2.
1.0 OMNICEPT EDITION HEADSET
Q 1.1: CAN YOU PURCHASE THE HP REVERB G2 OMNICEPT EDITION
WITHOUT HP OMNICEPT?
Yes, customers can purchase the HP Reverb G2 Omnicept Edition without purchasing the full HP
Omnicept SDK. Eye tracking, sensor data, and inference information require integration into VR
software. The headset will distinguish itself when used with software that support its additional
features. When the headset is used with supporting 3rd party software, there is no extra expense
beyond the hardware. Direct sensor data and eye-tracking APIs (application programming interfaces)
are included as part of the Omnicept SDK.
Q 1.2: WHAT IS SPATIAL AUDIO?
HP VR Spatial Audio is an immersive & life-like sound environment in your VR applications where
users perceive sound sources to originate from objects relative to where they’re at in the virtual
environment. Perceptually, people rely on subtle differences in the way sound reaches their left ear
vs. their right ear to localize where a sound is coming from. These subtle differences between ears
are known in the audio community as Head-Related Transfer Functions (HRTFs). HP VR Spatial Audio
uses a unique Machine Learning approach to predict in real time the optimal HRTF for each sound
source in the scene. Our ML approach provides a more realistic and natural sound localization that
creates a personalized audio experience for a diverse and varied population of users.
Q 1.3: WHY WOULD A CUSTOMER PURCHASE THE HP REVERB G2
OMNICEPT EDITION WITHOUT HP OMNICEPT?
A big benefit to the headset is leveraging the sensors for eye tracking purposes, knowing where
someone is looking in an experience can be incredibly insightful to understanding outcomes.
Additionally, some customers may want to purchase the headset now in order to future-proof their
VR solution if they plan to integrate the Omnicept SDK into their software in the future.
Q 1.4: IS HP REVERB G2 OMNICEPT EDITION THE EXACT SAME HEADSET
AS THE HP REVERB G2 VR HEADSET JUST WITH SENSORS?
No, the HP Reverb G2 Omnicept Edition also includes new features like a ratcheting headband for
quick and easy adjustment of the headband, a PU leather face gasket in the box, and eye tracking
capabilities.
Q 1.5: DOES THE HP REVERB G2 OMNICEPT EDITION SUPPORT HAND
TRACKING OR GESTURE RECOGNITION?
No, however, our headset and controllers provide increased tracking compared to our previous
generation. It comes with 4-camera tracking enabling roughly 90% of all possible arm movement
to be tracked.
Q 1.6: WHAT IS FOVEATED RENDERING AND WHY IS IT IMPORTANT?
With foveated rendering, the HP Reverb G2 Omnicept Edition can discern where the user’s center
of gaze lies and focus GPU rendering workload around the area of gaze to increase image quality.
This results in reducing the image quality in the peripheral vision, freeing up GPU render workload.
Get more of the graphics horsepower into the area of focus for a better visual experience with a
“VR Ready” GPU. We’ll be enabling this via either.
• NVIDIA® Variable Rate Shading (VRS), which requires developer integration for the content
application but allows for a great degree of customization of scene shader rates for either
improved performance or increased visual quality. This can be done with tools that can be found
at <insert the get started dev portal URL here>
• NVIDIA® VRSS2, which does not require developer integration and works at the driver level of a
supported RTX graphics card to utilize available GPU headroom for improving the visual quality
at the center of a user’s gaze, which improves the visual experience overall. An application need
only be cleared by NVIDIA® for VRSS2 compatibility <here>.
Note: Foveated rendering applications must be built and compiled with the HP Omnicept SDK or
NVIDIA® VRS. Only compatible with Unity.
Q 1.7: WHAT IS FLASHLIGHT MODE AND HOW DOES IT WORK?
NOT FOR USE IN INDIA
NOT FOR USE IN INDIA
NOT FOR USE IN INDIA
4.0 WINDOWS MIXED REALITY (WMR)
FAQ
HP REVERB G2
OMNICEPT EDITION