Norm on Reddit said:To clarify: we're getting a demo tomorrow, and hoping to interview them as well. We don't know what demo or how long we'll get to use it, nor the state of their hardware/software. I don't consider it a test until we get to use it for an extended period of time under our own test conditions and setups. But super interested to see how it looks and share that with you!
200 is way past 'usable' with linear projection. As it is, big part of headsets around 100 needing so much supersampling is the linear projection to begin with.Durante said:As such, this isn't an issue, as long as the per-eye FoV doesn't get so large that you can't effectively use linear projection (but I don't think this is at that point)
The per-eye Fov is certainly not 200, nor even close to it.200 is way past 'usable' with linear projection. As it is, big part of headsets around 100 needing so much supersampling is the linear projection to begin with.
Multi-res helps, but lack of standards on the hw side and shoddy sw (on pc) makes it harder than it needs to be.
No info on if this uses SteamVR Tracking 2.0 right?
Is there any other info than what's on their PR page? That certainly seems to claim it's really 200.Durante said:The per-eye Fov is certainly not 200, nor even close to it.
That's the (claimed) complete HMD FoV.Is there any other info than what's on their PR page? That certainly seems to claim it's really 200.
See my previous posts in this thread. On my 1080 (non-ti) I generally render >= 10 megapixels for VR games. This HMD has 16 MP native resolution, and you don't need to fully utilize it to see significant benefits.Looks really promising, especially that 200º FOV, but how in the hell are you supposed to power this thing? I'm not even sure a 1080Ti is sufficient for a 4K display at 90FPS+.
Surprised this thing doesn't have eye tracking and foveated rendering. I'd be more excited about a headset that had that at lower resolution than a conventional 8k headset.
Seen this on reddit... it shows what 200° FoV is capable of... wow, really advanced stuff!
I've posted about this before in the thread:Surprised this thing doesn't have eye tracking and foveated rendering. I'd be more excited about a headset that had that at lower resolution than a conventional 8k headset.
The potential for foveated rendering is great, but I don't see a realistic way for an independent product like this to spearhead that.
What makes this so enticing (and what makes it possible for a small company to offer a meaningful and desirable product) is that I can use it to play the huge number of OpenVR games I already own at significantly higher fidelity.
To make use of foveated rendering, all the software needs to be aware of it and support it.
Any update on this? Did tested ever try it? Any videos or thoughts?
2560*1440 per eye, upscale to 3840*2160 per eye.
We do plan to offer a 2 DP version with 8K input, but very few people can run it, it requires min 1080ti, it costs much more, and ship later.
Keep the fact in mind: not everybody owns a computer that can run native 4K. We offer from day one the best option for most people:
Pimax 8K with 1 DP - 4K upscale to 8K resolution, require only 980/1070, standard price, the best option for most people.
Pimax 8K with 2 DP - native 2*4K, requires at least 1080ti, standard price+$XX, the option for only few people.
8K 1DP and 8K 2DP share the same mechanical design, we only need to change the hardware PCB and add one more DP cable. Cables are swappable.
Option 1:
You can upgrade from 1DP to 2DP by yourself.
Option 2:
We send 2DP to you directly on estimated May.
I'm excited by this. However Ive been burned on VR kickstarters before (I backed the omni and then they were unable to ship it, having not thought it would be expensive to ship a colossal treadmill internationally)
Dunno if to support or let this one filter down to the next consumer level...
Prices seem to have just gone up.
5k headset only is 399, 349 early bird.
8k headset only is 499, 449 early bird.
May have to get this. So don't get the 8k if you don't have a 1080ti?
The whole distorted thing sounds wierd. I thought games/engines were supposed to ask the steamvr/oculus API for projection matrices for the eyes...
DungeonSurvivalDev said:PSA: Norm is actually mistaken about how this actually works. Developers DO NOT need to retroactively enable wider FOV in existing VR games. The way current VR integration works for Unity/Unreal is that the developer doesn't set the FOV at all, the HMD requests the FOV that it supports, and the engine renders appropriately with that FOV.
For all the main games, the hardware will report its FOV to the game engine, which will then set up the frustum for each eye with that FOV.
Edit: That doesn't mean that there is no distortion at the edges of the lenses, just that it's almost certainly not due to FOV, and likely won't have any FOV issue on release of this headset.
kontis said:SteamVR can adapt games to HMDs with different FOV, but 200 deg is way beyond physical limitations of GPU rasterization pipeline (<180 deg, but even around ~150 the stretching is way too extreme to be practical/efficient enough for reasonable distortion correction). In this case a game would have to render 2 views per eye (4 views total) and stitch them together. Nvidia even has Simultaneous Multi Projection to speed that up, so the tech is there. What if that stretching is actually a fallback from SteamVR and/or game engines for a FOV request that is too wide for them?
I think there's some confusion about this. In the Reddit thread this is mentioned a bit:
PSA: Norm is actually mistaken about how this actually works. Developers DO NOT need to retroactively enable wider FOV in existing VR games. The way current VR integration works for Unity/Unreal is that the developer doesn't set the FOV at all, the HMD requests the FOV that it supports, and the engine renders appropriately with that FOV.
For all the main games, the hardware will report its FOV to the game engine, which will then set up the frustum for each eye with that FOV.
Edit: That doesn't mean that there is no distortion at the edges of the lenses, just that it's almost certainly not due to FOV, and likely won't have any FOV issue on release of this headset.
Another comment says this in reply:
SteamVR can adapt games to HMDs with different FOV, but 200 deg is way beyond physical limitations of GPU rasterization pipeline (<180 deg, but even around ~150 the stretching is way too extreme to be practical/efficient enough for reasonable distortion correction). In this case a game would have to render 2 views per eye (4 views total) and stitch them together. Nvidia even has Simultaneous Multi Projection to speed that up, so the tech is there. What if that stretching is actually a fallback from SteamVR and/or game engines for a FOV request that is too wide for them?
Can't really speak to any of that myself or how solid that info is.
It's probably only ~120° per viewport (eye) so it shouldn't be the rendering pipeline causing an issue.kontis said:SteamVR can adapt games to HMDs with different FOV, but 200 deg is way beyond physical limitations of GPU rasterization pipeline (<180 deg, but even around ~150 the stretching is way too extreme to be practical/efficient enough for reasonable distortion correction). In this case a game would have to render 2 views per eye (4 views total) and stitch them together. Nvidia even has Simultaneous Multi Projection to speed that up, so the tech is there. What if that stretching is actually a fallback from SteamVR and/or game engines for a FOV request that is too wide for them?
Another point in the interview is that they confirmed that the full bundle (with their own base stations and controllers) will be SteamVR tracking 2.0.Highlights:
- Wider FoV is the biggest difference. Hard to go back.
- BUT, it's achieved on games not made native for Pimax by distorting the edges of the screen outwards (the center of your vision isn't distorted). This could cause disconnect if you were aiming at something by just looking in your periphery. That said, they really didn't have any issue with it while playing unless they went out of their way to try since you tend to focus on the center of your vision anyway.
- Resolution was better specifically for virtual desktop type stuff or video watching but they talk surprisingly little about it. They didn't notice much of an improvement from current gen on the 5k prototype.
- No "smearing"
- "Diminished" god rays compared to Rift or Vive.
- Screen door still present though "different" from the other headsets. Closer to Vive than Rift.
- Headset was comfortable and light.
- Lenses could use improvement because of distortion on the outer edges (including inner). Jeremey didn't notice this but did have issues with IPD which seemed to be software based.
- In the demo they were only getting 4k signal upscaled since they were running off a laptop. They're very curious to see how much of a better experience it would be on a beefy PC (or if it would be at all).
Norm says it's hard to recommend if the lens issues aren't fixed. Jeremy didn't notice any of that though so he thinks it's a tempting proposition if you're just getting the headset and using Vive controllers.
Of course this goes live while I have one of my very rare social events
I guess I'll keep an eye out for an early bird tier opening up.
Another point in the interview is that they confirmed that the full bundle (with their own base stations and controllers) will be SteamVR tracking 2.0.
It's clearly not that confusing since you got it exactly rightThis is confusing. There are three versions on the page from what I can tell.
- 5k version -- self-explanatory. Accepts 5k and outputs 5k.
- 8k version -- less clear. Outputs 8k definitely, but potentially only takes 5k input and upscales to 8k?
- 8k X version -- Not even mentioned on their main campaign page. However, they say in the FAQ that this will have different "chips" and an additional DisplayPort cable to accommodate the additional bandwidth. Thus, I can only conclude that this is the only version which will accept 8k input and output 8k?
So, if you want a TRUE 8k image, and have a 1080Ti, or planning to upgrade in 2018, then you need the 8k X?
It's clearly not that confusing since you got it exactly right
It was also discussed a bit earlier in this thread.
(Except that none of them is really "8k" or "5k", we should really be talking about 2560x1440x2 and 3840x2160x2)