AMD Announces Radeon RX 6000-series GPUs with USB-C “for a modern VR experience”

AMD today introduced the Radeon RX 6800, 6800 XT, and 6900 XT graphics cards based on its latest RDNA 2 architecture. With a release date in November and prices starting at $580, AMD is aiming to compete directly with NVIDIA’s latest 30-series GPUs. And—better late than never—the RX 6000-series cards include a USB-C port to “power head-mounted displays with just one cable for a modern VR experience.”

Before we dive into details, here’s the release date, price, and basic specs of each card:

RX 6900 XT RX 6800 XT RX 6800
Price $1,000 $650 $580
Release Date December 8th, 2020 November 18th, 2020
Compute Units 80 72 60
Game Clock (GHz) 2.02 2.02 1.82
Boost Clock (GHz) 2.25 2.25 2.11
Memory (GDDR6) 16GB
Connectors DisplayPort 1.4 w/ DSC*, HDMI 2.2 w/ VRR*, USB-C* 2x DisplayPort 1.4 w/ DSC, 1x HDMI 2.2 w/ VRR, 1x USB-C
* connector counts unspecified

See a detailed spec comparison here

Based on its new RDNA 2 architecture, AMD is positioning its 6000-series cards to compete directly with Nvida’s latest 30-series GPUs in price, performance, and features.

Infinity Cache, Ray-tracing, and Smart Access Memory

New to the 6000-series cards, ‘Infinity Cache’ is 128MB of memory directly on the GPU die. AMD says the cache acts as a “bandwidth amplifier” for the rest of the card’s memory; 16GB of GDDR6 combined with the 128MB Infinity Cache increases “effective bandwidth” by up to 3.25 times compared to the same amount of memory without the cache.

“This global cache is seen by the entire graphics core, capturing temporal re-use and enabling data to be accessed instantaneously. Leveraging the best high frequency approaches from Zen architecture, AMD Infinity Cache enables scalable performance for the future,” the company explains.

The 6000-series cards also introduce hardware accelerated ray-tracing with one ‘Ray Accelerator’ per Compute Unit. The card’s ray-tracing tech is based on the DirectX 12 Ultimate implementation; AMD says developers can mix and match rasterization and ray-tracing effects, with “an order of magnitude” improvement in ray-tracing operations compared to the last generation of Radeon cards.

Image courtesy AMD

The company is also introducing a unique feature for users who pair AMD’s 6000-series GPUs with the company’s own 5000-series Ryzen CPUs. Called Smart Access Memory, the company says the feature allows the CPU to access more of the GPUs memory at once, resulting in a performance boost of a few percentage points depending upon the title. While not a groundbreaking change in performance by itself, it’s essentially ‘free’ (if you have the right combination of hardware), and a smart way to leverage the company’s broader hardware portfolio.

A VirtualLink to the Past

AMD’s own versions of the Radeon RX 6000-series cards include USB-C across the board, which, for VR in particular, would allow the cards to support the VirtualLink standard—a USB-C ‘alt-mode’ which was designed to provide VR headsets with data, power, and video through a single port.

Indeed, the company’s marketing says the port can “power head-mounted displays with just one cable for a modern VR experience,” though the timing is pretty odd given that the VirtualLink standard was initially introduced in 2018 and has since been abandoned. On the flip side, Nvidia was early with support for VirtuaLink by including USB-C ports on its first wave of RTX 20-series GPUs, only to eschew the power on the latest 30-series cards.

Still, as far as we know, a USB-C port on the RX 6000-series cards should mean that VirtualLink devices could work just fine, and headset makers could always devise their own single-cable headset connection based on the card’s USB-C port.

Variable Rate Shading

Image courtesy AMD

The RDNA 2 architecture of the 6000-series GPUs also supportS Variable Rate Shading which allows fine-grain control over the shading rate from one frame to the next. This can be used to essentially lower the resolution of some parts of the scene (say dark areas or those without much detail) while maintaining full resolution in important, or high detail parts of the scene.

For VR headsets specifically, the Variable Rate Shading feature opens the door to more precise foveated rendering, which could be static (to match lens distortion) or active (to align with eye movement). AMD hasn’t shown its own VR-specific solution (like Nvidia’s Variable Rate Supersampling) but the underlying tech to support this kind of foveation is there under the hood.

– – — – –

We’ll be looking forward to getting our hands on AMD’s 6000-series cards to see how they handle upcoming high-resolution headsets like HP’s Reverb G2 and memory hungry games like Microsoft Flight Simulator (2020).

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The VirtualLink Single-cable Headset Connection Standard Has Been Abandoned

VirtualLink was an open standard that defined a USB-C based connection protocol that was “developed to meet the connectivity requirements of current and next-generation VR headsets,” and backed by major VR industry players. The goal was to make a single, thin cable the norm for connecting VR headsets to PCs, instead of having multiple connectors (USB, video, and sometimes additional power) at the PC-end of the cable. Unfortunately the standard didn’t gain traction and appears to now be abandoned by the group that created it.

VirtualLink was announced back in 2018 with the backing of NVIDIA, AMD, Microsoft, Valve, Oculus, and HTC—representing a bulk of the most significant hardware players in the VR industry.

The standard would piggy-back off of USB-C as an “alternate mode” to offer four high-speed HBR3 DisplayPort lanes, a USB3.1 data channel for on-board cameras, and up to 27 watts of power. The standard was said to be “purpose-built for VR,” being optimized for latency and the needs of next-generation headsets.

At the outset, VirtualLink had seemingly strong momentum. All of NVIDIA’s latest desktop GPUs at the time, the RTX 20-series, were announced with an included USB-C port which supported VirtualLink. High-end headsets like StarVR and XTAL integrated VirtualLink to replace what would otherwise be four connectors (USB, power, and 2x video) into a single sleek cable that plugged directly into the GPU. Valve announced that it would sell a VirtualLink adapter for its Index headset which would slim down its three connectors to the single USB-C connector. But for some reason VirtualLink’s momentum faltered.

SEE ALSO
OpenXR Now Certifying Headset & App Compliance, Adds Extensions for Hand-tracking & Eye-tracking

As far as we know, despite being part of the standard’s consortium of backers, AMD never added VirtualLink support to any its GPUs. The second wave of Nvidia’s RTX 20-series cards (the ‘Supers’) also dropped the USB-C port of the cards that preceded them. Valve cancelled the VirtualLink adapter for its Index headset, citing both reliability issues and saying that “VirtualLink technology has not been widely adopted by manufacturers, laptops in particular (where a single connection could be the most beneficial), translating to very few PCs having viable ports for the connection.”

This week—in a move that likely puts the final nail in the VirtualLink coffin—Nvidia announced its brand new 30-series GPUs, none of which appear to include the necessary USB-C port. What’s more, the official VirtualLink website appears to have begun redirecting to the VirtuaLink Wikipedia entry sometime around July.

Road to VR spoke to VRgineers, one of the only companies to actually build a headset with the VirtualLink standard.

Photo by Road to VR

I got to see their XTAL headset with VirtualLink connection earlier this year and it was really quite impressive to see an ultra high-resolution headset with two huge displays running entirely from a thin cable plugged into a single port in the back of a computer.

XTAL’s two large displays, SteamVR Tracking Sensors, eye-tracking, and hand-tracking module were all served by a single VirtualLink cable (right) | Photo by Road to VR

While the company has created an adapter to allow their XTAL headset to work with standard ports, it told us that “the [VirtualLink] consortium has not operated for quite some time now. […] But it is a shame because it is really reliable and convenient interface and communication protocol.”

Road to VR reached out to members of the VirtualLink consortium but hasn’t received a response.

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Facebook Now Selling Replacement Oculus Rift S Cable

Is your Oculus Rift S cable twisted beyond recognition? Facebook is now selling a replacement cable- but it’s pricey.

The ‘Oculus Rift S Optical Cable’ is priced at $79 in the US, 89€ in Europe, and £79 in the UK.

That seems steep, especially compared to the original Rift cable, which was $49. However, that was a 4 meter cable, whereas the Rift S cable is 5 meters. High bandwidth signals like USB and DisplayPort degrade quickly over distance- and preventing this is costly.

VR cables tend to be frequently moved and tugged during use, so it’s common for cables to become significantly tangled or twisted. Cables can also be eaten by pets, or simply stop working out of warranty.

While $79 is a lot of money for a cable, it’s at least better than having to re-buy the entire headset. Facebook no longer sells replacement cables for the original Oculus Rift, which has resulted in anger from long time owners of the 2016 headset at being put in that very situation. Back in September Facebook told us that it was “evaluating options” for these customers, but hasn’t said anything since.

The upcoming Oculus Link Cable, a 5 meter fiber optic USB 3.0 cable for the Oculus Quest, will also be priced at $79. However, it will initially only be available in “limited quantities” reportedly. Facebook tells us it will “expand availability” in 2020.

Right now PC VR cables are still proprietary. But if future headsets adopt a standard with a USB Type-C, either from the current VirtualLink standard or a revised successor, we could one day see generic VR cables from 3rd party sources, which would bring prices down.

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VirtualLink USB-C Cable For Valve Index Cancelled, Refunds Issued

Valve cancelled its VirtualLink cable for the Index VR headset and refunded customers the purchase price.

The USB-C-based connection between PC and VR headset would have provided more convenience with a single connection to the PC instead of the current solution. On the Valve Index that means two wires connected to the computer plus one more to a power outlet. In emails to customers Valve provided the following explanation for cancellation of the product:

For multiple technical reasons we no longer believe that the product would deliver that added convenience. Foremost on that list is reliability. Our current testing indicates the VR connection may fail to establish in a reliable manner. Additionally, Virtual Link technology has not been widely adopted by manufacturers, laptops in particular (where a single connection could be the most beneficial), translating to very few PCs having viable ports for the connection.

The Future Of VirtualLink

While those reasons make sense it is still frustrating to enthusiasts who bought a graphics card with VirtualLink expecting imminent arrival of broad support by manufacturers. Of course, VR headset manufacturers are also hard at work on wireless solutions between between PCs and VR headsets. Wireless connections, however, are generally not able to match the throughput and reliability of wired ones. Still, development is underway to make the hop to wireless PC-powered VR because going untethered can have a huge effect on comfort and sustained immersion. Future VR headsets will likely have far higher requirements for processing and rendering and VirtualLink could still be the way all that extra data makes its way to VR headsets.

With this announcement from Valve, however, it becomes an obvious question whether VirtualLink will ever see broad support. “We regret that this cancellation did not happen sooner and apologize for any inconvenience,” Valve wrote in its message.

Did you buy a graphics card with support for the connection? Please share in the comments which card it was and how you feel about this news.

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VirtualLink Still Isn’t Mandatory On NVIDIA’s RTX Super, But More Cards Support It

Back when the original NVIDIA RTX graphics cards released, we noticed that the VirtualLink USB Type-C port was not compulsory for the RTX 2060 and RTX 2070.

More of the new NVIDIA RTX Super cards now support VirtualLink, but still far from all of them.

What is VirtualLink

VirtualLink is a new USB-C single cable standard for future VR headsets and the GPUs/laptops they connect to. 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 guarantee support for VR.

It provides headsets with 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.

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

RTX Didn’t Make It Mandatory

While the RTX Founders Edition cards had VirtualLink, many partner cards did not. On the most affordable RTX GPU, the 2060, just one partner card featured the port.

Check out our list of Every Graphics Card And Laptop With The VirtualLink USB-C Port for a full rundown.

RTX 2070 and above feature a VirtualLink port

This decision could have consequences in the long term. Consumer PC VR headsets will need to continue to support legacy ports, which may mean shipping with a power adapter and increased costs.

RTX Super Is Better, But Still Lacking

A total of 7 partner RTX 2060 Super cards feature the VirtualLink port:

  • EVGA GeForce RTX 2060 SUPER XC ULTRA GAMING [08G-P4-3163-KR]
  • EVGA RTX 2060 SUPER XC ULTRA GAMING [08G-P4-3163-KR]
  • ASUS ROG Strix GeForce® RTX 2060 SUPER [ROG-STRIX-RTX2060S-8G-GAMING]
  • ASUS ROG Strix GeForce® RTX 2060 SUPER™ Advanced edition [ROG-STRIX-RTX2060S-A8G-GAMING]
  • ASUS ROG Strix GeForce® RTX 2060 SUPER™ OC edition [ROG-STRIX-RTX2060S-O8G-GAMING]
  • GIGABYTE RTX 2060 SUPER™ GAMING OC [GV-N206SGAMING-OC-8GC]
  • GIGABYTE AORUS GeForce® RTX 2060 SUPER [GV-N206SAORUS-8GC]

VirtualLink consortium members

That’s a big change over the one original 2060 card. But that still means the majority of cards do not support VirtualLink. Meanwhile, no AMD GPU on the market supports VirtualLink, not even the recently released RX 5700 XT.

NVIDIA and AMD are both founding members of VirtualLink, so it is possible the companies make it mandatory in their next architectures.

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DisplayPort 2.0 Supports Dual 4K VR Displays @120Hz

The Video Electronics Standards Association (VESA) has officially released DisplayPort 2.0, representing the first major update to the audio/video standard since the entrance of DisplayPort 1.4 back in March 2016.

DisplayPort 2.0 is said to provide up to a 3× increase in data bandwidth performance compared to the previous version. Some of the features include support for greater-than-8K resolutions on standard monitors, higher refresh rates and high dynamic range (HDR) support at higher resolutions, improved support for multiple display configurations, and support for “4K-and-beyond” VR resolutions.

The association maintains in a press statement that the advantages of DP 2.0 will be available across both the native DP connector (backwards compatible) as well as the USB Type-C connector, which carries the DP audio/video signal through DisplayPort Alt Mode.

Image courtesy NVIDIA

VESA mentions that through the DisplayPort Alt Mode, DP 2.0 has the ability to provide data transmission for two 4,096 × 4,096 VR/AR displays running at 120Hz—30 bits per pixel (bpp) and 4:4:4 HDR with Display Steam Compression.

VESA says the first products incorporating DP 2.0 are projected to appear on the market by late 2020.

The VirtualLink connector, a VR standard created by a consortium of industry players, was released last year, and includes everything you need to connect the next generation of VR headsets to your GPU with a single, thin cable—support for four lanes of HBR3 DisplayPort for high-resolution displays, USB 3.1 Gen2 (SuperSpeed USB 10Gbps) for headset cameras and sensors, and up to 27 Watts of power delivery.

SEE ALSO
HTC Reveals Vive Cosmos Resolution, Refresh Rate, & Lens Details

NVIDIA’s GeForce RTX cards include hardware support for the VirtualLink connector, although it’s yet to become a universal feature on the newest headsets currently available, including Valve Index, Oculus Rift S, and the HTC Vive Cosmos. Adapter dongles are available, but we’ve yet to see a VR headset that directly makes use of the connector.

Since VirtualLink is based on DP 1.4, it’s possible we’ll hear about a commensurate ‘2.0 bump’ in ability soon from the consortium themselves; you might hazard a guess at what a VirtualLink 2.0 may provide from the DP 2.0 usecases stated by VESA below:

USB-C connector via DP Alt Mode (two lanes):

  • Three 4K (3840×2160) displays @144Hz and 30 bpp 4:4:4 HDR (with DSC)
  • Two 4Kx4K (4096×4096) displays (for AR/VR headsets) @120Hz and 30 bpp 4:4:4 HDR (with DSC)
  • Three QHD (2560×1440) @120Hz and 24 bpp 4:4:4 (no compression)
  • One 8K (7680×4320) display @30Hz and 30 bpp 4:4:4 HDR (no compression)

Single display resolutions

  • One 16K (15360×8460) display @60Hz and 30 bpp 4:4:4 HDR (with DSC)
  • One 10K (10240×4320) display @60Hz and 24 bpp 4:4:4 (no compression)

Dual display resolutions

  • Two 8K (7680×4320) displays @120Hz and 30 bpp 4:4:4 HDR (with DSC)
  • Two 4K (3840×2160) displays @144Hz and 24 bpp 4:4:4 (no compression)

Triple display resolutions

  • Three 10K (10240×4320) displays @60Hz and 30 bpp 4:4:4 HDR (with DSC)
  • Three 4K (3840×2160) displays @90Hz and 30 bpp 4:4:4 HDR (no compression)

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Valve is Selling a VirtualLink USB Type-C Adapter for Index

Valve announced that Index, the company’s high-end, enthusiast-level VR headset, is going up for pre-order today. Not only that, but there’s also a few extra accessories you might want if you’re going to throw down the $1,000 for the full kit, or just $500 for the headset alone. Among them is an adapter that unites the headset’s DisplayPort connector, power cable, and USB 3.0 into a single VirtualLink USB Type-C port.

Valve is selling the adapter for $40, and says that it has full functionality with VirtualLink Type-C ports, as well as some slightly limited functionality with DP alternate mode ports such as Thunderbolt 3, which sacrifices the headset’s camera passthrough capability.

Take note: not all USB-C ports are created equal. VirtualLink port labeling has been sporadic, although a majority of RTX 2070, and all NVIDIA cards above it include it. It appears only the RTX 2060 Founders Edition card from NVIDIA includes VirtualLink, as all other OEMs opted to exclude it their variants. Very few laptops have VirtualLink itself, however many do feature Thunderbolt 3. If you’re unsure of which USB Type-C port you have, make sure to refer to your owner’s manual.

Image courtesy Valve

In case you’re just joining us, VirtualLink was unveiled last year by a consortium made up of Valve, NVIDIA, AMD, HTC, Oculus, and Microsoft, and while the port has found its way into some pretty high-end gear, the same can’t be said for its adoption on the VR hardware side of things.

SEE ALSO
USB-C VR Extension Adapter for Rift & Windows VR Coming Soon From Accell

There’s currently no headset on the market that makes direct use of the ‘next generation’ VR connection standard. This largely makes sense considering the new generation of VR headsets is still sticking to more or less the same recommended specs from years prior. Although as headsets invariably make gains in resolution (mitigated somewhat by foveated rendering hopefully), it’s possible GPUs, both desktop and laptop variants, will continue their move towards VirtualLink integration as the flagships of today invariably become the min specs of tomorrow.


Looking for more info on Valve Index? Head over to our extensive hands-on to learn all about it.

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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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NVIDIA’s new VR-Ready GeForce GTX 1660 Ti Arrives for £259.99

For those looking to buy a decent virtual reality (VR) capable GPU that doesn’t break the bank, then NVIDIA’s latest graphics card might be what you’re after. Today, the company has launched the new GeForce GTX 1660 Ti. Available today from a selection of partners, the new GPU starts from £259.99 GBP/$279 USD.

GeForce GTX 1660 ti

The GeForce GTX 1660 Ti has been released to replace the GTX 1060. Based on the 12th generation Turing GPU architecture, the GeForce GTX 1660 Ti is 1.4x more efficient over previous Pascal GPUs and offers speeds up to 1.5x faster than the GeForce GTX 1060 6GB. And because of the brand new “TU116” Turing GPU the card includes support for Concurrent Floating Point and Integer Operations, a Unified Cache Architecture with larger L1 cache, and Adaptive Shading.

What you may notice is that it features the GTX moniker rather than RTX seen on the very latest series of NVIDIA GPU’s. This is because the GeForce GTX 1660 Ti does not include the Ray Tracing and Tensor Cores that are found in GeForce RTX graphics cards. As such, NVIDIA was able to keep the price below £300/$300.

Other features found in the GeForce GTX 1660 Ti include 6 GB of high-speed 12 Gbps GDDR6 memory which offers up to 288.1 GB/sec of peak memory bandwidth (50% more memory bandwidth than the GeForce GTX 1060). It ships with 1536 CUDA Cores, has a memory speed of 12 Gbps data rate, and the typical Boost Clock speed is 1770 MHz. To see what all this means when compared to the GTX 1060, check out the stats below.

Geforce 1060 - 1660 Stat comparison

As for connections, the GPU fully supports a mixture of DVI, HDMI, and DisplayPort connections as well as VirtualLink. However, these will not be the same for every device, as they’ll depend on the board partner implementation. VirtualLink is going to be an important addition going forward for VR headsets, developed by a consortium of companies including NVIDIA, Oculus, Valve, AMD, Microsoft and HTC, as a new open industry standard cable connection.

The GeForce GTX 1660 Ti is available to purchase now starting from £259.99 at all the usual retailers. For all the latest NVIDIA updates, keep reading VRFocus.

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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