The current CPUs / GPUs are not able to process enough data even with Vulkan.
The whole objects in XP are just too much for the largeFOV picture area. Vulkan donât make any less. They are only processed differently.
The only solutions are reduce your objects, faster CPUs and GPUs, or a completely different XP in a modern software environment.
Presently X-Plane 11 is being changed from the old OpenGL API to the new Vulkan API for Windows and Metal API for Mac.
Pimax can handle X-Plane 11 just fine in OpenGL and I enjoy it very much when using my 5k+!
The issue is that Pimax headsets cannot utilize the gains that the new Vulkan API provides in X-Plane 11, at least for now. Other headsets like my Valve Index have had massive fps gains with Vulkan, where I see none in the Pimax 5k+. My hope is that the Pimax engineers will come up with a solution, so that I wonât have to sell my pre-ordered 8k x, once it arrives.
I know that @SweViver is also an avid X-Plane simmer and I am surprised that he has been so quiet on this subject⌠I sorta have my own thoughts about the why.
Bottom line is that I tried to engage any of the Pimax officials to join this conversation. Maybe they could have come up with some kind of explanation concerning Vulkan in XP11.
Lower Framerates for me⌠2100pix Vertical, Normal FOV
orbx edinburgh Heli start - 100ft. (Intense scene)
Vulkan 14-19FPS - no Plugins
opGl 19- 28 FPS - + Ultraweather, XViision and some other stuff
âIf laminar research ensures that parallel projection is no longer necessary, then yes.
do you understand it now?â
Hi,
This sounds a bit strange. My Valve Index has no problem with the parallel reprojection of X-Plane, and has a lot more fps in Vulkan than in OpenGL. So it is Pimaxâs job to make their hmdâs compatible.
Many other headsets enjoy major gains with Vulkan in XP11, but not Pimax.
From what I understand it may have something to do with the canted panels, which should be solved by Pimax, since they use them to get the wide FOV.
I may be wrong, but I believe that the Indexâs panels are also canted, but not as much as the Pimax panels. Please correct me if I am wrong.
There is nothing that Pimax can do. Only the game developer can change the game to account for the canted panels. The index does have slightly canted panels with parallel projection always on. The cant is so slight though that the performance cost is minimal.
Ben Supnik comments on the required parallel projection for Pimax headsets:
Non-parallel projection must exist in TWO places:
At the VR API level so the VR API can tell the app âthis is the position of the screens, please cant your renderâ and then in the app which reads that info and does the render.
When I last looked, SteamVR didnât have API support for canting, and we talk to the PiMax through SteamVR.
So if there is a SteamVR update that addresses this, I can look at that and I do not need any help from the PiMax guys.
If there is no SteamVR support for this but PiMax has their own SDK, that is not useful right now - weâre really tight on graphics dev resources and we donât have time to pursue a 3rd, 4th, 5th native VR API.
This is why Pimax needs to release a communications package for game studios and developers how to get rid of the parallel projections requirement.
I know several games achieved this over the last year (DCS, rFactor2, IL-2 BoX), so there should be sufficient know how out there. I recall some indie devs sharing how they did it here on the forums too.
@SweViver, @PimaxUSA - is this something that someone could coordinate from Pimax? Should be in your best interest as this is one of the main gripes of some people that Pimax needs a lot of tweaking to make it work and not out of the box (not to mention the free performance gains).