New Pitool is available now from Pimax



Similar to Vdragon’s comments, I have the Valve Index Controllers, I had both Vive Trackers paired and working in version 132, but upon upgrading to 144, it will only pair 1 tracker. I tried the HMD unplug trick (which use to work in 132) but no longer does. I also tried NumeroInutile’s recommendation from a Reddit post before 144 came out ( to use the first two steps at, which allowed me to attempt the pairing in 144 (whereas this was not needed for me in 132). However, even after reboots and many pairings, version 144 seems to have a bug where it won’t allow 2 controllers and 2 trackers to pair at once. I did get 2 trackers to pair, but then it only allowed 1 controller.

This is a shame because in 132 it did not recognize my controllers as being Vive Index Controllers so it wouldn’t work in Skyrim and most other games. Is there a work-around in 132 to make the Index controllers work better? If so, please point me to that.


Try following this thread

@TheExistedHim helped her get things going.


Fix the issue of unstable use of the Nolo;

I don’t think we can say it is fixed as I can’t use my NOLO anymore with this version…
Any clue on how to trouble shoot this.

EDIT : Ok, the issue was that I’ve had the base station plugged in my PC because it was out of battery. Once I’ve unplugged it appeared… and everything runs smooth… sorry for the inconvenience


Good news, thanks for sharing @RugbyGoth


Thanks for the suggestion on connecting the tracker. I was actually one of the original people she thanked in getting them to connect before with these instructions. For kicks, I tried to follow these instructions to the letter after uninstalling PiTool 144 and verifying my steamVR files.

The controllers will connect, but the best I could do (which was actually yesterday) was to get the controllers and a single tracker connected. With these instructions, I could only get either the controlllers connected, or the trackers. I thought if I connected the controllers first, then the trackers, that might fix it, but it did not.

I also tried the procedure with both the latest SteamVR 1.5.16 and the SteamVR 1.6.3 beta. Neither one worked. I think the beta is more compatible with some games with the Index Controllers, but for initially connecting using these instructions, it wouldn’t connect at all. Connecting the controllers in the released SteamVR version works, then upgrading to the beta is fine (though the trackers still won’t connect whether the headset is powered on or not)

If anyone successfully connects the index controller and two trackers with PiTool 144, I’d love to hear from them.


download fails at about 90%
Foget that, its worked now :slight_smile:


Just before I finally get to bed, found out a little something while messing about with settings tonight.

Guess what happens when you adjust the vertical offset to anything other than 0? Yep, vertical render resolution increases. Try for yourself. Check it in SteamVR at 0, then see what happens when it goes to either -10 or +10. Anything lower than that has the same effect in a linear pattern.

So, I’ll be leaving mine at 0, as it was prior to it being patched in.


Did you move for both eyes?


This is unfortunate news. Setting it to +10 really improves my 3D effect and lower values get progressively worse (+10 is noticeably better than +9 for me).


Pishell.exe no longer workng for brightness now? I really needed this for my vision @Sean.Huang
Now when I try to enter 25L 25R it says invalid command. Help?


Yes I always used both eyes the same. Anything other than 0 renders more pixels. I was trying to work out why I could render a flat 72hz in one session of Raceroom and then the next session I couldn’t get anything above 60. I thought it might have been something running in the background hurting fps. So I checked the res as I am always compelled to do now and sure enough the vertical pixels were nearly the same as the horizontal. Was 2400 approx at 0 and 2900 with it at + / - 10.


Interesting, I could understand the extra pixels if both eyes had different values, but not the same. If it’s the same I thought you just needed to shift the rendering position.


Could someone please explain to me what the vertical offset really does and why it should be beneficial for 3D depth perception and eyestrain?


Exactly my thinking, I’m from Tridef 3D with 3D glasses and I know what to do in depth. My eyes are still reasonably healthy and the vertical offset is not noticeable to me.

Although I see a curvature of the image down / up at +/-,
but has nothing to do with depth.


Same here, vertical offset not noticeable for me.
From -10 to +10 nothing a part from 10 per cent hit n Steam Vr.
Leaving on 0 for now.


PimaxUSA explained it has something to do with Eyetracking Module. As for depth improvement? At a guess mayve helps align eyes to image for better convergence.


By observation, the vertical offset simply moves the HMD image up or down.

Why is that necessary? I’m not entirely sure, but +10 is MUCH better than 0 for me, in my right eye. +5.5 is best for my left eye. To me, that indicates that this setting allows you to adjust the headset for asymmetrical face shapes. The +10 might be due to the fact that I have my 8K tilted slightly upwards, to relieve pressure on my nose.

Caution: After playing for an hour with +5.5 and +10 (which looked great), it took over an hour for the real world to become “un-skewed” after I exited VR. Last night I played for ~30 min with +9 and +10 and suffered no such problems.


I see. Based on this, my explanation for the various experiences is that people have a different tilt angle (compared to vertical) wearing the HMD on their faces and the horizontal plane might then move up or down, which the vertical offset might compensate - to a degree, as I believe a rotational transformation would be needed to really offset it (tilting is rotation, vertical offset is translation).

Here is an attempt to explain what I mean:


That sounds right. It’s what I was thinking too, but better stated and with an illustration, no less. :+1:

It’s noting that due to the Pimax headset’s canted panel design, these tweaky little settings are necessary for a good experience, whereas conventional HMDs don’t need that level customization. Of course, other HMDs have also been seriously modded, such as the conventional lens mod for the Vive.

I should mention that I was previously happy with the default vertical offsets (0,0). I was honestly surprised that I was able to further improve the image.


So adding some padding to the top as well as the bottom, in order to relieve that pressure without tilting the headset (and therefore not needing the offset), would leave you too far from the lenses, behind their sweet spots on the Z axis?

(I have kind of the opposite problem to your’s, with a prominent brow forcing me to tilt large-lens headsets down, to “hinge” the lenses inward beneath it, or I end up waaay too far away from them. -Works fairly well optically: Losing some top FOV, which would have been occluded by my brow anyway; Gaining some at the bottom, where I’ll be walking and interacting, and need to see; And moving the focal point, with the best clarity, down a bit, to just above where my hands will be when operating stuff in the world – A neat hefty plus to the minus. The big problem is that then you have all those titles that use HMD facing direction for stuff (so far without eye tracking on top… :/), such as UI highlighting (lots of that in Elite - I expect with your upward pitch you have found yourself having to “peer up over the rims of your glasses”, at objects in space, to select them), movement direction in quite a few titles (looking forwards, when in water in such games, makes me swim down - have to really tilt my head back to get back up to the surface again :P), NPCs detecting your looking at them, etc)