VirtualLink standard for VR headsets goes the way of the dodo
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nevcairiel
The hell it was supported by Valve or Oculus, none of their headsets ever had such a connector. In fact, no VR headset ever did. Hence why it died.
Valve tried to add one at least via adapter to the Index, but that also failed and never happened.
MegaFalloutFan
I loved it, unlike the motehrboard type-C, this one Fast charged my ROG2
gdallsk
Kaleid
Fox2232
Silva
Unlike ray tracing, VR is a gimmick that will die as fast as it was pushed by marketing material.
Fediuld
Fox2232
RavenMaster
Can't say i'll miss it. It's just one less driver to uninstall when nvidia brings out a new set of game ready drivers.
asturur
i loved the glasses. and i would love a good headset.
Those are the same kind of gymmick. No one needs them, someone likes them. Unlike VR, raytracing is easier to push to people, because you can bundle the feature inside the videocard and people have to get it.
geogan
Hilbert you seem to be implying that because the VRLink connector is now gone, that implies somehow its because VR is dying or dead?? The truth is nothing or the sort.
The reason the VRLink connector is gone is because it never worked right. The single cable was incapable of sending the video/audio over any sort of length without failures. Various headset manufacturers tried it, and gave up. It was a badly designed connection and standard. And once the headset makers gave up with it, that was it. NVidia did its part and put connector on one side but nobody put it on other headset side.
VR is alive and kicking and will only get better. If someone doesn't like Facebook the HP Reverb G2 is coming soon with huge pre-orders, and Valve Index is selling faster than they can make them (still a large waiting list and time).
geogan
rl66
rl66
msm903
I never understood the dislike and sometimes hatred that people had towards 3D glasses and now VR. Basically could it have simply been if you don't like a feature, technology don't use it, but no need to wish for its death for the others who may like it.
For 3D vision yes Nvidia should have kept the 3d driver separate and give the users an option to install it. OPT in not OPT out.
The VRLINK connection while not implemented on headsets does give me a separate connector I can dedicate to my VR headset. Currently on my 20890 ti I have 3 display port monitors hooked up and my VR headset using a usbc to display port adapter. Sadly I am going to miss that option with the RTX 3000 series cards. Means I either need to go down to two monitors... or physically swap connectors when want to utilize VR. Just little conveniences like this.
tsunami231
VR wasnt read back in 80-90 when first tried and still not ready. did they ever fix issue of people getting headaches and dizzy from use the stuff?
If done right it can be great. but those side effects are issue for people, I not big on fact you need to wear this big bulk head set
EJocys
CyberSparky
I'm very interested in the new Medal of Honor that's supposed to come out. I haven't used my CV1 in so long. I've been so busy with work, hard to find the time. Might need to blow the dust off and give it a go soon just to make sure it still works. I still have my 3D Vision glasses, emitter and monitors..... In a box somewhere lol, kids have the monitors. Loved those as well. Definitely game changing first time you use it. Felt same excitement the first time I used VR as well. I would definitely like to try MSFS with VR. Surprised it didn't release with the option but meh. If they add it in the future it would make it alot more immersive imo.
ruthan
I tried PS4 VR, to wasnt good enough, to want money for it, PC VR should be better, but really need to wireless and i not sure that technology is ready for it.
Otherwise really dont understand why it so expensive, its just some small 90Hz 1440p display, some mobile phone like cheap processor and lots of plastic, nothing expensive.
wavetrex
Some things will still be needed for VR to become a true simulation of "R"
1) Internal and (near) instant eye tracking with automatic focus point change in the 3D scene.
Our eyes focus in just a few tens of milliseconds on objects in real life, far and close. Without detecting where you look, everything feels flat and it becomes nauseating.
1b) Ability for the heatset lens to automatically change near/medium/far focusing, to reflect the natural way the eye lens is operating (and keep it functional while in VR)
2) Full peripheral image, covering the entire field of view ! Even more, it should compensate for the natural eye movement. "Screen door" is terrible, until they get rid of this, VR is just simulating a really big display straight in your face.
2b) Using eye tracking, only the part which you look at should be very sharp, the rest can be even with only 10% render rate...
3) Fluid 120 fps movement with pixels small enough and blurred together so they don't have any gaps. (Doable with more powerful GPUs and better oled screens)
4) Perfect head/position tracking without any obvious lag (almost getting there, but not quite)
5) Fully wireless and light enough not to cause neck strain for wearing the headset.
6) Sufficient sensors in the system to scan your real environment around you and create a virtual representation, so you know when you're about to bump into things in reality.
Lots and lots of work to do...
True VR is still a decade away probably...