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Budget Friendly VR


HP Reverb G2 + HTC Vive Wands

PS4 VR Entrypoint

I had bought a used PSVR last year, and it was a good entrypoint for VR for me. I was able to get used to it without getting nauseous. This was a big point of conention for me since I had tried doing a bit of VR using my smartphone and some goggles a few years back, but unfortunately after an hour or so of playing around, I found I had gotten motion sickness, and had a headache for a good day afterwards. I had found it rather strange since I've never had a history of getting ill when playing any video games as I have over the years. Of course, those weren't tracking the horizon all that great so that was probably why it hit me so hard. The game that I've played the most over any has been Beat Saber, it's just so incredibly fun, and I've always been a fan of rhythm games.

Upgrading to PC VR

I had seen some pretty interesting mod development that had been evolving recently for Beat Saber, but of course it was something that could only be done on PC. Seeing as I had a powerful enough PC, I thought maybe it was time to buy some PC VR gear. I wasn't sure what was out there that was good, but I knew I didn't want anything that was going to require me to log in with Facebook like Oculus. After a bit of research, I found that the HP Reverb G2 was a very good resolution headset that doesn't exhibit the "screen door" effect, so I found one on Facebook marketplace (how ironic) for $100.

Apparently the HP Reverb G2 is Windows Mixed Reality headset, so it requires that software to be running. It also requires installing Steam VR, but after starting it all up I was happy it worked pretty much right out of the box. I paired the controllers via Bluetooth, started up Steam VR, and I was really impressed by how immersive things were. My only issue was that the controllers weren't tracking very well, they were flying all over the place at times. I didn't realize that they were being tracked by cameras on the headset, so they have to be in view of the headset at all times, which requires you to have your hands not at your sides or anywhere out of view of the headset. I found this rather restricting, and was unhappy with this. On top of that, when I tried putting it through the test by playing Beat Saber, it was a disaster, couldn't get 30 seconds through a song. After some online searches, I figured my PC keyboard, monitor, mouse, joystick and various other LEDs was most likely the culprit, so I tried it again, this time completely facing away from the PC. I was actually able to get through an entire song, but it was still not perfect. And when you're playing a game that requires such precise timing and such, it's just not acceptable.

I looked to see if there was a way to use a different set of controllers with this headset, as I didn't want to just buy a whole new set. It turns out that indeed there is, and I found a video describing how to use the HP Reverb G2 (or any WMR/Oculus VR headset) with Valve Index controllers or HTC Vive wands using some software called OpenVR Space Calibrator. I looked into the Valve Index controllers and lighthouses, and it was a tad pricey. However, I found someone on Facebook marketplace selling the HTC Vive wands and lighthouses for another $100. I felt I was taking a bit of a chance since the video was a few years old so who knows what has changed with Windows/Steam, but figured I could at worst turn around and sell this stuff on Facebook myself. I also had to buy a few USB Wireless Dongle Tracker Receivers according to the video, so I picked up a pair on Amazon for $30.

After installing the lighthouses at a good height, I turned everything on, following the instructions in the video, and in the end, was extremely happy with the controllers, using the Open Space Calibrator they tracked absolutely perfectly, no worrying about having to keep my hands in front of me or anything like that. I fired up Beat Saber, and was extremely happy I could now play the extreme difficulty on some songs no problem now.

In VR Space, No One Can Hear You Scream

Free Hugs!

Not even a week later, I saw news of the Grand Mother VR Mod for Alien Isolation. I had been planning on trying out the game using the Mother mod, which lets you play the game in VR, but now this was an updated version that allows 6DOF tracking of the controller interaction in game. I looked at the documentation, and it turns out you need the Steam version to run the mod. I was a little bummed since I already own in on PS4 as well as got it free on Epic Game Store, but it was on sale for ten bucks, so just bought it again along with all the DLC. I don't mind supporting the devs for such an amazing game - who are also reportedly working on the sequel no one thought would ever happen.

I had seen a few videos of people playing, and noticed that when they turned left/right, it was smooth, not in increments. I found the setting in the Mother menu in Alien Isolation, and after turning it on and trying it out, I instantly starting getting motion sickness, so I turned it off immediately. Very interesting that just that mechanic is what causes the nausea. I think it's because your brain is expecting the camera to turn as you move your head, but you're now using a controller to override that, and it just messes your senses up. Also quite interesting that using the turning-by-increments functionality negates that pretty much altogether. I was able to get through the entire game and not feel ill, EXCEPT for one poin in the game where you're on a ship floating in space, and you see the starfield outside spinning as the ship supposedly is as well. This, along with the slight bobbing and weaving the camera does when all this is going on makes for a slightly unpleasant experience the first time through. The second time I played through, however, I think I was able to focus more on the interior and not be so bothered by the effect.

Apparently the game was made with the HTC Vive wands in mind, so I was really in luck here, all I had to do was set the controls to "legacy" in the grand.ini file and was good to go. It did take me a while to figure out the controls, however, as what's displayed on the screen sometimes does not correlate to what you're supposed to use on the controllers. Flashlight turning on is just holding the right controller near your head while clicking down on the right pad. What messed me up though was loading the flashlight batteries, and after some searching found out it was done by HOLDING down on the right trackpad when holding it near your head.

There are some times when you have to hold the left grip while using the left trackpad, other times you use the right pad, etc., and it's this inconsistancy that is a bit off-putting when having to do either use keypads or control the mini-games - especially when you hear the alien down the hallway and you're in a hurry to get through a door. For most of the mini games, you hold the Left Grip button, and use the left trackpad as the direction key. However, in the reactor core area where you have to hack the terminals, I found the white screen and orange-yellow screen mini-games don't work for some reason. You can get around this by either exiting and reselecting until the green screen mini game comes up, or just use your keyboard/joystick, which isn't so easy with the headset on.

As far as aiming, when I tried using the revolver, I looked down the sight and pulled the trigger, and the shot went exactly where I wanted to, I was impressed. However, not so much with the stun baton. I still can't figure out how to make it work correctly. You seem to have to be a certain distance, so if an android is too close, it just doesn't work. Even so, aiming it just doesn't feel good. I figured out that you have to look at where your hands are on the screen, as the baton will go forward from your right to the left and forward in the animation, no matter where you're actually holding it in real time. Also, you need to be looking exactly forward; if you started turning your real life position left/right at all in real space, it's going to throw it off in the game. The hardest part of the game was when Apollo "lets the androids off the leash", since you really want to be taking out androids as quietly as possible so not to attract others. By the end of that mission, I had three androids in tow as I was running around the station to avoid them before the transport arrived. I used a save point and the station itself as a target to practice using the stun baton, and after I figured out the mechanics, I got better at it, but it was still somewhat hit-or-miss. Throwing items also does take some getting used to as well, but after you do, it feels pretty good. You pretty much have to hold the controller straight out in front of you when throwing a an item. Again, I suggest practicing after a save point somewhere.

There are a few times, especially when on ladders or climbing or scaling down ropes when the camera and your hands and or helmet will get messed up, but it's only a few moments during the game. Remembering that these are mods done completely through reverse engineering, it's absoulely amazing it can transform an already incredibly immersive experience even more so. I was also extremely happy when I heard that a few months back that they are indeed working on a sequel, I only hope it's on par with this game, and would be amazing if they are also building it with a VR mode (as they were initially were doing with the first game, but abandoned).

There is also a bug I encountered quite a few times where after saving, I can't select any items or use the tracker. I found out the way to fix this is to either find a computer terminal and exit immediately, or find a hiding spot and exit immediately.

Hardware

  • HP Reverb G2

    • + High resolution, no "screen door" effect
    • + Good head tracking
    • - Eye IPD range only between 60-68mm
  • HTC Vive Wands and lighthouses

    • + Touchpads are large and responsive
    • - A bit larger than I was expecting
  • 2 USB Wireless Dongle Tracker Receivers
  • 2 USB extension cables

Software

Links