VR vs Triples In Sim Racing: Testing The Pimax Crystal

VR vs Triples In Sim Racing - Testing The Pimax Crystal RD.jpg
We have been testing the $1,400 Pimax Crystal VR headset and have been blown away – but is it preferable to a triple-screen setup for sim racing?

Images taken by OverTake

We were surprised to see in one of our recent community surveys that only 12% and 13%, respectively, were using triple screens or virtual reality headsets. Then, when it came to future purchases, the two camps were evenly split.

Deciding on your dream sim racing setup depends on many factors and can be very complex. With this in mind, we decided to test a triple-screen PC set-up against Pimax’s latest state-of-the-art VR headset – the Crystal. We wanted to see which technology would convince us the most in terms of field of view, immersion, performance and driving experience in everyday sim racing.

The Pimax Crystal​

The Pimax Crystal is one of the craziest headsets you can buy right now. It costs over $1400 and was awarded at CES in Las Vegas in January as having the highest clarity of any consumer VR headset.

A resolution of 2880 x 2880 pixels per eye, a refresh rate of up to 120Hz, 200 nit brightness, local dimming and 20000:1 contrast are all promising but certainly require a very powerful PC.

The official recommendation is an RTX 3080 or better graphics card and in this test, we had an RTX 4080 – no wonder the total pixel count of the Crystal is exactly 50% higher than my 7680x1440p triple screen setup.

iRacing Rain VR.jpg

The Screens​

For this comparison, we used Asus 31.5-inch screens (VG32VQR) with a 165Hz refresh rate, attached to a SimLab P1X Pro cockpit.

In Germany, where tested, they cost about €320 and if you add the almost €300 integrated triple mount for the rig, you’re up to almost €1300, which is not far from the Pimax.

There are of course much cheaper alternatives for both variants, which also reduce the system requirements and therefore further costs with slightly lower resolutions. With a Pico 4, Meta Quest 3 or other headsets, you can also get started for €4/500. Sony’s PS VR2 may be coming to PC later this year, too.

With triple screens, you can also go down to 5760×1080 resolutions and often get even higher refresh rates and better response times – crucial for racing – for less than €250 per monitor. There are many options on the market, not to mention super ultra-wide monitors and solutions like Track IR.

There is no question that a triple setup requires much more space than a VR kit. Here, the setup is almost 130 centimetres, or about 50 inches, wide.

Triple Screens DiRT Rally 2.jpg

Setting Up The VR Headset​

Pimax has several guides, blogs and helpful videos about the Crystal headset and its settings. I used a setup video as a guide, but the paper instructions are also easy to understand – the black USB 2.0 cable is apparently optional, I ignored it, and everything worked right out of the box.

Apart from a free DisplayPort on your graphics card, there are no other requirements for using the Crystal, nor does it need a tracker or anything like that. Although the headset is powered via the USB hub, it still needs an additional battery, of which two are included lasting between three and five hours depending on the application.

Charging takes about 2.5 hours with the included charger, and it is possible to perform a hot swap that must be done within one minute.

Pimax Crystal VR Headset setup.jpg


The Crystal also supports DFR, dynamic foveated rendering with eye tracking. Simply put, this should improve performance by rendering only the area you are looking at. Auto IPD is also great to have, this is an adjustment of the lenses to the distance of your pupils in a range of 58-72mm.

You can also set up your room and environment in SteamVR, though I sometimes had to reset the position when switching between racing titles.

When it comes to configuration options and the depth of FPS gain, including using OpenXR, this is an absolute rabbit hole with countless tutorials. Our colleague Yannik is also a VR user recently and according to him, it took several weeks just to tinker with the optimization of Automobilista 2.

For VR and sim racing, you must be the type of person who spends hours researching and tweaking, which is not everyone’s cup of tea.

Setting Up Triple Screens​

For the triples, this is not a walk in the park either, especially if you want to avoid using Nvidia Surround or AMD Eyefinity. This results in work, like adjusting XML files. In some cases, such as the Codemasters titles, where you don’t even get “real” triple support, but only the streamed image, you can’t avoid the Nvidia Surround solution as an RTX owner, which can be a bit clumsy at times.

A single screen is certainly less of a headache initially. But, in my opinion, the result is worth the effort in both cases and there are tons of great tutorials out there.

Pimax-imum performance​

The image sharpness, colours and contrast are very impressive when you hit the track with the Crystal – everything looks crisp!

You will notice that dark or black surfaces will actually appear dark and not washed out. I did not notice any screen door effect, visible grids or pixels. The clarity is really where many wanted it to be when this whole VR started to break through several years ago.

The sense of depth and the active perception of the environment are factors that really appeal to you. To be able to look around the cockpit, to look into the apex; that’s just another level, and when you go back to flat screens, there’s something missing.

Pimax Crystal VR Headset eye tracking.jpg


Your ability to notice speed increases too and I felt that I could adapt more quickly to new situations, or tracks because the braking points and steering were better coordinated with my hand and eyes. Only with DiRT Rally 2.0 was the exact opposite true, where it would take us a while to get up to the same speed when driving on the monitors.

Motion sickness could be a factor and was a factor for some OverTake/RaceDepartment team members. At the first sign of sweating and dizziness, you should stop, take a walk in the fresh air and start with flat racing tracks before tackling bumpy rally stages.

When keeping the same graphics settings used on the triples, we typically lost about 30-40% FPS, going from, for example, 90-100 FPS to about 60 in ACC, iRacing and AMS2. That said, anything above 60 felt good to us with the Crystal, but ideally you want to tweak it to 90+ using OpenXR or lower the resolution scaling to somewhere around 70% in SteamVR. Even then, it still looks decent.

Automobilista 2 VR.jpg

Field Of View​

While testing and switching between triples first and VR second, the field of view was the most notable aspect.

The human eye can see about 200-220 degrees horizontally. According to the manufacturer, the 35 PPD standard lenses of the Pimax Crystal achieve a horizontal FOV of up to 115 degrees, which is very strong compared to some other comparable headsets. It also has “big FOV lenses” in the works, which could improve things even further.

Of course, you can change your view at any time by moving your head, but you must if you want to see a car approaching from the side.

Using this highly recommended FOV calculator, the triple screens on test allowed for a natural, nearly 160-degree, horizontal view, which pretty much stretches from left to right front windows for many cars.

It made it much easier for us to be aware of cars around us without having to move our heads too much. That was quite surprising, but also logical when you think about it. Definitely an area where VR headsets need to improve going forward, we must also note dark edges while using the Crystal specifically, but thankfully no light leaks.

So, there were pros and cons, better performance and more FPS with the triples, a slight win in terms of horizontal FOV, but the pure experience much closer to reality is much more remarkable with VR, especially with a “crystal” clear unit.

Asus VG32VQR Triple Screens.jpg

Attention To Detail​

Comfort and ergonomics are also important factors. The Pimax Crystal weighs around 1.1 kilograms or 2.4 pounds including the battery. Since the battery is on the back, the weight is well distributed.

After longer use, we did not feel any significant pressure points. However, Pimax claims to be working on further improvements and head straps. It could be argued that it even adds to the immersion, as race drivers wear helmets that weigh a bit more, depending on the specification – reminding us of the FOV points above, interestingly an FIA-compliant helmet must guarantee a -+90 aka 180-degree field of view.

Another side note, we think the Crystal could use a nicer material and finish for the price. But we also understand that technology and weight are paramount.

Triple Screen Sim Racing.jpg

Careful When Feeding Pets​

There are some additional factors you should also consider when deciding between triples and VR aside from raw performance, too.

Some of you have nice equipment in terms of wheels, button boxes, dashboards and other cool stuff to improve the immersion of your sim racing cockpit. You just won’t see them when you enter the virtual world, where ideally you will have the well-modelled replicas of the real car right next to you. A mixed bag, but hopefully you get the idea.

Using buttons, rotaries, and encoders – and we have a lot of them sometimes – can be a challenge with VR. The same goes for checking your phone, interacting with your friends, family, pets and sometimes just eating or drinking. Removing the headset between sessions can be annoying, so think carefully about how you want to use it and what your priorities are.

Pimax Crystal VR Headset sim racing in use.jpg

Grudge Match​

In terms of the Pimax device compared to rival VR experiences, we are extremely happy about short immersive trips: Automobilista 2 in particular has a lot of content to offer that is simply fantastic in virtual reality.

For a long-term experience, or just a longer race session, however, we are currently very happy with the triple screens. We think a super ultra-wide could have worked for this test also and would have been more relaxing for streaming.

In an ideal world, you would just have both; triples and VR.

For the OverTake/RaceDepartment team, the deciding factors are graphical detail in harmony with high FPS and the comfort factors mentioned above, which currently make us use the screens more often.

On the other hand, you can use many other applications with the VR headset, even outside of sim racing and the experience can be other-worldly.

Of those with triples and/or VR, what do you think are the main benefits? Which of the two do you think sim racers should invest in first? Let us know in the comments below or on X: @OverTake_gg
About author
Michel Wolk
- Joined the OverTake crew in April 2022
- Sim Racing & content creation since 2012
- Petrolhead, Rally fan, Subie driver, Nordschleife addict, Poké Maniac, Gamer, 90's kid

Current Rig Setup:
- Sim-Lab P1X Pro Cockpit
- 3x ASUS TUF Gaming VG32VQR
- RTX 4080, AMD 5800X3D, 32GB RAM
- Fanatec ClubSport DD+
- ClubSport Pedals V3
- ClubSport Shifter SQ V 1.5
- Moza HBP Handbrake

Comments

Good article.

You wrote "In an ideal world, you would just have both; triples and VR."

I agree!

I have a 60 inch Sony TV i would love triples but use a single screen. I ALSO use VR via Quest2, both are fantastic.

I like to drive via the TV if i'm after a more comfortable "game like" experience, but if i really want to experience what driving the car is really like and i want a proper 1:1 experience of being in a race car in a race (and i feel energetic enough) i slam the VR headset on!

VR is as close as we are going to get to driving a virtual car and its absolutely fantastic :)

But i love a screen to kick back on and enjoy a beer whilst im driving.
 
No mention of the proper 3D binocular vision that VR offers, which is probably the most important benefit?
The sense of depth and the active perception of the environment are factors that really appeal to you. To be able to look around the cockpit, to look into the apex; that’s just another level, and when you go back to flat screens, there’s something missing.

Your ability to notice speed increases too and I felt that I could adapt more quickly to new situations, or tracks because the braking points and steering were better coordinated with my hand and eyes.


From the article.
 
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Good article.

You wrote "In an ideal world, you would just have both; triples and VR."

I agree!

I have a 60 inch Sony TV i would love triples but use a single screen. I ALSO use VR via Quest2, both are fantastic.

I like to drive via the TV if i'm after a more comfortable "game like" experience, but if i really want to experience what driving the car is really like and i want a proper 1:1 experience of being in a race car in a race (and i feel energetic enough) i slam the VR headset on!

VR is as close as we are going to get to driving a virtual car and its absolutely fantastic :)

But i love a screen to kick back on and enjoy a beer whilst im driving.
Same . Got a g9 ultra wide for games that don’t play well with vr . It’s great but the crystal wins for me as I mostly do shorter races ( 40 mins max )
 
Honestly developers should by now be catering for triple screen & now with VR too. Single screen is so old school especially in sim racing, now with wider screens its coming back which means they will need to cater for wider screen setup. Lets see when these new titles come out who actually covers all of the above.
 
Nice article, thank you. I am a VR user, driving in VR 99% of the time, it was and still is a game changer for me.
Depending on what your are mostly doing when Sim racing, it may or may not be a good experience, as it is not very comfortable for the long sessions.
One advantage I always appreciated, is that I only need one wheel on my DD base, that is a substantial saving if driving the right car with the right rim is important to you.
 
I went from flat to VR to flat to VR to flat with occasional VR. Tomorrow I get my Quest 3 (Pico 4 and 8KX already there), but not for sim-racing because my favorite titles doesn't support VR (EA WRC, FM, LMU). According to this survey, VR is already over 19%, not just 13 and developers should take notice. I thought more people would also use 32:9 compare to VR, but less than 7% is kind of a joke in comparison.
 
The Pimax Crystal is the best upgrade that I've did for my sim racing setup. Combined with the right settings and gpu it still feels every single time that I race, that its a few years ahead of everything else. Everyone that tried it was amazed by the image clarity, the visuals and the comfort of the device(it's huge but very comfortable and because of the balancing you don't mention the weight, especially with the new comfort mod). It's worth every cent and the hassle of configuring it.
 
Premium
Using buttons, rotaries, and encoders – and we have a lot of them sometimes – can be a challenge with VR. The same goes for checking your phone, interacting with your friends, family, pets and sometimes just eating or drinking.
Hopping between different cars / wheels / games in VR can be tricky, but ideally I try to have the same functions mapped to the same buttons across vehicles / titles - and my hands can find those buttons or switches without looking. (Mainly Pause and Restart for my frequent crashes).

With that said the VR interfaces of even the best games could be polished, as they're still designed for (single) flat screens. The gaze control in AMS2 is handy - except in the car setup menus, where it's a pain, and having the 'OK' button off to one side isn't ideal if you're saying OK to restarting mid-corner and you have to gaze to the opposite side for several seconds to get the game going again.

Having to sometimes use a mouse sort of defeats the object of having gaze control, but with interfaces actually designed for VR the experience could be a lot smoother.

And my Quest Pro has the option to have phone notifications displayed in-headset if I want, and the pass-through is good enough to e.g. get up and answer the door / make a quick cuppa etc. Light-emitting devices like TV's or phones are unreadable (apparently the Apple Vision solves this - for £3,500), but it's a step up from the black-and-white Quest 2 pass-through.

And finally, while triples may (currently) win the field-of-view battle, there's nothing like being able to look over your shoulder at the back of your car / the track behind you, or just gaze around the paddock for the immersion factor. Being able to notice all the little details of e.g. the back seats of my car while sitting in the front really makes you feel like you're in the car, not a sim rig with a fancy display.

As the article says, in an ideal world you'd have both, but if I could only choose one VR already has the edge, and is only going to get better and cheaper in the (near?) future.

It's a good time to be a sim racer :)
 
From what I understand of VR, you have to render the game at roughly 1.45x (or 145%) of native hardware resolution in order to actually see that native hardware resolution as you have to factor in lens barrel distortion compensation.

So the attached video mentions...

VR: 5760 x 2880 = 16,588,800 vs Triples 7680 x 1440 = 11,059,200 -ultimately stating that VR is exactly 1.5x the amount of total pixels in this example.

Realistically, when running through SteamVR which automatically applies the compensation mentioned earlier, VR would then be more like 8352 x 4176, which is 34,877,952 total pixels, or 3.15x the amount compared to triples - obviously a massive bump up from 1.5x as mentioned earlier.

If anyone doubts the above, and I know there are plenty of people who have the mindset / approach of running at native hardware res only and turn the graphics down to extreme potato mode just to hit native Hz, then these people probably haven't experimented with this themselves and literally not seen what they're missing out on. The proof as such is that if you run at native hardware res it'll likely look very blurry and very aliased, but if you run it at compensated res then it'll look sharp with much higher clarity and detail while maybe being slightly aliased - and although some would say that's just SSAA, it's not super sampling for AA, it's super sampling for resolution which offers a much bigger difference due to fulfilling native hardware specs compared to just refining an image via AA. The golden rule in VR is the same as with monitors that running lower than effective or actual native res (OUTPUT) causes blurriness whereas running effective or actual native res does not, which is where some people are not getting the most out of their headset.

I did this test with AMS2 after running barrel distortion compensation since day 1, and when lowering the render res to match the hardware res it looked hideous. So much clarity was lost, which good AA can only refine, but only higher effective native hardware res can actually restore or just provide.

The video even mentioned dropping SteamVR resolution down to around 70% which is kind of wrong, unless that has to be done in order to hit frame rate. However, a saving grace can be motion reprojection / smoothing which is a realistic option if using SteamVR (but perhaps not OpenXR due to a worse implementation of smoothing causing significant artifacts). To help offset the massive resolution requirement, running at 45 fps on a 90Hz VR headset is perfectly usable, and offers an awesome trade-off in the sense that it doesn't make a great deal of difference to the eyes but makes a massive difference to the PC.

Ultimately, there's not much getting away from the fact that VR is very GPU intensive, and my recent upgrade to a RTX 3090 still can't max out games at 45 fps (reprojected to 90Hz) at compensated native hardware res. Even a 4090 couldn't run absolutely everything max with native Hz too, so compromises are absolutely required and resolution drops may well be an unavoidable part of that equation, but I'm just saying that running lower than compensated native res output is perhaps one step or compromise too far.
 
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Does this headset have cameras like the index does? I only tried the room pass through recently, but it even works for pulling out your phone and texting, or has in my case. One of the biggest PITA with VR was removed when I got my index because you can press the button on the bottom of the headset to access the menu. From there you can recenter the headset, use pass through, even start games.

This is so much nicer than having to get out of the rig, go over to my computer to srart the game( there is no monitor on my rig) and finally go back to the rig, put on the headset, etc. As much as I like AC, it was the worst offender of this nuisance.

Edit: a word
 
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The sense of depth and the active perception of the environment are factors that really appeal to you. To be able to look around the cockpit, to look into the apex; that’s just another level, and when you go back to flat screens, there’s something missing.

Your ability to notice speed increases too and I felt that I could adapt more quickly to new situations, or tracks because the braking points and steering were better coordinated with my hand and eyes.


From the article.
Yeah, I read the article, and your quote reinforces my point. Depth can be workably perceived from a 2D image on a flat screen through use of object scale/placement, converging lines, shadows, lighting etc (modern videogaming would be pretty hopeless without it) so just mentioning 'sense of depth' does a great disservice to the way VR replicates the way we perceive the real world with our own eyes in stereoscopic vision, where objects occupy proper 3D space with a correct 1:1 real-world sense of scale and separation, and with the image completely filling the headset's field of vision. It's this, along with 360 degree freedom of view, that gives VR its incredible and unrivalled sense of presence and immersion. 3D VR puts me in the car, on the track, at the race venue in a way that a 2D screen with the cat licking it's balls in my peripheral vision simply cannot, and I don't think the article adequately explained the importance of the 3D image to people who haven't yet tried VR. As a VR veteran, reverting to sim racing on a flat screen always feels 'gamey' to me by comparison, and somehow almost as remote and uninvolving as watching a YouTube video of someone else driving. I often wonder how I ever found sim racing interesting in the years before consumer VR became a thing. I guess triples might have helped somewhat with immersion, but the image would still be in 2D... and one dimension short.
 
tbh I think the articles comment that a FOV of 160 for triples versus 115 for VR is "a slight win in terms of horizontal FOV" is understating the advantage in this area of triples.
Admittedly I have the lower FOV Quest 2, and one of the main reasons I hardly use it is the vastly inferior FOV. It really is not much better than watching the race thru a pair of binoculars - great for moments but the lack of FOV really kicks in quickly.
I honestly feel that many considering VR just dont realise how immersion breaking the lack of FOV is, so wanted to call it out!
 
For VR and sim racing, you must be the type of person who spends hours researching and tweaking, which is not everyone’s cup of tea.

Very good point, that is always been overlooked, but it’s also my experience and I still do, while I only play mainly two games, AC with that to complex CM and a flysim with VorpX.

One aspect is also important, that most older games that later recieve the VR transition are mostly not ideal for using VR. Same is counting for all those car and track mods for AC as they are being made by modders who do not have a VR set, so mostly there work is flat and are missing lot of fine details thats so important in VR. Think as an only VR user, the monitor racers will not notice that.

edit: good article @Michel wolk :thumbsup:
 
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