I've been thinking about this but I do see a problem: Steam games are not specifically written for the Pimax 8k with its 2 display panels. So this means that a game will render the whole image every frame. So if a game renders an 7,680x 2,160 (or lower resolution with that same aspect ratio) image at 120 hz, half of each rendered frame will be unused: the left half of the 1st frame will go the left display panel, the right half of the 2nd frame will go to the right display panel etc etc etc. This seems highly inefficient ?
Or does it work like: game renders at 7,680x 2,160 (or lower resolution with that same aspect ratio) @60 hz, left half get send to the left panel, then HALF a frametiming later the right half gets send to the right panel ? But if it works like this, is this whole 'brainwarp' idea then going to make any difference ? In this case why not just at 60 hz forward the left and the right part the same time ? The 2 parts belong together.
Obviously it would be best for the Pimax 8k if a game would render 3,840x2,160 (or lower resolution with that same aspect ratio) @ 120hz where every other frame it would render only the left or right and send them alternating to the HMD. But games are not written in such a style I'd assume.
And then there's the question of the render resolution. Will games be able to render this extremely uncommon (wide FoV) resolution if they're not specifically written for such wide FoV headset ?
I guess also an SBS movie player for example specifically needs to be (re)-written for such high FoV. So I do wonder about software compatibility. Unless they're written in such a smart way that they ask steamVR for the HDM's display size... Hmm ... I guess most SBS players would be smart enough, but I wonder ...
Hmmm thinking about this, I wonder if this is the reason that StarVR is not going to be available to consumers ? It would only make sense if a game would specifically be written for this, which is the case for StarVR arcade games.