Pimax 8kx and lack of 3d depth (Same 3D Depth as Valve Index)

Thanks, I’ll try to understand, so in short, if i dial the software ipd up or down, the world scale becomes larger or smaller? I always have thought that it got something to do with the horizontal distance to each pupil only :+1:
Indeed in most games, i find my hands in vr way too big.
Could i see what you meant to say, as a kind of zoom?

The Pimax home environment is bad, but for this purpose it’s a great example. The moon is a large circle with a low res texture in far VR distance.
It will stay perfectly round when moving the head with a headset without distortion.
What happens when you try that with a Pimax headset?

What I tried to say is that virtual cameras should have bigger distance, the point of video cameras which connected to the VR HMD screens, probably in real life you perceive the world with bigger left/right eyes offset than used in HMD you have by default, so trying to increase distance between virtual cameras might help (3d image will be differently rendered in each screen).

There are some talks about different behaviour of this steamvr setting, e.g.:

(Note: when I am talking about 3D depth I am talking about “separation” which is a different thing than what the 3D-Strength/Scale slider in VorpX does. The 3D-Strength/Scale slider in VorpX affects world scale, just to clarify.)

Also, just like Ralph pointed out, there is a very fine line between full depth and beyond full depth. Your eyes should allways go parallell when looking at the sky. They should NEVER diverge. If they converge to some degree it´s way better than diverging even if it´s immersion breaking. On a physical 3D screen it is easy to set this up right to the limit. Just put a ruler onto the surface of the screen and measure an object that is suppose to be at infinity like for instance the sun or the stars. The distance between a pixel on that object in the left view and the corresponding pixel in the right view must never be bigger then your ipd. On a virtual 3D screen in VR it is much harder to set this up because you don´t have access to a virtual ruler. You will just have to “eye” it.

can you talk about the reasoning behind the number changes you make

Sure. The file I edit is “C:\Program Files (x86)\Steam\config\steamvr.vrsettings”. You should probably make a backup of the file before changing something. In the SteamVR directory of the text file you should find “ipdOffset” : 0,. If it´s not there you can simply add it. What this value does is increase or decrease the distance between the virtual eye cameras (the cameras that render your left and right view). It´s probably a little easier to wrap your head around this if you think of it in terms of only moving the right eye camera. A positive value will move it further to the right and a negative value will move it further to the left.

One mm (millimeter) is 0.001 so this value will move it one mm to the right. If your headset is set to an ipd of 63 the distance between the eye cameras will now be 64 mm. -0.001 will instead set the distance at 62 mm. 0.063 would double the distance, -0.063 would put both camera in the same position (which would result in 2D) and -0.126 would but right camera 63 mm to the left of the left camera (which would essentially swap the left and right rendered views).

The effect the ipdOffset has in any other VR app is different than the effect it has in VorpX. The effect it has in any other VR app is scaling the size of the world up and down, simply because the world gets smaller or larger in relation to the distance between your eyes, or atleast that´s how your brain interprets it. The headtracking doesn´t scale with it so changing ipdOffset can be very nausea inducing because your head seems to move smaller or larger distances than it is suppose to.

The effect ipdOffset has in VorpX is different because of the fact that you are looking at a virtual 3D screen representing a virtual world rather then looking directly at a virtual world. (Atleast in the screen modes and probably in full VR aswell iirc.) Rather than scaling the size of the world the ipdOffset will scale the size of the screen (and the distance to the screen). This doesn´t scale the size of the world on the screen so much but instead scales the perceived distance to every object in that world. It affects the distance to objects in the background more than it affects the distance to objects in the foreground.

In other words in VorpX ipdOffset affects the 3d depth much more than it affects the world scale. It´s pretty much the same difference you perceive between watching a 3D movie on a small TV and a large cinema screen. The 3D depth is much bigger on the cinema screen. To go back to the ruler measuring example; The bigger the screen is, the bigger is the distance between two corresponding pixels between the left and right image on that screen, and if the distance between two corresponding pixels of the sky (or some other infinitely far of object) matches your ipd then you have full 3D depth (since your eyes goes parallell).

3 Likes

Try disabling hidden area mask! I reckon it’s borked on the 8KX. I had this sensation of two screens (and cross eyes sensation) moving away from my face until I did this. Then it was fixed.

You can also adjust vertical offset which will alter world scale.

4 Likes

for scale, you can think of it as zoom, but it increases object near you & decreases in distance & vise versa (some ppl said mechical IPD changed scale for them much stronger than software IPD though).

You also can adjust distance between virtual cameras if it works the way as written in the link above, so it also can affect the scale, but also will affect the sense of 3D / presence immersion.

1 Like

I’ve read about this earlier, but I thought the offset slider in pitools did the same as the steamvr edit. Is that not the case?

@Alex.liu: is this something You’re aware of? Apparently, it seems something is wrong with “Hidden Area Mask” on the 8KX?

@alex.liu See also this thread. https://community.openmr.ai/t/some-thoughts-on-the-new-pp-ham-on-pimax-8k-and-8k-x-headsets/29617

1 Like

no idea, but I saw posts this helps with 3d depth, I just played with it on vive pro, have setup 65IPD to get clearest view & then increased it to mine 69 through the offset for me 3D effect is good, if I go too high I still see all good but brain starts to struggle process the images & my nerves start to how to say, more heavier & fatigue is accumulated, but at mine 69-70 its perfect.

maybe @risa2000 can advice whether there any difference between pitool soft IPD & steamvr IPD offset setting

Got it! Thank you for your contribution to this topic!

It has just been a place holder.

2 Likes

There has been people wishing for drop-in replacement lenses for Pimax headsets, from time to time, but how about somebody offering something less invasive, in the form of add-on lenses - evolved from existing third party offerings from the likes of VR lens labs, and vroptician, but also for users without any vision impediment, which would act to flatten the field curvature of the Pimax lenses, so that users get better edge-to-edge clarity, giving them equally sharp edges in both eyes, for one’s visual faculties to make out and do the stereopsis trick on, and inherently making them less inclined to reduce their lens spacing below what is correct for the projection, to the point it becomes all out of whack…? :7

2 Likes

Same experience as topic starter. I just LOVE the 8 kx resolution and I won’t be able to go back to the index, but the feeling of presence is much better on the index. With the pimax it is more like you are looking into a 3d with the world instead of really being there. Best feeling of presence is on the StarVR though damn it really feels like you are there. But the resolution is just too bad. Wish pimax would make better lenses (or StarVR make higher resolution)

3 Likes

I had a Vive and now a Pimax 5K+, but I must say, I never really noticed the lack of 3D depth. I can (barely) see the distortion (in Normal FoV), but it really doesn’t bother me. Having said that, I use VR from such a long time that I no longer feel presence anyway, and alas I can no longer compare it with the Vive as I sold it.

3 Likes

I will report the problem to the project manager:Poe.

4 Likes

You can find the binocular 3D overlap here:

It’s essentially the same visual overlap physical size as other headsets.

2 Likes

Awesome! If there is something that needs to be tested just let me know. It’s a weird issue as the image for me is very good with regards to clarity in both eyes. World scale is right.

I have different view points in both eyes of the headset and if I close one eye and change to the other I experience the same shift of the object I’m looking at as when I do the same in real life as far as I can tell. I hope there is a solution to this, but so far I haven’t been able to fix it with settings.

3 Likes

For me it actually helped to set my mechanical IPD +5 and Software -5 and after 5 mins the eyestrain is gone. Guess the Software needs to be optimized

2 Likes

As I wrote, just now, I clearly have different viewpoints in each eye as it shifts when I alternate which eye I have closed so that means that there is stereo overlap right?

I think it’s an compability issue with some people perhaps, as many enjoy their headsets.

I’ve noticed in real life looking at an object about 5 meters away with only my left eye and switching to only my right eye the object shifts a up and to the right. It also looks a bit wider when looking at it with my left eye than the right. I don’t know if this is a symptom of a sight issue or if this is normal and the brain adjust for this.

4 Likes

For instances where some have in that situation - this was one major reason we added the vertical IPD adjustment. It’s recommended you adjust the vertical IPD until you achieve your desired comfort level. It can make a huge difference (as pointed out by Akuma540).

3 Likes