Credit to someone deep inside HP for this tasty info!
1.0 STEAM VR
Q 1.1: WHAT ARE STEAM AND STEAMVR?
Steam is a software publishing and distribution platform with an active community of VR enthusiasts that allows you to collect a library of VR and non-VR experiences. SteamVR is a software framework that connects VR software to VR hardware, it was created by the Valve Corporation and fills the same role as Microsoft’s Windows Mixed Reality platform or Facebook’s Oculus platform. Steam and SteamVR provides the software back-end to products like the HTC Vive, Valve Index, and the Steam controller. Steamworks is a set of tools and services that help game developers and publishers get the most out of distributing games on Steam.
Q 1.2: HOW DO I INSTALL STEAMVR ON MY SYSTEM?
- First, install Steam – download and run Steam from store.steampowered.com/about.
- Then, install SteamVR – once Steam is installed and you have created a Steam account, go to EXPLORE and search for “SteamVR”. Select the install option.
- Finally, install Mixed Reality for SteamVR – now that SteamVR is installed, go to EXPLORE and search for “Mixed Reality”. Select the install option.
Q 1.3: HOW DO I LAUNCH AN APPLICATION THAT REQUIRES STEAM VR?
Connect your Windows Mixed Reality headset and launch the Windows Mixed Reality Portal. You may need to complete room set up if you are in a new location.
- Open Steam and run SteamVR from the library. You should launch into SteamVR room set up if this is the first launch; otherwise, you will launch into Steam’s home room.
- SteamVR should show your headset and controllers in green.
- Select and run a SteamVR application from the Steam library.
Q 1.4: CAN I DEVELOP DIRECTLY ON A WINDOWS MIXED REALITY HEADSET WITHOUT USING STEAMVR? WHERE CAN I FIND GUIDANCE & SUPPORT?
FOR UNREAL ENGINE 4 (UE4): Yes, you can develop for Windows MR without using SteamVR using Unreal Engine 4. You must use Windows April 2018 update or later, and UE4 version 4.21 or later.
SteamVR will still launch automatically when starting UE4. There are two steps to disable this: (1) In SteamVR, under developer settings, disable ‘Start SteamVR when an application starts.’ (2) In your UE4 project, under plug-ins, disable the SteamVR plug-in and restart the editor. Developing for WMR should not be significantly different than developing for SteamVR. The Unreal Engine does most of the work for you and hides the details. Access UE4 documentation here.
FOR UNITY: Unity 2017.2 and later features built-in Windows Mixed Reality and HoloLens support, which includes a wide range of tools, packages, and resources that make it simple to author a game or app for both VR and MR, and makes it available in the Microsoft Store. Learn more here.
Q 1.5: HOW DO I MIGRATE HTC-BASED CONTENT (STEAMVR) TO WINDOWS MIXED REALITY?
You can play most experiences designed for the HTC Vive by using the Windows Mixed Reality bridge for SteamVR. This is available for free on the Steam store. Not all experiences are guaranteed to work; for example, the buttons may seem inappropriate or missing. If you are the content developer, you can enable the appropriate plug-in in your game’s editor.
2.0 HP REVERB VR HEADSET PRO EDITION
Q 2.1: HOW DO I OPTIMIZE THE HEADSET RESOLUTION IN STEAMVR AND/OR ON WMR?
WINDOWS MIXED REALITY PORTAL (RUNNING ON WINDOWS 1809 AND EARLIER): There is currently no way to change the resolution.
WINDOWS MIXED REALITY PORTAL (RUNNING ON WINDOWS 1903 AND LATER): Press the Windows key and type “Headset Display Settings.” Settings can be adjusted under RESOLUTION.
STEAMVR: Open the menu in the upper-left of Steam VR and select SETTINGS. In SETTINGS, click the VIDEO menu. Check ENABLE CUSTOM RESOLUTIONS. Adjust the resolution using the slider.
Q 2.2: WHAT IS THE RECOMMENDED MINIMUM PLATFORM CONFIGURATION?
GRAPHICS: DX12 capable graphics. NVIDIA® GTX 1080, NVIDIA® Quadro® P5200, AMD Radeon™
Pro WX 8200, (update or later); equivalent or better
PROCESSOR: Intel® Core™ i7, Intel® Xeon® E3-1240 v5; equivalent or better
MEMORY: 16GB RAM or more
VIDEO OUT: DisplayPort™1.3USB ports: 1x USB 3.0
OS: Windows 10, October 2018 or later
Q 2.3: CAN I DO A FREE ROAM OR LARGE-SCALE ROOM SET UP? HOW DO I SET UP FOR A FREE ROAM EXPERIENCE?
The tracking system on the HP Reverb VR Headset Pro Edition is designed to work in an area where you have an unobstructed view of your walls and floor. Large scale experiences, such as where you pass between rooms or hallways and see many different walls, requires an external tracking system. There are many external tracking systems available, such as those manufactured by Mo-Sys, OptiTrack, Vicon, and PhaseSpace.
Q 2.4: CAN I ADJUST THE INTERPUPILLARY DISTANCE (IPD) OF THE HEADSET?
The software IPD setting adjusts the vergence of the eyes. By shifting the IPD, you change how far the eyes point in/out to both focus on an object. This adjusts the perceived scale in the world (by adjusting how far away it seems like things are). You shouldn’t see much change in image clarity, except in that your eyes might pass through a slightly different point on the lens, but it should be fairly minimal.
Mechanical IPD adjust, like that found in the HTC Vive, actually moves the lenses back and forth and so should generate a much more noticeable difference in clarity. It will change whether or not you are looking through the sweet spot of the lens.
Q 2.5: IS THERE A SOFTWARE IPD ADJUSTMENT OPTION? WHY ISN’T THERE IPD HARDWARE ADJUSTMENT?
To change IPD within your headset, open the Settings app and navigate to Mixed reality > Headset display and move the slider control. You will see the changes in real time in your headset. If you know your IPD, maybe from a visit to the optometrist, you can enter it directly as well.
You can also adjust this setting by going to Settings > Mixed reality > Headset display on your PC. If your headset does not support IPD customization, this setting will be disabled.
The optical system in the HP Reverb VR Headset Pro Edition is designed to accommodate a large range of pupil distances. Because of the large accommodation of pupil distance, HP was able to remove the complexity of manual IPD adjustment.
Q 2.6: HOW DOES THE AUDIO WORK? DO I NEED TO USE THE AUDIO JACK CABLE ON THE BACK OF THE HEADSET?
Audio is supplied via the USB connection on the headset and is played through the built-in speakers. You do not need to use the audio jack unless you have a preferred audio headset you would rather use.
CABLE ON THE BACK OF THE HEADSET?
Audio is supplied via the USB connection on the headset and is played through the built-in speakers. You do not need to use the audio jack unless you have a preferred audio headset you would rather use. The audio jack cable cannot be removed.
Q 2.7: ARE THERE GOOD OPTIONS TO MAKE THE HP REVERB HAND CONTROLLERS RECHARGEABLE?
The only option currently is to use rechargeable AA batteries with an external charger. Rechargeable batteries are not recommended since they operate at a lower voltage and may not last as long as standard alkaline batteries. Non-rechargeable lithium AA batteries may provide longer battery life than standard alkaline batteries.
Q 2.8: HAS THE HEADSET BEEN SUCCESSFULLY TESTED WITH CABLE EXTENSIONS?
Cable extensions are not recommended as they may not maintain bandwidth. The provided 4.0 meter cable is considered optimal.
Q 2.9: IS THE VIDEO SIGNAL CABLE DISPLAYPORTTM OR MINI-DISPLAYPORTTM AT THE PC END?
The cable attached to the headset is DisplayPortTM 1.3; the HP Reverb VR Headset Pro Edition comes with a DisplayPortTM to mini-DisplayPortTM adapter.
Q 2.10: CAN THE DISPLAYPORTTM BE ADAPTED TO WORK ON A LAPTOP THAT ONLY HAS HDMI? ARE THERE ANY KNOW HDMI ADAPTERS THAT WILL WORK RELIABLY WITH THE HEADSET?
No, the HP Reverb VR Headset Pro Edition requires DisplayPort™ 1.3; HDMI adapters cannot handle the bandwidth required.
Q 2.11: ARE REPLACEMENT CABLES AVAILABLE FOR PURCHASE?
Yes, replacement cables can be purchased separately.
Q 2.12: ARE REPLACEMENT LENSES AVAILABLE FOR PURCHASE?
No, the lenses are not replaceable. While the lenses are removable, doing so may void your warranty.1
combinations of brightness of the sub-pixels combine to create the color your eyes sees from the pixel. In LCD displays, each pixel has a red, green, and blue sub-pixel, which is an optimal arrangement. In most OLED panels, the sub-pixels are arranged in a PenTile pattern, which leaves most pixels with only two colors of sub-pixels. LCDs also have better fill ratios, meaning that there is less black space between pixels, creating less ‘screen door’ effect and greater image clarity.
Q 2.15: HOW DOES THE HP REVERB VR HEADSET PRO EDITION VISUAL SWEET SPOT COMPARE TO THE HP WINDOWS MIXED REALITY HEADSET PROFESSIONAL EDITION?
The ‘visual sweet spot’ refers to the area the eye can occupy and still see the displayed image with high clarity. A larger sweet spot allows for a greater variation of eye positions and head anatomy. ‘Sweet spot’ is not a technical term, so there’s no specific measurement to use for reference, but we
Q 2.17: CAN I DISABLE THE WINDOWS BUTTON ON THE CONTROLLER?
You can only disable the Windows button by setting the entire computer to ‘kiosk mode.’ In kiosk mode, the user can only access a limited set of applications, and the Windows key is inactive. Kiosk mode may not be appropriate for your use case.
In previous versions of Windows, pressing the Windows button would close the running VR application and bring up the Welcome Cliff House. Now, it only brings up the quick action menu. You may not need to disable the Windows key on newer versions of Windows.
Information about setting your computer into kiosk mode can be found here.
Q 2.18: DOES THE HP REVERB VR HEADSET PRO EDITION SUPPORT GESTURE RECOGNITION?
No, WMR headsets do not currently support gesture recognition.
Q 2.19: HOW DO I GET HP REVERB VR HEADSET PRO EDITION TO WORK WITH VALVE KNUCKLES, HTC VIVE HAND CONTROLLERS, OR HTC VIVE OBJECT TRACKER?
This can be achieved using the OpenVR-InputEmulator. Find the instructions here. Note that set up requires HTC external trackers (base stations) to track the controllers and the process can be quite time-consuming. If the base stations are moved, controllers will need to be completely reconfigured from the beginning of the set up process.
Q 2.20: WHY ARE THERE ONLY 2 INSIDE-OUT CAMERAS?
Two inside-out cameras are sufficient to track the headset with six degrees of freedom.
Q 2.21: CAN I ACCESS THE CAMERA DATA/SOFTWARE DEVELOPER’S KIT?
The camera data is not available for developers. However, when wearing the headset you can peek into the real world through the cameras using flashlight mode. You can access flashlight mode by opening the Windows menu with the controller, or if voice commands are on, by saying “flashlight.”
Q 2.22: CAN THE HP REVERB VR HEADSET PRO EDITION BE USED OUTDOORS?
The headset is not designed for outdoor use. Using the system outdoors is unsafe because you cannot see your surroundings. Additionally, the tracking system is optimized for indoor environments, so you may spontaneously lose tracking and be unable to recover it if outdoors.
3.0 WINDOWS MIXED REALIT Y (WMR)
Q 3.1: WHAT COMMON HEADSET TRACKING CHALLENGES MIGHT I RUN INTO AND HOW DO I RESOLVE THEM?
The tracking system should provide six degrees of freedom (6DOF), which means movement in three dimensions (front-back, left-right, and up-down) and rotation in three dimensions (yaw, pitch, and roll). Sometimes you may get only rotation tracking (3DOF). This usually occurs when the headset has been unable to see the floor and/or walls for more than a few seconds. The issue can be resolved by allowing the cameras to get a clear view of the floors and walls.
Another possible issue is that the floor is not in the right position, or your starting position in your VR experience is not where you want it to be in the real world. Both issues can be resolved by opening the Windows Mixed Reality window and going through room setup again.
time the Windows Mixed Reality Portal is set up, updates will download and install from the internet. After set up, you can work offline.
Q 3.4: HOW DO I RUN OCULUS APPLICATIONS ON THE WMR PLATFORM?
“Revive” allows you to run Oculus applications in SteamVR. You will need to have SteamVR set up on your system in order to take advantage of Oculus applications. Revive’s Wiki page includes setup instructions and a troubleshooting guide – get it here.
Q 3.5: MY HEIGHT IS NOT CORRECT IN VR – HOW DO I FIX IT?
OUTSIDE A VR EXPERIENCE: Run room setup.
INSIDE A VR EXPERIENCE: Navigate to the Windows Cliff House, press the Windows button to open the start menu, click on ALL APPLICATIONS and open the ROOM CALIBRATION app.
Q 3.6: MULTIPLE SETS OF HP WMR DEVICES ARE DEPLOYED IN ADJACENT AREAS – IS MUTUAL INTERFERENCE GOING TO BE AN ISSUE?
WMR devices typically do not have trouble operating near each other. For example, you should not experience problems with tracking. However, the controllers and headsets are connected by Bluetooth®. Like all Bluetooth® devices, if there is too much radio interference then there may be connectivity issues.
Q 3.7: DOES WMR SUPPORT THE DEVELOPMENT OF MULTI-PLAYER APPLICATIONS?
Creating multi-player applications is a complex challenge. While it is possible to create spaces that are shared in both VR and the real world, neither software platforms nor game engines offer native support today; currently, all solutions must be improvised.
Q 3.8: TIPS FOR CREATING SHARED VR SPACE BOUNDARIES?
You may have multiple people in VR while in the same area. It’s important to have boundaries set up for each user that do not come close to overlapping the other users. People will often reach outside the boundary even if their feet don’t walk outside of it. Considering two people doing this at the same time; a five-foot buffer between boundaries is recommended.
You may find that users accidentally press the Windows button on the VR controllers. This takes the user out of the VR experience and returns them to the Cliff House. You may need to create this DWORD to change its value:
Data: WMR Controller Windows button functionality (0=Enable, 1=Disabled)
This will DISABLE the Windows button on the WMR controllers – reboot your computer for it to take effect.
RESTORE DEFAULT: This will ENABLE the Windows button on the WMR controllers – reboot your computer for it to take effect.
Q 3.10: CHANGE I CHANGE THE HEADSET IDLE TIMEOUT?*
By default, WMR headsets turn off after 15 minutes of idle. This will puase Mixed Reality and any VR experience being displayed. If you have a non-interactive demonstration, you may find you want to extend the default timeout. You may need to create this DWORD to set its value:
Data: Mixed Reality Portal idle timer specified in milliseconds
4.0 GENERAL VR
Q 4.1: WHAT IS MEANT BY SIX DEGREES OF FREEDOM?
Six degrees of freedom refers to the basic ways an object can move through 3D space. Three degrees correspond to rotational movement around the x, y and z axes; the other three relate to translational movement along the same axes, such as moving forward or backward, moving left or right, and moving up or down.
Q 4.2: AS A DEVELOPMENT OPTION, WHAT ARE THE TRADE-OFFS OF DEVELOPING FOR STEAM VR VS. SUPPORTING THE WINDOWS MIXED REALITY PLATFORM NATIVELY?
Supporting Windows Mixed Reality natively will allow your users to use your content without needing Steam VR. This can be important in corporate or secure environments where logging into a Steam account may not be possible.
Q 4.3: WHAT IS THE BEST WAY TO SECURE CONTENT?
Use standard best practices for securing storage devices on computers, such as hard drive encryption.
Q 4.4: WHAT ARE FIDUCIAL MARKERS?
Fiducial markers are visible objects used as reference points or measuring units. In VR, fiducial markers are used for positional tracking of HMDs and input devices. Fiducial markets can be utilized in both inside-out tracking and outside-in tracking.
Q 4.5: WHAT IS INSIDE-OUT TRACKING?
The HP Reverb VR Headset Pro Edition uses inside-out tracking. a positional tracking method to track the position of the HMD and controllers. With inside-out tracking, the cameras are locating on the HMD, as opposed to outside-in tracking, which relies on stationary external sensors.