110 degrees Fov stretched to 200 degrees? EDIT: All the games render in a native wide FOV through the engine

This. It’s very good to see that Pimax is cooperating here. I’m sure a lot of companies wouldnt even care.

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Thank you, much appreciated.

I am at least happy to see the description from one reviewer that the 200FOV was just the 110 stretched is nonsense. It is clear there is extra stuff being rendered way beyond the myopic 110FOV from the Vive/Rift. I’m hoping that the stretching that is evident is not as noticeable when the headset is actually on. My suspicion from the width of the screenshots compared, is that it isn’t that bad with the headset on.

I’m genuinely looking forward to Jan 2018 :slight_smile:

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We should keep in mind that Tested only had very limited time to test the Pimax. So I think they didnt have the time to really compare FoV’s between regular HMD’s and the Pimax.

Still, as both Tested said and you can see from the posted screenshot, it does LOOK stretched. But let’s wait till we have SteamVR dumps.

My take on it all though is that what that guy on Reddit said (and I quoted here above) was true and that it’s going to be very hard to render really good a 200 FoV image. I think if someone is expecting perfectly rendered 200 degrees FoV that they’re going to be very disappointed.

@deletedpimaxrep1 if you limited the FOV to 150 degrees, I believe it would not suffer from any warping at all. This is 1 reason why I brought up exchangeable lenses as a stretch goal. Because Steam VR was not designed for 200 degrees of FOV on HMDs, nor is the conventional optical path designed for such, (without angling the displays and figuring out the math,) it might be good to have the option for a lower FOV, I could be wrong though.

Steam VR and conventional optics I believe can handle 150 degrees without warping (as per Doc-Ok on reddit I believe.) There was a thread that mentioned this earlier,I will try and find it.

Couldn’t find the thread, BUT

@deletedpimaxrep1 you want your engineers to talk to Doc-OK. He’s a professor (I believe) at UC Davis and he can help you guys figure out what needs to be done to eliminate the warping distortion.

Here is a link to his reddit activity, and his youtube channel maybe you can reach him through this?

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Well, something has got to be done, warped images will really put a downer on the intended visual desires.

Earlier today somebody on Reddit posted this from last year’s nVidia pascal release announcement. Watch it, they clearly show pascal cards capable of rendering wide FOV without the distortion I got used to with my older 3 monitor surround setup, makes you think that if this wasn’t exaggerated promises from nVidia, then the 8K pimax unit should be capable of distortion free rendering with nVidia cards and drivers.

cmdskp 6 points 4 hours ago
nVidia added new tech for fixing that stretched/distortion in Pascal GTX 1080 - see @54:23

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I found another video.

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wow that looks awesome…now i want 3 monitors :smiley:

The issue is that SMP is part of their VRWORKS software stack, IE its like Physx. If Pimax can talk to Nvidia about optimizing the HMD for SMP, then great.

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Just took a look at the nVidia VRWorks page @ https://developer.nvidia.com/vrworks and it looks like these features should be incorporated in Unity 5 and Unreal 4 + and available with DX12, so…these features should be easy to leverage for many of the game developers out there that use these two engines.

The problem is that Developers have to choose to leverage it, and many do not.

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That’s indeed the problem. I don’t have any doubt that wide FoV like the Pimax 8k has, is the future of VR. But I don’t think there are even such headsets available right now. StarVR is not for end-users available. And there’s Panasonic, but that’s not available neither at the moment … So I’m really not expecting a perfectly rendered wide FoV image on the Pimax 8k. It’s going to look stretched, like the screenshots above. …

For this to get accepted, the big guys are going to need to adopt wide FoV. Then game developers will follow.

Thats why I honestly feel that its in the best interest of Pimax as a company to at least offer a software/lens option for a lower field of view (to avoid distortion) while the ecosystem has time to develop.

If Pimax can deliver 110 degrees or 150 degrees, it will easily be the best image available right now, and will give all the markets and software time to adjust.

Going full tilt with 200 degrees out the gate when there are still hurdles to be overcome, wont just hurt Pimax, but it might slow the industry too. @PimaxVR

I think you might be right. I think Pimax should at least experiment with it. I understand that marketing wise ‘200 FoV’ sounds better than ‘150 FoV’ but if the last yields a better experience, then I’d certainly prefer that.

I still want 200 FOV myself.

Have you been reading what I’ve been posting? Lol

Im asking Pimax to offer (via swapable lenses) the ability for us to choose low or high FOV depending on use case.

IE you will still be able to use 200 degree fov if you want to.

It’s a great concept but the hardest part is designing it so no dust gets in the optical block. Oculus seal their units in a dust free environment. A dust free change out solution would be the best feature for expandability

Just give us eye tracking and foveate rendering and that’ll solve every warping problem.

This is what they need, married to one of these companies:

Everybody talking about something they haven’t tried themselves, Though making issue of it will force pimax to do their best good stuff!

I’ve found 2 games so far that support SMP: Obduction and Iracing. I wonder if this would bring any improvements while using the Pimax 8k ?