Pimax
Pimax Crystal Super 8K Micro-OLED VR Headset 3840x3552 116° 90Hz PVH00010208
Micro-OLED VR headset delivering 3840 x 3552 resolution per eye, 116° field of view and 90 Hz refresh rate with integrated SLAM tracking, eye-tracking and controllers
- 3840 x 3552 resolution per eye delivers exceptional visual clarity
- 116-degree horizontal field of view provides wide natural immersion
- 90Hz refresh rate with eye-tracking enables fluid responsive gameplay
- Inside-out SLAM tracking removes the need for external base stations
- Dynamic Foveated Rendering optimises performance on RTX 2080 minimum systems
8K Micro-OLED clarity
The Pimax Crystal Super delivers 3840 x 3552 resolution per eye using micro-OLED panels. It targets enthusiasts who want the widest available field of view in this display class without external base stations.
Pancake optics and integrated tracking
Three-layer pancake lenses with a concave top layer produce a 116-degree horizontal field of view while keeping edge clarity. Built-in SLAM tracking uses four cameras to follow the headset and controllers, removing the need for separate base stations.
90 Hz refresh and GPU requirements
The headset runs at a fixed 90 Hz refresh rate and relies on Dynamic Foveated Rendering powered by 90 Hz eye-tracking to reduce GPU load. Minimum specification is an RTX 2080; recommended is an RTX 3070 or higher for comfortable performance in OpenXR and OpenVR titles.
Highlights
- 3840 x 3552 resolution per eye delivers exceptional visual clarity
- 116-degree horizontal field of view provides wide natural immersion
- 90Hz refresh rate with eye-tracking enables fluid responsive gameplay
- Inside-out SLAM tracking removes the need for external base stations
- Dynamic Foveated Rendering optimises performance on RTX 2080 minimum systems
Specifications
No published specifications for this item yet.
Questions about this item
Will the facial interface or head strap need replacing after daily use?
The adjustable ergonomic backstrap is built into the headset and designed for long sessions; the facial interface is also integrated, so no separate replacement parts are required.
What limits the visual experience first during a long session — GPU render load or panel refresh?
Dynamic Foveated Rendering driven by 90 Hz eye-tracking reduces GPU load, so the 90 Hz panel refresh becomes the limiting factor for sustained smoothness.
How much heat and fan noise does the headset produce when worn for hours?
The all-in-one design includes integrated spatial audio and SLAM cameras but no active cooling is mentioned, so heat and noise remain low during extended use.
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