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Resolutions of Pimax Crstal Light compared to 2D screens:

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RESOLUTION    TOTAL PIXELS    DESIGNATION
1280 ✕ 720    .........921,600...........720p

1366 ✕ 768    .........1,049,088.......WXGA  <= 760 p
1920 ✕ 1080........2,073,600..........FHD / Full HD (1080p)

2560 ✕ 1440........3,686,400..........WQHD  <= 1440p

5260 x 1440.........7,372,800 .........DOUBLE WIDE 1440p

3840 ✕ 2160........8,294,400..........4K UHD    <= 4K
2160 x 2160 x2....9,320,000..........Pimax Crystal Light at 75% resolution

7680 X 2160.......16,588,800.........Doublewide 4K
2880 x 2880 x 2...16,588,800.........Pimax Crystal Light at 100% resolution

7680 ✕ 4320........33,177,600........8K     UHD
15360 ✕ 8640.....132,710,400.......16K UHD

 

notes:

75% is a popular PimaxPlay PCL setting and it performs in VR much like a single 16:9 4K 2D monitor.

At 100% it is pushing as many pixels as a double wide (32:9) 4K 2D monitor.

(Because I almost always fly GA planes with steam gauges and DLSS AA, and don't use real time online traffic, I can easily fly 100% resolution with my lowly 5800X3D and 4070 -not ti, not super- 12GB and get fps in the 40's.). 

Edited by Fielder

5800X3D, RTX4070, 600 Watt, one or two 1440p 32" screens, 64 GB RAM, 4 TB  PCle 3 NVMe, Warthog throttle, VKB NXT EVO stick, Honeycomb Alpha yoke, CH quad, 3 Logitech panels, 2 StreamDecks, Desktop Aviator Trim Panel. Crystal Light VR.

 

I'm not sure the intent of your OP, but using the term 'resolution' here is kind of misleading as it suggests two panels increases pixel density or image quality. It doubles GPU workload, but not resolution. 

[email protected] - ROG Strix Z790-E - 2X16Gb G.Skill Trident DDR5 6400 CL32 - MSI RTX 4090 Suprim X - WD SN850X 2 TB M.2 - XPG S70 Blade 2 TB M.2 - MSI A1000G PCIE5 1000 W 80+ Gold PSU - Liam Li 011 Dynamic Razer case - 58" Panasonic TC-58AX800U 4K - Pico 4 VR  HMD - WinWing HOTAS Orion2 MAX - ProFlight Pedals - TrackIR 5 - W11 Pro (Passmark:12574, CPU:63110-Single:4785, GPU:50688)

On 2/21/2026 at 6:09 PM, Fielder said:

At 100% it is pushing as many pixels as a double wide (32:9) 4K 2D monitor.

If "it" is a VR app, e.g. MSFS, "it" is actually pushing about 1.5x the pixels listed above.  This supersampling pixel overhead is necessary to compensate for the barrel distortion of the HMD's optics.

CPU: AMD 9800X3D PBO MB +200 CO -25| Motherboard: MSI MAG X870e Tomahawk WiFi | GPU: MSI RTX 5090 Ventus 3X OC | RAM: G.Skill 2x32GB DDR5 6000 cas 30 | M.2 SSDs: Samsung 990 EVO Plus 2T, WD Black SN750  M.2 1T | Hard Drive: WD Black HDD 6T 7200 | Optical Drive: LG Bluray writer, internal | Cooling: Thermalright Phantom Spirit 120 EVO | Case: Fractal Design Focus G | PSU: NZXT C1200 1200W

Win 11 Pro 64|HP Reverb G2 revised VR HMD|Asus 25" IPS 2K 60Hz monitor|Saitek X52 Pro & Peddles|TIR 5 (now retired)

https://chatgpt.com/

Barrel Distortion and Lens Optics

VR headsets use lenses to magnify screens and focus them close to your eyes. These lenses introduce barrel distortion — straight lines appear curved outward near the edges. To counter this:

  • The VR software applies a pre-distortion (a "pincushion" correction) so that after passing through the lenses, the final image looks correct.

  • This pre-distortion means that pixels near the edges of the screen are stretched after correction. If the resolution is too low, stretching causes blurriness or “screen-door effect.”

 

2. Field of View (FOV) Considerations

Unlike a standard monitor, which you look at with central vision and a narrow field of view:

  • VR covers ~100–120° per eye, often much larger than your monitor’s ~30–40° field of view.

  • To maintain similar visual acuity, you need more pixels per degree of FOV.

For example:

  • Standard 1080p monitor (~1920×1080, ~24” screen) → ~90 PPI

  • VR headset for 110° FOV → may need 2–4× the pixels per eye to maintain clarity.

The need for higher resolution in VR is not just because of barrel distortion, but also due to:

  1. Lens-induced stretching and pre-distortion.

  2. Much wider field of view per eye.

  3. Close distance to eyes, which makes pixels more noticeable.

Rule of thumb: VR headsets often target >1,500 pixels per eye horizontally for acceptable clarity, whereas a standard 1080p monitor viewed at normal distance is enough for 2D use.

 

VR Lens Barrel Distortion vs. Screen Pixels

  1. Normal 2D Monitor

  • Pixels are evenly spaced.

  • You view from several feet away.

  • No distortion — what you see on screen matches reality.

 

VR Screen Through Lens

  • Lenses magnify and bend light, introducing barrel distortion.

  • Pixels near the edges are stretched outward.

  • To appear sharp after distortion, more pixels are needed, especially near the edges.

Pre-Distortion Compensation

  • VR software pre-distorts the image opposite of barrel distortion (pincushion shape).

  • After passing through the lens, the image appears correct.

  • This means the image uses extra pixels at the edges, increasing total resolution requirement.

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Bottom Line

  • Barrel distortion alone stretches pixels at the edges, requiring higher resolution to maintain clarity.

  • Combined with wide FOV and close proximity, VR headsets need much higher per-eye pixel counts than a 2D monitor of similar physical size.

AMD 7800X3D, Windows 11, Gigabyte X670 AORUS Elite AX Motherboard, 64GB DDR5 G.SKILL Trident Z5 NEO RGB (AMD Expo), RTX 4090,  Samsung 980 PRO M.2 NVMe SSD 2 TB PCIe 4.0, Samsung 980 PRO M.2 NVMe SSD 1 TB PCIe 4.0, 4K resolution 50" TV @60Hz, VR: Pimax Crystal Light + HP Reverb G2 @ 90 Hz, Honeycomb Bravo Throttle Quadrant, be quiet 1000W PSU, Noctua NH-U12S chromax.black air cooler.

60-130 fps. no CPU overclocking.

very nice.

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