testing a bit on 5K plus first (as my daily driver/prefered pimax headset, having 8k and 5k BE,too), unfortunately not as much time this weekend as initally planned; Frankenpimax headstrap, HMD as close as possible with standard foam. Headset firmware V22.214.171.1244, Win 10 Pro, 1080ti, 7700K, 16GB RAM
not sure if related to panel tech, this pitool version,programming of the game started, my eyes and if otherwise normal, but noticed (sorry if already mentioned):
trying Appolo 11 HD as seated experience first, mouse and keyboard, headset tracked by one BS:
no noticable/ maybe minimal difference changing backlight between 0-1-2-3-4
changing between different Hz-Modus: only black/grey/ plain background (“turn on screen saver”/ “start pimax VR home”/ “Hide to the taskbar when you click the close button” all activated)
bug? wanted? choosing beetween different screensavers/backgrounds would be nice, so one can maybe take a screenshot from in the favourite game to choose as background to tweek setting before starting the game
no difference in FOV between normal and large? rather small difference between small and normal at the very edges
MAJOR QUESTION: is this pitool version/GUI supposed to look noticable different? GUI looks pretty much the same to me despite saying: current version: 1.0.2.069
will keep updating my observations
keep the good work, Marcin and you other guys! let´s make the pimax experience as enjoyable as possible
Hey @vorinami nice to have you here!
Yes the backlight options differ very little, if at all. I think we will need to create a dark/different environment with test charts while changing this option. Im figured out quite a nice way of changing backlight, black levels (available on 5KXR only) and brightness/contrast by totally changing scene and adding test patterns/charts. Later next week I should have something running for testing.
That’s a nice idea indeed. The Favorite section will be improved with ability to create custom Favorite lists (sims/fps etc) and different design also.
The difference is really small when changing in real time indeed. Unless you push your head against the foam, the difference is almost not visible. But im not sure if I got you right. Do you mean other PiTool versions gives a bigger FOV difference between large and normal?
As far as I know, the only difference in thia PiTool is the added communication channel for sending commands and retrieving responses in real time, to be able to change/update current settings of the HMD. Everything else should be up to date, according to Bill and Alex that are the main coders.
Thx for the answers and for having me try this version!
yes, normally switching from normal to large I notice FOV increase even looking straight forward, in this version even forcing looking as hard as I can to the side I don´t notice noch change whatsoever.
I would like to try it on my 5K XR as normally it is my least used headset
I really apprecciate the effort you and other pimax guys/coders put into developing stuff like this and look forward for stuff to come. I dig the vision and it´s great someone like you at pimax tries so hard to make it reality for VR community - as this community and its work is what sets it appart form other headsets. therefore also looking forward to open source work by community. I am sure it will make pimax reach this goal much faster.
have a nice day and don´t forget to relax and sleep at least from time to time!
Thats odd, I gotta switch versions and check it out. Ive been using the custom versions of PiTool for maybe 2 months now on all my PCs hehe…
Sure give it a go. The only difference is that XR has the black level adjustment available in the Advanced Image Adjustments menu, right next to the RGB Brightness/Contrast settings.
Although I think the Pure Black settings doesn’t work as it should. I will report it to Bill. I cant really tell a difference between Pure Black and Balanced.
Thanks man, I appreciate it. Its at least a good start I guess and we can together make great things with this software, especially once we have a bunch of skilled coders by our side
The power of using this is mainly the convenience to never really have to leave VR on a session playing multiple games. We are not fully there yet, but it’s just a matter of time.
Also I think we need a more clean design of the environment and a bright/white theme. I specifically like how VivePort VR looks, its really a refreshing design and I think we can get there sooner or later.
I actually thought that was just the way it is. I.e. going from one of the smaller FOV settings to a larger FOV didn’t work, unless You were on the larger one when starting SteamVR (this was before Pimax VR Experience) and haven’t checked lately, but You’re saying it actually did work at some point (Going from small or normal to a larger FOV)…?
Actually it does work going from Normal to Large or even Potato to Large when running Unity with Pimax SDK. The problem though, is that the rendered resolution is not increased on the fly with a larger FOV than it was from start upon application start.
So going from Potato to Large will look like crap in the app, until you start SteamVR for example or a SteamVR/Oculus game.
There might be a way to fix this, and even add supersampling in real time in the SDK. I found a function for it in the PVRSession, called PVR.Unity.PVRSession.instance.renderTargetSize.
I still haven’t figured out how to call it or send arguments, but it definitely exists so it should work.
Either way, if you change FOV from Potato to Large in VRExp and then start a game, the Large FOV will be properly rendered with correct resolution. This is something that was not possible before, unless you quit SteamVR, go to desktop, change FOV in Pitool and restart SteamVR. So VRExp makes it a bit more automated and more convenient.
The biggest problem is that the Pimax Unity SDK was not made by Pimax engineers. It was created by (outsourced to) WearVR, which is not updating the SDK anymore. Im trying to get in touch with them and see if they can update the SDK. Currently it doesn’t support FFR/DFR which is a must once I get the 7Invensun eye tracking calibration built-in into VRExp. The goal is to be able to test eye tracking inside VRExp and maybe also interact with the UI with your eyes which will be another feature.
Thankfully LeapMotion support is already integrated into the SDK as-is, and Im currently messing around with getting it to work with the UI interaction. Its tricky to get it right, but not impossible.
The SDK limitation is also the reason why touchpad/thumbstick interaction or button “touch” is not detected. Its simply not implemented in the SDK. I will give it a go, but I think I will need help from WearVR either way.