I only run Sboys3 driver with Steamvr and VectorXR handles my quad views experience and has Pivot (neck saver clone) all in one. In fact I don’t Run Pimax Play at all once it starts up and does its checks. I completely nuke it and let steamVR be the only thing running in the background.
Pimax, when are you going to release an update that automatically kills PP after the DRM check?
with the official introduction to the VR mirror. Thank god finally!
a subfeature that would be like godly to have, just like how tobii has for their eye tracking for the monitor, where it displays a little ghost circle of where the person is looking at.
Having a the ghost circle of where we are looking in the VR mirror would be godly for recording/streaming, especially when quadviews is in the mix.
on a side note.. for me the VR mirror seems to sit further down compared to my actual centre, so that probably will need some working out, or giving options to adjust the VR mirror view location. and especially adjusting the output of the mirror like how the screen cap currently does with video aspect ratios and resolution
Could you please export the log files related to the QV issue and send them to me?
Also, would you mind providing the exact steps to reproduce the issue? A step-by-step description of how you encountered the bug would be very helpful for our developers to investigate it.
Edit: We’ve been able to reproduce the issue, and our developers are working on a fix.
Noted. I discussed all of this feedback with our developers this morning. They’ll review each item one by one to determine what can be implemented, optimized, or fixed.
I’m experiencing a strange issue when using the Sboys3 Native SteamVR Driver with my Pimax Crystal Super Micro-OLED.
In SteamVR, I get the feeling that at medium to long distances my eyes have to cross slightly to merge the image. It’s quite uncomfortable, and after looking into the distance it takes a moment for my eyes to refocus.
Interestingly, I don’t have this issue in OpenXR games. Whether I use the Crystal Light, Crystal Super QLED, or Crystal Super Micro-OLED, everything feels perfectly natural in OpenXR.
So it seems to be something specific to the SteamVR/Sboys3 driver.
Has anyone experienced something similar or knows which setting could affect the stereo convergence or eye alignment? Any ideas would be greatly appreciated.
In my case (DreamAir LH) it was the eye rotation setting in sboys3, I had to increase it to 3 (with correct IPD adjustment in EVO and the sboys3 driver) and everything aligned properly in the center and at the edges. Use it with much caution though and check that your sight remains comfortable when removing the headset.
EDIT corrected value Eye tracking adjustment to 3 in my setup (my IPD is 66, the used Sboys3 driver is beta 1.3.0 with its default DreamAir LH distortion profile)
Thx. It is not just about QV, if I change some other setting (i.e. sharpening, smart smoothing, upscaling, almost anything), then foveated rendering is suddenly turned on in “performance”.
Feature Request: MIP LOD Bias override for EVO Quad Views to fix MFD text blur when leaning back in my chair
Hi I have been running EVO v1.0.1 with DCS and I have been testing out the find grained quad views settings and have found them really useful. I was able to create a rectangle gaze area that ensures I can have the outer gaze area that sit nicely where my eye does not detect resolution drop and also ensure the stereo overlap of the gaze area does not have any low resolution quality due to the box always being square in other Version.
I have noticed a core quality issue though with the Pimax quad views. I see see the level of detail textures swap out when I lean in to an MFD versus leaning back in my chair. This does not happen in Mbucchia’s quad views.
The research I did, implies that the MIP LOD Bias is set to negative in Mbucchia’s to counter this very things and ensure the textures are at max details in the gaze area.
So I would like to request another setting in the fine tuning area where you can configure MIP LOD Bias setting for the gaze area in the EVO Quad Views to ensure the best quality or any other way to ensure maximum textures are returned in the cockpit
Some feedback with using this version of evo on my motion rig (dof reality h3)
Using my slam super oled - on pimax play 44.2.283 the oxrmc motion compensation works fine with a wiit motion sensor and srs - so long as I scan and set the room up properly.
With pimax evo - I get very inconsistent tracking when flying in both dcs msfs plus the motion compensation is not effective or accurate anymore.
Is this a know issue and/or is there anything you’d recommend I try?
Why all fields have FOV cropping at 5% minium instead of 0%? I don’t want to reduce horizontal FOV or stereo overlap. I’d leave those at default values and reduce others. Are you planning to change it?