Windows Mixed Reality, Unreal 5 and HP Reverb G2 headset?

Hi, I am new here, I am Unity handyman.
I’d like to compare Unity and Unreal VR apps running Windows Mixed reality (with the same assets), but I can’t even get a basic VR scene to run in Unreal Engine 5. The tracking seems to work (on a PC display, but with very low FPS) but the headset is dark.
Question 1.- is it possible to run applications from Unreal in the HP Reverb G2 headset using “Windows Mixed Reality for Steam”?
Question 2.- is this theoretically possible or does it already work for you?
Question 3.- is it possible to find a tutorial for this somewhere- because Epic and Microsoft’s documentation is pretty lacking?
Thank you very much!


Apologies for no replies to your questions.

As a G2 user myself (besides other HMD’s), Windows mixed reality is a bit of hit and miss depending on what your are trying to do. The best option to get your G2 working properly is to enable the HP for Reverb G2 plugin which will then auto enable OpenXR plugin when you have UE5 running. As long as your G2 is properly working with your computer is will work out of the box with these enabled. You may still need to configure your controllers (the way you want) in the input section but they should work fine in the VR template provided in UE5. Working with OpenXR will probably be the easiest way to get the G2 running with UE5. There shouldn’t be anything different working with OpenXR from working with the native mixed reality plugin other than everything will work much better and smoother.

One thing to note, upon running the VR template in UE5, and your G2 is running fine…just delete the items your don’t need in the open project VR template that is running and carry on with your VR apps as needed. Leaving everything as is is also fine to save any confusion.

The other option is to have the G2 work through SteamVR, but that takes a lot more effort…especially with the controllers.

A brief answer your questions:

1 = yes, but you need SteamVR also configured
2 = yes totally possible, but a bit of research will be needed to configure controllers
3 = yes, Google will definitley provide many. Youtube also. A search on this forum will also provide some great info.


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Lumen is enabled by default in all UE5 projects and it’s not supported in VR as of now - that’s primarily why you’re seeing poor performance.

The new VR Template in UE5 and 4.27 has been tested for the Reverb G2. In UE5 disable Lumen in Project Settings (search for “Global Illumination”) by setting it to “None”. This is temporary and will be fixed when UE5 is no longer in Early Access. As long as the Reverb G2 is connected and working you can now click the VR Preview button to play the VR Template in VR!

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