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 Post subject: Virtual reality company
PostPosted: Mon Jun 03, 2019 6:55 pm 

Joined: Mon Jun 03, 2019 6:49 pm
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Reverb is HP's second virtual reality headset, Also this time Round the company is aiming mainly at the business marketplace, but not shying away from selling individual units in a consumer price point. As the maximum resolution headset presently available at that customer price point, it's a
special selling point amongst all other people, although the typical compromises of Windows
Mixed Reality nevertheless apply.As usual, we'll start with a summary and summary of this
Headset to be followed using a comprehensive review. Our comprehensive write-up remains in progress and will soon be added to this particular article when finish.

To be up front, the HP Reverb headset is a

Strong improvement over its predecessor by most measures. The new layout is
comfortable and feels greater quality. The new displays and lenses offer a
much better-looking picture. And onboard sound is a huge plus. But while its hardware has improved in many ways, it is nevertheless a'Windows Mixed
Reality' headset, which means it shares the exact same irksome controllers as all
Windows Augmented Reality headsets.

Reverb's headlining attribute is its high performance LCD
Screens, which are significantly more pixel compact compared to any headset in its own class. On paper, we're talking about 2,160 × 2,160 per display, which can be a
big step up over the next highest resolution headsets in the exact same course --the
Valve Index, showcasing a resolution of 1,440 × 1,600 per screen (also LCD, which means complete RGB sub-pixels), also HTC Vive Pro's double 1,440 × 1,600 AMOLEDs, that comprise an RGBG PenTile pixel matrix. Among
the three, Reverb has a little more than double the entire amount of pixels.



There is no doubt that Reverb's screens are very sharp, and
Very pixel compact. It has the best resolving power of any headset on its course, which means
textures, borders, and text are especially sharp.




By clearly observable mura. At a glance, mura may seem similar to the screen door
effect (in the manner that it's'locked' to a face and reduces clarity) but is
actually a different artifact resulting from poor consistency in colour and
brightness throughout the display. It ends up looking like the display is somewhat
cloudy.

Since HP is largely pushing Reverb for enterprise, they probably

Aren't terribly concerned with this--after all, text legibility (a major selling
point for business clients ) has a big boost from the headset's large resolution whether or not mura is present. For anyone interested in Reverb
for visual immersion, however, the mura unfortunately hampers at which it may be
otherwise.

There is also a couple other curious visual artifacts. There's a
Considerable amount of chromatic aberration outside of the lenses' sweet
place. There is also subtle--but apparent --student swim (varying sharpness throughout the lens which looks as motion as the eye moves round the lens). In the majority of headsets, these are both significantly reduced through applications corrections, and
I'm somewhat hopeful that they could be improved with greater lens correction
profiles for Reverb in the future. While I couldn't spot any obvious black or fawn smear, interestingly Reverb shows red smear, which is
something I have never noticed before. It is the exact same thing you would expect with black
smear (in which dark/black colours can bleed into brighter colors when you move
your head( especially white), but in Reverb it manifests most when red (or some other color substantially composed of crimson, such as white) shares a border with a
dark/black color. In my testing that this has not led to any significant annoyance
however, as ever, it may be bothersome in certain particular content.

From a field of view standpoint, HP claims 114 levels
Diagonally for Reverb, which is higher than what's typically quoted for
headsets like the Rift (~100) and Vive (~110). So
if you call it 105 or 114, Reverb is at precisely the exact same field of view class as
many other PC virtual reality headsets. All these are Fresnel lenses, which means
they're susceptible to god rays, which are about as apparent on Reverb as with
recent headsets such as the Rift S, and a little less widespread than the initial Rift and Vive.

Reverb's other major feature is its important ergonomic redesign.
HP has ditched the halo headstrap strategy seen on every other Windows virtual reality
headset and instead opted for a much more (first ) Rift-like layout,
including on-ear headphones. At least to my head, Reverb's ergonomics feel like
a big improvement over HP's first Windows virtual reality headset.

I found it quite Simple to Use for an hour or longer while
Maintaining relaxation. Just like all headsets of the layout, the trick is understanding how to match it correctly (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 place where the back ring can hold the crown of
your mind, then tighten the top strap to'lift' the visor so it's held by'hanging' from the top strap instead of by sheer friction against your
head. The side straps should be as loose as you can while still maintaining
stability.



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 really don't fall on either ends of the spectrum for nose or head size, so I'm imagining I'm pretty 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 nicely. When I had a bigger head, the straps wouldn't have more
room to accommodate; all of the extra space will be composed by further extending the springs at the side , which might place more pressure on my face than
is ideal.

Additionally, I felt like I was pushing the limitations of this headphones
The best match for the headphones would be to get them all the way
in their underside position; if there were a greater distance between the top of
my mind and my ears, or if I preferred the upper strap adjustment more tightly,
the cans would not have the ability to extend far enough down to be based on my
ears.

Together with all the nose gap, I had been feeling a bit of pressure on the
Bridge of my nose, and actually opted to take out the nose gasket entirely (the
bit of rubber which blocks light), which gave me just enough room to never feel
like the headset was in constant contact with the bridge of my nose. In case you've got a bigger nose or a larger distance between the middle of your eye and
your nose bridge, you may find the nose gap onto Reverb annoyingly small.



As with the Majority of other Windows virtual reality headsets, Reverb

We have achieved to HP to confirm the headset's adjusted IPD measurement, though I expect it to fall very close to 64mm. If you are far
from the headset's fixed figure, you'll sadly lose

Out on a few clarity.So, if it matches, Reverb from a hardware standpoint is a
Pretty good headset, along with the singular selection for anyone prioritizing
resolution anything else. But, Reverb can't escape the caveats that
include all Windows Mixed Reality headsets.

Mainly that is the controllers and their tracking. Reverb
Uses the same Windows virtual reality controls as each other Windows virtual
reality headset except for Samsung (which has slightlydifferent
controls ). Yes, they work, but they're the most powerful 6DOF controllers in the marketplace. They actually track
quite well from a functionality perspective, but their tracking coverage hardly
extends outside your field of view, which means they shed tracking any time
your hands linger outside of the sensor's reach, even if this means just
letting them hang naturally down from the sides.




Tracking system employed in each Windows virtual reality headset: a two-camera
inside-out system. HP says Reverb's tracking is identical to the first
creation headsets, and as such, Reverb's two cameras lose controller tracking
as frequently as its Windows virtual reality contemporaries. Fortunately, the
headtracking itself is pretty darn good (on par with Rift S in my adventure so
far), and so is controller tracking performance when near the headset's
field of view. For content where your hands are almost always on your field of
view (or only leave it briefly), Windows virtual reality controller tracking
can work just fine. In reality, Reverb holds up really nicely when playing Beat
Saber on its own highest difficulty since your hands don't spend much time
out of the field of opinion before entering it (to slit a
block). But there's a lot of content in which you hands won't be held in the headset's field of opinion, and that's when things could get annoying.

For all of its drawbacks, the Windows virtual reality 360

Video tracking system means that Reverb gets room-scale 360 tracking out
of the box and doesn't rely on any external detectors. That is great because it
means comparatively simple installation, and support for large tracking volumes.

The compromises about the control design and tracking were
Simple to swallow considering how inexpensively you could come across a Windows virtual reality
headset ($250 new in box isn't uncommon). But Reverb has introduced itself as
the newest premium choice among Windows virtual reality headsets at $600, which
shines a much brighter light on the bag that comes with every Windows virtual
reality headset so far.

Even though Windows Mixed Reality--which is built into Windows and
Comes with its very own Augmented Reality company
Spatial desktop--is
The native system for Reverb and all other Windows virtual reality headsets,
there is an official plugin which makes it compatible with most Steam virtual reality
material, which vastly expands the selection of content available on the headset.



And that's it for the top-down summary. The write-up of the
In-depth review is still in progress and will be added to the particular article when


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