What Pimax has done is integrated my code into their Pimax Play distribution. I did a little bit of digging, and I can see the exact names/files as my PimaxXR and Quad-View-Foveated. So they have some of the same limitations (see further below).
Pimax is an insignificant drop of water in the ocean unfortunately (in case you don’t remember, MSFS didn’t properly support the Pimax 5K and 8K for like 2 years).
Just like Varjo and Somnium they account for a tiny percentage of PCVR users, like 1% maybe. Nothing they do is really going to move the needle unfortunately.
The only two who can do anything today are Meta and Valve. No one else matters. Meta doesn’t care about PC gaming so that’s that.
The concept of quad views can work with any graphics API, however my implementation (as an add-on) was limited to DX11. The proper (and better way) is to support directly inside the OpenXR runtime as part of the compositor. You then get all graphics API to be supported for free. I did that at some point with PimaxXR and VDXR, but never released it. These versions worked with DX12.
Because the new Pimax OpenXR is just bundling of my quad views add-on, I highly suspect it is subject to the same DX11 limitations.
I know for fact that it isn’t implemented today. I suspect they don’t have much dev time dedicated to VR (or none at all).
EDIT: one suggestion I made to Asobo developers recently was to implement quad views without requiring platform support for it. Yes, that is possible (as explained on my wiki page). You basically do the quad views pre-composition in the game engine itself. No need for OpenXR support or my add-on. It could even work for non-OpenXR games.
It’s a bit more complicated to implement but also might help dealing with post-processing effects. Given the inability of Meta to deliver proper platform support, this is basically the only viable option for game developers going forward if this tech was to be adopted. However with tiny budgets for VR development, I hardly see any developer going through these efforts.