Crystal Super UW issues / analysis / comparison with 8KX

I received my Crystal Super UW last Tuesday and I will be returning it back for combination of what I estimate as defect, inherent design issue and my facial anatomy not being suited for this particular model. It was retested with my brother and both of us independently conclude that 8KX is overall better option for us still.

Before I do so I conducted series of tests to use this unfortunate situation to obtain more knowledge about the product, possible workarounds or root causes and spark a discussion to gather experiences and feedback from others to be offered to Pimax for the design of helpful accessories, next generation of headsets or even potential new optical engine under the current Super family. After all, they are the company trying to offer us the best high FOV high clarity headsets so important for combal flight simming. I will also offer Pimax cooperation in further testing and refer this topic in my ticket.

Quick summary before detailed explanation

The good:

  • resolution, pixel fill and lens clarity is good, particularly improvement over 8KX past 40° (/80° total) each direction where 8KX starts to blur and past 60°/120° degrees is not really useful
  • better contrast and colours that help to track target over terrain
  • comfort (smaller form factor, feels lighter)

The bad:

  • small useful FOV for someone with rather narrow face and deeper seated eyes (I will explain in detail below as focusable FOV <100° vs peripheral FOV)
  • strong mura on my left eye panel, which I believe to be a defect as it is not present on the right panel under normal conditions
  • extreme chromatic aberration starting to be noticeable 10° each direction, and being very strong since 30°

The useful FOV

Unlike 8KX, the Super UW does not seem to have canted lenses and it has strong impact on FOV limits, perhaps more with facial anatomy like mine.
I have rather narrow head, roughly 60mm IPD (self measure) and deeper seated eyes. The distance from my eyelid to eyebrow where forehead meets root of nose is approx. 2 cm and for my brother that I tested this on as well is about 1.8 cm.
From start the FOV on Super UW felt quite constricted compared to 8KX which I normally use on small mode of 120°, which was surprising. Even more surprising was my initial FOV test which I estimated around 90-95° HFOV.
Here is a table of measurements using two distinct methods - one when looking at the edge of the FOV trying to focus on object displayed there and the second one focusing eyes on centre and relying purely on peripheral vision to sense the motion of the markers in to FOV tester app.
Here are my and brother’s results in different headset positions (eye to lens distance, angle):

Headset Face setup HFOV centered eyes HFOV eye looking Towards edge of FOV
Crystal Super UW gasket on, thin face cushion 126 96
gasket, no face cushion 134 102
no gasket 136 108
no gasket, canted to improve edge focus HFOV for one eye 138 136
Crystal Super UW – brother gasket on, thin face cushion 128 96
gasket, no face cushion 136 98
no gasket 136 100
no gasket, canted to improve edge focus HFOV for one eye 138 136
8KX gasket on, thin face cushion 158 158
no gasket 158 158
8KX – brother gasket on, thin face cushion 158 158

The “canted” results are obtained by rotating the whole gasket-less headset for optimal canted angle and looking only through that particular eye.

My hypothesis why discrepancy of results happen in Super, but not so much in 8KX with canted lenses demonstrated in drawing:

I understand that canting lenses/displays can have trade-offs, especially for binocular overlap. Those sensitive to overlap have been vocal about this and I believe current design reflects this. I want to spark a debate whether there is strong enough demand for return of canted lenses/displays, especially considering anatomy like mine. Could we ever get Super UW canted for those who are not sensitive to overlap, but are losing a lot of rendered FOV behind the lens?

Why I believe the focused FOV is the important metric, not the peripheral as much?

When you are using it in combat flight simulation, you are often looking behind and trying to see what exactly is there and what is it’s spatial attitude (is it friend or foe, does it have enough lead to start shooting or is it lagging etc.).
With the peripheral vision, you only notice big, vague shapes and motion. But when you try to look at it, it suddenly disappears from FOV behind the lens edge.

I propose to measure each headset by those two metrics independently as it conveys important information for the user according to his use case.

The mura

Since it is quite impossible to capture the mura on camera, I have created and approximation of it in digital painting application:

As you can see it is series of irregular, relatively thin stripes. It could possibly be what early reviewers of prototype called “tiger stripes” - up to them to confirm or disprove it if it is the same.
On my device, this is under normal condition only visible in the left eye. I found a partial workaround where by pushing/turning the headset to right which reduces the mura in the left eye. In extreme, it however introduces it in the right eye and also the reqired push results in a view that is far from centered (5-10° HFOV difference in each eye). Turning it other way makes the mura even stronger. There is also chromatic shift slightly to red. This is also true for the centered position, although to lesser extent. I tried the IPD compensation for left eye to figure out if it is misaligned, but all I achived was misalignment of L/R images causing double vision without really addressing the mura.

My QA sheet quotes at order 6 “mura grade 1” “Passed”. If I understad correctly grade 1 mura should be only visible against relatively uniform light background and not distracting. This is very distacting against sky even if not realy uniform and stil visible against lighter terrain. At this level it may also hamper a target recognition at further distances.
I have no idea if this is something that can happen due to shipping damage (a fall), my model had initial issue with IPD adjustment. When I first set my IPD (65->60mm) the motors were whining without anty result. Just before contacting tech support I also tried to adjust to higher IPD first. It worked, I heard a click as the mechanism realigned and then it worked. I informed pimax technician and he said this can happen during shipping.
But if the shipping damage is not the cause of the mura, the QA process to measuring might need reconsideration. E.g. if the pocess allows for aligning the headset for each lens individually it might unintentionally aply the trade-off workaround I mentiond resulting in false pass. I have not enough information to decide the root cause, so I will leave it to Pimax.

The chromatic abberations

These are rather straight forward. I made sure that I ahve headset properly centered (no CA in the centre).
At 10° from center the CA is clearly noticeable, but not yet distracting. At 30° it’s way stronger than I ever seen in any optical device. When looking at the birds from Steam VR Home, those are not just lines on edge of silhouettes, but 3 distinct silhouettes - black, yellow and magenta.
I tried moving the lens nearer or further from the eye. The one thing that seem to reduce it noticably (still strong but not that extreme) was when I did the HFOV test for the canted lens/display.

The following photo is very imperfect, but representative in chromatic aberration strength to what I see in headset in normal conditions without canting it to optimal angle. It is possible to get photo with noticably lesser CA, but that would only representative of what I see with the canted angle.

Potential remedies that could be made

  • Easiest help for people with narrow head would be providing shaped foam wedges with velcro to improve facial fitting and prevent external light noise. Here is demonstration in photo:

  • Offer variants of face gasket with deeper (Z axis), but narrower (to sides) cutout so customers could select according their head shape. This is crucial when you cannot get your eyes close enough with thin face cushion.
    Potentially proivide a 3D print file so users would have the exact gasket to headset interface correct, but could shape and print their own gasket to measure.

  • The most costly and time consuming, but the most important to be done by Pimax and not user’s hack is to provide a canted version of optical engine.

  • Prioritize the focusable FOV over peripheral FOV.

  • I am convinced it would be useful to gather some anatomy statistics, determine critical variables and distinct patterns and build 2-3 variants of optical engines / facial accessories with those patterns in mind and with advice how to measure which one is for which user.

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UPDATE

I am in touch with support, providing detailed feedback and testing both older and newer Pimax Play updates.

I am happy to report, that just realeased 1.43.1 indeed improves the chromatic aberration. Since it also depends on the optical geometry, I did the test with following setups:

1) Thin face cushion (11mm)
As strength of chromatic aberration increase towards edges, under 1.43.1 this effect was pushed about 10° away from center compared to 1.42.1. At 30° it is still strong, but noticably better than before.
2) Removed face gasket, minimal distance
Noticably better, quite tolerable at 30°, strong at about 40°
3) Tilted headset for optimal one eye lens angle / performance
Yet better. Chromatic aberrations quite minimal for most of image, noticable at 40° strong only from 45° near the limit of what I can see if turning my eye there.

The combination of physical geometry being right and fitting distortion profile in SW are the key.

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If you are not sensitive to stereo overlap just increase ipd to max and you will see FOV much improved

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Thanks for the tip, I will do some tests higher IPD settings. I did it to some extent, but I will try more extreme numbers. I am also supposed to receive the standard 50ppd module for testing so I will test that as well.

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Please keep me posted. I’ve already forwarded your feedback to the developers, and they’re actively working on optimizing the profile.

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I certainly will. Currently I got confirmation of package on the way. Meanwile I am cooperating with TallyMouse on SuperOpen Discord on face mask 3D file modification for print. It’s a bit more complicated than I imagine modification of 8KX mask would be, but it is hopeful even if not successfuly finished yet.

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So I just recevied the “Lce Silk Face Foam” and extra Facial Foam 15mm specifically for destructive modification.

I already made the modification.

Basically I cut along the velcro base in the middle and the carved middle portion of the PU foam out, leaving just thin layer on the fleece side and velcro side. As you can see I left it open at the moment, it works that way just fine and is still open for further modification.

It’s as thin as you realistically can do, the foam is also very compressible so the actual gain in reducing eye-lens distance might be relatively modest. It is a bit less comfortable than the normal 11mm, but should be pretty fine, unlike bare face mask. After I do the battery of tests as above and with/without IPD boost for potential FOV gain, I will also test it for some time flying to estimate it’s longer term comfort.
Then I will also test the Silk FF (I will not cut that one).

Currently my trial period expired so I will ask for extension, which was already promised to me.

So far I just tried the fit and it looks good with following caveat.
The double velcro foam wedges I made and presented above still make sense as:

  1. 15mm is not thic enough for me at the sides, I need cca 25mm or perhaps 20mm compressed there.
  2. The PU foam is very compressible which makes it comform to face, but do not help hold it still. The wedges were made with what I believe is LDPE (Low-density polyethylene) packaging foam, which is soft but not as compressible so it tends to help to fixate the headset against side to side wobble better.

Over all I think that LDPE or MDPE foam shaped to specific anatomy + thin layer of PU foam would be ideal combo for comfort and stability.

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Great post and very detailed analysis. Thank you for creating this post.

Lager FOV required

I just wanted to share that I fully agree with your point about the FOV being effectively unusable for people with narrower faces or deeper-set eyes. I’m certain we’re not the only ones dealing with this.

I was also glad to see you mention the idea of a canted-lens version. I did the same test on day one with my Super 50PPD (removed the gasket and tilting the headset to one side) as I was so disappointed in the narrow FOV. With the Super’s large sweet spot, a canted design seems entirely feasible without sacrificing clarity. I would also sacrifice binocular overlap for more FOV.

I’ve shared this exact same suggestion with Pimax already, but have not received much response or interest. It’s unfortunate as I find the 50PPD’s FOV way too narrow for sim racing. And based on others’ impressions, I’m expecting to be disappointed in the UltraWide as well once I receive it.

I really wish Pimax would at least explore an R&D prototype with canted lenses to get closer to the FOV we had on the 8KX. Wide FOV is so important for sim racing too. And both the 50PPD and UltraWide miss the mark. A canted version would be a good solution to the very limiting FOV of the 50PPD and Ultrawide.

Wedges required for preventing light bleed for narrow faces

Regarding your comment on the face mask letting light inside the headset on each sides for people with narrow faces, I also wish Pimax would provide the Super with shims / wedges to prevent this light bleed. That is an easy fix that should be provided by default. It does not need to be an additional separate face mask. And not everyone has a 3D printer at home, so Pimax should provide this.

I do hope that Pimax takes these comments in consideration.

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Thanks for confirmation and support.

I try to word it rather as “make the specified FOV reachable to all people and focusable”.
Problem being specification is 136-140 but practice may vary from below 100 to focusable to 136 peripheral and that I think is the main problem that I want to point to.
So that the enginering effort is not focused at impressive number achived only for few and only in peripheral view. but so that is reasonably achievable for almost all and with focus on edges.
Then set specification according to what can be reasonably fulfilled..
Not sure about you, but 130 focusable would be perfectly fine for me if practically achievable, I think beyond that it’s quickly deminishing returns with 140 being a nice luxury. But at least 120 focusable is the critical part, this is what I practically use in the 8KX (due to blur past that otherwise I would likely use the slightly larger mode, in this case I am rather saving processing power).

I think that the customer service and the quality is horrible at Pimax. I have returned 3 Crystals and then paid an upcharge for the Super. And I have had 2 optical engines break down on the IPD and not having a useable headset and Pimax refuses to replace the broken second engine. I have had more down time than uptime since becoming a Pimax customer.

It has been a horrible experienced. Just be aware of this before buying a very expensive headset.

That being said the user experience is really good…. When the headsets are working….

@PimaxQuorra

I have had nothing but great support from Pimax. Sometimes it feels like it takes longer for responses but it’s typically because of the time difference or holidays that we don’t necessarily share. Do you have open tickets they aren’t responding to? If you don’t mind me asking what’s happening with the optical unit?

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Hello, I’m joining the discussion to share my opinion.

Overall, I’m satisfied, but considering the price, some points leave me a little perplexed.

First, the field of view (FOV) of my Pimax Crystal Super Ultrawide, after testing it on ROV_Test_Beta, doesn’t exceed 130° with the thinnest foam, and even without foam, it doesn’t exceed 132° when looking straight ahead.

In my racing simulators, it’s difficult, if not nearly impossible, to have both rearview mirrors visible, depending on the car.

I’ve also noticed a slight geometric distortion in games: the image is slightly deformed. You forget about it in the simulator, but the problem is definitely there. Normally, as shown in their videos, there shouldn’t be any distortion: https://www.youtube.com/watch?v=25rVjA_41CA

I uninstalled PimaxPlay, searched for all Pimax folders and files, and deleted everything to perform a clean install with the latest version of PimaxPlay: PimaxPlaySetup_Release_ToC_V1.43.1.195_202510241701.

I have the latest drivers for my Nvidia GeForce RTX 5070 Ti graphics card.

My computer is up to date.

Furthermore, the headset is too wide on the sides for my face. Fortunately, the screen is bright, which prevents daylight from reflecting off it.

The headset’s positioning is also problematic. If I position it correctly, as recommended, behind the base of my skull, it creates a lever effect and lifts the Pimax at the cheeks and nose, leaving a large gap.

The headset’s attachment system to its control box should be able to rotate more to ensure optimal positioning on the face, which is a weak point. I never encountered this problem with my previous VR headsets like the Oculus CV1 or the HP Reverb G2.

From my perspective, the product isn’t quite finished.

It’s a shame about these three points, really.

On the other hand, the lenses are excellent, with very precise switching points. The image quality is very good, and the tracking works perfectly. The sound with DMAS is good.

Yours sincerely.

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I had a blast playing AMS2 on UW, but goddam it seems to hurt my brain…neck and eye comfort. I don’t remember experience this with the regular 50ppd. Pimax needs to come out with a profile that don’t mess with your eyes. At this point, I am not so much care about FOV as eye comfort…give me back the comfort of the 50ppd.

As mentioned on Reddit, there’s an internal build in its final inspection. I can’t guarantee when it’ll be ready for you all to test, but I’ll keep following up with the developers.

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I download the 1.41.1.152_202507311529 and not the 1.41.2….and it seems better, setting my IPD to 61.5 instead of the usual 58-60. I don’t feel eye strain this time and measuring with HMDTest, I got 130 degree horizontal and 102 vertical. Of course, I also think that changing the face pad from the Studioform 14mm to the Pimax silk pad help push the head slightly further. I thought the 14mm Studioform was the better one, but i was wrong. It actually allows light to enter at the bottom, not so with the silk pad (silk seems to fit my face better reducing lights from the bottom). So, I think how much horizontal FOV you get depends on the face pad as well.

I’m looking forward to testing this new profile; will I need to get back to you to receive it? Or will it be downloadable here?

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I don’t think the whole FOV needs to be focusable. A 120-130 degrees focusable would be plenty. Anything larger than this could be out of focus some and I would not mind.

But only 120-130 FOV total (I get less than this myself) is not enough to be useable for sim racing as I need to see if there are cars besides me, even if they are out of focus, without having to turn my head.

If I do need to look at a clear image towards the edges of a large FOV, I turn my head anyway and then it gets into focus. But having a large peripheral view, even if blurry toward the edges, is in my opinion a must. Even if that means reducing the Vertical FOV to balance out performance.

As the 12K is not yet the answer, I think that having a large-than-the -UltraWide FOV optical engine for the Super in the meanwhile is much needed to make the Super useable for sim racing.

Please kindly check the inbox.

Thank you.

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Hey,

Just a quick follow-up, have you received further assistance from our support about the broken replacement?

The 50ppd standard module testing update

I received the 50ppd module for testing and it is indeed much better for me that the Ultrawide module, especially due to the Lab mode, which as far as I understand changes the angle of each eye in software fooling your brain raher than relying on increased optical angles.
TLDR I see the change as quite succesful (more than expected) and I am leaning towars keeping the 50 ppd and just applied for the 8KX trade-in discount.

The useful FOV

This time I included variants of setting IPD boost over my own natural IPD of 60.
As you can see, the increase of IPD has effect on increasing HFOV, but at varying degree of cost of optical quality. This impact is more pronounced the closer eyes are to the lens as the angle of sweetspot gets more extreme. In case of “no cushion IPD 72mm” the distortion/blur is quite strong and not practically usable. But the king is still distance to lens (as the other strong variable - lens angle is not option here). The “no cusion IPD 60” of 120+ focusable FOV is promising as I could likely achieve practically when I manage to get modified face mask printed.
Unfortunately after checking with several local 3D print companies, those that answered at all rejected stating no free capacity ATM so that test will have to wait.
Slighter IPD increases are quite OK, achieveing around 110 focusable / 126 peripheral FOV with the modified cushion (removing most of the foam from front) which whilenot perfect is quite acceptable given the other benefits over 8KX.

Headset Face setup HFOV centered eyes HFOV eye looking Towards edge of FOV
Crystal Super 50 LCE Silk face foam IPD 60 118 90
LCE Silk face foam IPD 66 122 100
LCE Silk face foam IPD 72 126 104
no cusion IPD 60 126 110
no cusion IPD 66 126 118
no cusion IPD 72 126 124
— — — —
Crystal Super 50 Lab mode Silk LCE Silk face foam IPD 60 126 100
Silk LCE Silk face foam IPD 66 126 106
Silk LCE Silk face foam IPD 72 126 114
Modified 15mm foam IPD 60 126 106
Modified 15mm foam IPD 66 126 112
Modified 15mm foam IPD 72 126 120
no cusion IPD 60 138 126
no cusion IPD 66 138 130
no cusion IPD 72 138 136

Mura

Mura is present, but those stripes are no longer an issue in standard settion and position. When pushing the headset to side, it starts to appear as well as in extreme IPD boost settings, but normally there is just “standard” mura.Less distracting, more even. It has more of quality of looking through a subtle transparent fabric and is only visible against sky and does not impair spotting/recognition. For those who cannot stand it it still can be strong con, but it is no longer a deal-reaker for me.

Chromatic aberation

Those are rougly the same as in UW. Since the patch, the central picture is quite acceptable and the strong fringing is mostly relegated to the periphery. Making it again a con, not a dealbreaker.

EDIT: After re-testing again back to back I notice that 50ppd CA is actually noticably lesser at same eye distance. My previous judgment was limited by the fact that I compared the better results from my memory. Hence you get roughly same performance in practical terms (modified face cusion) in 50ppd to removed gasket in UW.

Modified face cusion vs LCE Silk face foam

I have first tested it on 8KX as I was waiting for the 50ppd module.
Immediately I found the Silk foam inadequate at distributing the weight of the 8KX. I flew 1 mission in IL-2 career and felt very uncomfortable with my forehead sore.
I then used the modified “gutted” 15mm face cusion (picure above) and I was able to do 3 more sorties. It’s not perfect, but way better.

In the lighter and slighty smaller Crystal Super the LCE feels a bit more acceptable, but given the FOV benefit I went straight to the modified face cusion. With the foam wedges the fit is perfect and compfort is completealy adeqate for the Super’s lighter weight. I have absolutely no reservations with this solutions and I cannot wait to get modified face mask and get the eyes to perfect distance from the lens.