HP Reverb G2 Discussion

Agreed. Will definitely skip this one then.

Thats interesting. Since the Reverb doesn’t have mechanical IPD, I assumed the rendered image was moved when IPD changes. Moving the rendered image physically on the panel, should theoretically affect the FOV. If it doesn’t, it would mean the entire panels are not utilized on the horizontal plane.

I just ran the the tool on my reverb rift and cosmos and got:

Reverb Total FOV:
horizontal: 96.24 deg
vertical: 90.53 deg
diagonal: 112.12 deg
overlap: 86.74 deg

Rift Total FOV:
horizontal: 87.95 deg
vertical: 89.66 deg
diagonal: 98.07 deg
overlap: 71.15 deg

Cosmos Total FOV
horizontal: 97.05 deg
vertical: 102.96 deg
diagonal: 118.79 deg
overlap: 89.84 deg

Risa’s database shows the Index at

Index Total FOV
horizontal: 108.06 deg
vertical: 109.16 deg
diagonal: 113.43 deg
overlap: 85.93 deg

So it’s definitely higher than Rift, not as much as Cosmos and Index but not far behind especially on diagonal since it has such a small HAM so it’s wasting less pixels.

5 Likes

Diagonally there’s not much difference indeed, but horizontally and vertically it’s quite a big difference …

11 posts were merged into an existing topic: HTC Vive Cosmos Elite Gear VR Lens Swap Tutorial Plus First Impressions

A post was merged into an existing topic: HTC Vive Cosmos Elite Gear VR Lens Swap Tutorial Plus First Impressions

Diagonal is not so good metric to compare headsets, because it depends on if and how the manufacturer implements the HAM. If they do it right it usually cuts substantially the corners of the rendered rectangle (cf. HTC Vive, Pro, Index), simply because the lenses are round and rectangles are not. My feeling is that in Reverb the corners are also not visible, but somehow the correct HAM is either not implemented, or not reported through SteamVR.

The same happened with Oculus headsets connected to SteamVR in hmdq before, which I mitigated in the latest version by implementing the native support for Oculus runtime. My suspicion is that Reverb (as well as Cosmos - which in the table is under name HTC Vive Elite) as Windows MR headset is also treated differently when exposed through SteamVR and does not report the correct HAM (or does not implement it at all).

5 Likes

Then either your particular headsets are different or your eye’s are lining up differently because I can tell you there is significant blurry distortion in the outer 5% or so of my Artisan (which only has 120 degrees FOV and not the advertised 140!).

1 Like

Would it be possible to measure the color gamut, brightness, black point, etc of the 8KX panels with no PiTool adjustments applied, with a device such as the i1Display Pro (https://www.xrite.com/categories/calibration-profiling/i1display-pro)

and publish this information during either the Pimax Day event, or through some other official channels?

This information would prove incredibly useful, and would allow us to easily see how the 8KX compares against not only other Pimax HMDs in these regards, but also against the Valve Index.

Possibly relevant to @SweViver, since he usually performs tests and publishes useful data on Pimax HMDs.

1 Like

I tried 8K+ with CK but my problem won’t be solved with the new foam or something. Only the CK without foam placed my eyes far away than the old one IIRC. Are you sure that the new foam will help?

@anon57422158

Tell to Pimax Engineers to make new profiles distorsions for low,medium,high USER IPD selectable in Pitool

Do you like More Pimax 8K+ or Reverb ?

I haven’t gotten an 8k+. Should have my 8k x soon hopefully so I can compare those.

Sorry, you are pink as @glassy99

This topic was automatically closed 60 days after the last reply. New replies are no longer allowed.