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Pimax Launches SLAM-Tracked Micro-OLED VR Headsets

Nomad76

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Pimax, a leader in high-end virtual reality technology, announced the launch of the Dream Air SE alongside an update to the Dream Air. Designed for portability and stunning micro-OLED visuals like Dream Air, the Dream Air SE features such as integrated audio, inside-out tracking, hand and eye-tracking—at an accessible price point.

Dream Air: World's Smallest Full-Feature 8K VR Headset
Pimax introduced the Dream Air in December 2024 as the world's smallest 8K resolution VR headset. Now, the updated Dream Air takes immersive VR experiences to the next levels, with upgrades across visuals, optics, tracking, and ergonomics:
  • Sony Micro-OLED Panels: 3840 x 3552 pixels per eye, delivering over 27 million lifelike pixels. Upgraded Sony panels enhance brightness, color depth, and detail, with a wider 20° chief ray angle for stunning visuals.
  • Advanced Optics: Next-gen pancake lenses offer edge-to-edge clarity, minimal glare, and a perfect field of view for total immersion.
  • Comprehensive Tracking: Includes Tobii-powered eye-tracking (120 Hz refresh), inside-out tracking, hand-tracking, and controller support. Users can choose SLAM or Lighthouse versions for ultimate flexibility.
  • Integrated Audio: Built-in audio delivers rich, immersive soundscapes.
  • Ergonomic Design: Lightweight and versatile, featuring a self-tightening headstrap, adaptable halo strap, and universal compatibility for extended comfort.



Introducing the Dream Air SE: An affordable High-End PCVR Option
Building on Dream Air, Dream Air SE brings many of the premium features of its predecessor to a wider audience with a focus on affordability.

Key differences include:
  • Micro-OLED Panels: 2560 x 2560 resolution per eye, offering vivid colors and perfect blacks.
  • Optics: Tailored pancake lenses for a balanced FOV and above 90° stereo overlap.
  • Tracking and Features: Integrated audio, eye-tracking, SLAM tracking, controllers, and hand-tracking.
  • Weight: Less than 150 grams

For VR users who already own base stations and controllers, the Lighthouse version starts from a very competitive price of $899 USD, whereas users who don't own any controllers or base stations, the SLAM-tracked version provides a whole package for $1199 USD, which is far more affordable than any competitor product with third party base station and controller options.

Pricing and Availability
  • SLAM Version (Inside-out tracking and controllers): $1199 (Prime: $699 + $500)
  • Lighthouse Version (Without controllers): $899 (Prime: $599 + $300)
Dream Air SE is expected to be shipped in Q3 2025, alongside Dream Air.

Both prototypes are already in testing, marking the final stages of development.

View at TechPowerUp Main Site | Source
 
Nope, still looks ridiculous, hard pass
 
It's going to be great but it's too expensive for most people.

The Quest 3S is the right price to be considered by a decent number of people but getting it to work with Windows is such a massive faff and PC VR doesn't need any standalone functionality. Maybe Pimax aren't interested in mainstream but if they made a headset that was in the Quest 3S price range, I think they'd be an easier choice for people and that'd grow their marketshare.

The Quest hardware is good, but you have to deal with Meta's extra layer of BS and you're still paying extra for the standalone functionality - there's plenty of scope for a headset like the Quest but stripped-down so that it just tethers to a displayport on a PC. That's what Pimax do, but at 2-5x the cost of Meta for much higher-end displays.
 
VR is and still will stay a novelty at most. The best use cases are still racing, flying and space sims beyond that I've always found it a bad experience at best.
 
VR is and still will stay a novelty at most. The best use cases are still racing, flying and space sims beyond that I've always found it a bad experience at best.
Any gameplay where you aren't seated in-game makes VR difficult. I spend most of my time in VR in either a cockpit or racing seat because most VR games are ruined by the fact my real-world body cannot go very far before I smack into a wall or run out of cable on the headset.

The whole point of VR is total immersion, which breaks completely any time your in-game avatar has to move through the world and your real-world self is imprisoned in a tiny invisible prison with the chaperone even being virtual prison bars to remind you that you're trapped in a little box.

IMO the way to do VR better would be to just use the headset as freelook in your traditional FPS games. Your aim and walk direction are still handled by keyboard+mouse (or gamepad if that's your thing), but your view moves with your headlook too, just as you can turn your head to look around in different directions while walking forwards in the real world.

Doing it that way solves the problem of this disjoin between an infinite explorable world, and room-scale VR where you're tethered to a cord and trapped in a virtual prison. Most games have you stand in place and teleport to a new spot on the ground, which sucks. Just add VR headtracking as our new viewport and suddenly regular FPS games give you that unhindered immersion that isn't quite full-body immersion, but at least you can freely roam and move smoothly around the game environment rather than pinging from one spot to the next.
 
Any gameplay where you aren't seated in-game makes VR difficult. I spend most of my time in VR in either a cockpit or racing seat because most VR games are ruined by the fact my real-world body cannot go very far before I smack into a wall or run out of cable on the headset.

The whole point of VR is total immersion, which breaks completely any time your in-game avatar has to move through the world and your real-world self is imprisoned in a tiny invisible prison with the chaperone even being virtual prison bars to remind you that you're trapped in a little box.

IMO the way to do VR better would be to just use the headset as freelook in your traditional FPS games. Your aim and walk direction are still handled by keyboard+mouse (or gamepad if that's your thing), but your view moves with your headlook too, just as you can turn your head to look around in different directions while walking forwards in the real world.

Doing it that way solves the problem of this disjoin between an infinite explorable world, and room-scale VR where you're tethered to a cord and trapped in a virtual prison. Most games have you stand in place and teleport to a new spot on the ground, which sucks. Just add VR headtracking as our new viewport and suddenly regular FPS games give you that unhindered immersion that isn't quite full-body immersion, but at least you can freely roam and move smoothly around the game environment rather than pinging from one spot to the next.
I've tried this, it is not good for anyone who gets any level of VR sickness! I tried it years ago, I think it was either on TF2 or HL, but either way I found it completely unplayable due to motion sickness :( for those who can stomach it it's pretty cool though.
 
mmmm pancake optics...makes me want breakfast for dinner.
Make sure to pour some syrup on them before ingesting. :laugh:

Actually, this makes me want breakfast for dinner too.
;)
 
Make sure to pour some syrup on them before ingesting. :laugh:

Actually, this makes me want breakfast for dinner too.
;)
I was eating Pancakes for dinner as a child, long before fast food places decided they were a breakfast item.
Edit, sorry for the off topic.
 
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