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{{Device Infobox
{{Device Infobox
|name = Pimax Crystal Super
|image =
|image =
|VR/AR = [[Virtual Reality]]
|VR/AR = [[Virtual Reality]]
|Type = [[Head-Mounted Display]]
|Type = [[Head-mounted display]]
|Subtype = [[PC VR]]
|Subtype = [[PC VR]]
|Platform = [[SteamVR]], [[Pimax Play]]
|Platform = [[SteamVR]], [[Pimax Play]]
|Creator = [[Pimax]]
|Developer = [[Pimax]]
|Developer = [[Pimax]]
|Manufacturer = [[Pimax]]
|Manufacturer = [[Pimax]]
|Release Date = 2024
|Announcement Date = January 7, 2025 (CES 2025)
|Price = $1,695 USD
|Release Date = Q1 2025
|Price = $1,696-$1,791 (QLED 57 PPD)
|Website = https://pimax.com/pages/pimax-crystal-super
|Website = https://pimax.com/pages/pimax-crystal-super
|Versions = QLED 50 PPD, QLED 57 PPD, Micro-OLED 8K
|Requires = Gaming PC with DisplayPort
|Predecessor = [[Pimax Crystal]]
|Predecessor = [[Pimax Crystal]]
|Display = QLED / Micro-OLED (swappable)
|Successor =
|Resolution = 3840x3840 per eye (QLED)
|Operating System = [[Windows]]
|PPD = 57 pixels per degree
|Chipset = N/A (tethered PCVR)
|Refresh Rate = 90/120 Hz
|CPU = N/A (PC-powered)
|Field of View = 120° (QLED) / 105° (Micro-OLED)
|GPU = N/A (PC-powered)
|HPU =
|Storage = N/A
|Memory = N/A
|SD Card Slot = No
|Display = QLED with Local Dimming 2.0 or Micro-OLED
|Subpixel Layout = RGB
|Peak Brightness = 280 nits
|Resolution = 3840 × 3840 per eye (29.5 million pixels total)
|Pixel Density = 57 PPD (high clarity) / 50 PPD (ultrawide)
|Refresh Rate = 72Hz, 90Hz, 120Hz (lab mode)
|Persistence = Low persistence
|Field of View = 106° (57 PPD) / 140° (50 PPD)
|Horizontal FoV = 106° (57 PPD) / 140° (50 PPD)
|Vertical FoV = ~90°
|Average Pixel Density = 50-57 PPD
|Peak Pixel Density = 57 PPD
|Foveated Rendering = Yes (eye-tracked dynamic)
|Optics = Modular optical engine system
|Ocularity = Binocular
|Ocularity = Binocular
|Tracking = SLAM (inside-out) or Lighthouse
|IPD Range = 58-72mm (mechanical adjustment)
|Eye Tracking = Yes (120fps, 10 IR sensors)
|Adjustable Diopter = Via prescription lens inserts
|Hand Tracking = Yes
|Passthrough = No
|IPD = Automatic adjustment
|Tracking = 6DoF inside-out (SLAM)
|Audio = 3.5mm jack, 2x microphone
|Tracking Frequency = 120Hz
|Foveated Rendering = Yes (DFR)
|Base Stations = Optional (SteamVR compatible)
|Local Dimming = 2.0 (1000 zones per eye)
|Eye Tracking = Yes (10 IR sensors, 120fps)
|Weight = Reduced 30% from Crystal
|Face Tracking = No
|Hand Tracking = No
|Body Tracking = No
|Rotational Tracking = Yes
|Positional Tracking = Yes
|Update Rate = 120Hz
|Tracking Volume = Room-scale
|Play Space = Roomscale
|Latency = <20ms
|Audio = DMAS (Dual Magnetic Audio System) optional
|Microphone = Yes (dual microphone)
|3.5mm Audio Jack = Yes
|Camera = 4× tracking cameras
|Connectivity = DisplayPort 1.4
|Ports = DisplayPort, USB-C
|Wired Video = Yes (DisplayPort)
|Wireless Video = No
|WiFi = No
|Bluetooth = No
|Power = Tethered (no internal battery)
|Battery Capacity = N/A
|Battery Life = N/A (tethered)
|Charge Time = N/A
|Dimensions = ~200mm × 100mm × 150mm
|Weight = 966g (with DMAS earphones)
|Material = Plastic, fabric
|Headstrap = Modular strap system
|Haptics = No
|Color = Black
|Sensors = 4× tracking cameras, 10× IR eye tracking sensors, IMU
|Input = Controllers, eye tracking, SteamVR controllers
|Compliance = CE, FCC
}}
}}


The '''Pimax Crystal Super''' is a high-end PC [[virtual reality]] [[head-mounted display]] developed by [[Pimax]], released in 2024 at $1,695. The world's first retina-level VR headset with 57 pixels per degree (PPD), the Crystal Super features QLED panels at 3840x3840 per eye with Local Dimming 2.0 (1000 zones per eye), swappable optical engines (including Micro-OLED option), integrated eye tracking at 120fps with Dynamic Foveated Rendering, SLAM tracking (with optional Lighthouse support), and a design 30% smaller than the original Crystal. Targeting simulation enthusiasts and professionals, the Crystal Super delivers unprecedented visual clarity.
The '''Pimax Crystal Super''' is a high-end [[PC VR]] [[head-mounted display]] developed by [[Pimax]], announced at CES 2025 on January 7, 2025. Marketed as the "world's first retina-level VR headset," the Crystal Super achieves an unprecedented 57 pixels per degree (PPD) in its high-clarity configuration, matching the resolving capability of human vision and setting a new benchmark for visual fidelity in consumer VR. Building upon the original Pimax Crystal platform, the Crystal Super introduces a revolutionary modular optical engine system, Local Dimming 2.0 technology, and integrated eye tracking with 10 infrared sensors capturing at 120fps.


== History and Development ==
== History and Development ==


Pimax announced the Crystal Super in 2024 as the successor to the popular Crystal, focusing on dramatically improved pixel density and display quality. Initially announced at $1,799, the headset launched at $1,695. The Crystal Super introduces the concept of swappable optical engines, allowing users to choose between QLED (wider FOV) and Micro-OLED (higher PPD) configurations. The headset eliminates the integrated battery of the original Crystal, reducing weight and complexity.<ref name="pimax">{{cite web |url=https://pimax.com/pages/pimax-crystal-super |title=Pimax Crystal Super |publisher=Pimax |access-date=2025-01-07}}</ref>
=== Pimax Legacy ===
Pimax established itself as a pioneer in ultra-wide field-of-view VR headsets, beginning with the Pimax 4K in 2016 and followed by the ambitious Pimax 8K and 5K series launched through Kickstarter campaigns. The company built a dedicated following among VR enthusiasts and sim racing communities who valued expansive fields of view over the more constrained designs of mainstream headsets.


== Design and Hardware ==
=== Crystal Platform ===
The original Pimax Crystal, released in 2023, marked a significant shift in Pimax's approach—prioritizing optical clarity and premium build quality over maximum field of view. The Crystal introduced swappable lens modules, a feature that would evolve into the Crystal Super's more sophisticated modular optical engine system.


=== Display ===
=== CES 2025 Announcement ===
Pimax unveiled the Crystal Super at CES 2025 in Las Vegas, positioning it as the first VR headset to achieve "retina resolution"—a reference to Apple's terminology for displays that exceed the human eye's ability to perceive individual pixels. The announcement emphasized the headset's 57 PPD capability, which Pimax claimed eliminated the screen door effect entirely.


Retina-level QLED technology:
=== Modular Philosophy ===
The Crystal Super embodies Pimax's modular design philosophy, offering multiple optical engine configurations that users can swap to prioritize either maximum clarity (57 PPD, 106° FOV) or expansive field of view (50 PPD, 140° FOV). This approach allows a single headset to serve different use cases, from detail-critical professional applications to immersive gaming.


* '''3840x3840 per eye''' resolution (QLED)
== Display Technology ==
* '''57 PPD''' (pixels per degree)
* World's first retina-level VR
* '''QLED panels'''
* '''Local Dimming 2.0'''
* '''1000 local dimming zones''' per eye
* Near-OLED contrast/blacks
* Unprecedented clarity


=== Swappable Optical Engines ===
=== QLED Panels with Local Dimming 2.0 ===
The Crystal Super utilizes custom QLED (Quantum Dot LED) display panels specifically optimized for VR applications:
* '''Resolution''': 3840 × 3840 pixels per eye (approximately 29.5 million total pixels)
* '''Panel Technology''': QLED with quantum dot enhancement
* '''Local Dimming 2.0''': Advanced zone-based backlight control designed specifically for VR, improving contrast and reducing light bleed
* '''Peak Brightness''': 280 nits
* '''Color Coverage''': Wide color gamut with quantum dot enhancement


Modular design:
=== Retina-Level Clarity ===
The 57 PPD configuration achieves what Pimax terms "retina resolution":
* Human visual acuity is approximately 60 PPD at the fovea
* At 57 PPD, individual pixels become imperceptible under normal viewing conditions
* Eliminates the traditional "screen door effect" that has plagued VR displays
* Enables comfortable reading of small text and fine detail observation


* '''QLED Engine''': 57 PPD, 120° FOV
=== Micro-OLED Option ===
* '''Micro-OLED Engine''': Higher PPD, 105° FOV
Pimax also announced a premium Micro-OLED variant (Crystal Super 8K Micro-OLED) for users seeking even higher image quality:
* Changeable optical modules
* True black levels with infinite contrast ratio
* Faster repairs
* Faster pixel response times
* Easier upgrades
* HDR capability
* Future expansion options
* Premium pricing tier
 
== Modular Optical Engine System ==
 
=== Swappable Optics Concept ===
The Crystal Super's most innovative feature is its modular optical engine system, allowing users to physically swap the entire optical assembly:
* '''Easy Installation''': Optical engines attach and detach without tools
* '''Future Upgrades''': Users can upgrade to new optical technologies as they become available
* '''Repair Simplicity''': Damaged optics can be replaced without sending the entire headset for service
* '''Configuration Flexibility''': Switch between clarity-focused and FOV-focused configurations


=== Micro-OLED Option ===
=== 57 PPD High Clarity Engine ===
The clarity-optimized configuration prioritizes pixel density:
* 106° horizontal field of view
* 57 pixels per degree
* Ideal for simulators, professional applications, and detail-critical content
* Sharpest consumer VR experience available
 
=== 50 PPD Ultrawide Engine ===
The field-of-view-optimized configuration emphasizes immersion:
* 140° horizontal field of view
* 50 pixels per degree
* Enhanced peripheral vision for spatial awareness
* Preferred for action games and immersive experiences
 
== Eye Tracking System ==
 
=== Integrated Eye Tracking ===
The Crystal Super features an advanced eye tracking system built directly into the lens barrel:
* '''IR Sensors''': 10 infrared sensors surrounding each lens
* '''Capture Rate''': 120fps eye tracking refresh rate
* '''Accuracy''': Sub-degree gaze tracking precision
* '''Calibration''': Quick initial calibration with automatic adjustment
 
=== Dynamic Foveated Rendering ===
Eye tracking enables real-time foveated rendering:
* Full resolution rendering only where the user is looking
* Reduced resolution in peripheral vision
* Significant performance improvements (40-50% GPU savings reported)
* Imperceptible quality reduction when properly calibrated
 
=== Gaze-Based Interaction ===
Applications can utilize gaze data for:
* Menu navigation by looking at elements
* Social presence in multiplayer experiences
* Training and simulation analytics
* Accessibility features for users with limited mobility
 
== Tracking System ==
 
=== Inside-Out SLAM Tracking ===
The Crystal Super employs markerless inside-out tracking:
* '''Cameras''': Four tracking cameras positioned around the headset
* '''Algorithm''': Simultaneous Localization and Mapping (SLAM)
* '''Range''': Full room-scale tracking capability
* '''Lighting Tolerance''': Works in varied lighting conditions
 
=== Optional Base Station Support ===
For applications requiring maximum precision, the Crystal Super supports SteamVR base station tracking:
* Compatible with Valve Index base stations (1.0 and 2.0)
* Sub-millimeter positional accuracy
* Preferred for professional simulation applications
* Dual-mode operation allows switching between inside-out and outside-in tracking


* '''3840x3552 per eye'''
=== Controller Support ===
* '''105° field of view'''
The headset supports multiple controller ecosystems:
* '''90 Hz refresh rate'''
* Pimax Sword controllers (native)
* True OLED blacks
* Valve Index controllers (via SteamVR)
* Premium visual option
* HTC Vive controllers (via SteamVR)
* Any OpenXR-compatible controllers


=== Eye Tracking ===
== Audio System ==


Advanced integrated system:
=== DMAS (Dual Magnetic Audio System) ===
Optional high-end audio solution:
* Planar magnetic drivers for audiophile-grade sound
* Off-ear design for comfort during extended sessions
* Precise spatial audio positioning
* Integrated into headstrap design


* '''Built-in eye tracking'''
=== Standard Audio Options ===
* '''10 infrared sensors'''
* 3.5mm audio jack for personal headphones
* '''120fps capture rate'''
* Compatible with third-party audio solutions
* High-accuracy tracking
* Integrated dual microphones for voice chat
* '''Dynamic Foveated Rendering'''
* Performance optimization
* '''Automatic IPD adjustment'''
* Lens barrel integration


=== Tracking ===
== Physical Design ==


Flexible tracking options:
=== Build Quality ===
Premium construction throughout:
* Durable plastic housing with soft-touch surfaces
* Comfortable facial interface with replaceable cushions
* Adjustable IPD mechanism (58-72mm)
* Tool-free optical engine swapping


* '''SLAM tracking''' (inside-out)
=== Weight Distribution ===
* '''4 tracking cameras'''
At 966g (with DMAS), weight management is critical:
* No base stations required
* Rear counterweight for balance
* '''Lighthouse compatible''' (optional)
* Wide headstrap for pressure distribution
* 6DoF controllers included
* Multiple strap configurations available
* Hand tracking support


=== Build ===
=== Cooling ===
Active cooling system prevents overheating:
* Integrated fans for heat dissipation
* Thermal management for extended sessions
* Quiet operation design


Refined design:
== Connectivity and Requirements ==


* '''30% smaller''' than Crystal
=== Connection Requirements ===
* '''No integrated battery'''
As a tethered PCVR headset, the Crystal Super requires:
* Lighter weight
* '''DisplayPort 1.4''': Primary video connection
* Improved ergonomics
* '''USB''': For tracking and peripheral data
* '''Comfort backstrap'''
* '''Power''': External power adapter for cooling system
* Stable fit during motion
* Dual cooling fans
* Split DisplayPort cable


=== Audio ===
=== PC Requirements ===
Recommended specifications for optimal performance:
* '''GPU''': NVIDIA RTX 4080 or AMD RX 7900 XT (minimum RTX 3080/RX 6800 XT)
* '''CPU''': Intel Core i7-12700K or AMD Ryzen 7 5800X
* '''RAM''': 32GB recommended
* '''Storage''': NVMe SSD for fast loading


* '''3.5mm audio jack'''
== Target Markets ==
* Interchangeable headphones
* '''2x microphones'''
* Integrated spatial audio
* Voice communication


== Features ==
=== Simulation ===
The Crystal Super excels in simulation applications:
* Flight simulation (MSFS, DCS World, X-Plane)
* Racing simulation (iRacing, Assetto Corsa, rFactor 2)
* Space simulation (Star Citizen, Elite Dangerous)
* Professional training simulators


=== Dynamic Foveated Rendering ===
=== Professional Applications ===
* Eye-tracked rendering optimization
Enterprise and professional use cases:
* Performance boost
* Architectural visualization
* Visual quality maintained
* Medical training
* GPU efficiency improved
* Engineering review
* Scientific visualization


=== Local Dimming 2.0 ===
=== Enthusiast Gaming ===
* 1000 zones per eye
High-end gaming experiences:
* Near-OLED contrast
* AAA VR titles
* Deep blacks
* Competitive VR gaming
* HDR-like experience
* Immersive open-world experiences


== PC Requirements ==
== Pricing and Configurations ==


* '''Minimum''': RTX 2080
{| class="wikitable"
* '''Recommended''': RTX 3070+
|-
* PC VR only (no standalone)
! Configuration !! Price (USD) !! Key Features
* DisplayPort connection required
|-
* No wireless streaming support
| QLED 57 PPD || $1,696-$1,791 || Maximum clarity, 106° FOV
|-
| QLED 50 PPD || TBA || Ultrawide 140° FOV
|-
| Micro-OLED 8K || TBA || Premium contrast and HDR
|}


== Technical Specifications ==
== Technical Specifications Summary ==


{| class="wikitable"
{| class="wikitable"
|-
|-
! Specification !! QLED !! Micro-OLED
! Specification !! Details
|-
|-
| Resolution || 3840x3840 per eye || 3840x3552 per eye
| Display || QLED with Local Dimming 2.0
|-
|-
| PPD || 57 || Higher
| Resolution || 3840 × 3840 per eye
|-
|-
| FOV || 120° || 105°
| Pixel Density || 57 PPD (clarity) / 50 PPD (ultrawide)
|-
|-
| Refresh Rate || 90/120 Hz || 90 Hz
| Field of View || 106° (clarity) / 140° (ultrawide)
|-
|-
| Local Dimming || 1000 zones/eye || N/A
| Refresh Rate || 72Hz / 90Hz / 120Hz
|-
|-
| Eye Tracking || 120fps (10 IR) || Same
| Eye Tracking || Yes (10 IR sensors, 120fps)
|-
|-
| Tracking || SLAM or Lighthouse || Same
| Tracking || 6DoF inside-out + optional base stations
|-
|-
| Price || $1,695 || Additional
| Audio || DMAS optional, 3.5mm jack
|-
| Weight || 966g (with DMAS)
|-
| Connection || DisplayPort 1.4, USB
|-
| Price || From $1,696
|}
|}
== Reception ==
'''Praise:'''
* 57 PPD retina-level clarity
* 3840x3840 per eye stunning
* Local Dimming 2.0 impressive
* Swappable optical engines innovative
* Eye tracking at 120fps accurate
* Dynamic Foveated Rendering effective
* 30% smaller than Crystal
* SLAM tracking convenient
* Lighthouse optional flexibility
* Automatic IPD adjustment
'''Criticism:'''
* $1,695 premium pricing
* RTX 2080 minimum demanding
* No wireless/standalone
* PC tethered only
* No 60G Airlink support
* Micro-OLED extra cost
* Pimax software concerns
* Limited mainstream appeal
* Complex ecosystem
* Enthusiast/professional only<ref name="xrtoday">{{cite web |url=https://www.xrtoday.com/virtual-reality/pimax-crystal-super-everything-we-know-so-far/ |title=Pimax Crystal Super |publisher=XR Today |access-date=2025-01-07}}</ref>


== See Also ==
== See Also ==
* [[Pimax]]
* [[Pimax Crystal]]
* [[Pimax Crystal]]
* [[Pimax Crystal Light]]
* [[Pimax 8K X]]
* [[Varjo Aero]]
* [[PC VR]]
* [[Bigscreen Beyond 2]]
* [[Eye Tracking]]
* [[Foveated Rendering]]
* [[SteamVR]]


== References ==
== References ==
{{reflist}}
{{Reflist}}


[[Category:Devices]]
[[Category:Devices]]
[[Category:Virtual Reality Devices]]
[[Category:VR Headsets]]
[[Category:Head-Mounted Displays]]
[[Category:Head-mounted displays]]
[[Category:PC VR]]
[[Category:PC VR]]
[[Category:Pimax]]
[[Category:Pimax]]
[[Category:2024 in technology]]
[[Category:Eye Tracking]]
[[Category:2020s VR]]