HP Reverb G2

Same here! I like the clarity and reading tiny labels but i got the wow when i got VR this is just a little upgrade! Still waiting better gpu to push it to its limits tough!


i think it was discussed already but…

have you seen this tweaks to WMR and StemVR

https://www.reddit.com/r/HPReverb/comments/lncorg/whats_the_matter_with_the_g2_seriously/gnztlh8/?utm_medium=android_app&utm_source=share&context=3

Yesterday in r/WindowsMR a WMR developer said that the only current way that the WMR for SteamVR plugin and SteamVR’s OpenVR API can interface is through copying the screen buffer. This can consume large amounts of memory because of the G2 panel 100% size , especially when (dynamically) oversampling. They have found a possible solution with sharing a screenbuffer both parties are working on.

This is a shortcoming of the OpenVR API, which despite its name is pretty much bound to Valve hardware and implementation, with support for other HMDs bolted on by plugins, instead of each manufacturer implementing the API as a driver.

The only structural solution is OpenXR, which all VR manufacturers including Valve are pushing. The huge difference in performance can already be seen when comparing games like MSFS and Revive with SteamVR vs OpenXR WMR native support.

For now the only things you can do about it is

  • Disable WMR 4 virtual desktop default in Registry
  • Start WMR
  • Set desktop res to 1080p 60 Hz when WMR is on
  • Move your steamvr.vrsettings file from the Steam program dir (only needed once) to a backup directory. This resets SteamVR settings to default, including hidden GPU profiling info. This is never cleared by reinstalling SteamVR. Also resets custom bindings, but if you can edit JSON you can merge app specific settings back into the new file which is created at start
  • Start SteamVR
  • Set Rendering Resolution to Custom:100% instead of Auto to disable dynamic supersampling. On 30x0 this worsens the problem even more because it scales up just by GPU power (2* increase over a 20x0), but disregards GPU memory size and bandwidth staying roughly the same.
  • Always leave OpenXR implementation on WMR, never set it to Steam’s implementation.
  • Restart SteamVR
  • Tweak per game settings from there

These all lower the amount of screen buffer copy, which get even higher by supersampling (RR auto).

PS i think it’s time to create a separate Mudspike Wiki thread Guide with all the Tips to configure properly a G2 (something like we had for the Odyssey)

@fearlessfrog @Troll @BeachAV8R i confide in you!

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