Pimax wants you to remember that VR is still a thing and is organising a global roadshow to let you try on its headsets. During its 2026 World Roadshow, the company is bringing its full lineup — Dream Air, Dream Air SE, Crystal Super QLED, Crystal Super Micro-OLED, and Crystal Light — to events around the globe, allowing gamers to experience next-generation PCVR in person, on proper sim rigs. Details of upcoming events are as follows:
Bar Citizen, Basel — May 16
SimRacing Expo, Charlotte, NC — May 22–24 (simracingexpo.com)
Flight Sim Expo, Saint Paul, MN — June 12–14 (flightsimexpo.com)
AWE USA, Long Beach, California — June 15–18 (TBD)
Germany, Belgium, France, UK, Las Vegas, Shanghai, Brazil — coming soon
In addition to the roadshow, the company has announced that the Pimax Dream Air SE headset is officially shipping. Starting at €802, it is their most accessible high-end VR headset to date. It features micro-OLED displays, Tobii eye-tracking with DFR, motorized IPD, and the same design as the flagship Dream Air.
because, as I explained, you likely aren't running your games at that full resolution, and single pass stereo rendering means that even at full resolution you'd only be rendering at about 5k not 10k. Two screens doesn't double the rendering load for vr. This isn't even getting into how reprojection works in vr, but understand that they really don't work the same way as a flatscreen monitor. my quest 3 is only a bit smaller than this resolution wise and my old 3060 handled it just fine while also having to encode the frames as video to send them over the network.
edit: I used the wrong term here, it's not single pass stereo rendering necessarily, but regardless of the technique your use, most of the pixels are the same for each eye, so you don't have to rerender the full image for each eye. It's very complicated and I'm far from an engineer, but I can at least tell you from my experience in the vr community that people can and do run headsets like this without shit like dual 5090s.
For standard made-for-VR titles you are correct. VR mods for "regular" games are a different story. You usually are rendering each eye, but it's more around 1.4 -1.6 iirc. Things like Oblivion Remastered, Resident Evil Requiem, Black Myth Wukong, Expedition 33 etc, it can take quite a bit of tweaking to get a good result with our 4090. For old games, 100% resolution easily. Some of those others, usually the low 80s. Recently there have been innovations that have increased vr mod performance by 40%-60% using (i think it's called) alternate frame warping, and using DLSS swapping can really help to upscale.
Even though usually not running full resolution, the higher pixel density reduces screen door effect to where i can't see it.
My whole point is there are two different types of VR gaming, so "it depends"
4090
reverb g2, quest 3, pimax crystal light
i use the pimax for everything except quest exclusives (there are quest exclusive vr mods)
I have thousands of hours in VR, and 99% of that is VR mods
Each eye is a 5K panel on one of their models made some three years ago. It's already a challenge, to run a game at 4K even on a 5090. And nobody aside from valve is putting in the effort to optimize anything for vr.
How are you going to tell me a mainstream GPU can handle a 10K panel burden at the 90+ fps needed to NOT immediately induce nausea?
that's actually person dependent, and with your body does adjust after repeated use if you start with small sessions and stop immediately when sickness sets in.
I have to get down in the low 40s before it messes with me these days. Many people play at 72 for the extra resolution boost
IMO it's worth it. F-Zero GX in VR is incredible, but it's definitely only for heavy users who have conquered the sickness
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