8K-X Impression [Review]

Yeah, @SweViver warned about the beta.

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So, after rolling back to steamVR 1.12.5, nvidia 451.48 DCH i did some checks with rebooting the 8kX after changing large/normal/small/potato i realized that the pimax-starfield background with the white circle in the middle does indeed change its size - large and normal seems the same, from normal to small and small to potato it becomes obviously smaller.

So we should all reboot the HMD after changing size or profile. Does Pitool that automaticly if i start two games with different size-settings? i doubt that.

Btw., i do now have almost same 100% standard resolution than before (different to @industria - for whatever reason):
Large: 4884x3160
Normal: 3732x3160
Small: 3096x3160
Potato: 2676x3160

Anyone wants to confirm my numbers?
Pitool 1.0
pp off
smartsmoothing off
hidden area mask on
Vive mode off

They are actually quite similar, not same, but similar. What about large fov and pp enabled?

The pimax star feild logo is a static pic that is stretched or compressed. It is the same pic from the p4k days.

@industria When you launch the game, go to steamVR -> VIDEO -> Per Application video setting -> choose your game from the list.

What resolution do you see?

Well, this depends on my settings obviously. By default i see same resolution, this tabs are synced.

I use the default.vrsettings and have a shortcut on my taskbar. After a steamvr update, i’ll check it and reset the max res to 16384 and it’s fine. It does work in there also in case anyone is wondering.

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simply wrong. it does not get stretched or compressed. go and check it out for yourself.

Okay scaled. It is the same static mono pic from p4k’s piplay. So yes it get’s changed based on your fov choice. Load it up on your desktop.

i want to add impressions with FO4VR on my 8kX the last hour. I did lots of resolution changes and a few ingame settings changes. also i tried the upscale mode for the first time my 8kX in 118Hz.

FOV setting in pitools was small, pitools 1.0, pp on, smartsmoothing off
SteamVRSS setting was at the end around 2700 pixels vertically. So i had still some cpu headroom running around in sanctuary. Ingame all distances (objects, persons, grass,etc.) maxed out. TAA on (must have unless bad aliasing everywhere) shadows on high, shadow range medium.

I was amazed by the clarity. i could see fine details on the houses even at the end of the street. Not to mention close details on the armor, etc. Really need to find good texture mods for it, because vanilla textures could be higher res nowadays.

Then i tried the upscale mode. hmm… Steamvrss was dialed in to 2004 pixels vertically. Still could manage 118fps without jitter. Can not say that it felt more fluent to me. But i saw one downside when rotating my head quickly: some vertical tearing. at first i thought it must be smartsmoothing on, but it wasnĀ“t. So this seems to be a problem of the scaler. Must try if this is also an issue while simracing in upscale mode. i did see that not only in the game, but also in steamVR (simple round environment with stripes)

Additionally, the sharpness becomes noteably worse. picture is not sharp anymore. no sde, but fuzzy picture. similar to my old days with the odyssey+. I can now understand the (small) disappointment of the 8k+ owners. nice headset, but unsharp picture.

I switched back to native mode and no tearing. all fine and sharpest picture ever seen in VR :crazy_face:

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it does not get scaled. it gets cut. simple as that.

It does load it up on your desktop. If the pic is smaller than native it is upscaled. If it is bigger it gets downscaled. As said it is the same staric background pic from piplay from a 95° wide FoV headset. Scaled and cut.

Thanks for the additional game impressions…love reading these :grin:

I do not understand what you mean with ā€œit does get load on the desktopā€
I was talking about the appearance inside the HMD. nobody cares about how it looks elsewhere.
Because of how it looks inside the hmd you can tell that it is not stretched when changing fov in pitools and when properly restarted afterwards. just count the bigger stars in the lower right part from the middle on.
Men, we really have some communication problems going on here.

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The size of the pic file. It’s resolution needs to be scaled and cut if it doesn’t match aspect ratio and resolution. Technically cut is maybe a poor choice and we should say Cropped and scaled.

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Off-topic guys. Do I need to call a moderator? :stuck_out_tongue_winking_eye:

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@SweViver Martin, I am wondering if you can verify what the resolution reported to Steam should be for pitool 1.0 and large FOV for the 8KX with PP set to ON. Industria’s latest numbers seem to be close to yours with PP OFF, but with it ON he is still reporting something close to 8000x4000 per eye which would be a huge penalty for the games that require PP if true. Thanks!

Certainly not. I just had to understand that something i wrote can be completely misread. I try again to explain helio what i did want to say. And i will try my best despite that english is not my mother tongue. :sweat_smile:

My intention was to explain how the headset behaves in displaying the pimax logo when different fov are selected.
So we start with the logo displayed on the headset on potato fov. This is our starting point. Be aware that if the logo is streched or not right now does not make any difference to my finding and was also not in anyway a topic.
So if we now switch in pitools to small fov and restart the headset then we see more stars on the far right and left. In comparison with the potato fov we see more information in the headset now. That was the point i made. It is not that a fixed size logo is now streched over a larger area. That was what i understood helio was talking about. And that is not the case. Everybody can try that and see it.
If we now switch from small to normal and restart the headset, the pimax logo in the headset shows even more information to the side. More stars to see. Again, no streching, just more information.
The odd thing is that if we now switch from normal to large, the picture looks the same and the fov seems also the same. Maybe the outermost pixels rows are difficult to destinguish (it is already difficult to see the difference between small and large in that part of the lenses because they are blurry).
So it would be nice if someone could do this check, too. So that we see if my pitools once again is playing me (like with the steamvrss resolution before).

After seeing the behavior of the headset to change the width of the displayed logo only when beeing restarted raised the question in me if the headset needs to be restarted to display the selected fov properly and the headset simply stretches any picture if another fov is selected and the headset is not restarted. Same like if you change fov but not restart steamVR.

At least for me it would be interesting to know how the headset behaves in that regard.

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You set the final resolution in SteamVR with supersampling.

That’s it is cropped and scaled to the aspect ratio. Which poor choice stretches it evenly after it was cropped to the aspect ratio. For example 16:9 1080p image can display on a 4k at 16:9 it is scaled to fit. Stretching the image equally.

However if you crop it at different aspect ratios the image size the logo in this case will change in visual size without deformed stretching. A circle remains a circle. Instead of becoming ovalized. Essentially we are agreeing with one another but our terms used are being misunderstood.

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