A Fisherman’s Tale für Oculus Rift, HTC Vive und WMR im Test

Mit A Fisherman’s Tale bringt Entwicklerstudio Vertigo Games heute ein neues VR-Spiel auf den Markt. Der VR-Titel möchte durch eine interessante Spielmechanik bestechen, die als kreative Herangehensweise eine Vielzahl voll spannender Rätsel eröffnet. Doch reicht eine einzige Kernmechanik aus, um die Rätselwelt wirklich auf den Kopf zu stellen?

A Fisherman’s Tale für Oculus Rift, HTC Vive und WMR im Test

Eines vorweg: Bereits nach wenigen Sekunden im Spiel wird klar, das A Fisherman’s Tale kein herkömmliches Rätselspiel ist. Ebenso wenig findet ihr euch in einer gewohnten Rolle wieder, denn ihr agiert als Holzfigur in einem Puppenhaus, welches ein wenig an eine Matrjoschka erinnert. So befindet sich in eurem Puppenhaus, ein weiteres Puppenhaus, während euer Puppenhaus wiederum in einem noch größeren Puppenhaus liegt. Und in all diesen Häusern agiert die Puppe des Fischers genauso, wie ihr in der echten Welt agiert.

A Fisherman's Tale für Oculus Rift, HTC Vive und WMR im Test Fisch Bild

Das Besondere dabei ist aber nicht die außergewöhnliche Darstellung, sondern der Umstand, dass ihr somit kleine Objekte groß und große Objekte klein machen könnt. Hier ein Beispiel: Zu Beginn werdet ihr mit einem Rätsel konfrontiert, bei dem ihr einen schweren Anker aus dem Weg räumen müsst. Dieser Anker ist für die kleine Version der Puppe natürlich zu schwer, aber für die große Holzpuppe auf der zweiten Ebene leicht zu heben. Dementsprechend nehmt ihr aus der kleinen Welt den Anker heraus und packt ihn in die aktuelle Welt, wodurch dieser auf die Größe eines Schlüssels schrumpft.

Wem das jetzt zu verwirrend war, der schaut einfach kurz in unser Video, das wir damals zur ersten Preview des Spiels erstellt haben:

Generell bauen sämtliche Rätsel im Spiel auf diesem Prinzip auf. Entweder müssen Dinge also verkleinert oder vergrößert werden, um die einzelnen Kapitel zu meistern. Da das Spiel recht kurz gehalten wurde und in einer Stunde locker durchgespielt ist, wird dieses Konzept jedoch nicht langweilig. Außerdem haben sich die Entwickler/-innen bemüht, die knappe Spielzeit auch wirklich interessant zu gestalten.

Erzählerisch gleicht das Game einem Märchen bzw. einer Kurzgeschichte, welche/s ihr als kleine Holzfigur durchlebt. Dabei gehören sprechende Tiere und Bilder natürlich zum guten Ton und die deutschsprachige Synchronisierung ist hervorragend gelungen.

Auch beim Thema Komfort hat Vertigo Games mitgedacht. Entsprechend könnt ihr den VR-Titel, entweder als Room-Scale-Erfahrung erleben, oder euch munter durch die Welt teleportieren. Falls euer Tracking nicht bis zum Boden reicht, könnt ihr per Knopfdruck eure Arme verlängern. Leider leistet sich das Studio hierbei jedoch einen schmerzlichen Patzer: Wenn ihr Objekte in der Hand haltet und in den engen Räumen aneckt, fliegen diese gerne einmal durch den Raum. Dies war besonders mit den WMR-Brillen nervig, da der Controller hier am ehesten dazu neigt, das Tracking für den Bruchteil einer Sekunde zu verlieren. Somit waren wir häufiger damit beschäftigt, die Objekte neu aufzuheben. Glücklicherweise müsst ihr aber nach dem Verlust nicht ewig im Raum nach den verlorenen Gegenständen suchen, denn diese erscheinen nach wenigen Sekunden wieder am ursprünglichen Fundort.

Prinzipiell sind die Rätsel nach dem ersten Kapitel sehr offensichtlich und schnell lösbar. Wirklich schwierig wird es zu keinem Zeitpunkt. Das prädestiniert den Titel besonders dazu, VR-Neulinge in die Möglichkeiten der Virtual Reality einzuführen. Wer richtig knackige Aufgaben sucht, der ist hier an der falschen Adresse.

Fazit

A Fisherman's Tale für Oculus Rift, HTC Vive und WMR im Test

A Fisherman’s Tale ist ein gelungenes VR-Rätselspiel mit einer sehr spannenden Spielidee. Die Spielzeit von knapp einer Stunde ist zwar enttäuschend gering, aber dafür ist der Preis von 15 Euro immerhin angemessen.

Die Inszenierung ist gut, die deutschsprachige Vertonung macht Freude und der Titel setzt keinen großen Spielbereich voraus. Wer genug Platz besitzt, darf diesen aber auch gerne nutzen. Negativ fiel uns neben der kurzen Spielzeit nur die Kollision der Objekte in unserer Hand mit Gegenständen im Raum auf. Auch der etwas zu niedrige Schwierigkeitsgrad könnte für erfahrene Rätselfreunde schnell eintönig werden. Wenn ihr allerdings über diese Punkte hinwegsehen könnt, dann solltet ihr nicht lange zögern und der Welt von A Fisherman’s Tale einen Besuch abstatten.

Eine PSVR-Version soll ebenfalls noch erscheinen. Diese konnten wir allerdings zum aktuellen Zeitpunkt weder testen noch im PlayStation Store entdecken. Hier findet ihr das Spiel auf Steam.

Stark
  • Tolles Konzept
  • Gute Erzählung
  • Sinnvolle und gute Rätsel
Schwach
  • Sehr kurze Spielzeit
  • Ungewollte Kollision von Objekten
4 / 5

Der Beitrag A Fisherman’s Tale für Oculus Rift, HTC Vive und WMR im Test zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Pimax Interview: Discussing 8K, 5K Plus and the Year Ahead

Earlier this week VRFocus wrote a full hands-on of Pimax’s offerings at CES 2019, detailing what we thought of the 8K and 5K Plus headsets, as well as the eye-tracking and hand-tracking modules. The company was certainly at the show to impress, with a much larger stand than the previous year, plus there was the new US Head of Operations to talk to, Kevin Henderson.

Pimax 8K Series

With so much on display at CES 2019 Henderson had quite a bit to discuss, mainly focusing on an area both Pimax and consumers feel is important, logistics. Having originally started as a highly successful Kickstarter crowd-funding campaign, the company has a lot of backers to satisfy (just under 6,000 in total), concentrating on upping production to get those orders fulfilled. He notes several figures, claiming producing is at 200 units per day and climbing, while 135 units are being shipped per day, so Henderson expects most backers to get their headsets ‘pretty quick’.

At the same time, Pimax is expanding operations across the US (with plans for Europe as well) to ensure it can quickly and smoothly deal with any issues customers may come across. Should a headset need a repair or service of some kind, then Pimax aims to make sure customers only go days without their device rather than spending weeks going back and forth dealing with issues.

Pimax is solely concentrating on getting headsets out to buyers for the time being, with the modules sounding like they’re not going to be available just yet. All the Pimax headsets are modular, so you can add eye-tracking and hand-tracking as and when they become available.

Pimax controller

Henderson goes on to discuss features that have been or are going to be added such as being able to change the FoV, or changing colour and contrast. Then there’s the newly released Brainwarp 1.0 which is now live, and is essentially a similar Smart Smoothing algorithm, which is similar to Oculus’ “ASW” and SteamVR’s “Motion Smoothing”, with Pimax noting on a forum post: “With Smart Smoothing technique, our users are expecting to get good performance on GTX1070 or GTX2060 when playing most of the VR games with 8K or 5K+ headset.”

Check out the full interview below, and for further Pimax updates, keep reading VRFocus.

New Vive, Pimax Power Kits Ditch Power Adapters And Simplify Your Setup

New Vive, Pimax Power Kits Ditch Power Adapters And Simplify Your Setup

Earlier this month we took a look at Accell’s USB-C VR adapter for Rift and Windows. The kit allows existing headsets to take advantage of new USB-C DisplayPorts. HTC’s Vive, however, couldn’t use the kit due to its different setup. These new products from Tundra Labs don’t make Vive USB-C compatible, but they can simplify things a little bit.

The company recently announced two new offerings, a Power Kit for the HTC Vive and Vive Pro headsets and an equivalent for the new Pimax VR devices. Both require a bit of setup but, once assembled, should make getting into VR a bit easier. The main draw here is that both kits do away with the need to plug a headset into an external power supply. They both feature a SATA 2 DC barrel connector. This connects to a power supply port inside your PC. You then fit a custom bracket with a DCI port into the back of your rig.

With that installed you can switch out the power cables intended for wall sockets with a new one included in the kit. You’ll now be getting power directly from your PC, doing away with one of the more troublesome wires in your VR setup.

There are a few nice extras too. A nylon cable cover allows you to thread all three wires coming from the Vive’s power box into one space and then group them closer together with cable ties. Note that we haven’t tried these products for ourselves, so we don’t know if there could be any issues with the change in power supply etc.

Tundra’s Power Kits start shipping in February. The HTC Vive kit currently costs $15.99 and the Pimax alternative goes for $19.99.

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Going Hands-on With Pimax 8K, 5K Plus and Everything in Between

Virtual reality (VR) headset manufacturer Pimax made some major waves in the industry when it first launched a Kickstarter crowd-funding campaign back in 2017, managing to smash its funding goal of $200,000 USD by raising a whopping $4.2 million. It promised a lot, wider field of view (FoV) and improved resolution over rivals like Oculus Rift and HTC Vive just two of the features. VRFocus first got its hands on the headset during CES 2018, and plenty has happened since then with the 5K version being superseded by the 5K Plus. So with orders now being fulfilled, it was time to take a closer look at what Pimax was offering. 

Pimax 8K Series

Straight away it was easy to tell Pimax was taking CES 2019 even more seriously than the previous year. The stand had grown from a single prototype Pimax 8K headset on display to a booth with five demo areas, each showcasing different parts of the Pimax ecosystem.

Pimax 5K Plus

First up, the $699 Pimax 5K Plus, likely to be the more popular of the two as it’s cheaper and doesn’t need as powerful a PC to run. Straight away impressions were good, yes the headset is wider than rivals and feels a little more front heavy but what you get in return is exactly what VR enthusiasts have been after. That wider 200-degree FoV just seems to wrap around your vision – like when the curtains at a cinema open wider for the feature presentation – presenting even more of a VR visual treat for users to enjoy.

And then there are the screens (not just the resolution), providing a rich, and detailed environment, with colours that popped and no discernable sign of screen door effect. Unlike CES 2018, this time Pimax had several experiences to test the headsets out with, with underwater title theBlu first up as it was used the previous year. And what a difference a year makes. This may have been on the 5K Plus – instead of the 8K in 2018 – but theBlu had never looked better, almost as if you’re inside a David Attenborough documentary at the bottom of the ocean.

However, standing there and admiring the view is one thing, handling some fast-paced action is another challenge entirely. Thankfully, due to Pimax’s SteamVR support, there was some Beat Saber to hand. Using standard HTC Vive controllers – the setup also featured Steam Tracking 2.0 – the headset easily handled the frantic rhythm action title, with its dazzling light show and continuous block movement. It didn’t have the punch or wow factor of theBlu, yet it was more the speed that VRFocus was interested in and whether that created any unwanted aberrations.

Pimax 8K Series

Pimax 5K Plus Hand Tracking

Having put the Pimax 5K Plus through some basic paces it was time to check out the two modules the company was showcasing. Firstly there was the hand tracking module which can be attached to the front of either headset. With the tech supplied by Leap Motion, if you’ve ever used a Leap Motion product you’ll know what’s being offered here.

The was no interactive demo as such, nothing to pick up, point to or touch, just some very trippy hand visuals that you could wave about in front of your face. Leap Motion’s tech is decent enough that it can detect individual finger movements, and the sensors FoV is wide enough that you shouldn’t have trouble using your hands at the Pimax screens widest points.

It was a shame there wasn’t more to actually do, but then again the modules are still in development so Pimax possibly didn’t want to push the tech too far on this very public outing – although Leap Motion isn’t exactly new anymore.

Pimax 5K Plus Eye Tracking

And so onto the eye tracking part of the stand. Where the hand tracking failed with a rubbish demo, the eye tracking improved greatly. Provided by 7invensun, the eye tracking test was essentially a game of whack-a-mole, where you had to hit the little critters popping up just by looking at them.

This proved to be a great little trial as it tested both the speed and accuracy of 7invensun’s technology. After a quick calibration – which is always the same, look at several dots one after the other – it was time to start giving those moles the evil eye. For the most part – around 90 percent of the time – the eye tracking worked exactly as you’d hope, keeping up as the gaze flitted between the digital moles in rapid succession.

There were only two or three times when a mole wouldn’t ‘pop’ and disappear, needing to look at another mole before looking back. While further testing would be needed to really put the eye tracking through its paces, what was offered certainly proved to be an impressive stepping stone.

Pimax controller

Pimax 5K Plus BE

Time for the headset most consumers aren’t going to get a look at, the Pimax 5K Business Edition (BE). There will, in fact, be a Pimax 8K BE version as well but this wasn’t on display. There are two big differences between the consumer Pimax 5K Plus and the Pimax 5K BE, and they are price and screen – plus companies also get additional warranties and after-sales service. The Pimax 5K BE retails for $999 and comes with an OLED screen rather than the CLPL (Customized low persistence liquid) found in the other two.

Did the OLED display look good in comparison? It certainly seemed impressive, with the sort of bold colours and detail you’d expect of an OLED. But there wasn’t enough of a difference that you’d want to spend the extra cash just for the display, the normal Pimax 5K Plus does a good enough job.

Pimax Controller

Looking like an almost exact replica of the Steam Knuckles controllers, VRFocus had hoped to test the Pimax version. Unfortunately, the controllers at the stand were only basic prototypes, the buttons had travel, and the strap that tightens around the back of the hand worked but nothing else.

In terms of comfort, the controllers felt great, with easy access to the grip and trigger and the strap held the controller nicely in place when trying an action such as throwing. Plus they seemed nicely weighted even though they do look bulky. Until VRFocus can actually try the controllers with a VR experience we’ll hold off any further judgement until then.

Pimax Lifestyle image_2

Pimax 8K

And finally the main event, the headset that put the company on the map, the Pimax 8K. Looking no different from its brethren from the outside, the top end version should have rival headsets a little worried.

Boasting 2 x 3840×2160,16.6 Million pixels in total, the detail was everything you could hope for. Once again testing it with theBlu, there was a noticeable jump in quality over the 5K Plus – which you’d hope for – making the underwater environment look like you were staring directly into an aquarium. It’s like trying to describe VR to someone who hasn’t put a headset on, there’s just more of everything apart from the one thing you don’t want, screen door.

Having that much resolution just gives you so much detail, encouraging you to peer at and into objects even more than normal, as it all looks so vivid and spectacular. Switching to The Elder Scrolls V: Skyrim VR had a similar effect with Bethesda’s epic fantasy adventure looking even better – the headset possibly pushing the title a little too far at points.

Pimax looks to be coming into its own in 2019, with the next 12 months likely to make it a serious contender in the VR market. VRFocus will be keenly following the company’s progress, and will eventually bring you a more in-depth analysis.

CES 2019: Interview With Pimax On 8K Headset, Controllers, Shipping Issues, More

ces 2019 pimax interview

At CES 2019 last week we had the chance to interview Pimax Head of US Operations Kevin Henderson. We asked him about a range of topics from their headset, controllers, shipping issues, and future plans.

Here’s what Kevin told us:

What have you learned from the development process?

There’s always ups and downs in production, especially when it’s a new & unique product. The Pimax is a new & unique product in a lot of ways.

We’ve had all sorts of firmware and software revisions to get it fully compatible with the existing literally thousands of applications out there.

You’re expecting to be able to fulfill Kickstarter orders within the next few months, is that right?

We’re running way ahead of that. We’ve been setting records almost every day on production. We actually have some days where we break 200 units in a day.

So we’re talking having all of the units shipped by mid next month for everyone.

How quickly can I get a Pimax? Today if I haven’t ordered one, what’s the soonest you think it could arrive?

If you ordered one today, you’d probably expect to get it in late February or early March.

In April and moving forwards you’re going to see where we have fast shipments where you order it and then you get it, and you don’t have to wait.

When can consumers get the Pimax controllers in their hands?

The first 100 are going out at the end of April. What we’ve done is we’ve scheduled a lull after those first 100 go out, and if we get the green light at that time we’ll ramp up production. If there are changes that need to be made, we’ll make the changes.

But if someone was banking on wide production release, this summer would be a good bet.

If someone has a HTC Vive could they just buy the controllers and have it work with their headset?

We’re talking about that. Having full driver support is a HTC and Valve thing. But that said, Valve is helping us and they are supporting us. We’ll have to what level of support they implement- I don’t know. But we’re hoping we can get 100% feature level support.

Of course if they don’t, we will implement that ourself if we can.

Do these controllers use SteamVR tracking, and are they compatible with SteamVR?

They do. And I will say our prototypes do work with most games right now. When we’re doing our various testing they do show compatibility with most things. Getting that to be a very wide variety is key, and we don’t want to release anything where people wonder why it doesn’t work with popular titles.

We’ve got literally thousands of titles to go through to make sure we have good support, and that’s one of the things we’re doing.

What is the cause of the lens peripheral distortion issue and how are you trying to solve it?

There are issues inherent to angled displays. It’s a very difficult problem to totally overcome. The reason is that eye geometry for different people is different, so different people are going to perceive differently. But that said, we have been improving our algorithms [to incorporate] when you set your IPD [so] it’s also adjusting our algorithms for distortion correction. And that’s one way we’re able to combat that, and that’s why when you see it today it is a lot better than it was a month or two ago.

And you’ll notice that the contrast and colors are better than they were then too. We also have a brightness setting that’s part of our configuration tool just released which lets you get much darker blacks than was possible before. And we’re introducing additional tools. Today we introduced our beta of our BrainWarp tool which is a bit like ASW.

So what we’re trying to do is put out a really nice package that addresses all of the various issues that you could potentially have, including things with the edges. Can we totally get rid of it at any point? Probably not. Eye tracking is a very good solution for that kind of thing, and since all the backers are going to get eye tracking for free, I think many of them will see some very nice benefits from that.

Closing Remarks

I’m a big fan of your publication- I read it all the time. Keep up the good work.

I’m a fan of VR- I just want to see VR do well. That means Oculus, that means HTC, that means Pimax. We need to all work together. This is an industry that’s growing. A lot of people don’t necessarily agree with that but I can tell you the level of interest we have had is over the top. I’m very excited.

Some questions & answers have been paraphrased for better readability. Please see the full video interview above for original wording.

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CES 2019: A Recap of the Latest VR & AR Tech

Last week was CES 2019 – as if you didn’t know already – the biggest technology event in the world, held in Las Vegas every year. It’s a week where companies from around the globe showcase their latest wares, from early prototypes to products that’ll be available over the course of the next year. VRFocus was there to check out the very latest in virtual reality (VR), augmented reality (AR) and mixed reality (MR) gadgets and gizmo’s, so here’s a little round up of what was on display.

For those who say VR is a dead gimmick then they’ve obviously not been to CES and its dedicated VR & Gaming area in the South Hall. The place was packed with interesting innovations, from new headsets, to tracking solutions and much much more. There was also the Sands Convention, playing host to even more booths, with the Eureka Park area, in particular, a bewildering array of small booths showcasing a myriad of different ideas, like being in the beating heart of the tech industry.

It was in these hallowed halls that VRFocus came across companies like Ximmerse and its AR headset, or better known Pimax with its 5K Plus and 8K head-mounted displays (HMDs). FinchShift was proudly demoing its new wireless 6DoF controllers, and Qualcomm had its prototype headset on display. AntiLatency is a company working on positional tracking that can be attached to a range of devices, while 3dRudder was at the show to demo its new foot controller for PlayStation VR.

On the AstroReality booth the company displayed its new AR education tech for learning about the solar system, then we had a play with Orqa’s upcoming FPV.One headset designed for drones. Away from the show VRFocus went hands-on with The VOID and Ralph Breaks VR and saw the Hurricane 360 VR ride. Pico was on hand with is new enterprise-focused G2 4K standalone headset, and Blueprint Reality displayed its latest MR video making software MixCast Moments.

Ralph Breaks VR
Image Credit: ILMxLAB

There’s even more than that so check out the video below for VRFocus’ recap. We will be bringing more in-depth write-ups of the tech on display, so check back every day for more exciting VR and AR news.

Hands-on: Pimax’s Ultrawide “8K” & “5K” Plus See Big Improvements on the Path to Launch

Last year at CES we took a good long look at Pimax’s “8K” headset and saw potential, but identified a number of key issues that would need addressing before the headsets actually hit the market. This year at CES, our hands-on with Pimax’s latest headsets shows that they’ve made big progress and addressed most of the major issues seen last year.

It took a few delays over the course of 2018, but Pimax has made big steps forward with their “8K” headset, and even announced a new variant (the “5K” Plus, which replaces the former “5K” with an improved display). Now the company has begun delivering headsets to Kickstarter backers, taking open orders, and is on the cusp of shipping to its first non-Kickstarter backers.

Pimax “8K” V5 prototype at CES 2018 | Photo by Road to VR

Last year I concluded that, despite the issues, “there doesn’t seem to be any unproven hurdles in their way, but it’s going to take careful execution to get there.”

After going hands-on with the production version of the Pimax “8K” and “5K” Plus this week at CES 2019, I came away impressed with the progress the company has made toward delivering a headset with an ultrawide FOV that can stand as a real option next to contemporary headsets.

It seems prudent to go through each of the issues identified last year and give a brief assessment of where things are today.


Pimax “5K” Plus production version, foam removed | Photo by Road to VR

Last Year: Several distracting visual artifacts are hampering the experience.

Last year the Pimax headset was showing bothersome artifacts at the edges of the wide FOV, including blur, distortions, and distracting reflection-like imagery at the top and bottom. There was also eyestrain that I couldn’t quite place, but felt like the headset was making it challenging for my eyes to maintain stereo fusion, which suggests some sort of projection or alignment issue.

This Year: Most of the prior visual artifacts have been eliminated.

This year when looking into the headset’s ultrawide FOV I saw an image that was impressively wide and mostly consistent across the field of view. The distracting reflection-like imagery at the top and bottom of the image are completely gone, and so is the heavy blur in the periphery. The far left and right periphery still show some distortion of the image, but it’s fairly minimal; how distracting that distortion is will depend on content (and probably also your facial topography), though if it looks to others as it does to my eyes, I think it’s subtle enough that most people will be able to get used to it without much bother.

If you can’t get used to it, Pimax offers three software field of view settings which reigns in the FOV, with the distorted regions mostly not seen at all with the middle ‘Normal’ setting. There’s also other reasons you might want to run at a setting other than the maximum FOV (like less demanding rendering).

The lingering eye strain I felt last year seems to be eliminated. And while previously the IPD adjustment didn’t show you an actual measurement in the headset (which might have contributed to the issue), that information now appears correctly in the view, making it easy to dial in your known IPD.


Pimax “8K” V5 prototype at CES 2018 | Photo by Road to VR

Last Year: Pimax claims total elimination of the screen door effect.

Last year Pimax was advertising for the “8K” that “the graininess and ‘screen door’ will never disturb you again.” That sounds undoubtedly like the screen door has been eliminated on the headset, but it wasn’t the case at CES. While the screen door effect is reduced over other headsets it was by no means eliminated.

This Year: Screen door claims are still not true.

Pimax is still making misleading claims about the “8K” not showing any screen door effect (“Get rid of the SDE”), and even for the lower resolution “5K” Plus (“no more pain about Screen Door Effect”). I’ve seen prototype VR displays which actually have zero visible screen door effect, but this is not true for either Pimax headset. The screen door effect is less visible than first-gen headsets like the Rift or Vive, but certainly doesn’t come close to eliminating it outright. This seems to be mostly a case of exaggerated marketing, but they should really admit their exaggeration and dial it back.


Last Year: Strange green lines across the display.

Last year Pimax was still getting its screens finalized and tuned for its headset. Mura is a ‘cloudy’ effect seen on the display caused by inconsistencies in color accuracy and brightness between pixels. While that’s expected to some extent on all headsets (some worse than others), in the Pimax “8K” last year headset I saw an unmistakable mura-like artifact: faint but unmistakable rows of green lines crossing the displays which hurt the overall clarity of the image. I’m not sure what the exact cause was.

This Year: The lines are totally eliminated.

Checking out both the “8K” and the “5K” Plus, neither had the lines that I had seen previously. The usual mura is still there, perhaps a bit improved, and appears now to be on par with contemporary headsets.


Pimax “8K” V5 prototype at CES 2018 | Photo by Road to VR

Last Year: Unacceptably high rotational latency and choppy positional tracking.

Though the Pimax headsets use SteamVR Tracking, (known to be capable of precise, low latency tracking) I said last year that Pimax’s implementation was “a mess,” and that the company had yet to master the tech. Rotational tracking had far too much latency and positional tracking was jumpy.

This Year: Vastly improved tracking performance, with some lingering latency on the “8K” but not the “5K Plus”.

This year Pimax has shown a massive improvement in tracking performance, consistency, and latency. The company seems to have really wrapped its head around SteamVR Tracking. Positionally, the headsets now feel just as good as you’d expect when wearing a Vive. On the “5K” Plus, rotation also feels great, culminating in a well tracked headset that feels on par with any other out there.

Pimax “8K” V5 prototype at CES 2018 | Photo by Road to VR

The “8K” however clearly has some additional rotational tracking latency compared to the “5K” Plus (it might also be the case with positional latency, but that’s harder to visually identify under a certain threshold). It’s not a huge amount, low enough that those who don’t use VR on a regular basis might not immediately notice, but I think it’s enough that it could lead to issues in comfort over time.

I told Pimax about the latency issue and asked them what it might be—a bug? an inherent issue?—they seemed to not be familiar with the issue, though I confirmed my observations on two separate headsets and with some other folks who have spent a lot of time with the “8K”. I’m trying to get to the bottom of this, but it sounds like it will take some investigation by Pimax.

The company was also showing their headsets used with both Vive wands and the upcoming Pimax controllers. Both seemed to track very well; I’ll talk more about my time with the Pimax controller in a future article.


Pimax “8K” V5 prototype at CES 2018 | Photo by Road to VR

Last Year: The soft strap and size of headset could pose long-term comfort challenges.

The industry has largely moved away from soft straps since development kits and early consumer headsets; rigid straps with some balancing weight have been favored as more comfortable options. Pimax is still relying on a soft strap and a bring-you-own-headphones approach to audio. They promised a hard strap (and a version with headphones built in) but haven’t shown it in action.

This Year: The company is still promising a hard strap but still hasn’t shown a prototype, and is about to begin open-order shipping with the soft strap.

Now a year later, headphones with soft straps and no headphones feel even more dated. The convenience of not needing to fuss with yet another thing to plug in and put on your head (the headphones) actually makes a pretty big difference to the friction of using VR, and it’s something you don’t want to go back to after using a headset with integrated audio.

The Pimax headsets are indeed lighter than they look, and their footprint doesn’t actually feel unreasonably larger than contemporary headsets. The soft strap isn’t ideal for comfort, but after spending even more time in the headsets it doesn’t seem like a dealbreaker by any means (of course this may vary depending upon the shape of your head and face). That said, it’ll be a nice upgrade once Pimax gets their hard strap out the door; it’s a shame that customers won’t have it out of the box.

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Pimax “8K” V5 prototype at CES 2018 | Photo by Road to VR

The headsets aren’t without some flaws, but the improvements Pimax has made are elevating it from an ambitious startup making big promises to a company that can put together noteable hardware. It’s taken some delays to get here—and there’s still a few missing pieces for the full headset package—but Pimax is forging ahead.

The post Hands-on: Pimax’s Ultrawide “8K” & “5K” Plus See Big Improvements on the Path to Launch appeared first on Road to VR.

CES 2019: Playing Beat Saber On The Pimax 8K Is Pretty Amazing

pimax controllers ces 2019 headset on table

I have certainly played my fair share of Beat Saber. If you’ve tuned into any of our recent streams over on Twitch you might have caught some of our Beat Saber sessions and I certainly have been known to work up quite a sweat. I’m a huge fan of the game, but one of the issues that I didn’t realize it had until today is the lack of real peripheral vision.

Currently when you play Beat Saber on a Rift, Vive, PSVR, Windows headset, or whatever platform you choose, you’re dealing with a field-of-view (FOV) that’s probably around 110 degrees. This creates an effect that makes it almost feel like you’re looking at the world through a telescope, sort of. You get used to it and ignore it after a while, but most modern VR headsets don’t have a wide enough field of view to cover your periphery. But the Pimax 8K absolutely does with its massive approximate FOV of about 200 degrees. It’s immediately noticeable.

When you play Beat Saber currently one of the frustrating things that can happen from time to time is that you’ll miss blocks just barely when you’re swiping to the side because you’re staring straight ahead to anticipate the next swipe and aren’t able to look and verify you’re hitting the block at your side. Or in short, you swipe at a lot of blocks that you aren’t looking at. When your sabers vanish in your periphery before the blocks even arrive that can be an issue.

What I noticed with the Pimax 8K is that I was not only able to see the blocks in my periphery still and hit them more accurately without having to actively look at them, but I was also able to perceive more of the environment and its particle effects after hitting a block. For blocks that arrived directly in front of me this meant I could almost feel the block chunks pass by my ears since my peripheral vision was so much more enhanced with the wider FOV.

The first time I tried the Pimax 8K headset was a full year ago at CES 2018 and that demo was TheBlu, a serene underwater experience that was low intensity and required very little movement. Even still back then I noticed some jittering and minor latency issues. Based on my single demo of playing Legend on Beat Saber (Expert difficulty) I can verify that all of that seems to be gone now.

However, one of my main issues from that demo a year ago was still an issue today: edge distortion. At the far edges of your peripheral vision inside the Pimax 8K I noticed a minor effect that caused the lenses to distort a bit. It created a sensation that felt similar to when you get droplets of water inside your swimming goggles — that’s the best way I can describe it.

Other than that it looks really, really nice inside the headset. There are lots of settings you can tweak for the Pimax devices and I wasn’t able to play around with any of that, but I’d imagine that will help out in some situations. Everything looked really crisp and the resolution is excellent. I wasn’t looking too closely but in a bright, fast game like Beat Saber I didn’t notice a screen door effect.

I don’t have a way of verifying this, but it also felt lighter than I remembered from a year ago and overall it ran really well. I used two Vive controllers for the demo and didn’t have any problems at all with tracking. I’d have loved to try the upcoming Pimax controllers, but alas they only let me touch them and not actually use them in VR.

We’ll have more detailed thoughts on the less expensive and less visually crisp Pimax 5K+ headset later this month, but until then let us know what you think of CES so far and Pimax in general down in the comments below!

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CES 2019: I Got To Hold (But Not Use) The Pimax Knuckles-Like VR Controllers

pimax controllers knuckles 8k 5k+ ces 2019

CES is weird. As a journalist I walk through the doors of the Las Vegas Convention Center always ready to throw heavy amounts of doubt on whatever I’m about to see. The vast majority of products shown at CES never see the light of day and those that do eventually get released in a final form are often nothing like they were when they first appeared at trade shows like this. As a result, there are lots of empty promises and unfulfilled dreams. The VR and AR spaces are no different.

Pimax is a company with a tumultuous past and a history of over-promising and under-delivering. According to the new Head of U.S. Operations, Kevin Henderson, that’s all changing soon. Not only are they apologizing for past issues and opening a U.S. center to focus on manufacturing headsets on this side of the planet, they’ll also aim for localized customer support teams as well. Those things can help address existing problems with the 8K and 5K+ headsets, but a whole new slate of problems might arise soon with the promise of custom Pimax controllers just over the horizon.

The Pimax controllers look strikingly similar to Valve’s currently in-development Knuckles controllers. From what we’ve seen, the idea is to offer similar capability to what you can accomplish on current VR controllers like those with Rift, Vive, and Windows VR, with the added benefit of being able to open your palm and experience the sensation of grasping and picking up things realistically.

Rather than attaching a strap around your wrist, like a Wii remote, you’ll instead slide your hands into a strap while grasping the base which will let you open your hand and still hold the controller. Similar to the capacity sensors on Oculus Touch, the controller can tell when your hand is opened or closed and will animate your hand accurately inside the headset.

At least, that’s the idea. You see, even though the Pimax controllers were physically present at CES 2019, they weren’t connected to anything. They were just there, sitting on a table. Like a tease.

Pimax allowed me to pick up, hold, and play around with the controllers, but I didn’t get to actually try them in a meaningful way while immersed in VR. Henderson claimed it was a driver issue and that none of the setups at their booth were prepped to run apps using the controllers — even though they could and even though the controllers did work, supposedly. I guess this is still technically a “hands-on” article then? In their defense, that’s still far more than Valve has allowed press to do with the Knuckles controllers.

These controllers are interesting because they’re semi-customizable. This means a user can choose whether they want trackpads or analog sticks and Pimax said some customers have even ordered one of each to mix and match.

Since the sample units we held weren’t actually connected to any VR experiences I can’t report on how they feel inside VR, but I can say that ergonomically it’s a great design. I haven’t tried Valve’s actual Knuckles controllers personally (only very few devs have access to those thus far) but I can say that these Pimax versions feel really nice. The strap is snug and when I open my palm it feels extremely natural.

The grip button and trigger feel very similar to Touch, but the trackpad and face buttons were extremely squishy and stuck a lot. That’d be a major issue in an actual VR app, but I’m hoping that gets sorted before launch.

According to Henderson, Pimax is expecting to ship the first 100 or so controller sets to initial pre-orders in mid-April, then take a break to focus on manufacturing a bunch of them, and then shipping more out a few months after that in summer. Right now they’re still trying to catch up with shipping and manufacturing headsets for backers (currently making around 200 per day reportedly) and anticipate being fully caught up by the end of Februrary and probably shipping out nearly immediately to new orders shortly after that.

Again, this is what Pimax claims. As stated earlier, what Pimax claims and what actually happens are often not the same thing, but maybe they’ll actually do better in 2019.

I find it hard to believe that the Pimax controllers, a set that has clearly been inspired directly by Valve’s in-development prototype, is so close to shipping out to users when we still know so very little about Valve’s actual design. But here we are.

As the Pimax slogan says, emblazoned on the side of their CES 2019 booth (shown above), “In Dreams We Live” so hopefully these controllers can stay on schedule and become a reality.

For more on CES 2019 in the world of VR and AR, check out our landing page of news and impressions here, as well as more details on Pimax and its controllers here. Let us know what you think down in the comments below!

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CES 2019: Pimax präsentiert VR-Hardware – VR-Brillen, Controller und mehr

Auf der CES 2019 präsentierte Pimax seine neuste VR-Hardware. Dazu zählen die aktuellen Fertigungsversionen der 5K- und 8K-Plus-VR-Brillen, neue VR-Controller sowie Hand- und Eye-Tracking-Module. Die neuen Tracking-Komponenten werden dank einer Kooperation mit Leap Motion und 7invensun umgesetzt.

Pimax präsentiert VR-Hardware auf der CES 2019 – VR-Brillen, Controller, Finger- und Eye-Tracking-Module

Pimax führte während der CES 2019 seine VR-Brillen Pimax 5K Plus und Pimax 8K Plus vor, welche laut dem Unternehmen das neue 2.0-Zeitalter der VR einläuten sollen. Weitere Neuigkeiten gab es in Form von zusätzlicher VR-Hardware.

Pimax-8K-5K-VR-headset-controller

Image courtesy: Pimax

So konnten Besucher und Besucherinnen die neuen Open-Palm-Controller des chinesischen Unternehmens ausprobieren, welche in zwei Varianten erscheinen sollen. Die Bewegungscontroller sollen zudem Finger-Tracking ermöglichen. Designtechnisch und auch funktional erinnern sie dabei stark an die kommenden Knuckles-Controller von Valve:

Pimax-8K-5K-VR-headset-controller

Image courtesy: Pimax

Entsprechend werden die Controller dank Halterung am Handrücken befestigt, wodurch dieser auch ohne stetiges Festhalten durch den Benutzer fest an der Körperpartie liegt. Dadurch ist ein freies Öffnen der Hand möglich. Je nach Vorliebe soll eine Version mit Analogstick oder mit Touchpad zur Auswahl stehen. Ebenso soll die Nutzung der beiden unterschiedlichen Varianten gleichzeitig funktionieren, also ein Controller mit Analogstick und einer mit Touchpad. Die neuen Controller setzen auf SteamVR-Tracking und können demnach auch mit anderen kompatiblen VR-Brillen verwendet werden. Dabei unterstützen sie die 1.0- und 2.0-Basisstationen.

Zudem wurden neue Zusatzmodule vorgeführt, die als fester Bestandteil Platz in den Pimax-Brillen finden werden. Dank einer neuen Partnerschaft mit Leap Motion wird ein Hand- und Finger-Tracking-Modul integriert, welches eine controllerfreie Steuerung ermöglicht. Das Tracking-Sichtfeld soll dabei 180 Grad betragen. Außerdem sorgt eine Kooperation mit 7invensun und Nvidia für die Integration eines Eye-Tracking-Moduls, welches dank Foveated Rendering Rechenleistung einsparen soll. Ein ähnliches Vorgehen wie beim vorgeführten HTC Vive Pro Eye von HTC.

(Quellen: VR Scout | Road to VR)

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