Did anyone get a chance to try the 8k in SF?

You wont and then you did… LOL!!!

There’s a big difference on Governments spying on citizens and Governments who “FUNDS” (like you said) for-profit social media sites. Apparently you haven’t been keeping up on the news on how the U.S. government had approached Facebook on fake news and fake election campaigns from foreign countries.

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To be fair I’ve alrady seen some reviews saying this device make vive and rift seem like ancient history.

People tried the unit only very briefly. Some people might not even have noticed stuttering in Fruit Ninja when it was there. Several others did notice it and reported about it (also see this review "specifically Fruit Ninja VR felt very off when I walked and I believe it may have been running at 45FP"). Some people had no problems because their IPD matched the pimax default setting. So yeah surely you get a ranch of different experiences. Fact of the matter is that not everybody is currently convinced it’s a better headset over the Vive or Oculus. The technology surely is, so now Pimax just needs to take that criticism very seriously and release a product that everybody prefers over the Vive and Oculus. I know they can do it.

What!!!

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I like that it’s clear all the way to the edges, brightness is hard to tell as cameras adjust to make brightness correct, no discernible pixels or grid pattern from which other hmd would be easily noticeable at this distance from camera. Lookin good pimax.

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@Sjef 's constructive criticism and efforts to resolve P4K’s technical issues for users have been a huge asset to the company right from the start

If he hadn’t raised this whole stretching issue from the start its likely nothing would have been done about it before launch. All the criticism has only helped to refine the product

The main point some of us are making is that very few people have actually recommended the 8K over whats currently available. There must be a good reason for that. Is the 8K’s design too overkill? Would they be getting far better reactions with a solid redesigned P4K? One thing for sure they could be getting far more interest by demonstrating games that people will actually use it for. Thet need to prove it works and is worth the upgrade

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Very good indeed. I was very happy when I saw this. We need more videos like that with other games. Of course I know we have to wait for the new version of the prototype, but it’s this kind of video with several games that we need to have.

If you see the other user’s videos on dailymotion, he has a Vive, Lenovo, and the 4K through the lens. Those also show almost no SDE due to the camera’s angle on the lens so it’s hard to judge that.

The stuttering, I see that as a performance issue largely due to the GPU hardware required. That’s not entirely Pimaxs’ fault, all the other headsets suffer the same GPU requirements there - let alone with a larger picture. ED isn’t going to run better with a larger FOV and higher resolution. Beyond that I’m not sure. That’s my favorite game, and main reason I want this HMD. It sucks, but I already accept that to take advantage of the headset I may need to upgrade the 1080 to a ti or next gen. In that sense I don’t expect Pimax to be able to make twice the data run equally as smooth as games do for me now, even with some eye trickery.

Agreed, I also think the software will be sketchy for a while, because it’s new and new software is. I’m glad they have spent the last couple of years working on software for the 4k, that experience is great, but I expect bugs. Even Steam and Oculus Home were buggy for a while, and sometimes still are even with the size and experience of their dev teams. Oculus (Facebook) couldn’t even get their own tracking right for a long time, and it’s still glitchy at times.

Im not sure you’re ever going to be OK about those two points, pre-release, unless you get to try the [next?] prototype yourself, and that prototype is an exact copy of what the end result will be. I don’t think you’re going to get that chance, though.

That’s because he usually is right :slight_smile:

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In terms of performance AFAIK they are running the tests on a 1080 laptop which run 10-15% slower than a desktop counterpart, so closer to a 1070, I would like to see this working from a desktop computer since desktop 1080 or 1080ti should make a bigger difference.

I’m any case, if the hardware is right I’m fine, drivers can be fixed and new cards will be released, we always knew this would need a beastly computer.

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Basically what I meant :slight_smile:

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they probably also added a lot supersampling to impress publicity how clear and sharp is their 8k panel, I do not think sttutering at the moment is an issue without knowing how they setup game just for show…

It’s also very weird because nobody complained about stuttering on The Blu and it’s way more complex graphically than Fruit Ninja, so maybe there’s was something wrong with the demo.

I capture image from the game to compare with the rendering image from pimax 8k.
The right image is captured from over lenes video.
I think at least we can see 160-170 degree when we look to center (I think this is okay because we don’t want to see the image from the behide while playing).

p.s. Not sure that while he recording this video, he move headset or mobile. Have to ask him that he want to check only quality or stretched image, if he want to check stretched image, it should not move the headset to other angle.

Sure. It took Pimax only 1 year after release of the Pimax 4k to fix them, if history predicts anything for the future, then that’s looking pretty good. We’d have a fix early 2019 already. Then again, who knows, it might go quicker this time. Yet it is worrisome for sure. But we’d need to see more games in practice on the 8k. Maybe it’s not as bad as it looks now.

Posted in KS page

Lauri
about 1 hour ago

Really good to read some forum posts about headset demos:
Notes about demo :The demo was running on a gaming laptop with a 1080 and did have some framerate issues on the Pimax 8k for me. Great FOV Increase -I was able to actually move my eyes! I know that
sounds very strange written, or said out loud; but you can actually look
to your left and right, this was most noticeable on TheBlu… The difference in Immersion is there for me!

Resolution is great, a huge improvement even with the much larger FOV I was able to read text in the steamVR menu with ease, I only had a chance to check that out for a moment, but game menus seemed much crisper overall.
Headset was surprisingly light for the size of it ; I fully expected a lot more weight, but it feels good and does not feel “Cheap” in any way, it’s very well balanced and feels good on your head, even with the
non production strap I used.
Ease of use: The HMD works as easily as a vive or rift would, it appears they are using steamVR for demoing and it launched right away with no modification, they did clarify with me they are not using any
kind of “stretching” for the FOV, and the FOV on TheBlu felt correct.

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hoooly shit this video shows a VERY IMPORTANT problem you need to be aware of. Do you see these running black stripes? This is PWM, a common problem with some lcd panels, used to regulate brightness. This is VERY bad for headaches and users eyes, especially if it’s that close to the face.
This ended my interest in pimax, i’m very sensitive to PWM i studied it a lot even for my notebook and tried to avoid it at ALL COSTS. If you try to film the screen at higher shutter speeds…the problem gets way more evident, you’d never stick your face in it if you could see it.

But people know nothing, so it’s fine :slight_smile:

Maybe that’s because studies have shown that no more than 10% of people experience discomfort from PWM? But I understand your situation and I feel for you.

It is strobing. PWM (pulse width modulation) is when you use it to express value, as you’d find all OLED displays do if you use a fast enough camera. The strobing is exactly what we’re talking about when saying the display has “low persistence”; it means the time the image persists (is shown) is low compared to the period it is updated (the frame rate). All VR headsets employ low persistence because the graphics system simply isn’t fast enough to do full persistence without blurring considerably - see NVIDIA Demonstrates Experimental “Zero Latency” Display Running at 1,700Hz. 90Hz, the frame rate we’re using, is a compromise; the one chosen as a baseline by Oculus and Valve, and much higher than your typical displays (60Hz) or cinema (72Hz). The feature is also available on gaming monitors under names such as “ultra low motion blur” (more details at Blurbusters); my primary monitor can be switched between 24-144Hz full persistence (solid backlight without PWM) and 85-100Hz low persistence (ULMB). According to epilepsy.com, the most dangerous range for people with sensitivity to strobing lights is 5-30Hz.

The existence of strobes isn’t something hidden in the VR industry, it’s literally advertised. You can count the bands in that image to get an indication of the relative frequencies of the video camera’s rolling shutter and the display’s strobes, and you’ll find that’s 2.5 or so. The shutter speed of the camera is never longer than a frame time, so this shows that the display’s frame rate is at least 75Hz. People do have different levels of sensitivity; the most extreme experiments tested yet showed some of us (experiment was with military pilots, iirc) can notice flashes of 1/400th second.

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