Pimax reveals Crystal Super Micro-OLED and Dream Air at CES 2026
Pimax, a virtual reality hardware manufacturer, introduced its next generation of PC virtual reality (PCVR) headsets to the public at CES 2026. During the event, the company showcased the final production version of the Crystal Super Micro-OLED, while also presenting two additional devices in its upcoming lineup: the Dream Air and the Dream Air SE.
The Crystal Super Micro-OLED and Dream Air were presented as premium PCVR offerings, with Pimax highlighting their shared optical foundation. Both headsets use the same optical stack, which includes 4K Sony micro-OLED panels for each eye. Pimax also incorporated its proprietary ConcaveView lens technology into these devices, positioning the design as a step towards higher visual fidelity and improved viewing performance for PC-based virtual reality applications.
Alongside these two headsets, Pimax also introduced the Dream Air SE as a more affordable alternative within the Dream Air range. Despite its positioning as a lower-cost option, the company confirmed that the Dream Air SE still includes ConcaveView lenses. By extending the lens technology across multiple models, Pimax emphasised a consistent approach to optics while differentiating devices through market placement and expected pricing.
Pimax stated that it has been working closely with hardware partners to illustrate what it sees as the full potential of high-end PCVR when supported by a broader ecosystem of compatible technologies. At CES 2026, visitors were given the opportunity to test motion feedback and various control systems across multiple use cases, including racing simulators, flight simulation environments, and more active VR configurations designed around physical interaction.
The company explained that demonstrations at the show were intended to highlight not only headset performance, but also the way advanced accessories can extend immersion when integrated effectively. These displays focused on demonstrating how PCVR headsets can operate as a central component of a broader setup, rather than as stand-alone devices.
Pimax founder Robin Weng spoke about the significance of CES as a recurring opportunity for the company to present its latest progress. He described the annual event as a long-standing tradition where Pimax can connect with members of the media, content creators, and enthusiasts. Pimax noted that early hands-on experiences at CES play a role in gathering feedback on new devices and providing external confirmation of the company’s overall direction as it continues developing new VR hardware.
As part of its CES presence, Pimax also drew attention to collaboration with Virtuix. The two companies announced a partnership during the week of CES 2026, with both organisations jointly presenting their solutions at the exhibition. Virtuix, known for developing the Omni One full-body VR gaming system, used Pimax’s Dream Air headset as part of its demonstrations to showcase compatibility with PC VR and SteamVR titles.
Virtuix’s Omni One system is designed to support unrestricted, full-body movement inside virtual environments, enabling users to physically walk and run in place while remaining within a confined physical footprint. By combining a headset platform with a movement-based system, the joint showcase was positioned as an example of integrated VR hardware intended to expand how users interact with games and virtual experiences.
Virtuix CEO Jan Goetgeluk commented on the importance of CES as a venue for demonstrating what can be achieved through pairing high-performance headset technology with full-body movement systems. The company framed the collaboration as a way to reinforce Omni One’s compatibility within the PC VR ecosystem, while also presenting the headset as a complementary device for creating more immersive experiences. Virtuix indicated that using the Dream Air headset with Omni One provided an example of how VR gaming can be enhanced through integrated hardware, placing greater emphasis on physical movement and spatial engagement inside virtual worlds.








