[Replied]The "moving world" issue, now i finally understand it!

Better Pimax had done an adjustment mechanism like Vive and GearVR have, to adjust the distance to screens.
EDIT: or add eye tracking to know where the eye is.

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I will question in a lot of factors.

  1. If this is about face pad, Sebastian has different face pad on his 5k+ and 8k?

  2. If I found issue like Sebastian. While sebastian found his issue on 8k, but I found issue on 5k instead.
    2.1 We misunderstand of issue, may be it is not same issue.
    2.2 If it is same issue effect, 8k use more spec to render high resolution. Although I use 5k+ , but my pc is low spec and it is possible to found the same issue.

have to try by set low sampling to check that effect is available or not.

@SweViver don’t forget to note what your gpu you are using.
Sometimes it is bug of steamvr, I ever found some wobble of reprojection when turning head because reprojection bug. I am not sure what steamvr use engine to run, but I always see wobble on steamvr home, or loading page than game.

  1. Lenses is convex lens, the flat part is deeper than the circle center. When you close one eye and move the lenses to your eyes, you will found that you use only that big circle center

3.1. So may you not look to flat part directly, but from center into the lenses to the flat part

3.2 The 3.1 still not be final answer, reason is when you use 2 eyes, you can see wider image than closing one eyes, you will found that you can see inner edge of opposite side easier and get some light or some moving light around the center for a little bit. So you may have a chance to see some image from the flat plate too if your eyes is far from the lenses.

There are 2 method to check.

  1. use some wall to block the flat part.
  2. use some tape to cover the flat part.
    These 2 method to check that how eyes work.

I have low ipd, I can’t avoid to see the inner edge of the lenses and I have a small nose, so I need some wall to block the gap between my nose and the headset.

Will try to investigate today, so much busy.

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I was given the 11mm pad. It was too thin for me due to glasses lightly touching the lenses, but that gave distortion along all edges of my view. I placed a full original Vive face foam on top, just for fun, and that helped my glasses, but there was also distortion that looked a bit different since my eyes were too far away. I added my 6mm pad onto the Pimax original and that was decent. I wish I got the 15mm from Pimax.

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Just test

  1. I try to close one eye and found that I can see some black area of paper in the right eye, i assume that the eye look to the flat part directly.

I use large mode and still can’t see more area at the right, so this flat part is important for bigger fov.

  1. I close left eye and turn around and follow the clockwise, still see some little distortion, I think that it come from the edge of the circle part of lenses.

  2. I close right eye to compare, turn against clockwise. I found that there is distortion at both of inner and outer edge, so the area around circle still have some distortion.

This is distortion issue, so I am not sure that this will be same the issue of world movement.

Other Tip : When you stay in steamvr home, try to use controller move around like a circle in front of you, if you see little black moving, you need some wall to block between lenses.

i will cut better paper to block from circle of lenses to face pad and check again.

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I remember we did this with paper cuts during the beta phase :slight_smile: It showed that the flat part of the lenses only is covering the last 10 degrees or so (on each side), of the peripheral vision.

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I added some padding to the original one to make it thicker but still dont have anything of that issue.

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@SweViver This is my test result.
https://community.openmr.ai/t/test-vr-cover-14-mm/12180?u=bubbleball

I have the pimax5K+ and I definitely see this issue of the world moves slightly when I turn my head rather quickly. i.e The world I see around me is not “locked” in place like it is in real-life. This is really immersion breaking and kind of nauseating(and I normally never get nasuea)
However, I disagree with Sweviver and do not believe it is eye-lens related. I say this because if I don’t use the 6-dof tracking basestation and just switch back to basic 3-dof (lighthouse tracking turned off), the issue is completely gone and the world always remains locked when I turn my head.
Even this reviewer experiences it: https://www.roadtovr.com/ces-2018-pimax-8k-hands-on-long-way-kinks-to-iron/2/
I beleive it is flaky tracking with the basestation on pimax hmd. Also notice it is usually a bitch getting the pimax to track the basestation at startup.

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Great find and confirmation, Martin. It makes sense that just a few mm could have such drastic effects on the distortion profile. Hopefully Pimax listens to the suggestions made by @neal_white_iii and/or yourself. Either, this can be fixed entirely by software - or it will require a combination.

But, Neal, it’s important to note that your IPD setting is completely irrespective of the depth of your eye sockets from the cranial brow ridge. It is the cranial brow ridge - and distance from brow to eye ball - which dictates how far from the screen your eyes will be. No amount of IPD change will be able to track that. So perhaps in the long run, the best solution is to provide 3 different thicknesses of foam, or the removable plastic part between hmd and foam, as Martin mentioned.

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So it’s a tracking issue. Just like I thought in the beginning.

Yes the world moving slightly when turning is absolutely nothing to do with with padding thickness and everything to do with positional lighthouse tracking. Sweviver must be talking about some other issue.

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He’s talking about lens distortion at the edges of your view. This lens distortion make it appear as if the outer edge “moves faster” or “gets compressed” - and as you rotate your head, this is a strange an unwanted experience. The distance between eyeballs and lens dictate whether or not this unwanted distortion happens. Thickness of the foam, or shape of the plastic-cover are some of the only ways to augment the distance between eyeball and lens.

Ahh ok I see. But that symptom is distortion not “moving world” as this thread headline. The “moving world” happens right in front and everywhere and not just outer edges.

UPDATE: I tested a little more tonight and just wanted to add the world moving issue is most noticeable when tilting your head up and down ever so slightly. Panning head up/down, left/right works fine.

Can you turn off the lighthouse and check again. It should be gone according to another user here in the forum.

are you asking me?
because I tried turning lighthouse option off and on again last night and the moving world issue still there.

if I don’t use the 6-dof tracking basestation and just switch back to basic 3-dof (lighthouse tracking turned off), the issue is completely gone and the world always remains locked when I turn my head.

Isn’t this what you said in this thread ?

yes but when you ga back to set it back on for 6dof basestations problem comes back.

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Wonderful news everyone!
All issues are resolved thanks to pimax support!
“Moving world” issue during gameplay and finnicky tracking at startup all working great now!
The problem was the tracking firmware in the headset. Pitool cannot update that specifically and only way if you have these issues is thru pimax supprt. Which I might add was the best support I ever had in my life. It was 1am in China and thay still helped me. They had to connect to my PC remotely and did the tracking firmware uodate like that.
I undertsand now why some people (like sweviver) don’t see the issue and others do / It depends if the the headset has the fixed firmware or not.
So if anybody has these tracking issues they told me to just contact support (doman.chen@pimaxvr.com) and he will arrange to connect to your headset remotely and do the update.
Super impressed now with the headset and pimax support.

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Exactly. So it’s a base station tracking problem, not a scaler problem like @mixedrealityTV claims.

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please see my above latest comment
all is good now!

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