Calvin.Pimax Posted Friday at 01:00 PM Posted Friday at 01:00 PM (edited) Pimax Play is the software client that powers all the Pimax VR headsets, including the 5K/8K, Crystal Series, Crystal Super, Dream Air, and Dream Air SE. Already we've made huge progress in the last few years, adding features such as GPU upscaling, sharpening, more runtimes and tons of configuration options, such as adjustable Quad Views. We want to show you what's to come in the next coming months and the next year. Our team has been working hard behind the scenes to deliver a smoother, smarter, and more reliable experience — and we want to give you a sneak peek of what’s on the horizon. Here’s what you can expect later from us: A More Stunning Visual Experience Designed to make immersion deeper and navigation smoother: Pimax Play UI 2.0 Revised Device Settings – A clearer, more streamlined settings interface Revised System UI – Cleaner, more efficient navigation New Pimax Home – A redesigned, immersive home environment A More Intuitive Interaction Experience Making control more natural and effortless: Native Hand Tracking – Direct hand control without the need for controllers. (Note: Only SLAM-tracked headsets can use this.) Read more at: https://pimax.com/blogs/blogs/pimax-play-roadmap Edited Friday at 01:03 PM by Calvin.Pimax 1 1
Moxica Posted Friday at 06:46 PM Posted Friday at 06:46 PM (edited) Looking good! -Would be nice if I could access the settings with the headset on, though. Because, cumbersome. Edit: And start DCS without taking them off after Pimax play has loaded. Then maybe the set would be aware of my head position. Edited Saturday at 08:57 AM by Moxica 2 ASUS ROG Strix B550-E GAMING - PNY GeForce RTX 4090 Gaming VERTO EPIC-X - AMD Ryzen 9 5900X - 64Gb RAM - 2x2Tb M2 - Win11 - Pimax crystal light - HP Reverb g2 - Oculus Quest 2 - Thrustmaster Warthog HOTAS - Thrustmaster Pendular Rudder - 2X Thrustmaster MFD Cougar - Audient EVO8
Calvin.Pimax Posted yesterday at 10:27 AM Author Posted yesterday at 10:27 AM Using Desktop View might be the current solution while the headset is on.
ldwater Posted 21 hours ago Posted 21 hours ago Personally if you're investigating hand tracking, especially with DCS you should also consider usability and how hand interactions in VR work. If you check the hand tracking feedback (for DCS) a lot of it is very mixed because something that sounds ideal in theory ends up being a pain in practice. Mostly because: 1) The distance between your 'virtual' hand and the virtual switch you are selecting can create additional 'unwanted' movement, meaning you often have to lean forward, backwards, twist etc. With a VR controller you can hit switched on the other side of the cockpit by using the 'laser pointer', but if I have to move my physical hand over to the location which is virtually away from me its not ideal. 2) A lot of buttons can have multiple functions, like a push up, down, middle or a twist left or right. Its often quite difficult from just a hand position to know which one of those inputs is performed. 3) Reaching out to a busy cockpit can sometimes result in you pressing 3 switched you did NOT want to press, and only 1 you did. You need to be able to have a separate gesture to know if the user wanted to action the switch is at their hand position. Preferably you'd want a hybrid approach so that your real hand can be used a VR controller and / or a mouse with the same / similar functions so that users gain the benefit of using hand tracking to enable them to interact with their virtual environment without having to keep picking up the VR controller and swap between that and their HOTAS. Something like a 'finger gun gesture' as the pointer, and then maybe hand clasp as the 'action', with a left / right twist as turn left / right etc. I've been using PointCTRL for about a year now and it is excellent in its simplicity in that it does everything you need in terms of cockpit interactions without being forced into awkward physical actions or having to keep picking up a cumbersome VR controller. 1
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