“This PC VR headset has a 2160 x 2160 per eye resolution (making it a 4K headset at 4320 x 2160 combined ) with dual 2.89″ LCD panels and Fresnel-Aspherical lenses. It’s got a 114-degree field of view and uses the same two-front-facing-cameras for tracking that you can find in other existing Windows VR devices”
" Technically the Pimax 5K+ and 8K both have this headset beat still and those are available, assuming the company’s various different production issues have been ironed out. They seemed optimistic when we spoke with them last at CESin January. Google and LG have a panel in development as well that would blow this headset out of the water.
But when it comes to high-quality, reliable, and polished products visuals don’t get much better than the Reverb as of the time of this writing."
So smaller FOV, lower horizontal res but higher vertical res and extremely comfortable. Also it sounds like its RGB stripe (like 5k+)I would suspect PPD would better to since panels are smaller.
But… IPD: 63mm +/-8mm via software
"Additionally, HP adjusted the sweet spot of the displays. Ludwig admitted that in the first HP HMD, the sweet spot was a little small and got fuzzy near the edges. Your pupils had to align vertically with the lenses to get the best image. The goal with Reverb, Ludwig said, is to increase clarity, so you can see the resolution, while enlarging the sweet spot. The headset achieves some of this with its head strap, which is supposed to help center the eyes in the sweet spot better for longer use.
Further, the Reverb ditches the symmetrical circular lenses of its predecessor for asymmetrical lenses that are square-shaped with rounded edges, instead of circles, which Ludwig claims also enhances the FOV. We went to asymmetric because it allowed us to lower the per eye FOV, which boosts the clarity a bunch and increases the sweet spot about 33 percent. Then we combined both eyes.” Ludwig explained. “Our binocular FOV for both eyes has gone up from 110 to 114 degrees, but we managed to boost the clarity because we lowered the FOV per eye.”