How I Received—And Why I Turned Down—an Offer to Review the Pimax Vision 8K X Virtual Reality Headset

The Pimax 8K X virtual reality headset

It was exactly a week ago that I got the following email message, out of the blue:

Dear Ryan

Greetings from Pimax Technology Inc. I hope you are doing well.

My name is Scot Shen, and I am the marketing analyst from Pimax Technology Inc. Pimax is a technology company specializing in virtual reality hardware products, and our goal is to create a better immersive gaming experience for the majority of gamers. We would like to invite you to do a review on our product and post an article [to] ryanschultz.com If you are interested, we will send our products to you to experience.

At first I was flabbergasted, then suspicious (was this a scam?), then quite flattered, and I said yes. But then, after thinking about it over the past weekend, I wrote back to tell Scot that I had changed my mind, and would not be writing a review after all.

So why did I turn down a golden opportunity to test and write a review of this ultra-high-end headset?

In the end, there were three reasons that I decided not to have Pimax ship me one of their sample high-end VR headsets from China to try out and review. First, they wanted me to write my review within 7 days of receiving the device, which I felt was really too short a time to do a proper review (even though the paper I was supposed to sign, scan, and email back to them said that I had 30 days to do my evaluation).

Second, Pimax wanted to read (and presumably, approve) my review prior to my publishing it on the blog. Now, I pride myself on being an independent blogger, who presents the unvarnished truth and calls a spade a spade when I see it, and that particular stipulation made me a little uncomfortable. (Note that I do write sponsored blogposts for Sinespace, for which I am paid; however, I do not shy away from criticism when it is warranted, even with Sinespace! Also, I sometimes share a preview version of a blogpost with someone from the company I am writing about, to catch and correct any factual errors before I publish.)

But the third and biggest reason I said no was this: I simply did not want to go through the hassle of removing my Valve Index hardware, installing the Pimax hardware and software, testing it, and then uninstalling everything again (and probably still leaving bits and pieces of software on my PC). I finally have everything set up just the way I like it, and I really, really don’t feel like fiddling with it (at least, until I decide to throw out my ratty old sofa and set up a room-scale VR environment in my living room, which is still my plan at some future point).

A younger man might have jumped at the opportunity, said yes, and leaped with glee and alacrity through all the hoops, but I am far from a younger man. In fact, I was a bit surprised that Pimax approached me. Although my blog has grown in popularity, and more and more often lately, companies are approaching me to write about their platforms and products, I still don’t consider myself a virtual reality “influencer” (gah, how I despise that term!). I write mainly about a specific, niche subset of virtual reality called social VR, and frankly, I am the very furthest thing from a gamer—which is the target market for this device, as mentioned in the first email I received from them. Somebody’s not doing their research here, folks.

Pimax seems to be conducting a vigorous grassroots campaign to encourage people to write reviews about their Vision 8K X Virtual Reality Headset, which is admittedly a very expensive product (US$2,056.95) from a company which has received some rather scathing reviews for its poor customer service.

I leave you with a unbiased 20-minute review of the Pimax Vision 8K X conducted by Sebastian Ang of MRTV (who compares it with the Valve Index, which I own):

I’m actually quite content to let the truly hardcore, bleeding-edge virtual reality hardware vloggers and bloggers (like Sebastian) fuss and fidget with all the latest bells and whistles. And this will remain primarily a blog about social VR—not VR hardware. (Sorry, Pimax!)

UPDATED! KAT Walk C: The First Consumer-Level VR Omnidirectional Treadmill

Yesterday, virtual reality vlogger ThrillSeeker reviewed the KAT Walk C (the world’s first VR omnidirectional treadmill intended for the consumer market) in the following 13-minute video, which is an absolute must-watch. The video is epic, mind-boggling, and at times absolutely hilarious!

ThrillSeeker reports that he was easily able to set up the device and get it to work with various VR apps and games. He doesn’t shy away from criticism in his review, about what he thinks are the weak parts of the system. While he says that most VR games probably wouldn’t greatly benefit from the US$1,399 treadmill, he found that adding the ability to use your legs to walk around in open world VR games like The Elder Scrolls: Skyrim VR and No Man’s Sky gives you a completely different sense of scale and realism, compared to using your thumbsticks to walk and/or teleport in virtual reality.

ThrillSeeker, wearing a Valve Index VR headset, walking on the KAT Walk C

For those of you, like Thrillseeker, who have to be on the absolute bleeding edge of virtual reality, you might well want to add to the body-tracking pucks, the Vive Facial Tracker, the FeelReal Multisensory VR Mask, and any haptic vests or any other haptic equipment may you already have, and open your wallets for this device! (Yes, they’re even having s sale!)

I leave you with a 3-minute promotional video for the product by the company behind this device, KAT VR (which also sells a version for business use):

UPDATE Oct. 3rd, 2021: VR vloggers Cas and Chary have also released their review of the KAT WALK C:

LYNX: Announcing a New Standalone VR/AR/MR Headset with an Independent, Open Ecosystem

LYNX is an exciting new, standalone mixed reality headset, by a startup company founded a couple of years ago by Stan Larroque:

Lynx was founded 2 years ago by Stan Larroque and a dedicated team of innovators in electronics, software, optics and hardware. We believe our ecosystem deserves a versatile and open device like Lynx, for all uses from games & entertainment to professional training and education at a very affordable price point.

The LYNX R1

The LYNX headset uses the Snapdragon Qualcomm XR2 chip, and is a standalone consumer device, built for both virtual reality (VR), augmented reality (AR), and mixed reality (MR). It features hand tracking, and supports OpenXR, Unity, Unreal, Godot, SteamVR, and CloudXR. Here’s the complete technical specifications, if you’re interested.

An exploded view of the LYNX-R1 headset

But the best part of this new headset is that it will be an independent, open ecosystem which respects user privacy! That’s right, you don’t have to sign up for an account on the Facebook social network to use this device! For that reason alone, I am terribly excited about this product, and I fully expect to contribute to the Kickstarter, which will be announced sometime later this month (you can sign up to be notified by email here on the LYNC website).

Speaking of money, Mozilla Hubs’ Brian Peiris tweeted that the price of the LYNX-R1 headset will be US$499!

Here’s the one-minute Kickstarter reveal video, which dropped three days ago:

For further information about this potentially game-changing product, please visit their website, or follow the project and its founder, Stan Larroque, on social media: Reddit, Twitter, LinkedIn, or YouTube (I also note with joy that they are not on Facebook…hallelujah!).


Thank you to Rainwolf for the heads up!

My Presentation on Social VR in Higher Education

My half-hour presentation on virtual reality in higher education (with an emphasis on social VR), which I gave to my university’s Senate Committee on Academic Computing, was well received. As promised, here is a copy of my PowerPoint slides from yesterday’s presentation (60 slides, 191MB in size; it’s so large because I included a number of animated GIFs). I would have liked to embed my slides into this blogpost, but the various ways I tried unfortunately failed to work. You will have to download the slides and run them on your own computer!

Some of the examples I used in this presentation (and, in particular, the Barriers and Challenges section) I took from a new report by the Immersive Learning Research Network (iLRN), their State of XR and Immersive Learning Outlook Report 2021. I’d like to thank the writers of this 90-page report for their work! They made my job much easier.

I had been sorely tempted to set this so that you had to join my Patreon in order to get it, which would have cost you at least $1.00, but in the end I decided that it would be seen by more people if I made it free to download. However, I do reserve the right at a future point to start doing this for some of my content! From the bottom of my heart, I would like to thank my Patreon patrons; their support means the world to me! I am going to rack my brains to see if I can come up with new perks for you!