Does Revive work well with the Pimax 8K and 5K?

Revive is a full compatibility layer between the OVR SDK and OpenVR, it’s not some weird hack done just for the Vive that would be dependent on the charasteristics of the headset. OVR SDK calls are fully translated into OpenVR. Any device with SteamVR compatibility should just work out of the box with Revive, with the exception of controller mappings.

Revive will work just fine on the Pimax headsets. Even the developer of Revive himself has commented on this on Reddit in the past.

Although Revive works with the Pimax 4K, it doesn’t have panels arranged at an angle, like those of the Pimax 5K and 8K. That could be a problem.

Have you read this from Jules Bloke, AKA CrossVR, the author of the Revive tool?

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Unfortunately the author of Revive is the one that said there maybe an issue due to Oculus runtime not necessarily supporting angled displays & thr wider fov. Up until the PiMax Ultra Wide FoV & Angled displays it was a non issue with headsets made.

Yes it is a compatability layer but like WINE there maybe some compatability issues that may not translate correctly.

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In fact we are still waiting for them to show us something in Revive and the Pimax 8k, I have not seen any video yet although Xunshu say, yes

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Here’s the situation as I understood it, but obviously still somewhat speculative:

  1. SteamVR still does not support angled screens, and therefore can’t directly support much more than 170 degrees (or so) FOV. (This was true as of Sept 17 anyway).
  2. Pimax are claiming complete compatibility with all games, as they are not only correcting for the wide FOV, but also correcting for their screen angle, based on data passed from steamVR which assumes zero angle screens.
  3. This should also mean that any current techniques used for revive should work fine, as the headset is correcting for standard data, without modification (steamVR is not aware of the screen angle).

This is how it seems, although I had hoped that they would work with Valve to get the rotation parameter enabled in SteamVR. This would surely remove a lot of their distortion and FOV issues. This could be a software fix in the future of course, unless the hardware lenses are part of this fix to correct for angled screens, then this will never happen with the first HMD.

If Pimax and steamVR WERE using a parameter for screen angle, then yes this would likely break revive straight away.

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SteamVR works correctly, that’s why the applications for SteamVR work.

The problem is that the Oculus applications do not work the same and they do jobs that would normally be done by SteamVR; that is what would give problems, since they have to do with the use or non-use of the screens arranged at an angle.

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Are you saying that steamVR now supports angled screens? do you have a source for this info?

I’d skimmed through the beta updates and couldn’t find any reference to it.

There is quite detailed article by doc-ok which discussed the specifics of angular displays in HMD

At the end of the article it mentioned a new API call in OpenVR which allows the user to set non-planar (angular) display geometry. The Rift however it seems has not adressed it so far.

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Yeah cheers I just spotted it. something to do with this new function:

OpenVR SDK 1.0.9

Drivers:

Added TrackedDeviceDisplayTransformUpdated, which allows HMD drivers
to explicitly specify the 4x3 eye-to-head transforms. The classic
mechanism of setting Prop_UserIpdMeters_Float is still supported.

Great news as far as I’m concerned, I’m sure revive issues are just a matter of time.

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Well, obviously Oculus Home is only supposed to be used by Rift so it would rather be astonishing if they had performed extra efforts to enable angeld screens… that did not happen and will not happen. It will have to come via ReVive or another 3rd party tool.

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If steamVR is not compatible with the angled display, we would not see the steamVR games running on the PimaxVR, the question is whether it revive is compatible now or it will have to be recompiled in the future with some sdk of oculus that if was supports

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What the creator and only author of the Revive says, is that if the games are compiled with a lower version than the 1.7 of the oculus SDK, or the developers do not take advantage of its changes, it is very likely that there are added distortions when using Revive.

Read my first post, please.

Well this was basically my question, were Pimax originally compensating for the angle, or did they work with Valve early on to get a build that had the angle parameter. From what you guys are saying, it seems to be the latter.

Perhaps my question was slightly off topic… I’m a bad person :slight_smile:

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The problem, if there is one, would be from the Oculus part, not from Valve, SteamVR or Revive.

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You are correct that Revive translates OVR SDK to OpenVR SDK very well, but the problem is that the OVR SDK did not support angled screens until recently so there is simply nothing Revive can translate because it doesn’t exist in the OVR SDK.

I think the developer of Revive knows what he’s talking about.

Is it possible Pimax has though of another way? Yes and hopefully that’s the case, but they have not shown any Oculus demos and Developer of Revive himself said it would not work so why would we believe it would work.

If it worked “just fine on the Pimax Headsets” then why won’t they just show us a video of Robo Recall or Lone Echo on the 8K ?

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Well in a sense Oculus already has.

They added the option for angled screens in the Oculus SDK, but the big difference is that in SteamVR, games will all not support angles screens because the OpenVR SDK controls the projection matrix to the headset. The Oculus SDK leaves the projection to the headset on the developer so each and every developer would have to update their applications and add in the ability to support angled screens.

Also Oculus does encourage their developers to support angled screens to ensure future-proofing with new headsets (if Oculus ever releases a headset with angled screens).

It would although be much simpler if Oculus rewrites their SDK and controls the projection matrix themselves. That way all games would be compatible with no extra effort by the developers. Also applications would also be slightly easier for developers to write because they would not have to control the projection matrix.

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A great example of the 2 platforms deviations is Killing Floor Incursion.

Though since other games support crossplatform suggests Tripwire is still learning.

They said Oculus users will not be able to play with steam users.

Edit: corrected excursion to incursion thanks @Cdaked

Incursion, is not a walk in the park! :laughing:

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Thanks for the correction lol

Though personally would rather see KF2 with a vr update/mod. :beers::sunglasses::+1::sparkles:

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Here is revive video:

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