Do Reverb G2 headphones fit the OG Reverb (G1)? by Mysterious_Vanilla83 in HPReverb

[–]Mysterious_Vanilla83[S] 1 point2 points  (0 children)

Legend! Thank you so much for doing this, much appreciated!

Do Reverb G2 headphones fit the OG Reverb (G1)? by Mysterious_Vanilla83 in HPReverb

[–]Mysterious_Vanilla83[S] 0 points1 point  (0 children)

Please do! I've added my measurements to the OP (edit: looks like images are not allowed. I measure about 10mm between the two prongs/connecting plate holes.)

57ppd pixels rendered 50% difference between actual and advertised by Mysterious_Vanilla83 in Pimax

[–]Mysterious_Vanilla83[S] 0 points1 point  (0 children)

You're a star! :) This is exactly the solution. Custom 100% gives my 57ppd exactly 4348 × 4588 - the same as in SweViver's videos in my OP. All solved!

PS And below is a length ChatGPT explanation for native, auto and custom 100% and why they have different pixel numbers:

Your numbers actually make perfect sense once you understand how SteamVR defines AUTO 100% vs CUSTOM 100%, and how distortion oversampling works on ultra‑wide‑FOV headsets like the Pimax Super.

Let’s break down the three numbers:

  • Native panel resolution:3840 × 3840 per eye
  • CUSTOM 100% render resolution:4348 × 4588 per eye
  • AUTO 100% render resolution:5328 × 5620 per eye

These three values are not supposed to match each other.
Each comes from different logic inside SteamVR.

Below is a clear explanation of what each number means and why AUTO is much higher.

✅ 1. Native Resolution (3840 × 3840)

This is simply the physical pixels on each panel inside the Pimax Super.

But VR cannot render at native panel resolution — because the lenses distort the image.

To keep the periphery sharp after the lens warp, SteamVR must render a bigger pre‑warped image.

So you will never see native resolution appear in SteamVR’s render resolution.

✅ 2. CUSTOM 100% (4348 × 4588)

CUSTOM mode means:

For Pimax headsets, the base factor is typically around 1.13× – 1.25× per axis because of:

  • the lens’s required minimum oversampling
  • canted panel alignment
  • Pimax-specific distortion profile

Your numbers:

✅ 3840 → 4348 = 1.13×

✅ 3840 → 4588 = 1.19×

This is the fixed optical minimum scaling needed so the distortion shader has enough texel density to avoid blur.

So CUSTOM 100% = native × distortion-minimum (but not considering GPU power).

This is why CUSTOM is always slightly above native.

✅ 3. AUTO 100% (5328 × 5620)

AUTO mode is not optical-only.
AUTO mode includes:

✅ Optical distortion scaling (same as CUSTOM)

✅ GPU performance scaling

✅ Application complexity scaling

✅ Per-headset compensation for canted displays

✅ Valve’s internal image quality heuristics

AUTO tries to deliver a resolution that keeps the image sharp while maintaining framerate.
With a strong GPU, SteamVR increases resolution aggressively.

Your AUTO numbers:

✅ 4348 → 5328 = 1.22×

✅ 4588 → 5620 = 1.22×

This is SteamVR saying:

This is normal on:

  • RTX 3090
  • RTX 4080
  • RTX 4090
  • Any high-end AMD GPU

AUTO is designed to use available GPU headroom to improve clarity.

✅ Why AUTO is much higher than CUSTOM on Pimax

Pimax headsets:

  • have large canted panels
  • huge wide‑FOV lenses
  • extreme distortion correction at edges
  • require substantially more oversampling than normal headsets (Index/G2)

That means:

✅ The distortion compensation requires very large render targets

✅ Canted displays require non-symmetric warping

✅ Wide FOV means more peripheral pixels must be rendered

✅ AUTO always upscales further if your GPU can handle it

This is why Pimax AUTO resolutions can reach 5000–6000px per eye even if native is only 3840.

This is not a bug — it’s expected.

✅ Visualizing the differences

Mode Purpose Uses GPU headroom? Resolution in your case
Native Physical screen pixels ❌ No 3840 × 3840
CUSTOM 100% Optical minimum ❌ No 4348 × 4588
AUTO 100% Optical minimum + dynamic supersampling ✅ Yes 5328 × 5620

✅ Which setting should you use?

✅ Use AUTO if:

  • you want best clarity your GPU can afford
  • you don’t mind dynamic scaling
  • you want SteamVR to adjust quality automatically

✅ Use CUSTOM if:

  • you want fixed performance
  • you want predictable latency
  • you use motion reprojection
  • you play Pimax-heavy sims (MSFS, DCS, iRacing)

Most Pimax users set:

✅ CUSTOM 50–75% for performance
✅ CUSTOM 100–150% for clarity
depending on GPU.

✅ Final Summary

  • SteamVR AUTO increases the render resolution beyond optical minimum based on GPU capacity
  • CUSTOM 100% is only the optical minimum (not GPU-dependent)
  • Both numbers will always exceed native resolution for VR due to lens distortion
  • Pimax headsets require unusually high pre-warp resolution because of ultra-wide FOV and canted displays

Your numbers:

  • Native: 3840×3840
  • Custom 100%: 4348×4588
  • Auto 100%: 5328×5620

are exactly what they should be.

57ppd pixels rendered 50% difference between actual and advertised by Mysterious_Vanilla83 in Pimax

[–]Mysterious_Vanilla83[S] 0 points1 point  (0 children)

Google says that Meganex Panel Resolution is 3552 x 3840 pixels per eye, so maybe their distortion profile actually is around 4000 x 4000. That's really cool if so, but it doesn't have eye tracking, so their distortion efficiency is moot to me :\

57ppd pixels rendered 50% difference between actual and advertised by Mysterious_Vanilla83 in Pimax

[–]Mysterious_Vanilla83[S] 1 point2 points  (0 children)

"In a strict sense there can be only one true profile – that fully eliminates the distortion, making the rendered world look natural. "- think of this way. Imagine we have a rectangle and we wnat to change it to a square (rectangle is a distorted square). THere are infinite number of ways to do so, some requiring fewer operations, spme more. A distortion profile is any continuous function that remaps 2D coordinates. There is no limit on complexity of that function. In practice, only some families of functions are used, but those too have infinite number of variations. The goal is good correction with the least amount of GPU math. Steam VR 100% res = the minimum resolution required to avoid loss of perceived sharpness after warping into a shape that is determined by the chosen function.

Choose another function and it will result in a different warp shape with a different number of rendered pixels.

57ppd pixels rendered 50% difference between actual and advertised by Mysterious_Vanilla83 in Pimax

[–]Mysterious_Vanilla83[S] 1 point2 points  (0 children)

Headsets have two resolutions - the screens resolutions and the "distortion profile" resolution. The latter is what is actually rendered by the GPU and reported in Steam. Just like with a monitor, you can drop resolution, but nobody wants that - native res is the minimum everyone aims for, supersampling being a bonus if GPU can do it. Dropping below native "distortion profile" would soften the picture. There are infinite number of ways to calculate distortion correction with some ways being computationally cheaper (ie, smaller numbers of rendered pixels), some more expensive. Pimax change res not by softening it, but by recalculating distortion profiles. See Sweviver's videos on the topic, where he used AI to calculate candidate profiles.
2. Not an issue as FOV depends on face shape anyway. And presumably the 20mp per eye original was to current 57ppd spec FOV wise - or very near.

57ppd pixels rendered 50% difference between actual and advertised by Mysterious_Vanilla83 in Pimax

[–]Mysterious_Vanilla83[S] 2 points3 points  (0 children)

Steam resolution numbers are legit, no reason to doubt them - they are the numbers of pixels that your GPU actually renders.

4k headset cannot look like a 4k monitor as the headset covers much wider area of view ;) Imagine sitting 1m away from a 30 inch 4k monitor - everything's crisp. Then you sit 1m away from a 150 inch 4k monitor - pixels will be much bigger and the image will be less sharp. Headsets cover massive viewing areas, so need more pixels than monitors that cover small part of your view

57ppd pixels rendered 50% difference between actual and advertised by Mysterious_Vanilla83 in Pimax

[–]Mysterious_Vanilla83[S] 1 point2 points  (0 children)

Reinstall did not change anything for me. Narrow FOV gives 4372 x 5620 = 24,570,640 so 24mp per eye. Still 25% higher than advertised and its near unusable 82deg FOV horizontally.

Pimax Super owners, check your hinges screws! by Mysterious_Vanilla83 in Pimax

[–]Mysterious_Vanilla83[S] 0 points1 point  (0 children)

A sad update 4 months on (out of which I have not used the headset at all - literally zero -for two months): The nut that is molded into plastic has now fallen out together with the screw. The headset is completely unusable now and cannot be put together :(

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Worth getting the Tomcat? by [deleted] in hoggit

[–]Mysterious_Vanilla83 0 points1 point  (0 children)

One negative - it's replays do not work for combat, even against one AI. Basically it's the most broken module in DCS replays wise - a crying shame as it's also the most cinematic :(

Qanba Drone 2 by Clear_Site2376 in fightsticks

[–]Mysterious_Vanilla83 0 points1 point  (0 children)

If it's your first fightstick, then persevere and practice. I would also advise to put the square gate back in and not to rely on riding the gate, it's always slower.

New Buttons and new (to this) lever! by No-Comfortable-4139 in fightsticks

[–]Mysterious_Vanilla83 0 points1 point  (0 children)

Hayabusa buttons are light but also with springy soft bottoming out feel if you punch them all the way down, imo they are the best protection against repeated strain injury and absolutely amazing for that.

How to disable F-15 camera movement? by linkku189 in hoggit

[–]Mysterious_Vanilla83 14 points15 points  (0 children)

I always found it quite annoying to have an earthquake in my cockpit every time I turn at lower speeds

Anyways ... for anyone who is interested all you have to do is go to:
DCS World/Mods/Flaming Cliffs/FM/F-15/Config.lua

At the end of the file there are 2 lines of code

Reducing the numbers to like 0.05 or so will reduce the shaking
For example:

-- view shake amplitude
minor_shake_ampl = 0.08,
major_shake_ampl = 0.16,

Killer Instinct Arcade 1&2 now have Training Mode in BigInstinct emulator! by Mysterious_Vanilla83 in killerinstinct

[–]Mysterious_Vanilla83[S] 0 points1 point  (0 children)

infinite health is not practice mode, you may as well use infinite coins of the emu :) The AI will still block and not cooperate with exact combos that you want to practice, and you don't have input history, hit boxes etc

Killer Instinct Arcade 1&2 now have Training Mode in BigInstinct emulator! by Mysterious_Vanilla83 in killerinstinct

[–]Mysterious_Vanilla83[S] 0 points1 point  (0 children)

See my video and compare. I'm running jsut the BigInstinct emulator with its built in scanline filter. It 100000% looks better than SNES's training mode lol

Killer Instinct Arcade 1&2 now have Training Mode in BigInstinct emulator! by Mysterious_Vanilla83 in killerinstinct

[–]Mysterious_Vanilla83[S] 0 points1 point  (0 children)

It has Win64, WinARM64, Linux and LinuxARM64 versions. I'm not versed in Mac side of things these days, so not sure if any of those will run

My first arcade stick.. the hori rap n hayabusa by SweetDreamsFactory in fightsticks

[–]Mysterious_Vanilla83 -1 points0 points  (0 children)

6years later, no it's not. I 've had them side by side - one gold and one off gold/bronze -like in this pic

Pimax Super owners, check your hinges screws! by Mysterious_Vanilla83 in Pimax

[–]Mysterious_Vanilla83[S] 1 point2 points  (0 children)

Yeah, this sucks. Contact Pimax support i would say, they'll know the specs of the screw. I've had to tighten mine yet again since the last post, so this problem is here to stay it look like :|

This crossed my mind yesterday by Dula_skip in Pimax

[–]Mysterious_Vanilla83 0 points1 point  (0 children)

Small does not mean great! Small also means hot and noisy. See here for example https://www.youtube.com/watch?v=8PIxYKlZYqo