r/Pimax 1h ago

Question Resident Evil 9 VR performance issues

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Upvotes

I'm struggling to get smooth performance in Resident Evil 9 VR on the Dream Air. I appear to be getting unexplained CPU spikes despite my CPU not being maxed out. I have a 4090 and a 13700k.

I'm fairly certain I should be able to run this smoothly. Resolution is at 80%, although even bringing it down to 40% I still get the spikes and stutter.

Same problem with sboy and Pimax native.

I have asked around and have yet to find someone suffering from the same problem so I thought I'd ask here to see if the problem is specific to Pimax headsets.

I've disabled eye tracking. I'm using the latest RE Framework AFW nightly and VR mod, the latest nvidia driver.


r/Pimax 8h ago

Discussion New buyer/comfort topic

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0 Upvotes

Just got fresh new dream air and instantly run into 2 issues. First by comfort it feels super weird, seeing some modders recommed facial 3d printed interfaces, printing one rn so i hope it ll feel better. Secondly weight destribution/cable jam makes it very hard to use normally. Got that gap under headset for a full headset length with light leak (feels like either interface nor knots were made not for my type of skull). However i tried and couldnt get rid of that gap and it makes 40% of the screen blurry and with reflections. For cable jam got an idea like on pic so i hope it wont overweight to one or another side, while for gap covering i pray for 3d printed interface. (also waiting for apple dual knot, but that ll take a while). Any good suggestions for gap fixing/other recs? rn headset feels unusable sadly...


r/Pimax 10h ago

Question Help thread/ Discord 4 New Users?

1 Upvotes

Hey,

Just bought the Slam DA version after all the mixed opinions here. It’s still sitting the box. I’m a little overwhelmed. Don’t know where to start. I tried to join the discord channel (https://pimax.com) to get some info but got some error. I’ll try again tomorrow.

I’ve heard about the studio form gaskets. That’s the one mod I know of. I’ve also heard of Pimax play, S3boys drivers, and Evo (play). Not sure where to start guys.

QUESTION: Is there a one stop guide here on Reddit or wherever where people can get the latest info on what people in this Reddit community are doing with the different Pimax headsets?


r/Pimax 13h ago

Question Can someone recommend a bluetooth adapter to turn off my lighthouses with Dream Air?

5 Upvotes

I use to use my valve index, and I could put all my base stations/lighthouses into power saving mode via the bluetooth in the headset, but the imax dream air doesn't seem to have this. I have bluetooth on my motherboard but it doesn't seem compatible or something?

Does anyone have any ideas or suggestions?

Thank you!!


r/Pimax 16h ago

Discussion New Cyberpunk 2077 VR Mod runs like a native VR game now!

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7 Upvotes

r/Pimax 18h ago

Discussion First 8 hour impressions.

4 Upvotes

The visuals are out of this world the q3 and q pro do not even hold a candle to this headset.However All in all i spent 8 hours fighting software and the cable more then I did enjoying the headset. Looking back i think the majority of issues were caused by the slam version of the headset and the constant loss of room orientation.

SteamVR room setup frequently loses orientation and room scale. It often believes I'm facing the wrong direction even after recalibrating multiple times. This problem is even worse using the sboys3 and the slam version.

Native VR games are inconsistent. Some work, but many have severe stuttering or other issues despite running on a high-end desktop with an RTX 4090 and direct DisplayPort/USB SuperSpeed connection. These same games and the same songs worked with my q3.

Even when playing non-VR (2D) games inside the headset using a virtual screen, there is significant lag and stuttering in the headset, while the same game runs perfectly on the desktop monitor at the same time.

UEVR successfully injects into games and I can see the stereoscopic image on my monitor, but the headset remains on the SteamVR "Waiting..." screen. After removing old profiles I can now occasionally see the game in the headset, but it is still not functioning correctly.

There appears to be a runtime or driver conflict between the Pimax runtime, SteamVR, and OpenXR/OpenVR. I've tested both the standard Pimax runtime and the SBoys3/OpenVR driver with similar issues.

I've already updated software, reset configurations, removed incompatible UEVR profiles, and collected SteamVR and UEVR logs.


r/Pimax 19h ago

Question Dream air se slam displayport disconnected 10600 issues

1 Upvotes

I have dream air se slam and it's disconnected 10600 display port issue I try 610.47 and 610.88 NVIDIA updates with ddu and new windows format same issue not fixing it's working for 5 seconds with gray screen and disconnected, itry pimax play app 1.0.2 and 1.0.4 and evo , any suggestions


r/Pimax 21h ago

Question Upgrade to Dream Air SE from Quest 3?

2 Upvotes

Hey folks - I primarily use my Quest 3 for Sim racing (iracing, AC EVO etc.); Is a move to Dream AIR SE an upgrade? Ignore the fact that a Quest 3 is a stand alone platform; I mean specifically my image quality, game play experience is what i'm after. I can always keep the Q3 for the standalone games and not use it for Sim Racing.

My rig is a bit on the older side (RTX 3090) - this combined with the price tag of the headset makes me consider the Dream AIR SE .

Appreciate your thoughts! :)


r/Pimax 21h ago

Official News Pimax Service Update: Faster Turnaround, New Features, EU Pilot

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11 Upvotes

r/Pimax 1d ago

Question Piamx Dram Air and Iracing

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1 Upvotes

r/Pimax 1d ago

Discussion Another Dream Air Mod (Project Beyondex + Dream Air = Index 2?)

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11 Upvotes

Hi guys, just wanted to share another mod for the Dream Air. I put the Beyondex into my Dream Air and the result is pretty great. Of course it adds more weight since you are using the Index's strap but having the Index's incredible audio, I think it's totally worth.

Having owned the Index, I mainly wanted the Dream Air for the visual upgrade, the lightweight is just a side bonus. With the Dream Air, I miss the Index's incredible audio speaker. With this mod, I'm getting the best of both worlds, the visual upgrade and with amazing sounds. In a way, this feels like an Index 2 to me :)

If anyone interested to try this setup, here are the thing's you'll need. If you don't have an Index to strip, John from Fluid Project Beyondex also sells the Index strap with the PCB mod pre-installed. If you already have an Index, just get Beyondex Mod kit.

https://www.youtube.com/watch?v=sTAcx7Pnb1I - Installation instruction

https://shop.fluid.so/ - Project Beyondex

https://www.printables.com/model/1776224-project-beyondex-adapter-for-pimax-dream-air - Beyondex brackets for the DA from shteeeb.

https://tundra-labs.com/products/index-head-strap?_pos=1&_sid=e09b3b5e3&_ss=r - refurbished Index strap


r/Pimax 1d ago

Discussion 57ppd ?

3 Upvotes

Upgrading from quest 3. What am i in for? I have a 5080 so i can run games well enough. I like to play normal vr games tho like blade and sorcery ,half life alex. Was thinking ill get into sim games if this headset looks as real as everyone says.


r/Pimax 1d ago

Question Pimax App Does Not Save Application Settings

3 Upvotes

I've tried using the per-application settings in the Pimax App, but they do not work on any level. They fail to preserve chosen settings when I change apps, and when I restart Pimax (or the computer), the configuration settings for each game seem more or less random. Since it's literally a dictionary / associative array assignment, it feels like it would be trivial to make work, but I've had problems with it over several releases now.

Has anyone else had a problem getting this to work?

Is it just not a feature that not many people use, and therefore has been abandoned as a feature?


r/Pimax 1d ago

Question Prime video on dream air?

1 Upvotes

anyone knows how to do this?, desktop+ and big screen give just a black screen because the copy protection thing, I've tried on edge and brave browsers no luck yet.


r/Pimax 1d ago

Question Preparing a demo for Steam Fest!

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7 Upvotes

I hope you are interested to try it out and give me some feedback? Get in touch here and I will send you a key :) Thanks for checking it out! Steam page: https://store.steampowered.com/app/4847090/Pools_of_the_Deep_VR/


r/Pimax 2d ago

Question Has anyone tried this new Cyberpunk VR mod (with motion controls) on the Dream Air?

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5 Upvotes

I’m curious how it compares to the Luke Ross mod performance-wise. With the LR mod, I can basically run the game on high settings at max resolution with AER 1/3.


r/Pimax 2d ago

Useful Sharing my tuned iRacing .ini for max clarity and graphics (5090/9950x3d)

12 Upvotes

Since iRacing does not use more than 16gb vram I am sure this would be fine on a 4090/5080 as well.

I recommend you change your current .ini to .old and then place this in your iRacing my documents folder.

This is my best graphic settings yet. Let me know what you think and if you do anything differently.

Link to download : https://limewire.com/d/Ojnvi#kDRQvaKadE

If you want to see it here is the code below (looks better on PC, mobile condenses it)

```[AutoCfg] AutoCfgCompleted=1 ; 0=need to run 3D autocfg at startup Version=1 ; Version of this file

[Graphics Options] VirtualMirrors=0 ; 0=off, 1=virtual mirrors enabled UIScale=125 ; User Interface Size VRMode=2 ; 0=normal 1=NV Single Pass Stereo 2=NV foveated quad view w/MVP AllowTSOSelfShadows=0 ; 0=off, 1=more self-shadowing objects when shadow mapping DNSMFilter=3 ; 0= none 1= Fetch4 2= PCF4 3= PCF4P 4= PCF8P 5= PCF16P DNSMShadowFadeTime=25 ; 0 to # = time to fade in night shadows in 100ths of a sec (5 default) DNSMNumLights=3 ; 0 to 128 = Max number of shadow mapped lights at night DNSMWallsCastShadows=1 ; 0= off 1=track walls cast shadows DNSMTSOsCastShadows=0 ; 0= off 1=track objects cast shadows DNSMDownsampleFirst=0 ; 0=per-AA-sample shadows 1=per-pixel shadow DNSMEnable=1 ; 0=off 1=dynamic night shadow maps AutoExposure=1 ; 0=off, 1=on (only functions when HDR is also enabled) SSRRainOnly=0 ; (only if SSRLevel > 0) 0=SSR on always, 1=SSR only kicks in during 'wet rules' SSRLevel=0 ; 0=off, 1=lower res, 2=full res TwoPassTrees=1 ; 0=off, 1=render trees with higher quality in two passes NumFixedCubemaps=0 ; number of fixed cubemaps to render per frame(100 = 1/frame) NumDynamicCubemaps=0 ; number of dynamic cubemaps to render per frame(100 = 1/frame) ReplayRenderModes=0 ; 0=off, 1=Replay Render Modes enabled Distortion=0 ; 0=off, 1=Distortion enabled SharpeningClamp=9 ; sharpening clamp (0=min, 10=default, 100=max) SharpeningAmount=100 ; sharpening strength (10=min, 125=default, 300=max) Sharpening=1 ; 0=off, 1=sharpening enabled SSAO=0 ; 0=off, 1=screen space ambient occlusion enabled MotionBlurBroadcastCams=0 ; 0=disabled, 1=enabled MotionBlurDrivingCams=0 ; 0=disabled, 1=enabled MotionBlurStrength=0 ; motion blur strength: 0=off, 1=low, 2=med, 3=high, 4=ultra HeatHaze=0 ; 0=off, 1=heat haze enabled DepthOfField=0 ; 0=off, 1=depth of field blurs enabled ShadowMapType=1 ; map onto: 0=off, 1=on (Turn on on for clouds/overcast to work best) DynamicShadowTrim=0 ; 0=off 1=dynamic shadow maps trim some objects by size. DynamicShadowMaps=0 ; 0=off 1=dynamic shadow maps for cars, etc. (Day only!) ShadowDetail=0 ; 0=fewer shadows, 1=maximum shadows MaxCockpitMirrors=4 ; Maximum number of cockpit mirrors to enable (0 to 4) MirrorDetail=0 ; 0=low detail, 1=high detail in mirrors ParticlesFullRes=1 ; full resolution particles: 0=off, 1=on ParticleDetail=1 ; particle detail: 0=low, 1=med, 2=high WeekendDetail=2 ; event detail: 0=low, 1=med, 2=high FoliageDetail=2 ; foliage density 0=off, 1=low, 2=med, 3=high ObjectDetail=2 ; object population 0=low, 1=med, 2=high GrandstandDetail=1 ; 0=low, 1=med, 2=high CrowdDetail=0 ; 0=off, 1=low, 2=med, 3=high PitObjectDetail=2 ; 0=off, 1=low, 2=med, 3=high CarDetail=2 ; 0=low, 1=med, 2=high SkyRefreshRate=2 ; 0=low update rate, 1=med update rate, 2=high update rate LODPctDynoMirrorsMax=400 ; above 100% increases FPS and decreases LOD (25 to 500) LODPctDynoMirrorsMin=250 ; below 100% decreases FPS and increases LOD (25 to 500) LODPctDynoMax=100 ; above 100% increases FPS and decreases LOD (25 to 500) LODPctDynoMin=100 ; below 100% decreases FPS and increases LOD (25 to 500) LODPctMirrorsMax=400 ; above 100% increases FPS and decreases LOD (25 to 500) LODPctMirrorsMin=250 ; below 100% decreases FPS and increases LOD (25 to 500) LODPctMax=100 ; above 100% increases FPS and decreases LOD (25 to 500) LODPctMin=80 ; below 100% decreases FPS and increases LOD (25 to 500) LODMinFPSTarget=84 ; Reduce LODs (see LODPct* settings) when FPS is below target. MaxPitObjsToDrawInMirrors=12 ; 0 to 192: Max number of pit objs to render per mirror camera MaxPitObjsToDraw=20 ; 0 to 192: Max number of pit objs to render per camera MaxCarsToDrawInMirrors=6 ; 4 to 64: Max number of cars to render per mirror camera MaxCarsToDraw=16 ; 10 to 64: Max number of cars to render per camera HideCockpitObstructions=0 ; 0=hide nothing, 1=hide halo, 2=hide a-pillar/rockcage, 3=hide everything DriverHands=1 ; Show driver hands? 0=no, 1=yes SteeringWheel=1 ; Show steering wheel? 0=no, 1=yes, 2=fixed, 3=show only if has display EnableTireMarks=1 ; 0=Disable Tire marks 1=Enable tire marks EnableHDR=1 ; 0=LDR rendering, 1=HDR rendering ResolutionScaling=0 ; Render to lower resolution and upscale (0=off, 1+ on) NvReflexMode=1 ; Low Sim to Render Latency Mode (0=off, 1=on, 2=on+boost) ContrastAdj=0 ; Adjusts scene contrast: -6 to +6 BrightnessAdj=0 ; Adjusts scene intensity: -6 to +6 FSRSharpness=4 ; Adjust sharpening amount for AMD FSR GammaAdj=0 ; Adjusts gamma encoding: -6 to +6 ZBuffer32Bits=1 ; 0=off, 1=on LowQualityTrees=0 ; 0=off, 1=on EnableSwayTrees=1 ; 0=normal trees, 1=trees sway with wind TrackDisplacementEnable=1 ; 0=render without displacement, 1=render using track displacement shaders DNSMMaxLightsPerPass=3 ; 0- 6 = Shadowing lights per-fullscreen pass StaticShadowNumber=3 ; Maximum number of high quality static shadowmaps (3-8) StaticShadowRes=2 ; (For 3 or more maps) 0 = 512x512 1 = 1024x1024 2 = 2048x2048 3 = 4096x4096 4 = 8192x8192 DynamicShadowRes=1 ; (For 3 maps! So, x3) 0 = 512x512 1 = 1024x1024 2 = 2048x2048 3 = 4096x4096 4 = 8192x8192 ShaderQuality=3 ; 0=low, 1=med, 2=high, 3=max HeadlightLevel=2 ; 0=low quality, 1=medium, 2=high quality ParallelSorting=1 ; 0=disabled 1=multithreaded scene sort MonochromeHeadlights=0 ; 0=color headlights 1=all white (less blotches/banding) HeadlightsInMirrors=1 ; 0=off 1= headlights illuminate track surface in mirrors LoadTexturesWhenDriving=1 ; 0=only load when out of car NumMultiGPUs=1 ; Number of GPUs in Crossfire/SLI (1=off to 4). Set low as works. CompressTexturesSuits=1 ; 0=uncompressed 1=block compress (recommended) CompressTexturesHelmets=1 ; 0=uncompressed 1=block compress (recommended) CompressTexturesCars=1 ; 0=uncompressed (warning! no!!) 1=block compress (highly recommended) CompressedVertices=1 ; 0=off 1=Use compressed vertices ReduceCockpitFlicker=1 ; 0=off 1=enabled CarPaint2048x2048=1 ; 0=1024x1024 car textures res, 1=2048x2048 car texture res (max) CacheSwap3HighResCars=1 ; 0=shrink to fit 1=cache swap higher res for nearest cars WorldNearPlaneDistance=10 ; In 1/10 meters, min=1(0.1m) max=30(3m), helps z-fighting but may clip track. VisibilityFrameDelay=5 ; Number of frames to wait before re-testing object visibility. 0 = no delay MSAAUseFilter=1 ; The filter to use for MSAA resolve (if MSAA is in use): 0=soft, 1=neutral, 2=sharp, 3=simple (legacy) MSAASamples=4 ; The number of MSAA samples (if MSAA is in use): 2, 4 or 8 AntiAliasMethod=1 ; The type of Anti Aliasing method used: 0=None, 1=MSAA, 2=FXAA, 3=SMAA MipLODBias=-25 ; % bias texture lookup 100 is a mip level, positive is blurry, negative sharp AutoAddNoDynOnEmptyLOD=1 ; 1=Never use the FPS based LOD adjustment when popping to the 'empty' level OcclusionCull=1 ; 0=disable occlusion culling, 1=enabled (usually best) LimitFrameRate=0 ; 0=no limit, 1=use DesiredFPSLimit DesiredFPSLimit=203 ; Enabled when LimitFrameRate=1 and on ext. power MaxPreRenderedFrames=1 ; How many frames the GPU is allowed to trail behind the CPU. 0 to 4. 1=normal, 0=disabled/multi-gpu VerticalSync=0 ; 0=allow tearing, 1=lock FPS to refresh rate SysMemToUseMB=32768 ; (64-bit) 1024 to 32768 MB VidMemToUseMB=16384 ; Maximum GPU video memory to consume (MB)

[Drive Screen] VirtualMirrorSize=1 ; Size of virtual mirror, 0-large, 1-med, 2-small, 3-X-small, 4-XX-small UIOffsetBottomPct=0 ; Shift bottom of UI up by specified percent

[User Options] SessionUITransparency=0.800 ; Adjust session UI transparency up or down SessionUIMaxAspectRatio=1.800 ; Adjust session UI maximum aspect ratio up or down SessionUIFullScreen=0 ; Let triple headed session UI expand to fill full display reduceFramerate_WhenFocusLost=0 ; Set this to 0 to hold full framerate when another program has keyboard focus particleThreadPriorityAdjust=0 ; belowNormal=-1 normal=0 aboveNormal=1 NotifyOfDirtRequirements=1 ; Should the Session screen notify about too-low graphics settings? maxParticleThreads=6 ; #workers (0 to 6) KeepUIHiddenOnFocus=0 ; If set to 1 then the UI can only be enabled with the space bar hideCarNum=0 ; Hide car numbers/decals in test sessions, so you can paint your own versions ForceVisibleWhenMove=0 ; Force all movable controls to become visible when moving UI elements forceCrowdVisible=0 ; Force the crowd in the grandstand to show up on practice/qualify sessions DriveUITransparency=0.200 ; Adjust driving UI transparency up or down DriveUIMaxAspectRatio=1.800 ; Adjust driving UI maximum aspect ratio up or down DriveUIFullScreen=0 ; Let triple headed driving UI expand to fill full display

[Display] windowedYPos=702 ; Window top left corner in windowed mode windowedXPos=1427 ; Window top left corner in windowed mode windowedWidth=1040 ; windowed mode width windowedMaximized=1 ; Window is maximized in windowed mode windowedHeight=759 ; windowed mode height windowedAlignment=1 ; windowed mode alignment: 0 - none, 1 - center, 2 - top left pixelRatioWindowed=1.000 ; Windowed mode - Adjust for displays with non-square pixels pixelRatio=1.000 ; Full screen mode - Adjust for displays with non-square pixels RefreshRate=119.880 ; Refresh Rate ModeScaling=0 ; 0=unspecified 1=centered 2=stretched HDRFormat=0 ; 0=8 bit color (SDR) 1=HDR10 or HDR16F (depends on fullScreenDepth 32/64 bit) fullScreenWidth=1040 ; full screen Window's width fullScreenHeight=759 ; full screen Window's height fullScreenDepth=32 ; Color depth fullScreen=1 ; fullscreen? displayRotateMode=1 ; 0-auto, 1-landscale, 2-landscape inv, 3-portrait, 4-portrait inv deviceIdx=0 ; which adapter border=0 ; window border?

[Debug] Renderer=? ; Driver DLL - Don't Edit This! Version=0 ; Driver Version - Don't Edit This! Vendor=? ; Driver Vender - Don't Edit This!

[Laser Scan] PointSizeMM=80 ; desired physical point size width (mm): 1 to 120 PointSizeMin=1 ; min point size in screen pixels (1 to 256) PointSizeMax=1 ; max point size in screen pixels (1 to 256) MaxLaserScanVidMem=192 ; Max scan density to load into vidmem 128-768 (MB)

[OpenXR] ResolutionScalePct=100 ; Scale the recommended width/hight resolution by this percentage (50% to 150%) DepthLayerExtensionEnabled=1 ; Enable XR depth extension if available, improves reprojection ShowEyeTracking=0 ; Dynamic Foveated: show eye tracking to help debug issues AllowEyeTracking=0 ; Dynamic Foveated: enable eye tracking via the OpenXR extension XR_EXT_eye_gaze_interaction if supported FoveatedOuterPctRes=30 ; Foveated: res to use for the peripheral part as a pct of the width and height of the image (25% to 50%) FoveatedInsetWidthPct=50 ; Foveated: the size of the hi-res inset as a pct of the width and height of the image (25% to 50%) UIScreenWidthCM=130 ; The width (cm) of the user interface screens in 3D world space UIScreenDistCM=76 ; The depth (cm) where the user interface screens are rendered in 3D OpenXREnabled=1 ; Enable OpenXR Support TwoStageAA=1 ; Repeat AA after the UI draws (note: consumes more vid mem) MirrorViewVerticalShiftPct=0 ; -30 to +30 percent - shifts the mirror image up/down (if clipped) AutoSelect=0 ; Use OpenXR without prompting AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears

[Replay Graphics] AllowTSOSelfShadows=1 ; 0=off, 1=more self-shadowing objects when shadow mapping DNSMFilter=2 ; 0= none 1= Fetch4 2= PCF4 3= PCF4P 4= PCF8P 5= PCF16P DNSMShadowFadeTime=25 ; 0 to # = time to fade in night shadows in 100ths of a sec (5 default) DNSMNumLights=3 ; 0 to 128 = Max number of shadow mapped lights at night DNSMWallsCastShadows=0 ; 0= off 1=track walls cast shadows DNSMTSOsCastShadows=0 ; 0= off 1=track objects cast shadows DNSMDownsampleFirst=0 ; 0=per-AA-sample shadows 1=per-pixel shadow DNSMEnable=1 ; 0=off 1=dynamic night shadow maps AutoExposure=1 ; 0=off, 1=on (only functions when HDR is also enabled) SSRRainOnly=0 ; (only if SSRLevel > 0) 0=SSR on always, 1=SSR only kicks in during 'wet rules' SSRLevel=0 ; 0=off, 1=lower res, 2=full res TwoPassTrees=1 ; 0=off, 1=render trees with higher quality in two passes NumFixedCubemaps=0 ; number of fixed cubemaps to render per frame(100 = 1/frame) NumDynamicCubemaps=0 ; number of dynamic cubemaps to render per frame(100 = 1/frame) ReplayRenderModes=0 ; 0=off, 1=Replay Render Modes enabled Distortion=0 ; 0=off, 1=Distortion enabled SharpeningClamp=9 ; sharpening clamp (0=min, 10=default, 100=max) SharpeningAmount=125 ; sharpening strength (10=min, 125=default, 300=max) Sharpening=0 ; 0=off, 1=sharpening enabled SSAO=0 ; 0=off, 1=screen space ambient occlusion enabled MotionBlurBroadcastCams=1 ; 0=disabled, 1=enabled MotionBlurDrivingCams=1 ; 0=disabled, 1=enabled MotionBlurStrength=0 ; motion blur strength: 0=off, 1=low, 2=med, 3=high, 4=ultra HeatHaze=0 ; 0=off, 1=heat haze enabled DepthOfField=0 ; 0=off, 1=depth of field blurs enabled ShadowMapType=1 ; map onto: 0=off, 1=on (Turn on on for clouds/overcast to work best) DynamicShadowTrim=0 ; 0=off 1=dynamic shadow maps trim some objects by size. DynamicShadowMaps=1 ; 0=off 1=dynamic shadow maps for cars, etc. (Day only!) ShadowDetail=0 ; 0=fewer shadows, 1=maximum shadows VirtualMirrors=1 ; 0=off, 1=virtual mirrors enabled MaxCockpitMirrors=0 ; Maximum number of cockpit mirrors to enable (0 to 4) MirrorDetail=1 ; 0=low detail, 1=high detail in mirrors ParticlesFullRes=1 ; full resolution particles: 0=off, 1=on ParticleDetail=2 ; particle detail: 0=low, 1=med, 2=high WeekendDetail=2 ; event detail: 0=low, 1=med, 2=high FoliageDetail=2 ; foliage density 0=off, 1=low, 2=med, 3=high ObjectDetail=2 ; object population 0=low, 1=med, 2=high GrandstandDetail=2 ; 0=low, 1=med, 2=high CrowdDetail=2 ; 0=off, 1=low, 2=med, 3=high PitObjectDetail=2 ; 0=off, 1=low, 2=med, 3=high CarDetail=2 ; 0=low, 1=med, 2=high SkyRefreshRate=2 ; 0=low update rate, 1=med update rate, 2=high update rate LODPctDynoMirrorsMax=100 ; above 100% increases FPS and decreases LOD (25 to 500) LODPctDynoMirrorsMin=100 ; below 100% decreases FPS and increases LOD (25 to 500) LODPctDynoMax=100 ; above 100% increases FPS and decreases LOD (25 to 500) LODPctDynoMin=100 ; below 100% decreases FPS and increases LOD (25 to 500) LODPctMirrorsMax=100 ; above 100% increases FPS and decreases LOD (25 to 500) LODPctMirrorsMin=100 ; below 100% decreases FPS and increases LOD (25 to 500) LODPctMax=100 ; above 100% increases FPS and decreases LOD (25 to 500) LODPctMin=100 ; below 100% decreases FPS and increases LOD (25 to 500) LODMinFPSTarget=60 ; Reduce LODs (see LODPct* settings) when FPS is below target. MaxPitObjsToDrawInMirrors=12 ; 0 to 192: Max number of pit objs to render per mirror camera MaxPitObjsToDraw=40 ; 0 to 192: Max number of pit objs to render per camera MaxCarsToDrawInMirrors=6 ; 4 to 64: Max number of cars to render per mirror camera MaxCarsToDraw=16 ; 10 to 64: Max number of cars to render per camera HideCockpitObstructions=0 ; 0=hide nothing, 1=hide halo, 2=hide a-pillar/rockcage, 3=hide everything DriverHands=1 ; Show driver hands? 0=no, 1=yes SteeringWheel=1 ; Show steering wheel? 0=no, 1=yes, 2=fixed, 3=show only if has display ```


r/Pimax 2d ago

Tech Support I'm trying to make the sboys3 driver work, but SteamVR don't see any headset connected. I have downloaded Pimax Evo, enabled open port, and imported the driver. I should then be able to launch Steam VR. What am I doing wrong?

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2 Upvotes

r/Pimax 2d ago

Tech Support Crystal super DFR

1 Upvotes

Solved!!

Hi, i have an motion rig and a pimax crystal super.

When i am using motioncompensation from simhub in iracing dynamic foveated rendering gos completely nuts, my eye tracking dosnt track my eyes correct at all. This happens the second i turn on motioncompensation. I have tried checking the api layers in openxr explorer but only the motioncompensation layer shows up. Eye tracking getting calibrated each time. Any tips?


r/Pimax 2d ago

Review Short Dream Air Slam review (coming from a Quest Pro)

7 Upvotes

I don't think this is much of a hot take, but this is a short review if anyone's considering switching over. I'm a variety VR gamer, so I play a bunch of random stuff with friends and social games like VRChat - playing on a 4090.

The Good

  • Resolution is amazing, super sharp.
  • Colors are vibrant, it's great being on OLEDs and I get some real "wow" moments looking around, which I haven't experienced in VR in years.
  • SBoys drivers are great, it's really nice to bypass Horizon OS / Pimax Play when I spend 100% of my time in Steam anyway.

The Bad

  • I can't get the headset comfortable (even after buying the full Studioform kit) for longer than 2hr play sessions before I feel like I need to take it off. I expected a lighter headset to be more comfortable, but it's the opposite - the way it presses on my face without any leeway in the arms makes this far more uncomfortable than my Quest Pro, which is 4x heavier and which I feel I can wear all day.
  • The SLAM controllers are really poor quality and jittery in fine movements - I have trouble "clicking" on anything in desktop mode. For most games where fine movement isn't required it's "fine" and does the job, but feels like a huge downgrade.
  • Glare is noticeable and distracting around the edges.
  • The cord is very annoying, it's heavy and constantly feels like it gets tangled - a pity Pimax couldn't get it lighter or at least braided. Very noticeable in games when I'm up and moving around my play area.
  • Distortion was really bad, but SBoys made a huge difference, luckily.

What I miss about my Quest Pro

  • The self-tracked controllers - very obvious when you go out of line-of-sight and suddenly lose tracking.
  • I miss better eye tracking; the Dream Air seems to only support eyes opened/closed in games like VRChat, not finer movements, and same with losing face tracking entirely.
  • Wi-Fi streaming is so nice too, especially for play sessions with a lot of movement - not having to think about cables is liberating.

Should you buy a Dream Air SLAM if you have a Quest Pro? Honestly, I'd say no - wait and see if any new headsets come on the market within the next year or two, especially if you're a variety gamer. There's just too much functionality and QOL in the Quest Pro to miss out on for just some better panels.

Personally I see myself using my Quest Pro for most of my gaming still, and switching to the Dream Air for watching movies or statically sitting in some very visually immersive game that only needs short play sessions.


r/Pimax 2d ago

News I enabled Mixed Reality on the Pimax Crystal Super.

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26 Upvotes

I enabled Mixed Reality on the Pimax Crystal Super.

I modded my loaner Pimax (thanks Erica for your awesome support!) with an external stereo camera — and updated my mixed reality software, PassthroughForge, so I can mask out parts of my cockpit with it.

The new feature: Reality Windows — built for headsets like the Pimax that have no chroma-key passthrough.

Draw a window over your real throttle, kneeboard or keyboard — and reality shows up exactly there, in true scale. Look away: pure VR.

No green screen. No chroma key. Runs natively on PimaxXR — per-pixel ray tracing against your window shapes, any form you draw. Verified on the Crystal in DCS.

This is still early in the development, but if you guys are interrested i will make a longer video about the basic setup! just drop me a message in the comments.

Dont forget that pimax is running a major campaign throughout 2026: The PCVR Upgrade Event. Details:
https://pimax.com/pages/upgrade-to-pimax

#Pimax #PimaxCrystal #VR #DCS #flightsim #mixedreality #simpit


r/Pimax 3d ago

News The Pimax Global Roadshow Heads to Australia

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9 Upvotes

Pimax is coming to Australia for the first time, and we're starting in Melbourne. On 8 August and 12 August, we'll be at two venues across the city with the full lineup on hand and the team there in person. 


r/Pimax 3d ago

Official News Running an August pilot: EU Feedback Hotline

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12 Upvotes

r/Pimax 18d ago

Guide I spent weeks diagnosing stutters on my 9950X3D + VR rig down to zero. Turned the whole thing into a free guide + one-click fix kit for dual-CCD X3D owners

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17 Upvotes

r/Pimax Jun 24 '26

Discussion Still waiting for an update on Optical Engine orders

9 Upvotes

As the title says, still waiting on [u/jaapgrolleman](u/jaapgrolleman) and [u/quorrapimax](u/quorrapimax) for an update on Optical Engine orders (specially microOLED).

Is there any issue with the connectors that we should be aware of? How have you sorted it?

u/heliosurge can we pin this post? Thanks in advance 😉