Pimax Crystal - status, updates and fixes (Part 1)

Can you supply a source for this information? Thanks.
I’ll update the Chart in Amber as 120hz Reported but unconfirmed by Pimax. When we get confirmation I’ll update to green.

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@SmallBaguette recently posted on Refresh rates on the Crystal. Currently 90hz and 120hz with 75hz and 160hz being worked on.

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Yeh SmallBaguette posted a pic of SteamVR with 120Hz showing as the refresh rate of the hmd.

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Hey Atmos. The list seems accurate so far. Perhaps work with Pimax USA to update any official information. Is there anything new to be added?

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Post the review of Crystal , @Atmos

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Thanks @Heliosurge @hammerhead_gal @PimaxQuorra

The chart now has official Pimax support
and I can’t wait to tick off these features one by one over the next few weeks.

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Pimax said that they have dynamic foveated rendering on driver level. But nobody knows that it works. Can you add it?

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120hz mode now confirmed by Pimax Thanks @hammerhead_gal

Chart updated.

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Yes I can add it under Eye Tracking - It will start as red as I’m sure that will be a later software feature.

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Ah, that’s not quite right, It’s the Foveated TRANSPORT that’s driver level and will work with everything, which is what helps with the bandwidth. DFR will need the game to be capable of utilizing it, though that’s not as bad as it sounds because lots of games already support the method Pimax uses for DFR, variable rate shading, but it’s not universal.

Also, Kevin stated that Tobii was sending over some config files Tuesday for the Crystal, so there’s a chance we’ll see DFR working and get some impressions before the US roadshows end if all goes well.

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@Atmos may I make a suggestion on your list please? Would local dimming be better in a category of its own? At the moment you have PPD, colours and contrast, and local dimming all in 1 category. I think something as important as local dimming is worthy of consideration to be in its own category, what do you think?

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Fully agreed.

Going by current reports, the Crystal achieves the best local dimming solution implemented so far industry wide.

I think this deserves being mentioned explicitly as a USP.

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I thought sweviver said in te mrtv live stream that foveated rendering is on driver level.

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Driver level would imply some kind of universal support, which DFR plainly cannot have and would go against what’s been observed trying to use it on HMDs which already support foveated rendering or the VRPerfkit and some other statements.

Unless they mean the function itself is simply driver level, not that it’d work out of the box with everything like with Foveated Transport, and not just lower level code injection with how it’s done now. That would still be pretty useful. Could be possible that’s what they mean.

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Sure I can list that as a separate feature.

I put PPD, colour contrast and local dimming together because they’re all integrated into the QLED panel.

Out of interest is there any reason local dimming would ever be turned off? Does it consume more battery life having another layer turned on?

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Thanks.
Sorry idk about why local dimming would be turned off, there must be a reason though :thinking:

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There is 2 I believe elements the DFR is likely like what we have now that it uses Nvidia RTX features if a game supports to inject FR with the DFR using ET to move the view window. So older games that do not have those features or are not natively supporting it in game may have issues.

Foveate transport is still an unknown but sounds promising.

One recommendation I have for The Portal that I believe has been mentioned in the KS comments. Is to modify the center strap that locks the Portal in the VR Frame to not cover the center camera.

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Yeah, even if it never gets used it would be nice to have the option!

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It should actually use less battery turned on as the whole point is that you don’t have the entire backlight turned on the whole time.

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