for these days? I’ve seen the 1440p ones go for as low as $140. What’s the difference between the Reverb and that $140 headset? just a bump in resolution, literally that’s it.

          • Andres Velasco

            Since HP is the first with a such res, there is no alternative. Only when alternatives start to pop that you can expect a price drop. I will still get the Reverb over the Rift S

          • Simple O’Rourke

            But what does resolution matter if it looks like someone dragged their ass over the image?

          • mirak

            It matters because people will buy it blindly, and hopefully for them use it blindly …

          • Jarilo

            If all you want is resolution then this is the product for you, yes. I’d get a lot of things over the Rift S. lol

          • João Pereira

            JUST a bump in resolution, you say. For some, the bump in resolution is the most important thing. Sim Racers. And it’s a massive bump.

          • Jarilo

            I mean, you can pay $650 for this res bump if that’s the most important thing you want while sacrificing other things. I’m not gonna pretend it’s good value for the money as an all around VR kit though.

          • DarkAvry

            Yes, its 1/3 cheaper, has de-facto the best VR controllers currently made and superior tracking with 5 cameras.

        • Andres Velasco

          OK, find me right now another headset with 2160 x 2160. No? You are an idiot

        • Spaz

          Yeah you’re an expert on what 4k headsets should cost I guess because there are SO MANY TO COMPARE TO. He’s an idiot just because you don’t agree with him. Get some help man. You are way too angry.

    • Arashi

      Well being the first available of this next gen panel type, they can basically ask what they want. But yeah, once competition heats up they’ll have to lower their price

      • Jordy

        It’s not the first, there is a “Pimax 8K” with 3840×2160/eye

        • daveinpublic

          But didn’t Pimax sell one for less than their ‘5K+’ model? Because the resolution was actually worse than 5K, we just don’t know how much worse.

    • DC

      Not really, given the design specs. I guess you could always just say everything is way to expensive in VR lol. But compared to other headsets, this is priced faily reasonably.

      • mirak

        Not if the screens are shit.
        Or it’s reasonable because the screens are shit.

  • Schorsch

    What you are describing as mura cannot be mura, mura really looks nothing like SDE. Mura (color inconsistencies across display, or also dirty window effect) results from OLED tech. But the Reverb has LCD. So asking, what are you seeing there which you call mura but “looks a lot like the screen door effect? I am confused. Could you clarify what you’re seeing? Ty!

    • Indeed Ive never seen mura on LCD panels, strange! Maybe it has some kind of inconsistent backlight?

      • Schorsch

        That’s what I am thinking. Honestly, RED SMEAR as well? I am almost shocked because all of this more or less entirely negates the advantages LCD should have. I don’t get it. You do not get a HMD with LCD and then there is mura and red smear. Something doesn’t add up there….

      • Adrian Meredith

        Maybe it’s similar to the black dots early pimax 5ks had?

        • Yes that could be it, indeed!

          • I thought the Pimax Black dots were a fixed tiled pattern where this sounds more like cheap panels?

      • Graham J ⭐️

        Per pixel though? The only way I can imagine there being mura or red smear is if there’s something like a phosphor layer in the display, or quantum dots. I could see individual sites having different persistence characteristics in that case. However such a layer would generally be counter to low persistence.

        Come to think of it, if the pixel switching times vary a bit and were out of sync with a pulsing backlight that could maybe look like mura.

        • Nepenthe

          Red smear would occur if the red sub-pixel elements have a slower switching time, for some reason, than the blue and green sub-pixel elements.

          • Andres Velasco

            thats what i was thinking

          • Graham J ⭐️

            Right, but since below the filter layer all the subpixels are the same (monochrome) there’s no reason only ones that happen to be under a red filter would switch differently. Thus, the issue must be above the switching layer.

      • Master

        This guy doesn’t know what hes saying. Seems like he never actually used the headset. As soon as its available on amazon or best buy im getting one, Lets disregard this review

        • FireAndTheVoid

          Unless you have used the headset yourself or you have another review that specifically addresses the mura (or the lack thereof), you are disregarding the review because it says something you don’t want to hear. That’s not a valid argument.

          After a quick Google search, LCD panels do sometimes exhibit mura. Just because it isn’t in your realm of experience or because it may be rare with most recent LCD panels, that doesn’t mean that it’s not possible.

        • mellott124

          :-)

        • Francesco Fazio

          @Master what are you now agreeing on ? WMR HMDs are bad all of them they are the lowest of the low. There is no way a WMR HMD will be ever a good one until Microsoft will not decide that is time to fix that crappy system of them.

      • Rosko

        Actually i think mura is a LCD issue (see clouding/mura https://en.wikipedia.org/wiki/Liquid-crystal_display,) mura seen in oled panels is because they introduce it to reduce smear.

      • Agree with you on inconsistent backlighting, this is common. Plus if this image was captured through the lens, you have other factors making it more pronounced. The red artifact smear probably has to do more with the fact the filters of the three color subpixel are of equal size and our sensitivity to red when the other two color shutters are switched. I am wondering if a test of different color grade would alleviate this. Without any engineering info, this is purely speculation.

      • Bob

        Mura does exist on LCD’s but nowhere near as badly as for OLED.
        Another term for it, often used for TV’s has been “dirty screen” symptom.

        • Bob

          The fact that this is prevalent in a production HMD from HP, seems like they simple de-prioritised it in QA and figure businesses don’t find this as important.
          Leading to a possible conclusion that although it works as one, like all WMR sets, it’s not really meant for gaming.

      • Francesco Fazio

        You really dont know what you are talking about do you ?

        Mura effect is a term colloquially known as “clouding.” Nearly any liquid crystal flat panel display runs the risk of displaying this screen defect. Although common, it can be nonetheless annoying, especially for a new LCD owner expecting perfection.

    • And

      There’s an image of the ‘mura’ in the article, photo 4 of 9. It looks worse than it sounded. Not sure how it relates to SDE but it’s a tiny photo

      • Bruce

        I don’t think that Photo is through the lens, I think that is just an example of what Mura looks like on a screen for reference. If you imagine that pattern of light overlayed on your screen, but it stays in place as your head moves, it would be noticeable like screen door effect. Which is what the author is saying. How intrusive is it? I’ve seen inconsistent back light on most edge lit LCD screens which could cause this kind of thing, it’s only very noticeable when you have a single colour light or white background. But the author says “plainly visible” with no such caveat – maybe wait for the full review.

    • mirak

      On LCD it’s called clouding.

  • Nepenthe

    Red smear hmmm? So the red sub-pixel elements have a slower switching time than the blue and green elements? I wonder why / how that is.

    • Graham J ⭐️

      Ya that’s a weird one. Only think I can think of is they’re using something like quantum dots which could account for both mura and a colour-specific smear..

  • Robbie

    You are an idiot…

  • Robbie

    You are an idiot…. this is a horrible value.

    • Francesco Fazio

      What are you talking about ?

    • Oleksandr

      Nice try, Carmack

  • DNACowboy

    So they are saying DCS simmers and gamers generally should give this HMD a miss due to the ‘Mura’ effect which affects immersion?

    • If this would be Mura, it wouldn’t affect bright scenarios by much, which means DCS users dont need to worry. But it this is something else, then im not sure. I will for sure test it in-depth in my videos..

      • Andres Velasco

        I am talking HP as we speak to find availability. Its suppose to be available today in the USA yet nobody have it. I want test it also

      • Rosko

        The mura is actually an issue at night in DCS at least in my Rift i can’t even use night scenes.

    • Norbertas GL

      Well LCD’s normally don’t suffer from Mura, it’s quite unclear what author had in mind. Wait for more hands-on tests.

  • impurekind

    Yeah, it’s the tracking and controllers that let down WMR headsets like this.

    • Francesco Fazio

      I really hoped this to be different. As a Rift owner there is not even one single device on the market I would spend my money to upgrade to … All of them have a big drawback. Better tracking low resolution, good tracking low resolution but outside in with sensors, very nice resolution but shit tracking => HP reverb and all the WMR HMDs.

      • Robbie

        Rift S improvements over CV1

        Display

        Resolution increased by 42%

        Sub-pixel count increased by 113%

        Reduced screen door effect

        Greatly reduced god rays

        Larger lens “sweet spot”

        Audio

        No more issues with audio eventually failing due to ribbon cable flexing

        Tracking

        1 minute setup at new location

        No external sensors to set up and run cabling for

        Only needs 1 USB 3.0 port on a single USB controller

        Room scale and more out of the box

        Tracking
        is less likely to be affected by reflective surfaces such as mirrors.
        (Note: there is some discussion about this in the comments below. Also, Here’s another post on this topic)

        Can experiment with laptop-in-backpack for untethered, large-scale play space

        Guardian boundaries will be remembered for up to five play spaces (thanks Reddituser703 for adding this)

        Controllers

        New button layout reduces chances that new players will accidentally hit home or menu buttons

        Handle has textured surface

        Headset

        Passthrough+

        More comfortable for most people (not that CV1 was bad)

        Halo-strap is quicker and easier to put on and adjust

        More space for eyeglasses

        Blocks more of the light coming in around the nose

        5 meter cable instead of 4

        Adjustable eye-to-lens distance is great for both maximizing field of view and eyeglass wearers

        Headset detaches from headband. There may be alternative mounting options available in the futur

        • rosscarlson

          Yep, but the Rift S gets one thing MASSIVELY wrong that is a total deal breaker for most Rift owners, the horribly uncomfortable “halo” design. VR headsets are FAR more than their spec sheets.

          • Bruce

            Not for everyone… I find PSVR more comfortable than CV1. Also PSVR doesn’t try and tear out my hair when I take it off.

        • Jordy

          What about Rift S vs HP Reverb?
          Rift S – 2*1280*1440 screens, 110? degrees diagonal FOV (100? horizontal, 90? vertical)
          2*1280/100 = 25.6 ppd horizontal
          1440/90 = 16.0 ppd vertical

          HP Reverb – 2*2160*2160 screens, 114 degrees diagonal FOV (100? horizontal, 100? vertical)
          2*2160/100 = 43.2 ppd horizontal
          2160/100 = 21.6 ppd vertical

          HP Reverb have much higher ppd => less SDE, much clearer image.

          • daveinpublic

            Looks like we finally have a good competition going in the VR space.

            Reverb is awesome, $600 all in. Index is awesome, $1000 all in. Rift S is great, $400 all in. Index has best tracking and knuckle controllers and highest refresh rate. Reverb has best resolution by far, tracking is fine. Rift S has everything you need, better tracking and controllers than Reverb, easier to setup than Index, and only needs a AMD Radeon RX 470 for it’s best games and has best price and includes free games.

            Rift S is the best beginner PC VR. Index is best for high end. And Reverb is best if you’re not picky about tracking. All have access to the same Steam store.

      • rosscarlson

        EXTREMELY well said as you’re absolutely right – there is no headset on the market that holds a candle to the Rift CV1 when you factor everything in. I’m very excited by the Reverb (already ordered) as it gets on big thing right – the physical design. I’ve owned pretty much every major headset and always go back to my Rift due to it’s size, weight and comfort. Have very high hopes for the Reverb, I play seated only so I could care less about the controllers.

        • Graham J ⭐️

          The Index is superior to the CV1 in every respect.

          • Schorsch

            It is, but the price!! Stations and (very over-engineered for average users) controllers alone €600. Still, we haven’t seen actual, real reviews.

          • Jarilo

            Yes well, better usually means more $$$

          • Graham J ⭐️

            It’s certainly more expensive, but I don’t believe that’s relevant to a discussion about whether the CV “holds a candle” to it.

          • mirak

            The guy from tested, Norm was amazed, and we can consider this guy has seen it all already.

          • Bruce

            Apart from colour and contrast. It would have been nice if the Index displays were OLED like the CV1… but I understand why. I guess the tech for high refresh and OLED just isn’t there yet.

          • Graham J ⭐️

            True, there are some benefits to OLED in that respect. A very low persistence LCD with strobed backlight should make up for some of that so I’m curious to see how it looks.

          • Francesco Fazio

            Yes it is man but is the difference between them enough to spend 1000 $ for it ? I dont really think so correct me if I am wrong

        • mirak

          You play seated so you couldn’t care less about good tracking and roomscale, which is the week point of Rift vs Vive.

      • vtid

        I agree with the one exception being the Valve Index. I’m excited for it but admittedly I can’t afford to buy it this year as I’ll need the full package. One of the best things about it for me is that the pc specs are no higher than the cv1 (if I remember correctly) so it means I don’t have to upgrade my now old gtx1060 gpu or any other components. Maybe by next year it will be a few hundred dollars cheaper. Looking forward to seeing reviews on it. It sounds and looks great.

      • care package

        I just said the same thing on YouTube. Almost strange to realize, but there’s not one HMD out there now or soon to come that doesn’t have drawbacks. Makes total sense to me to just stick with Oculus. I’ve already per-ordered the S.
        Don’t want WMR tracking. Don’t want external devices. Don’t want specs so high my current PC can’t run it properly anyway.

    • Immersive_Computing

      Yes, Lenovo WMR had surprisingly competent headset tracking in a well lit room, but controllers felt crude, uncomfortable and had poor tracking unless used in a forward pose at lower movement speeds.

      Microsoft need to massively improve the controllers and offer multi camera (4) tracking to keep WMR relevant. A VR headset system is only as good as it weakest element.

  • Durante

    Hey Ben, while you’re working on the in-depth review, would you be willing to run a small program that reads out the OpenVR projection settings?

    I could use that to add the Reverb to this table:
    https://docs.google.com/spreadsheets/d/1q7Va5Q6iU40CGgewoEqRAeypUa1c0zZ86mqR8uIyDeE/edit#gid=0

    • Karol Gasiński

      This table is interesting but there are few caveats here. From my observations per-view frustum tangents change from unit to unit in case of Vive and VivePro which leads me to conclusion that those numbers are calculated during each unit calibration time, and stored in their FW. This isn’t a big difference, but it exists. Another thing is fact that based on current user eye-relief distance, actual FOV changes, so FOV calculated based only on view frustums represents maximum theoretical FOV, and actual one will be smaller in reality. What does Display Angle mean in your table? How it influences Total Horizontal FOV equation?

      • Durante

        I note that it’s a maximum limit rather than the actual value in the table.

        Display angle is the angle between the displays (currently, only Pimax has one, in non-parallel-projection mode). It’s simply added to the horizontal FoV (which makes sense since it adds to the total horizontal coverage from the left of the left eye to the right of the right eye).

        • Karol Gasiński

          Thanks for clarification :)

    • Jordy

      Thanks for sharing.
      Most of the headsets seems to have larger vertical than horizontal FOV, how can that be explained? I does not feel right.

  • Pedro Kayatt

    If you think the 6DOF controllers from Windows MR are bad you have never used the PS Moves…

    • VRMAN66

      yeees

    • MeowMix

      I agree, but with respect to PC VR, Ben is still correct

      • Trevor Jones

        No, definetly vive wands are the worst. Gigantic batons with no sense of hand presence at least the MR controllers have joysticks.

        • Pyro

          +1, the Vive wands are freaking awful. Whoever designed them (and worse, whoever tested and approved of the design) should be shot in the foot. I can’t wait for Valve’s controllers to ship. I will avoid HTC VR products at all costs. Never been a big fan of their phones either.

        • Lark R

          True, but they also use the gold standard of positional tracking.

        • Pedro Kayatt

          I just love the freaking “grip” buttons from Vive… I remember when I realize they were a button, yes, 2 buttons with the same mapping and they don’t even look or feel like a button.

          But I must say that the Samsung MR controller looks a little bit more comfortable, anyone has tried?

          • It is much more comfortable

        • Pk Biggums

          No the Vive wands are definitely better, ergonomically and tracking wise.

    • Francesco Fazio

      I am used to best controller in the market. The Oculus touch. For no reasons in the world I would spend my money for a device that has worse tracking/controllers than my actual Rift.

      • Trevor Jones

        i agree, its like the rift is holding me hostage. if only we could use the touch with other headsets

    • namekuseijin

      the lack of analog hurts, but I definitely can shoot arrows in Skyrim or Rec Room with no issues on psvr – as long as I don’t have my back to the camera

      • Candy Cab

        I think they work pretty well for what they are. It seems more often than not most users just don’t want to take the time to get them dialed in with their play space.

  • Immersive_Computing

    Fixed IPD, optical aberrations, ergonomic issues coupled with inferior WMR controllers/tracking, the Reverb presents as an unbalanced, overpriced offering based on the premise of a high res panel?

  • Norbertas GL

    You’re pulling too much on Reverb controllers, they are really good and enough for most VR content. Since you are VR geek of course slightest error in tracking for you would be a big drama, but for most casual users it gonna work fine. Very few that can put any complaint on them. Resolution is the KING here, readability, textures, object recognition, no-SDE, PPI etc this is really what makes difference in perception.

    • Jarilo

      I don’t know of such a thing as a casual VR user. It’s either enthusiasts or people who don’t like VR, it’s why we’re trying maaaan. lol

      • Andres Velasco

        just play with the Rift, other are interested on the Reverb

        • Jarilo

          They can get the product they want, we can discuss whatever here though that’s what this place is for. I don’t own a Rift anymore.

        • Francesco Fazio

          Dude if you like wasting your money please go ahead and buy this expensive piece of crap :) Enjoy man LOL

      • Norbertas GL

        The whole VR market is set to capture as many casual users as possible. Enthusiasts are left aside, but that’s a good thing.

        • Jarilo

          Not really, The Reverb and Index are not. Not for that price, as well as it’s not doing a good job at it. Plus, who knows if it really is a good thing.

          • mirak

            If there is the games people want to play, people will pay anything.
            You can call them casual games, but if there was CS Go, or Call Of Duty in VR, and you started to play against VR player, people would go to that.

          • Jarilo

            I definitely don’t consider CS Go and Call of Duty MP all that casual in general. These are multi-hour sucking competitive games.

          • mirak

            The rounds are very short, it’s like fighting games, you can do many games in half an hour, so you can play them casually if you resist the temptation of playing again and again and again.
            What is not casual is RPG games, or even long game like Tomb Raider, GTA V.
            But anyway casual games will do nothing good for the VR games we want.

          • Jarilo

            I completely disagree, single player adventures like Tomb Raider and GTA V are the literal examples of casual.

          • mirak

            They don’t fit casual games description by Wikipedia
            https://en.m.wikipedia.org/wiki/Casual_game

            Only thing that would fit is that they are easier than they could be, but that’s because what matters is the story, it’s almost interactive movies.
            What doesn’t fit is the production costs, compared to a game like pacman, and also the gameplay is more complicated than a pacman or angry birds and stuff like that.

          • Francesco Fazio

            I agree with you totally

    • bennymann

      Thank you. Exactly what I was thinkin, but you said it best!
      I bet the controller tracking are good enough for the majority of us (of course, in front of the HMD :)

      • Francesco Fazio

        I think they are very bad especially for the kind of games I play like Pavlov, Onward and Contractors. I always need to pick up weapons on the hips while not looking at my hands. For what I understand it is enough to leave your hands down to your waist and the tracking is lost. Unacceptable really.

        • I can play pavlov in WMR without problems.

    • MosBen

      I disagree. I’d say that affordability is king, followed by comfort and ergonomics, good inputs that work naturally, ease of setup, wide FOV, and then resolution.

      • mirak

        I disagree, I’d say content is king, then what you said.

        • MosBen

          Damn, I forgot that one. You are entirely correct.

          • Immersive_Computing

            Here’s a phrase we used in our company, “Content is king, but comfort is key”.

            You need compelling content, but also comfortable headsets to use that compelling content with, because compelling content is going to cause you to wear a headset for many hours ;)

            https://uploads.disquscdn.com/images/f3adad3750c430091e448a044e6f2a462494650afc802b221824961f1d9f1fdd.jpg

          • Jarilo

            Actually , every enthusiast of VR since 2016 knows that “Tracking is king” , that should be a licenses patent for that saying since we’ve been saying that on reddit forever.

          • Immersive_Computing

            Great tracking with no compelling content means nothing

            Compelling content is required otherwise you can produce the “perfect” headset, but have no reason to actually use it on a daily basis for hours at a time.

          • Jarilo

            Great content with shit tracking is even worse. Just a test of frustration.

          • daveinpublic

            Actually, ‘Breathability is king’, if you can’t breathe well because the nose or mouth is constricted, you will not play anything for more than a few min at most.

          • Jarilo

            I have never had a “breathability” issue with any single headset ever in the entire world that I have ever tried.

      • Trip

        I disagree I’d say “presence” is king! Ok, I just had to add to the list of “I disagree” statements. That said, I love lighthouse tracking and with my 67+ IPD these HMD’s without a hardware IPD setting are no good for me. I suspect people are going to be surprised by how good Index looks when you put it on, I expect the specs will belie the experience.

    • Exactly. Are these really worse than Vive wiimotes?

      • mirak

        Vive controllers are good.

        • daveinpublic

          They are so sucky.

    • mirak

      I disagree.
      Motion is what matters the most.

    • Francesco Fazio

      It is a shit device yet one more shit device

      • mirak

        Plus 10 euros and a Mars.

        • Norbertas GL

          And refrigerator full of beer bonus!

          • Francesco Fazio

            LOL

      • Simple O’Rourke

        $300 is way too much for what you described. For that price it should include a haptic crotch piece for the ultimate in pr0n viewing!

        • Francesco Fazio

          LOOOOL

      • daveinpublic

        You’re describing the Quest.

        Sure there’s a few things to improve, but for the most part it’s all there, and preorders are live. I’ve seen some early reviews by people who know VR, and they’re surprised at the graphics, saying it’s not like the Go, but very similar to the Rift.

        • Francesco Fazio

          You are wrong man. The Quest is not even close to 2160×2160 and does not have half of the things I listed. Maybe you should read the posts better. The Quest like the Rift S is another “compromise” device. It is not VR 2.0 it is 1.3 if you know what I mean. No new HMD are a real upgrade from the Rift CV1 they all miss something. We have to wait one more year or so before seeing something that really makes a change

          • daveinpublic

            I wasn’t saying it’s the same as rift s, but it’s as close as you can technically get to what you’re saying in today’s real world.

    • Bruce

      I guess you don’t know until you try it. But then, it’s too late. There’s no way to improve it. With CV1 Oculus rift, you could at least buy additional cameras. Maybe they could bring out a head-strap with additional cameras glued on?

      • mirak

        You could buy a Vive Tracker and Lighthouse glue the tracker to the headset.
        But good luck dooing that.

    • Francesco Fazio

      “They are really good”

      Based on what are you claiming this ? AFAIK all WMR have the same problem. Shit tracking.

    • benz145

      I’m really not; I’ve said that they can work well for the right content but other content can become annoying because of the limitations. Other inside-out controllers on the market are a big improvement in tracking coverage and design, and are acceptable for a wider range of content. Of course it depends on what you’re using the headset for.

    • Harmoniser

      I think for sit down games, when using a Hotas or wheel, which is most of my VR gaming the tracking means nothing to me. I’m torn between this and the Index, I got a pre-order in for the index. But not even sure if the Reverb will come to the UK, so it may not matter.

      • Candy Cab

        Most of my VR gaming is sim racing and just getting into Elite Dangerous on a first gen Odyssey with a CV1 for everything else, so I can definitely relate :-) Provided you have the cash to spend I think the responsiveness of the Index screen alone will make it a more enjoyable headset to use, not to mention what are probably going to be the best controllers made to date and the gold standard of tracking tech. Granted the latter may not be of interest now but knowing its there if you want it is something to consider. Personally I find Windows tracking pretty wonky even when seated so its a no go for me regardless of the display.

        • Harmoniser

          Good to know about head tracking. I think I’ll wait to see people using the reverb. Index is a better all rounder.

  • Jarilo

    Basically great resolution, everything else sucks. Talk about something we all knew it was already.

    • Andres Velasco

      not what it say. say that controllers can be better

      • Simple O’Rourke

        Says the lenses look like ass

  • Andres Velasco

    Ben what is your IPD?

    • benz145

      64mm — sorry, I will add this to the text of the review).

  • MosBen

    What sort of performance hit is there for the increased resolution? Is a 2080ti mandatory? Does a 2080ti handle it fine, or does even that card struggle?

    • 144Hz

      A 1080 is recommended, but a 1070 will work according to the Hands-on Tested on youtube.

      • MosBen

        That’s certainly good news, as it seems like with eye tracking and foveated rendering we should be able to keep system requirements in 1000x series for a generation or two.

    • Jordy

      Depends of the game… but if you want all the games to run at 144FPS you might need more than one 2080ti. I would not expect any supersampling on a 1080

      • MosBen

        I appreciate the response, but this is kind of why I was hoping for more coverage of performance on different levels of machines in the review.

    • benz145

      Good question, I need to do a proper performance benchmark on the min recommended card.

  • Master

    Don’t put any weight on what this noob on the review is saying. WMR tracking is good. Not top notch but not bad at all . This guy is a Oculus fanboy, Waiting for bestbuy or amazon to have it in stock

    • Simple O’Rourke

      A fool and his money…..

    • FireAndTheVoid

      I’ve got multiple SteamVR headsets and a WMR headset. The WMR controller tracking is okay and wouldn’t stop me from buying a headset, but it is unquestionably worse than SteamVR tracking in some games.

    • Immersive_Computing

      WMR headset tracking is very good in a well lit room, although this can cause light leakage depending on your facial fit.

      WMR Controller tracking is good for casual use, but not for active or competitive gaming, or for controller poses outside of the dual cameras relatively narrow field of view.

      WMR controller tracking was very problematic for my gun and bow games, to the point of making a game like “In Death” almost unplayable compared to using my Rift or Vive.

      How you find WMR controller tracking depends on previous experience; for a Vive owner and 3-sensor Rift owner I could not accept its glaring limitations.

      • Francesco Fazio

        I am the same kind of user. Competitive playing mostly FPS like Pavlov, Contractors and Onward. Basically that is 90% of my whole VR

  • Karol Gasiński

    Does it mean that red sub-pixel switching time wasn’t fixed after all (I refer to red smearing issue)? Did you wrote this review based on final production unit (from batch that is going to stores), or one of those that were shown during GDC? It would be good to clarify that with HP.

    • benz145

      This is a retail unit. Yes I believe the red sub-pixels are a little slower than the others for some reason.

  • Master

    They published a video showing its tracking, for 600 complete without need to buy controllers or lighthouses and room tracking, I think its a great buy. PLUS almost gone screen door effect. https://www.youtube.com/watch?v=G3deuVNculc

    • Graham J ⭐️

      Not really the best test since everything you have to hit accurately is within the camera FOV.

      • benz145

        It’s a good test of Beat Saber, which is all it is. The review explains the limitations of the controller tracking clearly.

        • Graham J ⭐️

          Yes, and despite that here is someone posting a video implying there’s no problem with the tracking because it works well with a single game.

    • Jordy

      The tracking looks very good, even better than on my Rift CV1 with 2 sensors.

    • Francesco Fazio

      Dude you have the controllers in front of you OF COURSE the tracking is good ! What we are referring to is when your hands go outside the FOV and in so many games you need to do so. Losing tracking there means no more game no more fun. You need to act in a split second to make the difference between being dead meat or the winner of the round (Pavlov, Onward, Contractors).

    • Eli Kulack

      a great buy? WMR has its own set of issues all the way till now. i doubt they rid them all . with its track record 600 is just plain too much

  • Jack763

    In your opinion, is it a noteworthy improvement over the Odyssey+? or do the O+’s advantages (more ergonomic controllers, hardware IPD) outweigh the resolution difference?

    • benz145

      My head doesn’t agree with the ergonomics of the Odyssey and Odyssey+; it often feels like I need to sacrifice comfort for clarity or vice versa. I also don’t like the impact to sharpness that comes with the O+ diffuser. For that reason I prefer Reverb, but it fits my head pretty well. For those far outside the fixed IPD range of Reverb, Odyssey(+) could be a better choice thanks to the hardware IPD adjustment (assuming the headset fits ok).

  • Adam

    When will this actually be available for purchase? It’s May 6, but on HP’s website there’s only an option for “Notify Me”, but no option yet for purchase.

    • Dennis van der Pool
      • Adam

        Thanks for the update, Dennis. I’m in the US so hopefully it will be available soon. I have the OG Vive, Odyssey, and sold my Pimax 5k+ which I hated because there was just something very strange about the display that gave me eyestrain. I had 2 of them and both had the same issues which made me conclude that the canted displays or perhaps IPD issues might be the cause. I’m hoping the HP will perform well strictly for visuals since I’ll only be using this for sim racing games.

      • Francesco Fazio

        Netherlands too here :)

        • Dennis van der Pool

          :)

    • benz145

      The headset was supposed to launch today, but HP just told me the following when I asked:

      “We’re waiting on an update for expected availability to purchase and will let you know as we have a new date confirmed.” So I guess it may not be ready today.

      • Adam

        Appreciate the update, Benz145! Hope it comes out soon. I also have the Valve Index on order, but I’ll be using the HP Reverb mainly for sim racing games.

      • hmm indeed it sounds like it wont happen today. Thanks for the info!

      • DC

        I got the same answer from HP support chat. They really don’t know when it will be available.

  • As I expected and seen similar (if not worse) artifacts in the PiMax 4K. It is also a disappointing that they did not go to a four camera system, but unless they changed the process in which the multiplexed video stream is optimized or as in the the Rift S and upcoming Vive Cosmos with onboard SLAM processing reducing bandwidth and processor overhead, two cameras is about the maximim that can be handled in the current WMR solution.

    With that being said, I am very curious about the Lenovo Rift S, since it shares so many external physical similarities to its WMR version and with Oculus WMR compatibility. Maybe there will be something new in this area from other manufacturers.

    One other note is how the new Acer OJO will compare since it may be based on same reference model, like their first WMR version.

  • Jerald Doerr

    “This is an example of a bad display with muru “.

    So did this example come from the Reverb you reviewed or some other VR Headset?

    • benz145

      It’s just an illustration of what mura is, it is not a picture from any headset.

      • daveinpublic

        I think you should make that point a little clearer in the article and put it in the caption. I just assumed it was a screen shot from the headset.

  • mirak

    No picture from the screens trhough the lenses ?

  • Tom Ba

    HP said, they reduced the per eye fov. What does that mean ?
    Reduced stereo overlap vs. first gen. ?

    • FireAndTheVoid

      I believe they mentioned on Tested that the stereo overlap was reduced. I think it was on the episode where they are talking about the Valve Index, because the Index overlap is reduced by about 5 degrees.

    • Eli Kulack

      they reduced the Field of Vision per eye. so basically its narrowed

  • KOSTANTINOS KOD

    And now do a review and pretend this have the name oculus,samsung or vive,or valve,
    and talk only about the positives .

    • benz145

      Er… did you read our Rift S review? Not exactly flattering, but honest, just like this review.

  • Tom Ba

    Sam Machkovech tweet…

    “Ars Technica’s look at HP Reverb VR headset will come later this week.
    It’s been held up by confirming a very visible green tint and washed-out
    color balance. HP thought a new headset would fix, but we repro’ed this
    on two totally different PCs, two sets, two cords, every port.”

    • benz145

      Strange, I see no green tint. Could be a bad batch of displays.

      • Tom Ba

        Sam Machkovech tweet…

        “UPDATE: upon further testing and comparison with other LCD headsets, I’m seeing comparable color-balance results and will clarify my findings in my Ars review.”

  • grindathotte .

    Does anybody measure actual FOV? I know it varies with head shape, but surely if one person measured them on different headsets we would get a good comparison. I have used two WMR headsets (Dell and Acer) and the actual FOV is about 75 degrees. This means not only tunnel-vision, but half my GPU power is going into thrashing out pixels that I can’t even see. The Valve Index at least allows you to move the lenses closer, why can’t they all do that?

    • James Cobalt

      FOV varies for each user as it’s subject to eye relief (distance between pupils and lenses – which in turn is affected by face shape, lens adjustments, gasket, if the user wears eyeglasses…), the user’s IPD, screen+lens position, screen obstructions from housing, lens distortion profile, amount of screen actively used…

      There’s no standardized method for calculating FOV in VR headsets – this is the closest I’ve seen: https://knob2001.itch.io/test-fov-rv-testsglare-readbility-lens

      Perhaps RoadToVR needs to adopt it for their reviews.

      • grindathotte .

        I created a crude method on Sketchfab, Just search for VR true fov. Sadly nobody has contributed any results yet.

  • Francesco Fazio
  • Etailer

    Reverb need to take a close look at Oculus inside out tracking and implement at least 4 or 5 cameras. It’s tied to Windows MR so not so easy to accomplish.

    • Lulu Vi Britannia

      There will always be occlusion with inside-out tracking. Even the Rift S, with its 5 cameras, has blind spots and sometimes lose tracking (although it definitely seems usable in-game).

      I think it would be much easier to simply allow for hybrid tracking:
      – Inside-out tracking for the headset and controllers by default,
      – optional outside-in tracking for the controllers.

      Of course the controllers could still be tracked wih the onboard camera by default, but would be backed up by external sensors to avoid infamous occlusion.

      Today, Oculus VR is able to do both tracking systems. For their next headsets, they should simply merge them together. Like, simply put IR LEDs in the new Touch controllers and allow the use of their current external sensors. That would definitely solve any issue with the tracking. No more blind spot, no more occlusion.

    • realtrisk

      Seems to me that the easy solution to this is NOT more cameras on the headset, but cameras on the controllers themselves. The two cameras on my Odyssey work great for head tracking, but suck at tracking the controllers. If the controllers tracked themselves with two cameras each, just like the headset, you’d have perfect inside out tracking, much better than Quest or Rift S, which still have numerous blind spots.

      • Etailer

        Hmm, interesting, you may have something there.

  • Terence Pang

    Should I buy this or the Valve Index?… Tough choice

    • Dennis van der Pool

      Valve Index

    • Nils Holgersson

      Not a tough choice, Index all the way! Except if you want a headset to only watch porn and movies. I’m actually thinking about getting one for exactly that reason, that is if the lcd screen quality is good enough.

    • mrsilent3051 Nonya

      Get the Valve Reverb

    • daveinpublic

      If you have Valve Trackers, the price is similar. $750 for Index with Knuckles controllers. $600 for Reverb with regular controllers.

      (If you don’t have trackers, Index is $1000) So if price is a big concern, Reverb does the job, tracking isn’t perfect, but setup is easier. If it’s not a big concern, Index has perfect tracking and awesome controllers, but the resolution won’t be as high. Seems there’s no perfect equation, as every headset has pros and cons no matter the price.

  • Francesco Fazio

    “They actually track quite well from a performance standpoint, but their tracking coverage hardly extends outside of your field of view, which means they lose tracking any time your hands linger outside of the sensor’s reach, even if that means just letting them hang naturally down by your sides.”

    It is a total NO GO. Yet another piece of expensive garbage. I wonder how long it will take before we will be able to see finally a product that could represent a proper improvement from the Rift.

    • daveinpublic

      Maybe you should create a company that makes the first proper VR headset?

      • Francesco Fazio

        great suggestion dude ! wow ! Thank you very much ! Tsssss

  • The Bard

    WMR controlers are the best on the market. You get thumbstick for certain titles and touchpad-clickpad for other things. the bottom button is great as well as front. Also, you can put away controllers on table vertically. Design is perfect! Only Windows tracking is not super good as you have 2 cameras to track, not 6 cameras like it should be. So, stop complaining about the controllers! They are the best!

    • Immersive_Computing

      WMR controllers are bulky (square grip handle), have poor button placement, weak haptic feedback, chew through batteries in a couple of hours (due to using visible light tracking), and have tracking issues…what’s not to love?

      The WMR controller used on all the WMR headsets, except the Samsung, was a “reference” design Microsoft produced as an example to headset partner manufacturers, unfortunately none of these partners developed the design any further (apart from Samsung who have a slightly more rounded grip handle).

      Having owned and used all of the current PC VR systems on the market, from what is currently available, Oculus Touch controllers were superior in every way to WMR and Vive Wand controllers.

    • Etailer

      You have got to be kidding me.

  • Arashi
  • Sion12

    I havent used any other controller other WMR so i cant compare it, but i did say its pretty good, good enough for most VR games and situation, i do have some problems with game that sheath weapon on your back and occasional glitch. with that said, i dont think its worth the hassle and wires/space to install the base station. maybe i will change my mind if tried it but currently its not worth the trouble for me

  • João Pereira

    I pre ordered the index, but can’t see myself craving for that 2160×2160 resolution for more 3 or 4 years.
    I might just go with the quest for the tracking experience in games and portability and the Reverb for pc sims.

  • João Pereira

    Not guaranteed it will work well. And even if it did you’d need the base stations for the index controllers to work.

    • Jerald Doerr

      Yeah I already have a Vive.

  • Trevor Jones

    this should have been the rift S

  • Amazing review as always!

  • Yosarin Blake

    Didn’t mention Pimax 8k resolution in the article when comparing top high res headsets?

  • Stewart

    The WMR controllers are not bad as long as you use the better AA batteries like Duracell Quantums, for some reason when I try to use regular batteries the tracking is not that good. But I use the Samsung O+ so it’s controller tracking is the best out of all the WMR even better than the crappy Rift S I tried. The only thing I found bad with WMR controllers is throwing something in game it does not work well.

  • Francesco Fazio

    Why cant I find anywhere when the HP Reverb will be available to buy in Europe ? What the **** is HP doing ?

  • Francesco Fazio

    Now that I have finally tried a Samsung Odyssey + I can clearly say WMR tracking works fine in all the games I do (Pavlov, Onward, Contractors). Yes the controllers are not the best and not so ergonomic like the Oculus Touch but they work pretty good and I did not experience any loss of tracking whatsoever. I rested my hands down to the waist while looking straight no tracking loss. I have tried to put the hands behind my head and yes tracking is lost if you leave them for more than a second or two but actually which game would force you to do this for more than a second ?

    Now I want the HP Reverb but I am in Europe and it is still not available :(

  • I had bad tracking with my WMR headset controllers. But you know what? The tracking technology itself was not the culprit… it was the bluetooth hardware of my pc! I bought another external bluetooth usb dongle and my tracking is amazing now!!. So whenever i read on reviews like this that WMR tracking sucks i ignore it.

  • 1trillion

    WMR headsets are controller agnostic.. You can use ANY controllers guys…

    I am so frustrated with all the reviews putting down the controllers yet NOT ONE of the Reviews EVER indicates that one could just use the HTC Vive Light house controllers instead of the WMR controllers if the user really wanted better
    controller accuracy.

    It is a super simple fix. Just look on YouTube for simple instructions on
    how to utilize the Light House controller from the HTC Vive.. (Yes I
    know it is more expensive to go that route but holy cow people… If the
    crap controllers from the default WMR equipment bothers you that much
    then bite the bullet and spend a little more and figure out how to
    engage the light house controllers from the HTC Vive …. It’s super
    easy to do… and stop your complaining.. )

    If you are already into VR that much that you’ve purchased the high end
    GPU and CPU combo with a high end VR headset with good resolution then
    purchasing or ‘Using’ the light house units from perhaps your previously
    purchased HTC Vibe should be worth your time and effort (and extra
    expense if you have to go and purchase them separately )… You’ve
    already done 95 percent of the work getting all the other gear setup for
    a great VR experience why would you stop ‘there’ and just deal with the
    crappy WMR controllers…. JUST go the final distance and set up the
    HTC Vibe light house tracking units with their controllers and have the
    best of both worlds (great resolution AND great tracking)…. —-
    Simple enough…..