Amazon Promises “single-digit latency” for AR/VR Streaming Over 5G with AWS Wavelength

Last month Amazon quietly announced the ‘Wavelength’ platform as part of its Amazon Web Services (AWS) offering. The new ‘edge computing’ service promises “single-digit millisecond latencies” over 5G networks. Amazon says the platform is made for “latency-sensitive workloads” including AR/VR streaming, game streaming, IoT and more.

AWS is one of the most prevalent cloud computing platforms in the world, acting as the back-end web infrastructure for millions of customers.

In an announcement last month (which seems to have slipped under the radar of many of us in the XR space) Amazon revealed a new AWS service called Wavelength which is designed specifically for latency-sensitive applications served over 5G networks. Promising “single-digit millisecond latencies” to end-users, Amazon is engaging with major mobile carriers deploying 5G networks to locate AWS resources at the ‘edge’ of these networks to facilitate low latency for applications like cloud-rendered AR and VR content.

As we noted in our feature—Sifting Reality From Hype: What 5G Does (and Doesn’t) Mean for VR & AR—it is edge computing, not merely 5G, which is the key enabler for streaming real-time AR and VR applications from the cloud.

“Today, application traffic has to travel from a device to a cell tower to metro aggregation sites to regional aggregation sites and to the Internet before it can access resources running in AWS. These network hops can result in latencies of more than 100 milliseconds. This prevents developers from realizing the full potential of 5G to address low-latency use-cases”, Amazon wrote. “Wavelength addresses these problems by bringing AWS services to the edge of the 5G network, minimizing the latency to connect to an application from a mobile device. […] [Wavelength] allows developers to build the next generation of ultra-low latency applications using the familiar AWS services, APIs, and tools they already use today—eliminating the need for developers to negotiate for space and equipment with multiple telecommunications providers, and stitch together application deployment and operations through different management interfaces, before they can begin to deploy their applications.”

Amazon points to “emerging interactive applications like game streaming, virtual [and augmented] reality, and real-time rendering that require latencies of single-digit milliseconds to end-users,” as potential use-cases for AWS Wavelength.

At the outset, the company is engaging with carriers Verizon, Vodafone, SK Telecom, and KDDI to launch the service across in the US, Europe, South Korea, and Japan in 2020. Amazon says the service is presently undergoing pilot testing by customers using Verizon’s mobile edge compute (MEC) system.

As far applications using the AWS Wavelength service, Varjo, maker of high-end VR headsets to enterprise, is among the first to be announced. The company believes cloud rendering of AR and VR content is crucial to scaling the technology.

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“Now, instead of having to develop expensive local computing services that would be impossible to run on a battery-operated device, we can use edge computing to scale the rendering power and the business of our industrial-grade [headset] from thousands to hundreds of thousands of units,” said Varjo CEO Niko Eiden.

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HTC Vive Focus Plus Standalone Gets Wireless PC VR Streaming Beta

HTC just launched a beta for wirelessly streaming VR PC content to its own standalone headset, Vive Focus Plus, following on from the launch of Oculus Link last month.

According to a press release the feature, which is added in the latest software updates to Viveport and Vive Focus Plus, lets you play ‘thousands’ of Viveport titles on the headset. However it’s not clear if Viveport Streaming lets you access VR apps on other services like SteamVR, much like Oculus Link does. We’ve reached out to HTC to confirm this.

VIVEPORT Streaming

The Vive Focus Plus does offer full six degrees of freedom (6DOF) tracking for both head and hands in VR. On paper, it is possible for Focus Plus to do almost everything a regular Vive or other PC VR headset does via streaming. But we’ve had issues with the headset’s controller tracking in the past and streaming solutions can add on extra latency that can spoil comfort and immersion in VR. We haven’t tried Viveport Streaming for ourselves yet, so we can’t comment as to how well this works. We’ve also had issues using the Vive Focus Plus natively in our limited time with the kit.

Viveport Streaming is available exclusively to Viveport Infinity members for the time being. In the future, HTC will add support for headsets that run its Vive Wave SDK though, to the best of our knowledge, these are only available in China.

There’s a lot else to consider, though. For starters, the Vive Focus Plus is not sold as a consumer-level headset in the west. It’s targeted as such in China, but in the US, Europe and other regions it’s billed an enterprise-focused device that ships for $799. That’s double the price of the $399 Oculus Quest. Somewhat confusingly, the press release states that streaming “is currently only available for home users, but we expect to make it accessible to enterprise users in the near future.”

We would assume that means that enterprise customers can’t stream their applications, which aren’t published on Viveport, as of right now. Again, we’ve reached out to HTC to check.

Also note that this feature is only available for the Focus Plus. The original Focus, which launched around six months before the Plus with a 3DOF motion controller, is not supported at this time.

We can’t see many western VR fans making use of this feature if it really works, then. Hopefully, we’ll be able to bring you some impressions in the near future.

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Vive Focus Plus To Get Official Viveport PC VR Content Streaming In Q4 2019

Today at the ChinaJoy 2019 event, HTC announced that the Vive Focus Plus standalone VR headset will support integrated content streaming from Viveport via a nearby VR-ready PC over standard 5Ghz Wi-Fi networks.

The feature is described as a “one click” solution to offer “seamless content streaming” from Viveport accounts. This has been a hot topic for standalone VR headsets for some time and even the Oculus Quest has a host of solutions for PC content streaming but none of them are official from Oculus.

On the flip side, this solution for Vive Focus Plus is directly from HTC:

“5G Cloud VR has been a hot topic in the press recently, and in one to two years, after the 5G network is more robust, it will provide a new way for users to experience high quality VR without the need for a high-end PC. Until then, the new VIVEPORT Streaming capability being announced today will enable VR users to enjoy countless premium PC VR experiences on their standalone VR devices without the need for a wire.” said Alvin Wang Graylin, China President, HTC in a prepared statement. “PC VR streaming as a concept is not new, but having the PC and the Vive Focus Plus complete the full complex network connection automatically and providing a seamless UI to starting any VR content on the linked PC from inside the VR device makes the experience a real breakthrough.”

The concept is great, but from what we’ve seen with our own two eyes the execution isn’t quite perfect. Jamie tried Viveport streaming over 5Ghz at Mobile World Congress (MWC) earlier this year and had the following to say:

“The idea of instantly jumping from one high-fidelity VR experience to another no matter where I am is exciting. We’re just not there quite yet.”

PC VR streaming from Viveport is coming first to the Vive Focus Plus in Q4 2019, but will also support “other full 6DOF standalone VR devices built on Vive Wave VR open platform” after that. There is no timeframe on other devices besides “soon.”

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Amazon Prime Video Comes To Oculus Quest And Go With Voice Search

Amazon Prime’s video service is now available on Oculus Quest, Oculus Go and even Gear VR.

The streaming service joins Netflix, YouTube and other services like Showtime, ESPN and Fox Now in bringing streaming video content to the Quest standalone VR headset. The addition of Amazon Prime to Oculus Go and Gear VR will be a welcome surprise as well for owners of those headsets.

The Amazon Prime app includes voice search as well as some 360-degree video content. We hope to see some of these apps add support for offline viewing. Right now we generally suggest the 64 GB Quest headset is enough storage for most people, but that recommendation could change if some of these video apps start to support offline viewing.

Amazon says the service is available to customers in the United States and United Kingdom. Prime members have access to the Prime Video catalog of content, including VR videos, while non-prime members can only watch their personal library in VR.

Amazon lists Invasion! from Baobab, Return to Chernobyl, and Greenland Melting as some of the VR video content available in the app at launch. You can download the Prime Video VR app from the following links for Oculus QuestOculus Go, or Samsung Gear VR.

Bigscreen recently updated its service to support social co-watching of more than 50 TV stations. While Amazon Prime is a single-player experience, the service allows people to add on services like CBS and HBO. This means that between Bigscreen, Amazon Prime, Netflix, and YouTube, Facebook’s VR headsets are now home to some of the best streaming content available on the Internet.

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Oculus is Forcing the Removal of SteamVR Streaming from Quest App, Dev Says

The developer of Virtual Desktop, a Quest app which allows users to stream their PC desktop to the headset for use in VR, says that after the recent addition of a feature which allowed SteamVR games to be played on Quest, Oculus is forcing him to remove the feature.

Guy Godin is a longtime VR developer whose Virtual Desktop app lets users use their PC from within a wide range of VR headsets.

Oculus accepted the Virtual Desktop app onto Quest despite a more strict approach to curation than with its other headsets. However, this was before Godin quietly updated the app with a SteamVR streaming feature which allowed users to play SteamVR content wirelessly from their PC on the Quest headset. For the time being, the feature was an “experiment,” according to Godin, and wasn’t advertised as part of Virtual Desktop, though users discovered it in short order.

Now Godin says that once Oculus caught wind of the SteamVR streaming feature they’re forcing him to remove it:

Hi guys, I’m sorry to announce this but Oculus doesn’t want the SteamVR streaming feature in their store. I’ve been developing in VR for 5+ years and as some of you may know, I like to experiment and push the envelop with the tech. I saw the ability to stream VR content from your PC as a very cool idea. I thought it would be a perfect fit for my app since it already gives you access to your computer. Like a nice bonus feature. I worked on this for months and was eager to improve the functionality as I received your feedback over the last few days but according to Oculus, I am hurting Quest..

As an alternative, Godin says he’s investigating the potential to offer the SteamVR streaming functionality as a separate app that could be ‘sideloaded’ onto Quest, an unofficial means of bypassing the Oculus store to install unsanctioned software on Quest.

Of course this is just Godin’s perspective of what happened. We’ve reached out to Oculus for comment on the decision require the removal of the feature from Virtual Desktop.

The implication (seized upon by those supporting the feature) is that Oculus must have made the decision in order to prevent users from easily playing SteamVR content on Quest, thereby protecting the sanctity of Oculus’ closed content ecosystem. However, it’s possible that Godin had breached some development guidelines or rules in order to make the feature work—or that Oculus has some other justification for forcing the removal of the feature.

Because Oculus has been more selective and less transparent about the content they’ll allow on Quest compared to other headsets, there’s considerable wiggle-room for an explanation.

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This is What 'Virtual Desktop' Looks Like on Oculus Quest

Regardless of the reason, this will surely remind the VR community of the Oculus / Revive debacle of 2016 wherein Oculus sought to block a third-party hack which allowed non-Oculus headsets like Vive to play VR content from the Oculus store. While Oculus argued that blocking the hack was important for the security of its platform and developer’s content therein, the VR community at large felt that Oculus was protecting its closed content ecosystem to the detriment of users. In the end, Oculus reversed their decision and has tolerated Revive ever since.

Responding to a tweet from Godin about the Virtual Desktop issue, former Valve and Oculus programmer Tom Forsythe has a respectably pragmatic outlook on the situation:

“Ideally everyone would work a bit harder to find a reasonable solution.”

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Nvidia: GeForce Now soll zukünftig AR- und VR-Streaming ermöglichen

Nvidia veröffentlichte kürzlich auf der GTC 2019 (GPU Technologie Conference) den Ausbau der hauseigenen RTX-Server. Durch die neue Hardware-Struktur und dem damit verbundenen Ausbau der Cloud-Computing-Kapazitäten soll es möglich sein, in Zukunft mit GeForce Now AR- und VR-Inhalte in 4K mit 90 Hz zu streamen.

Nvidia – GeForce Now soll zukünftig AR- und VR-Streaming ermöglichen

Mit GeForce Now soll zukünftig dank der neuen RTX-Server von NVIDIA ein latenzfreies Streamen von AR- und VR-Inhalten in 4K mit 90 Hz möglich werden. So soll laut Verantwortlichen AR und VR zur Cloud Reality werden. Die neuen Server sollen die Spiele und Apps unabhängig vom genutzten Endgerät auf dem Performance-Niveau einer GeForce RTX 2080 rendern. Somit könnten auch leistungsschwächere Rechner PC-VR-Brillen verwenden.

NVIDIA-RTX-Server-Cloud-Computing-AR-VR-Streaming

NVIDIA RTX Server | Image courtesy: NVIDIA

Eine entsprechende Demo wurde auf der GTC vorgeführt. In Kooperation mit AT&T und Ericsson entwickeln die Verantwortlichen derzeit die NVIDIA CloudVR-Software fort. In Testphasen soll dabei in interaktiven VR-Erfahrungen dank 5G-Streaming ein verlustfreies Spielen bei einer Latenz von fünf Millisekunden ermöglicht werden.

Die gesamte Keynote auf der GTC 2019 gibt es hier (ab 49:09 startet der Vortrag über das Cloud-Gaming-System)

Die derzeitige Beta-Version der GeForce-Now-Software ermöglicht das Streamen von über 400 Spielen auf Windows-PCs, Macs oder Nvidia Shield-Tablets. Um die Streaming-Software zu verwenden, ist aktuell eine Internetübertragungsgeschwindigkeit von mindestens 15 Mbit/s für 720p bei 60 FPS bzw. 25 Mbit/s für 1080p bei 60 FPS sowie ein 5 GHz WLAN-Router erforderlich.

Wann die neue Streaming-Technologie offiziell verfügbar wird, ist derzeit noch unklar.

Das Streamen von Computerspielen, und der damit verbundene Wegfall eines eigenen teuren Gaming-PCs, wird derzeit als komfortable Zukunftslösung für den Spielemarkt angesehen. Google präsentierte gestern auf der GDC 2019 seine neue Game-Streaming-Plattform Stadia, die es erlaubt, Spiele über den Chrome-Browser zu spielen.

Stadia-Google-Cloud-Gaming

Stadia Logo | Image Courtesy: Google

Somit werden die mittlerweile großen Games und dazugehörigen Updates auf den Servern gelagert, wodurch die Spieler per Knopfdruck die angebotenen Games in 4K mit stabilen 60 FPS starten können. Der Support von AR- oder VR-Software blieb bei der Präsentation allerdings außen vor.

(Quelle: Nvidia Blog | Upload VR | Videos: NVIDIA YouTube)

Der Beitrag Nvidia: GeForce Now soll zukünftig AR- und VR-Streaming ermöglichen zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

HTC Says ‘5G Hub’ Will Stream VR ‘Directly to Vive Headsets’, One Day… Probably

HTC introduced its ‘5G Hub’ product back in February—a 5G mobile hotspot mashed up with a media streaming device and a digital assistant. And still “coming soon” is a “cloud-based virtual reality” feature which promises to stream VR content directly to the Vive Focus, ‘no PC required’. Sounds great, and all you’ll need to wait for is the launch of a consumer version of the headset and hopeful deployment of massive new connectivity and cloud infrastructures.

Image courtesy HTC

Update (May 16th, 2019): HTC today announced that the 5G Hub will launch on Sprint on May 31st, with pre-orders starting tomorrow. In addition to the cost of the device, Sprint will charge $60/100GB of data, capping speeds to 2G thereafter.

HTC is still touting the VR streaming feature as “coming soon,” but Sprint appears not to mention it at all—likely because the necessary network infrastructures aren’t remotely close to being in place and the headset it relies on (Vive Focus) still isn’t available in the US as a consumer product.

The original article continues below.

Original Article (February 25th, 2019): HTC hopes that its 5G Hub, which is due out later this year in the US on the Sprint network, will be the center of your connected life. In addition to being a 5G hotspot, media player, digital assistant, and gaming device, the 5G Hub will, “in the future,” stream Viveport content from the cloud to the Vive Focus headset.

But the official page for the 5G Hub uses some teeny tiny fine print to point out two massive caveats:

“*The above scenario will depend on development of MEC technology and 5G infrastructure.”

Oh that’s all?

Multi-access Edge Computing (MEC) and 5G are hugely complex infrastructure and cloud technologies which are still very well in their infancy. Not only are these technologies just beginning to roll out to some portions of select markets, they aren’t intrinsically linked, which means you might have 5G data access in your area eventually, but if there’s not the right MEC infrastructure in town, you’re SOL.

Which is to say… most of what needs to be in place for this cloud streaming feature to happen is not there yet, and HTC has no firm timeline for when it will be.

And then there’s the fact that they’re marketing this 5G Hub VR cloud streaming feature in the US as being compatible with the Vive Focus, a headset which is currently not available to consumers and has presently has no consumer release date.

Image courtesy HTC

Don’t get me wrong, I would love to see a 5G Hub in every home streaming cloud-rendered VR content to affordable headsets across the globe. But it seems just a tad bit early to be marketing this feature which is unlikely to be available to most potential 5G Hub customers by the time a newer version of the 5G Hub is launched.

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AT&T to Demonstrate Cloud-rendered SteamVR Content Streamed Over 5G

AT&T, one of the world’s largest telecom companies, this week announced plans to demonstrate cloud-rendered VR content streaming over a 5G network. The company says its 5G Lab, which is exploring use-cases for 5G and edge networking, will host the demonstration next month which will show SteamVR content rendered in the cloud and sent over a 5G network with low enough latency for a full 6DOF VR experience.

Next-gen ‘5G’ connectivity technology aims to deliver a leap in bandwidth and latency compared to existing mobile connections and a majority of in-home internet connections. While the increased bandwidth stands to enhance static content like 360 video streaming to VR headsets, the addition of ultra-low latency could potentially open the door to fully interactive VR content that’s streamed to a headset from the cloud instead of being locally rendered on a powerful PC.

To that end, AT&T says it has developed a proof-of-concept demonstration that renders SteamVR content in the cloud and delivers it to a VR headset quickly enough to stay within the critical latency thresholds necessary for a visually comfortable VR experience.

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The company says that the demonstration will use a “5G 39GHz mmwave radio connected to a GPU-accelerated gaming server,” and will also rely on the use of ‘edge computing’ (ensuring that the VR content is rendered and server from a datacenter as physically near to the user as possible to minimize latency).

While cloud-rendered VR content has been discussed at length for its many potential upsides (mainly: lowering the barrier to entry for high-end VR content), there’s still many pieces of the pipeline that need to come together to make it work well and reliably, as AT&T notes:

Separating the [render] server and [VR] display by a wireless network means introducing new confounding factors into the pipeline, such as encoding and decoding delays, transmission delay, packet loss and jitter.

This is especially challenging because networks and media streaming protocols weren’t optimized for real-time, interactive content. These experiences have different requirements than static, file-based media, so we can’t treat them the same way. Plus, the content capturing, rendering and display processes in 3D gaming engines were not originally designed to be hosted in the cloud.

In order to democratize access to 3D experiences, we need to merge elements of the two models and redesign the process from the ground-up. That means in addition to optimizing the performance of our network, we must work with our technology partners to reimagine and re-architect how these applications are designed and implemented.

AT&T is setting the bar somewhat low for this initial proof of concept, saying that it targets a “3K resolution” (which we expect to mean total, rather than per-eye) and a 75Hz refresh rate, which is in line with today’s mobile VR headset specs, but questions remain about the future scalability of such technology to higher resolutions and higher frame rates for future headsets.

Still, there’s been a lot of buzz about VR cloud rendering, but so far we haven’t seen any complete and compelling demonstrations of the entire pipeline in action. AT&T’s upcoming proof of concept could definitely show that VR cloud rendering over 5G is a viable pathway to high-end VR—or reinforce skeptics who say it won’t happen for a variety of reasons.

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CES 2019: Tpcast Air Wants To Turn Oculus Quest And Go Into Streaming PC VR Headsets

TPCast Air Oculus Quest go VR Streaming

TPCast’s second generation wireless VR solution wants to turn Oculus Quest into a streaming PC VR headset.

TPCast Air was announced at CES 2019 in Las Vegas today. Whereas the Chinese company’s original products made the HTC Vive and other PC VR headsets wireless via streaming, this new device will beam high-end VR content into less powerful standalone headsets.

The company says it’s starting out with streaming to Oculus Go. Go is a three degrees of freedom (3DOF) headset with one controller, though, so don’t expect to jump up and start streaming Superhot to the $199 kit. The kit supports SteamVR and is focused on enterprise and location-based customers, thus TPCast says this service would be best for “real estate, home decoration/interior design, education, and other industry applications.”

However, the company’s press release also notes that support for Oculus Quest will be added in the future. Arriving later this year, Quest is another standalone but it has a full 6DOF range of movement thanks to inside-out tracking. Specifically, TPCast says this integration will allow users to freely walk and interact with each other. The company says it could be put to use in VR arcades.

We know that Quest won’t be able to plug into a PC to double as an Oculus Rift. Oculus did, however, debate offering a streaming solution similar to what TPCast is describing. According to Oculus’ John Carmack, it could turn into an official feature, but ‘no promises’ as of yet.

TPCast Air is on display on the CES show floor. We’ll look to get you some impressions later this week.

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AMD ‘Radeon ReLive for VR’ Streams SteamVR Games to Standalone Headsets

AMD today launched an updated version of their AMD Radeon Software suite which now includes the ability to stream SteamVR games to standalone and smartphone-based headsets, assuming you have a compatible AMD GPU. But until mobile headsets support the full head/hand 6DOF input that PC VR apps expect, it’s potential is quite niche.

Launching at an odd time (well before any full 6DOF mobile headsets are available to consumers) is AMD’s Radeon ReLive for VR feature which promises to stream SteamVR games from your PC to mobile headsets with high quality and low latency.

The feature is baked into the latest release of the increasingly wordy AMD Radeon Software Adrenalin 2019 Edition, and is backed up by a Radeon ReLive for VR app available currently on Vive Focus and Daydream devices, though eventually coming to  Oculus Go and Samsung Gear too, according to an AMD spokesperson.

To use the VR streaming feature, you’ll need a modern AMD GPU (specifically RX 470, RX 570, RX 480, RX 580, RX 590 or RX Vega series). You’ll also need Windows 10 and an 802.11ac (5GHz) router.

Once you’ve downloaded the companion app and connected it to your PC, you’ll be able to use your headset to control SteamVR, at least the part of it which are compatible with the input devices you have on hand.

Screenshot by Tom’s Hardware

Since almost all SteamVR titles are built with the expectation of full 6DOF tracking on head and hands, it’s easy to see why you won’t be playing Beat SaberSuperhot VR, or Budget Cuts any time soon on your Vive Focus or Mirage Solo—both have 6DOF head tracking but currently only offer a single 3DOF controller. Both headsets have development kits which add support for a pair of 6DOF controllers, but neither are available to consumers at this point.

For Radeon ReLive for VR, that currently leaves only a handful of decent VR games which can be played with pure gamepad input (which can come through the PC or via Bluetooth through the headset), the likes of Project Cars 2 (2017), Elite Dangerous (2015), and other simulator-focused titles. But there’s also Skyrim VR (2018) which carries gamepad support over from the PSVR version, and a few other gamepad supported gems like Keep Talking and Nobody Explodes (2015), Thumper (2016), and Vox Machinae (2018).

Kevin Carbotte from Tom’s Hardware went hands on with the Radeon ReLive for VR feature, testing it with the 2017 Daydream headset, Pixel 2 XL, and Radeon RX Vega 64. He found that the solution technically works, despite a few hitches in game initialization, and offers “sufficient” image quality at the default 50 Mbps bitrate without adding noticeable latency. When testing at 100 Mbps he found the resultant image sharp but too choppy for play. The 2 Mbps setting, on the other hand, was so low quality that Carbotte said it shouldn’t even have been included.

Carbotte summed up the current niche usefulness of ReLive for VR quite nicely:

If you’re one of the few people who [has everything else on this list but] doesn’t have a PC VR headset, already own a mobile VR headset, already possess a modern Radeon graphics card and have no interest in room-scale VR games, then ReLive for VR is perfect for you. If you don’t fit into the small box, you probably won’t have much use for this new Radeon feature.

Of course, assuming it works well, it’ll be more useful once there’s standalone headsets out there which have full 6DOF tracking on head and hands, which will unlock the ability to play a much broader number of VR titles with the feature. Oculus Quest, which includes full 6DOF tracking, is set to launch in early 2019 and will ostensibly be the first such device supported by Radeon ReLive for VR, though AMD hasn’t specifically confirmed support for it just yet.

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