Pimax 8K will be first high-end to launch, but is this now a race?

Look at the possibilities. Please go to neurogaming website for the explanations technically.
http://neurogamin

A turtle can still win a race, you know?

I just hope Pimax is a next Facebook. I’d love to see their VR sets develop more and more.

How about this all-in-one product for Pimax 8K?
http://www.3glasses.com/en/product/product3Box.html

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It may be a race, but everyone (except Pimax) seems to be aiming for the low-end market: As cheap as possible, with barely-good-enough resolution and FOV. I think the 8K won’t have any significant completion for several years, at least until a $200 graphics card can drive high-res VR.

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Pimax doesn’t need to be a big company to become big. Like I said look at the partners; Disney, AMD, Nvidia etc.

They did get sn infuse of 15m. Now could say a big firm offer to manufacture for them sure. This is what can make pimax big is what they bring to the table. I think with time pimax could be the next big player; especially with the consumer release of their current ks headsets.

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Wjat are you talking about? Things have changed tremendously since Oculus ran its kickstarter.

DK1: 640x480 per eye. 60hz. No spatial tracking. Terrible ergonomics. Ungainly setup process. Gamepad input.

Current best on the market - Vive Pro: 1440x1600 per eye. 90hz. 10m x 10m spatial tracking with motion controllers, potential body trackers, and peripheral support. Excellent ergonomics/comfort. Easier, albeit involved setup process. And upcoming wireless upgrade .

Id say that’s a pretty big improvement in 6 years.

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And the 2 companies behind the $15 million aren’t exactly small potatoes, but the 15 mil is to them. Indeed they are huge and illustrate how diverse the interest in VR is in china. https://www.roadtovr.com/pimax-completes-15m-series-funding-round/

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And the activity is not a linear curve, its ramping up. I still remember talking to devs who said oculus and vive would fizzle out and vr wave would end. Now we have huge players gearing up to come to market like Apple. And tech shows are filling with vr/ar related tech being developed. Its not a phone like market now, but its heading towards that model

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I sure hope VR doesn’t fizzle out again, like it did 20 years ago. Those early headsets were 640x480 or even 320x240. They were crude, but they worked. I actually used both of those, but I didn’t own one, since they were quite expensive. Another more recent fizzle was 3D TV. That’s all but died out, even though it worked well.

It’s mostly a matter of price and content. If those developers continue to ignore VR, it’s certainly possible that it will become a mostly-ignored niche market.

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This is almost the same tech Euclideon is working on from years now, that could deliver 100x more detail than polygons with the existing GPU technology, but Nvidia (and most developers too…) keeps ignoring it and showing us bigger and bigger monolithic chips that are now just near their limits, and asking us to pay huge every couple of years for just a 20% performance gain…

http://community.openmr.ai/t/time-to-rethink-current-computer-graphic-technology/5872?u=lillo

If people were smarter, ignoring all the mumbo-jumbo shit the companies try to continuously sell them, and putting their money and interest only in really innovative (and safe, with no dumbing features hidden inside) products, all this and more would have already been implemented and marketed.

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market[quote=“Heliosurge, post:15, topic:6185”]
Yes 120hz has work so well for psvr.
[/quote]

And despite this…PS VR is one of the most heavy indicing nausea headset on the market, owning the PS4 Pro+PS VR had verified this personally (even if I’m not so much a nausea prone individual…) , and many friends confirmed it, some of them not inclined to try it again after the bad experience.

So, you might think that it’s not all dependent on the Hz factor and that there is something else underneath …some may be investigating, some not :smirk:

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VR is not going to fizzle out. It’s honestly impossible i think. As it matures it’s going to integrate into every aspect of our lives with AR. There is no industry, no job in which AR could not radically improve training speed and efficiency. No education program where AR could not provide immense material benefit to quality of education. We are past the quality/price bar now where there will be no backing away from it. It’s just going to get more polished, more immersive. 10 years from now every aspect of this technology will be matured and priced in everyone’s reach from headset to haptics.

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Sorry, but the DK1 (2013) was not 640x480 but rather 640x800 per eye. Then in 2014 they released the DK2 with 960x1080.

So after one year we saw a promising bump in resolution, but when the CV finally was released in 2016 I was amongst those who were slightly disappointed with its rather modest bump of resolution to 1080x1200.

And now, another 2 years down the road, the Vive Pro and Samsung are featuring 1440x1600.

The point is, the resolution has been the major issue of the VR headsets, the one point which almost every user had as number one priority to need swift improvements.

The DK1 and DK2 were largely based on available smartphone technology, sort of a proof of concept so I would consider the CV to be the first serious commercial release of a consumer VR headset in this decade - which is why there was a bit of disappointment about the resolution bump achieved after two further years of development and having access to the fb funds to have displays developed and produced specifically for VR. And then the current resolution yet again is a step into the right direction, but especially for the Vive Pro, which claims to be aimed at business and prosumers, the standard argument of keeping resolution low to allow less high-end PC builds to run the headset is not relevant - yet the resolution still is not good enough to enjoy using a virtual desktop.

I fully appreciate the difficulties on many other aspects of developing a good VR headset which Valve and Oculus have been working hard on and have something to show for, but if you consider the importance of the resolution to make a VR headset more appealing, and for not only a few potential customers cross the threshold of eventually becoming good enough to engange in VR - yes, I personally would have expected a higher resolution to be available in 2018.

And if, just if the 8K should demonstrate to be a reasonably usable experience which does not give you a headache 30 minutes into the experience, then it would be proof of the fact that it was not some kind of insurmountable hurdle to take, no, in that case it was a simple decision by the industry leaders to keep it simple & relatively low tech.

I completely get the reasoning behind it, you surely won‘t get 1 billion VR users any time soon with a 1,000 $ headset demanding a 3,000 $ PC, but would it not be better to make VR such a compelling experience that who-ever can afford it will want to buy it and then let 2-4 years pass in which both the headset and GPU/CPU become affordable to more people ? My guess is that that approach at the end would get you to your desired 1 billion sooner. Perhaps it would not have worked in 2016, but I think today the market is waiting for high-end headsets. And not only for their price to arrive, which is HTC‘s slightly strange strategy

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[quote=“destraudo, post:31, topic:6185, full:true”]10 years from now every aspect of this technology will be matured and priced in everyone’s reach from headset to haptics.
[/quote]

I hope that before maturing it still is affordable to try and use :slight_smile:

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Only if you play modded games with stupidly tiny text in them. Looking at you ED! I think the major issue was figuring out how to overcome VR sickness. Nothing else other than that could have killed off VR as another fad. Then it’s a mixed bag of what people wanted. The main VR brands chose to go mobile and untethered along with cheaper kit as people couldn’t afford it, adoption was needed next. A product will not survive if it only caters for the top 5% die-hards. Now we have resolution and FOV increases appearing in 2018 after all the other issues have been dealt with.

It is quite a visible timeline.

Adoption is increasing. Things like Beat Saber which is the No1 selling game (and rightly deserved imo) doesn’t need better resolution or FOV. In fact it doesn’t even need faster GPU’s as the game is built from the ground up for global VR as it is today.

It’s all good though, more more more of everything please :slight_smile:

Resolution increases will make headsets become more viable in the workplace though so I do understand the need for it. Miniaturization will no doubt come soon too as they are linked. The bigger the resolution or FOV then the bigger the headset but if you want to work in VR/AR all day you don’t want a brick on your face.

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you can get a windows mr headset today on sale and a gpu to run it, for less than the cost of the oculus cv1 at launch. affordability is a key feature of mass adoption. headset quality per dollar is only going to go up.

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I do agree that it’s strange that htc & such didn’t go 4k uhd headset (i won’t call it 4k as it is a misnomer created by tv industry; its not real 4k :smirk:).

Bur even the current gpus out are not quite up to snuff to support ultra settings that every gamer wants. Lol

Just look at this eurogamer article in 8k uhd (7.5k actual :wink:)

https://www.google.com/amp/s/www.eurogamer.net/amp/digitalfoundry-2017-lets-play-pc-gaming-at-8k-resolution#ampshare=https://www.eurogamer.net/articles/digitalfoundry-2017-lets-play-pc-gaming-at-8k-resolution

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I know what you mean that we have been waiting for a long time. We are the fore-front of VR users so we know what we want but the industry itself does not progress on such a linear scale, not when things are such high risk. Waiting years for the next Vive and they bring out the Vive Pro, a disappointment to a small market who hoped for more and mostly a stop gap for people like us.

The reason I said it is now a race is because risk of investment is lower, we are on the growth curve. It’s ramping up and what we see in the next year will make the previous year look like a freeze frame.

Of course this is just my opinion. I am not a futurist expert but I can see the past timeline to predict a rough guess.

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Current VR developments has been greatly held back by both the availability of high res screens and capable videocards. Those are getting quite a bit better soon so I indeed expect VR to ramp up soon too, agreed. But specifically in the high res/wide FoV part of the market where Pimax operates I don’t see too much competition any time soon.

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I understand your reasoning to some degree - but honestly, how big is the adoption rate of people you have demo’d your VR setup to ? How many went out and bought one for themselves in the next 3 months ? In my case I have to admit, it was rather disappointing, practically zero. People go away somewhat impressed by some elements of VR, but many would make remarks about the lack of sharpness, the SDE. Sure, I could have demoed only The Lab or Lone Echo, or apps like Fruit Ninja, but I chose to also stick them in a car in PJC (without too much of driving, would make them sick), in a cockpit in Aerofly 2. Because they give you such a sense of immersion. But they also unfortunately let you see that the visibility of smaller details is sorely missed on today’s headsets. And those who asked for the virtual desktop, I would not deny it - knowing that it will be a bummer.

So my take-away is, not just from the above experience, but also media coverage in general gaming websites/magazines was that many out there consider VR to be something generally promising, but at the same time seem to think that given its resolution/SDE issues it is still in a kind of early access phase which normal consumers better not get involved with.

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Totally agreed. So far VR has just been a promise. BUT with the release of the Vive Pro things have changed. There’s still SDE of course but unlike other HMD’s this doesn’t bother me anymore since it’s so small. But the immersive feeling this HMD brings is just what it’s all about, this IS VR, not just a promise of future things to come. So that’s where we’re at now, good VR finally exists. This DOES impress people who try VR for the first time. However with a $1400 pricetag (ex $3000 PC) it’s of course totally out of reach for main stream. But things will only get better from here on. The Pimax 8k might even be a game changer, depending on how well it works (being both relatively cheap and VERY immersive). But in this sense I totally agree with @D3Pixel, things will ramp up soon, good VR finally exists, it just needs to get cheaper. And next gen will be mind blowing for sure!

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