Doctor Who: Edge of Time Will Appear This September

It looks like there’s going to be a Doctor Who extravaganza in 2019 for fans of the sci-fi show. Last week saw virtual reality (VR) animation Doctor Who: The Runaway arrive across multiple headsets and now UK studio Maze Theory has announced work on a proper videogame called Doctor Who: Edge of Time.

Doctor Who: Edge of Time

Just like Doctor Who: The Runaway, in Doctor Who: Edge of Time you don’t play as the 13th Doctor (played by Jodie Whittaker), instead you’re her assistant and you need to find her. Set to feature mind-bending puzzles, as well as having to grapple with some of the series’ classic monsters like the Daleks and The Weeping Angels – to add some proper scare factor – alongside brand new never-before-seen monsters, you’ll need to defeat a powerful force that threatens to destroy the fabric of reality.

“The Doctor has been hurled through time to the end of the universe. A virus that threatens to rip apart reality itself has been unleashed. Players can pilot the TARDIS on a journey across worlds both familiar and strange to recover a series of powerful time crystals that can repair spacetime and ultimately save the universe itself,” explains the synopsis.

While previous VR content based on Doctor Who has been relatively short, bite-sized experiences, Doctor Who: Edge of Time will be the biggest to date, with several hours worth of gameplay for players to enjoy, Sonic Screwdriver in hand.

Doctor Who: Edge of Time

Developed by Maze Theory, and published by PlayStack, Doctor Who: Edge of Time is scheduled to arrive in September 2019, supporting PlayStation VR, Oculus Rift, Oculus Quest, HTC Vive and Vive Cosmos headsets.

This isn’t the only VR experience London-based Maze Theory is working on. Only founded last year, the first title the studio announced was The Vanishing Act – which seems to have been put on hiatus – and most recently in April work was revealed on a Peaky Blinders VR experience, which is scheduled for release in 2020.

That’s two high profile IP’s the team now has under its belt. As further details are released regarding Doctor Who: Edge of Time or Peaky Blinders VRFocus will let you know.

Every Graphics Card And Laptop With The VirtualLink USB-C Port

nvidia RTX virutallink port

VirtualLink is the new USB-C single cable standard for future VR headsets, GPUs, and laptops.

It’s intended to simplify the setup process of VR and ensure compatibility with USB and power requirements of future headsets. It also allows gaming laptops to easily support VR.

If you’re not sure why it’s important, here’s Why The VirtualLink USB-C Port Matters.

Graphics Cards

RTX 2060

Most RTX 2060 cards do not feature a USB-C port.

The Founders Edition did but is no longer sold. The only partner card with a USB-C port is the AORUS GeForce RTX 2060 XTREME 6G.

The card’s specs don’t actually mention VirtualLink. But the USB controller is built into the GPU, so featuring the USB-C port means it should support the standard.

RTX 2070

Every RTX 2070 card supports VirtualLink, and all we’ve seen on the market feature a USB Type-C port.

RTX 2080

Every RTX 2080 card supports VirtualLink, and all we’ve seen on the market feature a USB Type-C port.

RTX 2080 Ti

Every RTX 2080 card supports VirtualLink, and all we’ve seen on the market feature a USB Type-C port.

Titan RTX

If you’ve got more money than they know what to do with, we’ve got good news for you. The Titan RTX, the most powerful GPU in the world, has a USB Type-C VirtualLink port.

Laptops

As of this article, there is only one announced laptop confirmed to support VirtualLink: the ASUS ROG Mothership GZ700

As you can see it’s not exactly thin or light. But it’s a start. If you plug a VR headset into it, it should work.

Non-VirtualLink Laptops

Most laptops don’t support VR. This is because of how the graphics architecture of laptops is typically designed — the HDMI port is typically connected to the integrated GPU, not the NVIDIA GPU. In the past, buying a laptop for VR has essentially been a gamble.

VirtualLink provides a guarantee of support. However, any NVIDIA RTX laptop with a USB Type-C port that supports DisplayPort 1.3 should theoretically support VirtualLink headsets. Hopefully in the future some of these laptops can receive VirtualLink certification in a firmware update.This article will be periodically updated when new VirtualLink GPUs and laptops are announced.

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GDC 2019: 6 VR/AR Talks You Won’t Want To Miss

oculus quest standalone vr headset

GDC 2019 is nearly upon us. This year’s show promises to be one of the biggest yet for VR and AR. We’re hoping to see new headsets and experiences that paint a bright picture for the immersive industry’s next few years. But let’s not forget about one of GDC’s biggest selling points; the talks.

There’s a raft of sessions and workshops for VR developers to look forward to this year. Below, we’ve rounded up six that we think you won’t want to miss.

Digging for Fire: Virtual Reality Gaming 2019 with Adam Orth

Adam Orth has made VR games you’ve heard of. In 2016, he launched Adrift for Oculus Rift and HTC Vive. Last year, though, the developer was part of the team (First Contact Entertainment) that brought you Firewall: Zero Hour. Now Orth is off on his own again, working on something new. We’re not expecting him to share any updates on that in his GDC session, but we will be excited to hear his take on the current state of the VR industry.

Embracing Chaos: Designing for Emergent Gameplay in VR with Owlchemy Labs

No one knows interactivity better than Owlchemy Labs. That’s what we’re especially interested to hear from the studio in this session. We’re just weeks away from exploring Owlchemy’s latest creation, Vacation Simulator. Before then, we’ll be intrigued to hear what kind of new gameplay systems the developer is thinking up to bring VR immersion to a new level.

Galactic Lessons in Mixed Reality Storytelling with ILMXLAB

ILMxLAB has a lot going on in the immersive tech space right now. This session, however, will zer in on the company’s work with Magic Leap. ILMXLAB recently debuted Project Porg, a sort of Star Wars tamagotchi, on the AR headset. In this session Michael Koperwas, Mixed Reality Supervisor, ILMxLAB will give an insight into AR (or mixed reality) development at the studio. It’s sure to be packed with plenty of juicy tips.

Making of ‘ASTRO BOT Rescue Mission’: Reinventing Platformers for VR with Sony Japan

Astro Bot Rescue Mission was one of 2018’s best VR games. It combined rock solid platforming with VR spectacle to create an unforgettable experience. In this talk, Creative Director Nicolas Doucet goes in-depth on how the project came to be. Astro Bot is bursting with innovation and anyone that wants their VR project to be the same best pay attention to this session.

Developer Day Keynote: Platform Strategy for 2019 with HTC Vive

With the launch of the Vive Pro Eye and Vive Focus Plus on the horizon, HTC has a busy 2019. But the company’s next consumer headset, the Vive Focus, is also due to launch later on in the year. We’re hoping this session, which kicks off Vive Developer Day 2019, reveals a bit more about the anticipated device.

Down the Rabbit Hole with Oculus Quest with Oculus

Speaking of new headsets, it’s no secret that the much-anticipated Oculus Quest will be at GDC. We’re hoping to learn a lot about the headset at next week’s show. This session will probably provide some of the main sources of information, at least for developers. Oculus’ Chris Pruett promises to talk over the design considerations for getting into Oculus Quest and how it differs from Rift.

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HTC Leaders Hope Modular Vive Cosmos Will Appeal To Multiple Markets

Vive Cosmos controllers inside-out tracking VR headset

Vive Cosmos, HTC’s newest consumer-driven VR headset, is designed to bring a new audience to VR. HTC leaders also want to reach people that find current systems inaccessible. That’s why it’s got inside-out tracking and improved design. It also has, in HTC’s words, Vive’s sharpest display yet.

But VR enthusiasts won’t be left out of the mix.

Vive General Manager Daniel O’Brien suggested as much to me at MWC this week. HTC still isn’t saying much about Vive Cosmos. I asked if HTC was working on another high-end headset for people who bought the original Vive. He suggested Cosmos is for those buyers.

I also asked if the headset’s modular aspect would extend beyond platforms. Cosmos will run on both PC and, HTC hints, smartphones. O’Brien said yes, without saying much else.

It is better if I just post the transcript rather than try and explain the tango for myself.

O’Brien: Everything that you’ll see from us over the next couple of years, whether it’s on the enterprise and B2B side or whether it’s on the consumer side is just looking at the friction points and trying to take them away. That’s seamlessly how we’re trying to approach the market.

Feltham: So I would say there’s these three categories at Vive right now, then. That’s the enterprise, Cosmos represents, you’ve said before, a chance to grab a new audience, people that aren’t into VR yet. and then there’s this thing in the middle which is what the original Vive is: high-end, gaming, enthusiast. Is that something that you’re still working on in the hardware side and we’ll see the next high-end, gaming, enthusiast headset?

O’Brien: We’ve really approached Cosmos in a really interesting way and the story’s going to continue to evolve.

Feltham: So [Cosmos] could be the next high-end headset too?

O’Brien: This is going to be a product that has scalability.

Feltham: And that could go up or down?

O’Brien: Yes. Across multiple customers. And we’ve approached that product really specifically to approach multiple markets and approach those problems.

Feltham: What are the modular aspects? Would I be able to potentially swap out the screen one day?

O’Brien: We’ll have more to say.

Feltham: More than just what powers it?

O’Brien: Yes.

Feltham: So, potentially, one day if I wanted eye-tracking I could just plug it in between the lenses, potentially?

O’Brien: There’s a lot more to come on that product.

I certainly tried.

“This product is going to be able to grow and support our premium VR customers that we have today and the customers we expect to have tomorrow. And that product’s going to evolve over a year,” O’Brien concluded.

That’s about all we’re getting out of HTC for now. But, with GDC coming up this month, new Cosmos info is hopefully right around the corner.

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Oculus Rift S Onboard Cameras Could Support Finger Tracking In Future

f8 2018 finger tracking

Comments made by Oculus CTO John Carmack at Oculus Connect 5 and Twitter suggest that the upcoming Oculus Rift S cameras could support finger tracking.

To be clear, this doesn’t mean the software to do so would be ready by the time Rift S launches. But it does mean the headset could one day recieve the feature as a software update in future- the cameras are seemingly suitable.

Rift S Onboard Cameras

Rift S was first revealed in a TechCrunch report in October. The report revealed the headset would be an iterative update, increasing resolution and changing to the same inside-out tracking system as the upcoming Oculus Quest.

Earlier this month we confirmed the TechCrunch report by discovering references in the Oculus PC software code to a ‘Rift S’ with onboard cameras.

Carmack’s Comments

During 2018’s Oculus Connect 5 conference, Oculus CTO John Carmack briefly spoke about a project to bring finger tracking to Oculus Quest:

This seemed to suggest that the main limitation for finger tracking on the headset was the power & compute limitations of the mobile platform. He stated that Quest can be used as a platform to research finger tracking for future headsets with “the power and ability to do real time”.

The TechCrunch report and our findings suggest that Rift S will feature the same Insight cameras as Quest. So given the enormous relative power of a PC, shouldn’t Rift S be capable of finger tracking?

To verify we weren’t misunderstanding his comments, we reached out to Carmack on Twitter. Here’s how he responded:

Carmack doubled down on stressing the power limitations of mobile as the main barrier. When asked about the featue in regards to PC, he confirmed it was possible. Requiring a reserved CPU core or two rules out this tech being usable in CPU-intensive apps. But it would be entirely possible for developers of apps suiting finger tracking to optimize for this limitation.

These comments aren’t indicative of the feature actually being available at launch- or ever. But what they do suggest is that the camera hardware is suitable and PCs are capable.

A Long Researched, Challenging Feature

The first indication of Facebook’s interest in finger tracking for VR was revealed in late 2014. The company acquired startup Nimble VR, composed of four veterans of hand tracking technology. But upon this acquisition, Oculus was clear that this tecnology “may not even be used in the CV2 or CV3”.

That’s likely because Nimble’s tech wasn’t just software, but a dedicated depth camera. Depth cameras deliver excellent finger tracking such as that found in the new HoloLens 2 AR headset. But the high end solutions are costly and the low end ones are bulky and relatively heavy, adding weight at the worst possible area of a headset (directly in front).

Delivering high quality finger tracking on regular cameras is an entirely different level of challenge. However, if it can be done it allows finger tracking to be added at no extra hardware cost to headsets which already use cameras for other tracking.

In 2016 at Oculus Connect 3, Chief Scientist Michael Abrash made a range of predictions about VR in the year 2021. He noted that finger tracking could be done perfectly with markers on gloves (and showed this off), but not yet directly. However, he predicted that by 2021, it would be possible:

Is the HTC Vive Family Already Too Bloated and Confusing?

We all love choice when it comes to our purchases. More of it makes us feel like we’re picking something unique to our tastes, even though most of it is mass produced and available to millions of consumers globally. However, in certain industries, choice breeds confusion, especially tech, where it can often be difficult to differentiate one product from another unless you’re particularly clued up from masses of research, or happen to have a Bachelor’s degree in engineering. Virtual reality (VR) is one technology that can do with being simple and straight forward, bringing new customers into the fold rather than scaring them away with baffling jargon. Oculus, for example, has kept things relatively modest, HTC Vive, on the other hand, has gone off the deep end.

HTC Vive Focus PlusBoth companies launched their high-end PC headsets within a week of each other in 2016, but since then have taken ever-widening paths. Currently, HTC offers the standard HTC Vive, the HTC Vive Pro – by itself or in starter kit form – the standalone HTC Vive Focus – a consumer headset in China, enterprise-focused in the west. And then there are the headsets still to be released this year. The HTC Vive Pro Eye (Q2 2019), the HTC Vive Focus Plus (Q2 2019) and then to top it all off the HTC Vive Cosmos (expected 2019).

The Cosmos’ introduction was quite possibly the most confusing yet. Revealed during CES 2019 in January, the headset looked to be a direct rival to Oculus Quest. With inside-out tracking and funky looking controllers, it seemed like a standalone device. Yet HTC muddied the waters by talking about modular design and releasing a trailer with a smartphone overlaid at one point. Only to then go and say the Vive Cosmos would, in fact, be tethered to a PC.

So at the very least – without any weird sales options (HTC Vive Pro McLaren Special Edition anyone?) – HTC Vive will have six head-mounted displays (HMD) available on the market by the end of 2019. Excellent, apart from the slight issue that even if I wanted to buy one I’d be scratching my head for a bit, let alone someone new to VR. Ok, so some of these are enterprise-focused devices that aren’t meant for the everyday consumer. It does all seem a little bit too much doesn’t it?

HTC Vive Pro McLarenFrom my point of view, it looks as though HTC Vive isn’t interested in stepping from generation one to gen-two, rather gently hopping over the lines between gen 1.5,1.6 and so on. Incremental steps that deliver devices with very little disparity. Much in the same way the smartphone industry has been for many a year – now we have folding phones, whoop!

Another issue that’s yet to raise its head is that of price, and therefore where a headset sits in the market. HTC Vive is the ecosystem’s entry-level HMD, retailing for $499USD/£499GBP. If any of the new tech comes in below that price then that effectively kills that headset. Should they all be more expensive most consumers will find Vive’s VR family too expensive.

Let’s look at HTC Vive’s main rival Oculus for a moment, shall we? Currently, there’s the Oculus Rift and Oculus Go (in 32GB and 64GB versions). While no official numbers have been released the Oculus Go seems to have been a massive success for the company. Plus there’s the Samsung Gear VR, whose time in the limelight is now fading. So two core products, with a third on its way, standalone headset Oculus Quest. Quest and Rift might be priced the same yet they offer enough difference to be fairly noticeable, plus they can be used by consumer and business alike. There’s no one device for this area and one device for here. By the way, companies such as Varjo and VRgineers already have ultra-high-end enterprise HMDs available.

HTC Vive CosmosAdditionally, HTC Vive’s old compatriot Valve is working on its own headset and those lovely looking Steam Knuckles controllers. So yay to choice.

Mostly, it just looks like HTC Vive wants to play every position on the playing field all at once, and that’s no use to anyone. There’s nothing wrong with its technology, the Vive Pro’s visuals look great, while the Vive Pro Eye’s eye tracking works a treat, and Steam’s room scale tracking is one of the best. It’s just somewhere in all of that the focus gets lost, and I just hope that trying too hard doesn’t negatively impact one of the most important company’s in VR.

GDC 2019: HTC To Showcase Vive Hand Tracking And Road Map At Developer Day

GDC 2019: HTC To Showcase Vive Hand Tracking And Road Map At Developer Day

HTC’s Vive Ecosystem Conference is right around the corner but, before that, the company has big plans for GDC.

The company recently announced that it will host a Vive Developer Day at the event on Monday, March 18th. The event will consist of a full day of panels and workshops surrounding the Vive ecosystem. Most notably, HTC plans to lay out its 2019 roadmap for developers within a keynote talk. Hopefully that means we’ll get some more details about the company’s new consumer-focused headset, Vive Cosmos. We know it’s coming this year and that it can be powered by more than just a PC, but that’s about all we know.

Elsewhere you can expect talks on working with Viveport, HTC’s VR store, and working with standalone headsets. HTC just revealed its latest standalone VR headset, the Vive Focus Plus, at MWC. It’s more of an enterprise-focused device, though. Interestingly there will also be a talk on hand tracking, a feature we reported was on the way to Vive Pro some time ago.

That’s not all HTC has in store for GDC, though. Viveport is also sponsoring this year’s VR play area, which is open from March 20th – 22nd. Vive’s work in hand tracking will also be on display here as well as eye tracking (which can be seen in the upcoming HTC Vive Pro Eye). Finally, the company will announce the winners of the third annual Viveport Developer Awards on March 18th.

A busy show for HTC, then. In fact, we’re expecting this year’s GDC to be big for VR overall. We’re also hoping for more news on Oculus Quest and the rumored Oculus Rift S as well as new announcements from Valve.

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Vive Cosmos: Teaser-Video zu neuen Controllern veröffentlicht

HTC veröffentlichte kürzlich per Twitter einen Teaser zu den kommenden VR-Controllern der Vive Cosmos. So gibt ein kurzes Video einige interessante Details über die neuen Eingabegeräte bekannt. Demnach setzen die 6DoF-Controller erstmals auf Analogsticks, bieten dank Leuchteffekten ein verbessertes Tracking und besitzen mehr Knöpfe als bisherige Modelle.

Vive Cosmos – Teaser-Video stellt neue Controller vor

Es gibt neue Informationen zur kommenden Vive Cosmos aus dem Hause HTC. Per Twitter stellen die Entwickler die neuen 6DoF-Controller der VR-Brille vor und präsentieren die interessanten Einblicke in Videoform:

Die VR-Controller setzen auf ein ergonomisches Design und werden durch die integrierten Kameras der Cosmos-Brille getrackt. Dadurch werden externe Sensoren überflüssig. Insgesamt vier Kameras sind in der Hardware verbaut, zwei am vorderen Teil der Brille, zwei an den Seiten.

Zur besseren Erkennung kommen Lichteffekte am oberen Tracking-Ring der Controller zum Einsatz. Diese sehen nicht nur ansprechend aus, sondern haben auch einen praktischen Effekt: Durch die Lichter sollen sämtliche Handbewegungen rund um den Körper akkurat erfasst werden.

Vive-Cosmos-Controller

Image courtesy: HTC

Im Gegensatz zu früheren Modellen orientieren sich die Vive-Cosmos-Controller eher an die Eingabemethode der Oculus Rift, denn zum ersten Mal befindet sich ein Analogstick anstelle eines Eingabepads auf der Oberseite der Hardware. Zudem befinden sich an den Seiten neue L1-/L2– und R1-/R2-Knöpfe, die an die Schultertasten eines PlayStation-Controllers erinnern.

Für einen erleichterten Einstieg und eine simple Einrichtung sollen die Controller laut Verantwortlichen sofort mit sämtlichen installierten VR-Erfahrungen kompatibel sein.

Die Vive Cosmos soll im späteren Verlauf des Jahres 2019 erscheinen. Dabei handelt es sich um eine kabelgebundene VR-Brille mit Inside-Out-Tracking, die sowohl PC- wie auch Mobile-VR-Erfahrungen ermöglichen soll. Weitere Informationen zur VR-Brille sind bisher nicht bekannt.

(Quelle: Upload VR | HTC Vive Twitter)

Der Beitrag Vive Cosmos: Teaser-Video zu neuen Controllern veröffentlicht zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

HTC Highlights Vive Cosmos Controllers In New Video

HTC Highlights Vive Cosmos Controllers In New Video

We still have much to learn about the HTC Vive Cosmos. But this new video gives us another look at its promising controllers.

The Vive Cosmos controllers are designed to be used with the headset’s onboard cameras. This enables full 6DOF inside-out tracking without the need for external sensors as seen with the original Vive. The cameras follow the illuminated lights that sprawl around the tracking ring, which circles around the top of the device.

But that’s not all. The Vive Cosmos controllers are also HTC’s first to use analog sticks instead of trackpads. There’s also the usual trigger button, but it’s got a button above that too. They look like the L1/R1 and L2/R2 buttons seen on a PlayStation controller.

Cosmos itself is set to release later this year. It can run on a PC, but HTC is also hinting that it will plug into a phone to offer VR on the go. It’ll be HTC’s first device to run on the Vive Reality System platform. We don’t know how much it’ll cost, nor its exact release date just yet. Elsewhere, HTC also announced a brand new headset today. It’s called the Vive Focus Plus and it follows up on the original standalone headset from last year with its own 6DOF controllers.

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Editorial: Why The VirtualLink USB-C Port Matters

virtuallink

VirtualLink is the new USB-C single cable standard for future VR headsets, GPUs, and laptops.

It’s intended to simplify the setup process of VR and ensure compatibility with USB and power requirements of future headsets. It also allows gaming laptops to easily support VR- and perhaps even smartphones and tablets one day.

But why does it matter?

Full Industry Support

The standard was founded back in July by Oculus, Microsoft, Valve, NVIDIA, and AMD. In October, HTC joined the standard too.

So VirtualLink isn’t some proprietary NVIDIA offering. The famous xkcd comic about new standards doesn’t apply here. All the major PC VR players are onboard- and it’s an open standard.

Power & USB Guaranteed

But isn’t it just about convenience?

VirtualLink will provide video, audio, data (USB), and power all through the single cable and port. So yes, convenience is one advantage. One dedicated port for VR replaces the many of the past. But it’s the sheer amount of power & data that really matters- a minimum of 15 Watts of power and 10 Gbit/sec of USB data.

That’s more power than three USB 3.0 ports would provide, and as much data as two would. Furthermore, VirtualLink GPUs must include a standards compliant USB controller for this data.

With the Oculus Rift, many users encounter USB bandwidth issues with the tracking sensors. That’s because many USB controllers on motherboards simply don’t comply with the USB spec properly. Oculus Support tells these users to buy a USB PCI-E card from Amazon with a compliant controller.

So for up upcoming headsets with many onboard cameras like the Rift S and Vive Cosmos having a VirtualLink port will ensure your shiny new VR headset will “just work” with your PC- no USB headaches.

But for buyers without a VirtualLink GPU, these kinds of USB issues could very well happen again. The spec defines an adapter for using a VirtualLink headset with a PC lacking the port. We expect all PC VR companies will include such an adapter- it wouldn’t make business sense to only support RTX GPUs. But this adapter requires not only DisplayPort and USB 3.0, but also an AC power brick. And for that USB port you’ll still be at the mercy of your motherboard.

Laptops & Other Devices

If you wanted to buy a VR-compatible laptop before VirtualLink- good luck. For the Oculus Rift you’d need to make sure it even had enough free USB ports, and for the HTC Vive you’d need a socket for the headset as well as your laptop.

And that’s not even the hard part. Many laptops had HDMI ports which weren’t directly connected to their dedicated GPU, making them incompatible for VR. Even discovering this was a difficult task, as the spec was not made public for many laptops.

With VirtualLink, that all changes. Gaming laptops of any size can add VR support with a single USB-C port. And best of all, to comply with the spec that port must have a VR symbol beside it. So where in the past finding a VR laptop was an enigma, it’s now just a case of looking for the (VR) symbol beside a USB-C port.

But the spec doesn’t stop at laptops- it also mentions support for “mobile devices”. HTC hinted at this in the Vive Cosmos announcement trailer– showing an image of a smartphone and suggesting the headset could one day connect to “other devices”.

VirtualLink Matters

VirtualLink aims to guarantee that when you plug a new VR headset into your PC, it will work. No USB problems, no troubleshooting, no rain dance. It will also make it easier for laptops to support VR, for customers to find those laptops, and for other devices to support tethered VR too. VirtualLink matters, and that’s why I personally won’t be buying a GPU without the port in future.

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