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HP Reverb G2 V2 Motion Compensation help

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by Jean Paul Andrade, Nov 25, 2023.

  1. Jean Paul Andrade

    Jean Paul Andrade Member

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    hello, I've been reading a lot of outdated information abour this VR headset, for what I've read there was a real problem with WMR and the motion compensation, but this HMD runs in Steam VR, is there any actual way to use any Motion Compensation software with this Headset right now!? my first sim rig was a 2DOF and I had a Oculus Rift CV1 but now I'm currently building a 6DOF 500mm stroke and just bough an HP Reverb G2
  2. dryas123

    dryas123 New Member

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    • Useful Useful x 1
  3. Jean Paul Andrade

    Jean Paul Andrade Member

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    thanks bud! I'm more optimistic now, I just bought the Headset but it's still on the way. I'm looking at the info you gave me, thanks again!
  4. PacketNarc

    PacketNarc The Narc

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    The headset runs on WMR.. It isn't SteamVR native thus it's not directly compatible with OpenXR either.

    SteamVR provides and abstraction layer to interface with WMR, but it doesn't replace WMR. This is what allows you to play Steam Games etc. via a WMR headset. (you will note that WMR must be launched, to support SteamVR)

    This is also important to note that as of the end of support for Windows 10 (Oct 2025) there will no longer be any support for WMR in the windows OS.

    e.g. The Reverb G2 and other headsets that rely upon WMR will become useless bricks.


    There is discussion in the community about potentially porting an open source project to allow support for the headset itself to display VR video, but there is currently no suitable alternative for hand / controller tracking for WMR devices. WMR is a completely different technology than the other VR ecosystem such as Vive, Index, and certainly different than the Meta ecosystem.


    IF you plan to keep running Reverb G2 or other WMR headsets, your best bet is to isolate your Windows 10 PC and DON'T UPDATE to 11. This would be your best best of extending the use / lifecycle of your WMR based headsets.