The spec uses USB Type-C cables to deliver power and DisplayPort video simultaneously.
Read the whole story
Read the whole story
It's entirely intentional now to drive forced obsolescence.Relevant XKCAs someone who has worked on writing standards before, any time you get all the major stakeholders to agree on publishing a standard, it is a great victory.
Getting them to actually stick to the standard for any period of a time is another challenge, but we can hope.
![]()
https://xkcd.com/927/
Standards like VGA, RCA A/V, TOSLink, S/PDIF, 1/4" and 1/8" audio, MIDI, S-Video, and others have all stood the test of time and generally work. They never received "revision".
VirtualLink will require tethered active cables made with custom drawn cable stock as well as buy-in from the GPU and motherboard partners and PC OEMs..
nVidia and AMD are members of the consortium.
Now that the crypto-mining boom has busted, they need another compelling reason to sell or churn high end GPUs...too bad VR is about as niche as niche gets.
Isn't USB 3.1 Gen2 limited to <1m? How is that useful for a VR headset?
They have not clarified yet how are they dealing with that. They might need to have better specced cables or active cables.
Could be USB C to a box that wirelessly connects to the headset. I haven't had a chance to try out the Vive with the wireless add on, but it is pretty alluring. I don't see cabled in headsets lasting too long against wireless in the future.
Isn't USB 3.1 Gen2 limited to <1m? How is that useful for a VR headset?
They have not clarified yet how are they dealing with that. They might need to have better specced cables or active cables.
Could be USB C to a box that wirelessly connects to the headset. I haven't had a chance to try out the Vive with the wireless add on, but it is pretty alluring. I don't see cabled in headsets lasting too long against wireless in the future.
I have a Rift. I can say that the stupid cables are the biggest problem with it.
The problem though isn't that I have to plug in two cables (USB + HDMI) (Actually it is 5 cables if you include the 3 sensors and 6 if you include the dongle for the Xbox controller) The problem is that you have to have a cable at all. The headset would be so much cooler if they could somehow make it wireless.
Hey, remember the Virtual Boy?
How about the 3DS 3D?
Oh I know, remember 3D TVs?
And 3D movies sure have been successful, haven't they?
Yeah I totally completely sure this time VR is the future! For sureee!
So they reinvented Thunderbolt 3 except it isn't Thunderbolt 3?
I mean high bitrate displayport, USB 3.1 gen 2, and power delivery over a single usb-c cable yes that sounds exactly like thunderbolt 3.
Can someone please explain to me why VR headsets do not use D-sub connectors?
It seems crazy to me that we're moving to USB-C, a standard developed primarily for phones and laptops that need to be able to connect/disconnect from the port with ease. Why would you want to make it easy to disconnect your VR headset?
At least with D-sub you can clip or screw the connector in place. Sure a 24-pin D-sub is massive, but nobody said you can't make a new version with smaller pins.
If you ask me, I think VR makers need to stop trying to shoehorn together a solution from off-the-shelf parts. We need a completely new connector specifically for VR, USB-C is not a one-size-fits-all solution.
Unfortunately, it would mean killing off a growing number of customers
Hey, remember the Virtual Boy?
How about the 3DS 3D?
Oh I know, remember 3D TVs?
And 3D movies sure have been successful, haven't they?
Yeah I totally completely sure this time VR is the future! For sureee!
This is fantastic. My one main concern is the video bandwidth. As headsets move towards higher resolutions this will be a limiting factor looking at full frame transmission. Out of the gate this standard precludes 4k per eye headsets at 90Hz without compression (which may add latency).
A new protocol over the existing Type-C port.So basically a new protocol over the existing Thunderbolt port?
Thunderbolt already handles multiple protocols: USB (1, 2, 3, 3.1) , DisplayPort, PCIe, whatever, and 100W of power, etc.
Well, there were other problems with 3D for gaming and home entertainment.You speak like someone who never tried VR. Compared to those implementations, it's on a whole new level. Plus, the price of a good WMR headset is about $200, which is about 1/3rd the price of an OR at launch, and the quality is near-parity with the currently-$400 OR. It still requires a fairly beefy PC to run well, but as we've seen even a 1050 can run it passably.
As for your precedents, Virtual Boy failed because the monochrome display was like taking Satan's dick in your eye socket, 3DS' 3D "failed" because it added nothing to the gameplay, 3D TVs never lowered in price enough for most people to consider them (plus there was little 3D content for them), and 3D movies still haven't found a way to make the 3D integral to the experience. VR, on the other hand, has already managed to get full-body tracking and provides a meaningful way to interact with a virtual world like the Virtual Boy/3DS never could.
Dominant? I think VR is a fun use case, but it's not appropriate to lots of content and environments. I wouldn't want to ride a bus or subway not being able to see or hear my environment! Dollar-for-dollar, TVs provide a much better and less fatiguing viewing experience.Mind you, 2 years ago consumer VR was just barely there, nothing more than super-pricey goggles for enthusiasts. Today, between OR/Vive/WMR and a laundry list of smartphone-powered headsets, we're seeing massive technical improvements and far lower prices as well as more immersive titles and diverse genres. At the rate they're going, VR could become a dominant force within a decade.
Personally, I'd guess we are a decade away from a lean-back entertainment experience via VR from even matching the fidelity and low-fatigue of a <$10K home theater experience.
Hey, remember the Virtual Boy?
How about the 3DS 3D?
Oh I know, remember 3D TVs?
And 3D movies sure have been successful, haven't they?
Yeah I totally completely sure this time VR is the future! For sureee!
You speak like someone who never tried VR. Compared to those implementations, it's on a whole new level. Plus, the price of a good WMR headset is about $200, which is about 1/3rd the price of an OR at launch, and the quality is near-parity with the currently-$400 OR. It still requires a fairly beefy PC to run well, but as we've seen even a 1050 can run it passably.
As for your precedents, Virtual Boy failed because the monochrome display was like taking Satan's dick in your eye socket, 3DS' 3D "failed" because it added nothing to the gameplay, 3D TVs never lowered in price enough for most people to consider them (plus there was little 3D content for them), and 3D movies still haven't found a way to make the 3D integral to the experience. VR, on the other hand, has already managed to get full-body tracking and provides a meaningful way to interact with a virtual world like the Virtual Boy/3DS never could.
Mind you, 2 years ago consumer VR was just barely there, nothing more than super-pricey goggles for enthusiasts. Today, between OR/Vive/WMR and a laundry list of smartphone-powered headsets, we're seeing massive technical improvements and far lower prices as well as more immersive titles and diverse genres. At the rate they're going, VR could become a dominant force within a decade.
As far as I can tell, everything this does is possible with thunderbolt 3. I'd rather they just all agree to use the existing thunderbolt standard rather than create a new one to do the same thing.
This is a misconception: USB3.1 Gen 2 + Power Delivery is USB Type-C. Thunderbolt is a Superset of USB Type-C which enables PCI Express Lanes over a Type-C cable:TB3 is either PCIe OR high bandwidth displayport plus USB 3.1 Gen 2 (and also supports power delivery).
https://www.anandtech.com/show/10248/th ... s-review/2
If you aren't doing PCI-Express, you aren't doing Thunderbolt. You're just doing USB 3.1 Gen 2 and USB-PD, which is fully supported by laptops that do not have Thunderbolt controllers, like the Surface Book 2.
Thunderbolt is in no way straight PCIe lanes.Yeah, Intel not having a seat at the table pretty clearly sends the message that the other industry players want to avoid embracing Thunderbolt, despite the fact that it already exists and serves the purpose.
I fully understand why they may not want to be beholden to Intel for Thunderbolt controllers, but cobbling together a bunch of different components to save a few bucks isn't always the best path to widespread adoption (see AMD Lightning Bolt).
VirtualLink will require tethered active cables made with custom drawn cable stock as well as buy-in from the GPU and motherboard partners and PC OEMs... I'm not sure how the VR niche market grows large enough fast enough to allow this exercise to make real economic sense in the PC space. Maybe for consoles, I suppose.
I'm not sure how Thunderbolt would do any better than this solution. Thunderbolt is straight PCIe lanes, not very convenient to connect cameras, sensors, and input devices to PCIe without some sort of higher-level protocol. USB, on the other hand, already has wide support for HID and video. Thunderbolt doesn't solve the video issue either, it uses DisplayPort just like this proposed connector. If you used Thunderbolt in a VR headset, you'd basically have to have a bunch of custom drivers and an expensive controller in the headset.
Thunderbolt is great for high bandwidth uses like storage or connecting a PCIe device. USB C is great for input devices and cameras, and cheap to implement.
When OEMs include Thunderbolt controllers in PCs or on motherboards, they're required to feed at least one DP stream per port to the controller. Macs (and I'd imagine PCs with embedded dGPUs) tend to use the dGPU for this whenever it's an option. Obviously PC motherboards are a dicier proposition, but they can either connect to the iGPU (assuming that there is one) or provide a DP-in port somewhere on the board. All Thunderbolt add-in cards have DP inputs. You just run a DP cable from your GPU to the DP-in on the Thunderbolt card.I saw these same comments around Thunderbolt on the AnandTech article. If you think this is a good use case for Thunderbolt, you really aren't considering what that tech is built for.
Consider this: Thunderbolt is effectively extending the PCI Express bus. Today, HMDs are using a Display protocol (HDMI today, DisplayPort HBR3 in this standard) and USB3. Why would you want to extend the PCI Express bus into the headset? That would make the headset itself weigh more, use more power, and be more expensive.
"But Thunderbolt can carry DisplayPort as well as four lanes of PCIe!" I hear you cry. Yes - but how are you doing to pipe the video output of your graphics card on your desktop PC into the Thunderbolt port? All existing desktop Thunderbolt solutions (unless you're talking iMacs or other fully integrated systems) cannot use their Thunderbolt ports for video unless you're taking the onboard Intel graphics - or piping your GPU's output over the PCIe bus using Optimus, which is not supported by either Oculus or Rift today (Windows MR headsets have a "light-mode" that works on Intel graphics). If people are concerned about getting video card manufacturers to add USB3.1 controllers or a header to their video card, good luck getting them to add a Thunderbolt controller!!
So using Thunderbolt:
1) Adds cost
2) Adds complexity (especially in the desktop use case, which is probably 95% of the VR market today, just guessing)
3) Offers no tangible benefit over this standard
VirtualLink keeps the solution "simple" by consolidating the existing IO onto a single cable (other than changing the video signaling). You get graphics cards with a Type-C port on the back, probably with some "VR" symbol or branding, maybe a USB3 header on the board or more likely a USB3.1 AsMedia chip, and your headset plugs straight in.
I love Thunderbolt, especially the eGPU use case, but it's not a panacea.
Dominant? I think VR is a fun use case, but it's not appropriate to lots of content and environments. I wouldn't want to ride a bus or subway not being able to see or hear my environment! Dollar-for-dollar, TVs provide a much better and less fatiguing viewing experience.
And human stereoscopic vision only really works out to 20-30 feet, so we don't get much "3D" in lots of scenes, and trying to compress the stereoscopic field means making your virtual eyes farther apart, and makes everything appear proportionately closer to you. Which is why VFX often look LESS realistic in 3D. If the content has a space battle happening in stereo, your eyes will think everything is 10-20 feet away, and thus those massive spacecraft are model sized. Applied to sports, this can look like GI Joe figures playing in lunar gravity.
And prerendered content really only has 2 DOF - left/right and up/down. A full 6 DOF requires a CGI rendered environment, or CGI rendering of video and textures. Doing a photoreal 6 DOF will require several more turns of Moore's Law. And accurate proprioception with movement is an aspiration in the home, not something that actually exists.
Headsets suck for multitasking. No easy way to look down at your phone or over at your clock or notice who's walking towards your desk.
Personally, I'd guess we are a decade away from a lean-back entertainment experience via VR from even matching the fidelity and low-fatigue of a <$10K home theater experience.
Gaming or telepresence via VR are much better suited for the technology, and I'd expect that the first experiences that a million people are willing to sustain for a minimum of an hour will come from that. Today, it's extremely hard to find many people outside of the industry who have enjoyed more than eight total lifetime hours of VR headset experiences.
...all my personal opinions, but after filing a half-dozen patents about VR.
When OEMs include Thunderbolt controllers in PCs or on motherboards, they're required to feed at least one DP stream per port to the controller. Macs (and I'd imagine PCs with embedded dGPUs) tend to use the dGPU for this whenever it's an option. Obviously PC motherboards are a dicier proposition, but they can either connect to the iGPU (assuming that there is one) or provide a DP-in port somewhere on the board. All Thunderbolt add-in cards have DP inputs. You just run a DP cable from your GPU to the DP-in on the Thunderbolt card.I saw these same comments around Thunderbolt on the AnandTech article. If you think this is a good use case for Thunderbolt, you really aren't considering what that tech is built for.
Consider this: Thunderbolt is effectively extending the PCI Express bus. Today, HMDs are using a Display protocol (HDMI today, DisplayPort HBR3 in this standard) and USB3. Why would you want to extend the PCI Express bus into the headset? That would make the headset itself weigh more, use more power, and be more expensive.
"But Thunderbolt can carry DisplayPort as well as four lanes of PCIe!" I hear you cry. Yes - but how are you doing to pipe the video output of your graphics card on your desktop PC into the Thunderbolt port? All existing desktop Thunderbolt solutions (unless you're talking iMacs or other fully integrated systems) cannot use their Thunderbolt ports for video unless you're taking the onboard Intel graphics - or piping your GPU's output over the PCIe bus using Optimus, which is not supported by either Oculus or Rift today (Windows MR headsets have a "light-mode" that works on Intel graphics). If people are concerned about getting video card manufacturers to add USB3.1 controllers or a header to their video card, good luck getting them to add a Thunderbolt controller!!
So using Thunderbolt:
1) Adds cost
2) Adds complexity (especially in the desktop use case, which is probably 95% of the VR market today, just guessing)
3) Offers no tangible benefit over this standard
VirtualLink keeps the solution "simple" by consolidating the existing IO onto a single cable (other than changing the video signaling). You get graphics cards with a Type-C port on the back, probably with some "VR" symbol or branding, maybe a USB3 header on the board or more likely a USB3.1 AsMedia chip, and your headset plugs straight in.
I love Thunderbolt, especially the eGPU use case, but it's not a panacea.
yea but it's still proprietary garbage.So basically a new protocol over the existing Thunderbolt port?
Thunderbolt already handles multiple protocols: USB (1, 2, 3, 3.1) , DisplayPort, PCIe, whatever, and 100W of power, etc.
I think you're exactly right in that the plan isn't necessarily for this alternate mode to see widespread adoption on PCs. Microsoft, NVIDIA, and perhaps a few others can include this port on their devices, but for everyone else, there will be a breakout box / dongle. As you said, it's straightforward to make a device with an upstream facing USB port, DisplayPort input port, and a power brick. Then you can use off-the-shelf signal muxes and USB Type-C / PD controllers to support the VirtualLink alternate mode on a downstream facing Type-C port. This also somewhat solves the problem of the fixed length tethered cable on the headset, because you can locate the box wherever you like and run commodity USB and DP cables of the required length back to the PC. Thunderbolt needs to be tightly integrated from the outset, and for the majority of systems, cannot be added after the fact. Plus it may be a non-starter for various political reasons, as you mentioned.When OEMs include Thunderbolt controllers in PCs or on motherboards, they're required to feed at least one DP stream per port to the controller. Macs (and I'd imagine PCs with embedded dGPUs) tend to use the dGPU for this whenever it's an option. Obviously PC motherboards are a dicier proposition, but they can either connect to the iGPU (assuming that there is one) or provide a DP-in port somewhere on the board. All Thunderbolt add-in cards have DP inputs. You just run a DP cable from your GPU to the DP-in on the Thunderbolt card.I saw these same comments around Thunderbolt on the AnandTech article. If you think this is a good use case for Thunderbolt, you really aren't considering what that tech is built for.
Consider this: Thunderbolt is effectively extending the PCI Express bus. Today, HMDs are using a Display protocol (HDMI today, DisplayPort HBR3 in this standard) and USB3. Why would you want to extend the PCI Express bus into the headset? That would make the headset itself weigh more, use more power, and be more expensive.
"But Thunderbolt can carry DisplayPort as well as four lanes of PCIe!" I hear you cry. Yes - but how are you doing to pipe the video output of your graphics card on your desktop PC into the Thunderbolt port? All existing desktop Thunderbolt solutions (unless you're talking iMacs or other fully integrated systems) cannot use their Thunderbolt ports for video unless you're taking the onboard Intel graphics - or piping your GPU's output over the PCIe bus using Optimus, which is not supported by either Oculus or Rift today (Windows MR headsets have a "light-mode" that works on Intel graphics). If people are concerned about getting video card manufacturers to add USB3.1 controllers or a header to their video card, good luck getting them to add a Thunderbolt controller!!
So using Thunderbolt:
1) Adds cost
2) Adds complexity (especially in the desktop use case, which is probably 95% of the VR market today, just guessing)
3) Offers no tangible benefit over this standard
VirtualLink keeps the solution "simple" by consolidating the existing IO onto a single cable (other than changing the video signaling). You get graphics cards with a Type-C port on the back, probably with some "VR" symbol or branding, maybe a USB3 header on the board or more likely a USB3.1 AsMedia chip, and your headset plugs straight in.
I love Thunderbolt, especially the eGPU use case, but it's not a panacea.
repoman,
Clearly you know all the technical details here as well as anyone
Aside from any technical reasons, I don't think AMD (Intel Rival), NVIDIA (Intel Rival) and Microsoft (no shipping TB3 systems) would sign on to TB3 as a standard for VR. Especially because as of right now, the only place you can source a TB3 controller is from Intel, as much as it's an "open standard."
Also, making the HMDs rely on TB3 to function properly means non-TB3 systems can't use it at all. Normally with Titan Ridge you could gracefully fall back to USB + DPAM, but if that were possible then we wouldn't need this new standard in the first place, and hence wouldn't need TB3 either. I could envision a pretty inexpensive VirtualLink "breakout box" that's just a Type-C demux that outputs DP, USB-A, and has a power brick, whereas doing that with TB3 could be much challenging, but I'm not sure.
I think it's more likely that the video card manufacturers move towards Type-C than motherboard (or video card) manufacturers adopt TB3 en-masse. VESA actually certified HBR3 over Type-C before they created the DP8K certification program earlier this year, and we're already seeing monitors ship with Type-C.
I'm not trying to seem down on TB3, I've been an eGPU person for a while (thank you b-plus) and I love TB3.
Ah, but for all those whose love for thumbscrews springs eternal, fear not, the USB-IF has not forsaken you. Behold, from the Universal Serial Bus Type-C Locking Connector Specification:Can someone please explain to me why VR headsets do not use D-sub connectors?
It seems crazy to me that we're moving to USB-C, a standard developed primarily for phones and laptops that need to be able to connect/disconnect from the port with ease. Why would you want to make it easy to disconnect your VR headset?
At least with D-sub you can clip or screw the connector in place. Sure a 24-pin D-sub is massive, but nobody said you can't make a new version with smaller pins.
If you ask me, I think VR makers need to stop trying to shoehorn together a solution from off-the-shelf parts. We need a completely new connector specifically for VR, USB-C is not a one-size-fits-all solution.
HTC was always only manufacturer for Valve. This was the reason why there is no substantionalHTC didn't participate in this consortium?
That seems like a problem. They are the pilot manufacturer for the SteamVR stuff. Still a significant player in the market with the most advanced product.
Hmmm... Hopefully they still try to use it.
HTC was always only manufacturer for Valve. This was the reason why there is no substantionalHTC didn't participate in this consortium?
That seems like a problem. They are the pilot manufacturer for the SteamVR stuff. Still a significant player in the market with the most advanced product.
Hmmm... Hopefully they still try to use it.
improvement to lenses, FOV, etc, in Vive Pro compared to original Vive.
"3840×2160 streams at 60 frames per second"
Aren't high frame rates greater than 60 FPS important to reduce side effects of headache and nausea for VR?
Yeah, you tell them!WARNING Foolish whine under quarantine above!Hey, remember the Virtual Boy?
How about the 3DS 3D?
Oh I know, remember 3D TVs?
And 3D movies sure have been successful, haven't they?
Yeah I totally completely sure this time VR is the future! For sureee!
This should have happened sooner. And the fact that its happening now suggests unpleasant things about the practicality of wireless solutions.![]()
Wired connections give you a much more reliable method of transmitting data in real time, which is important for high frame-rate, high-resolution, interactive media. The bandwidth you need is huge for uncompressed video (for example, the 2x 2560x1440 screens at 120fps scenario is more than 21gbps for 8-bit video data). Once you add compression for wireless transmission you add latency. Without significant advances in consumer-grade wireless transmission we won't be seeing top level VR wirelessly connecting to its base-station any time soon in the consumer space.
Wouldn't foveated rendering dramatically reduce the bandwidth required?
This is fantastic. My one main concern is the video bandwidth. As headsets move towards higher resolutions this will be a limiting factor looking at full frame transmission. Out of the gate this standard precludes 4k per eye headsets at 90Hz without compression (which may add latency). Even 4k per eye isn't the end game for headsets with a reasonably wide field of view... pixels and aliasing will still be visible due to the FOV and close proximity to the eye.
This may not be a concern if eye tracked foveated rendering is introduced and incorporated into the frame transmission protocol. In that case only the pixels directly in a 5-18° arc from the point of focus need to be fully rendered, with gradual falloff in effective pixel density towards the peripheral vision range. The problem is this doesn't work particularly well with traditional rectangular frame buffers that current hardware expects. If this is solved headsets can easily incorporate 8k per eye screens while transmitting the equivalent of 1080p or 1440p full frame pixels.
"The new headset spec combines four lanes of HBR3 ("high bitrate 3") DisplayPort video (for a total of 32.4 gigabits per second of video data)"
Am I missing something here? 4 lanes would mean four times 32.4 if they used all four lanes. So the total bandwidth would be 129.6 gbits.
"The new headset spec combines four lanes of HBR3 ("high bitrate 3") DisplayPort video (for a total of 32.4 gigabits per second of video data)"
Am I missing something here? 4 lanes would mean four times 32.4 if they used all four lanes. So the total bandwidth would be 129.6 gbits.
You are going the wrong way. It's 8.1 gbits per lane so the 32.4 is the total for all 4 already. That is actually the link bandwidth and after encoding it's only 25.92 Gbit/s for actual video data.
https://en.wikipedia.org/wiki/DisplayPo ... ifications
The DisplayPort 1.3 spec that introduced HBR3 came out in September 2014. DP 1.3/1.4 sources already exist."The new headset spec combines four lanes of HBR3 ("high bitrate 3") DisplayPort video (for a total of 32.4 gigabits per second of video data)"
Am I missing something here? 4 lanes would mean four times 32.4 if they used all four lanes. So the total bandwidth would be 129.6 gbits.
You are going the wrong way. It's 8.1 gbits per lane so the 32.4 is the total for all 4 already. That is actually the link bandwidth and after encoding it's only 25.92 Gbit/s for actual video data.
https://en.wikipedia.org/wiki/DisplayPo ... ifications
That's very underwhelming. Just do HDMI 2.1 instead, it's already higher bandwidth than that.
There'll need to also be some panning/fade/etc protocol too (basic elements of a video codec) in the brand new display protocol. Since having varying framerates for different parts of vision was tested to to be bad.This may not be a concern if eye tracked foveated rendering is introduced and incorporated into the frame transmission protocol. In that case only the pixels directly in a 5-18° arc from the point of focus need to be fully rendered, with gradual falloff in effective pixel density towards the peripheral vision range. The problem is this doesn't work particularly well with traditional rectangular frame buffers that current hardware expects. If this is solved headsets can easily incorporate 8k per eye screens while transmitting the equivalent of 1080p or 1440p full frame pixels.
This should have happened sooner. And the fact that its happening now suggests unpleasant things about the practicality of wireless solutions.![]()
It's still impractical to run 1080p60fps over a wireless VGA/HDMI setup, let alone anything of a higher resolution or refresh rate. Not only that, but it has to be done for a device that will supposedly be battery-powered. Truly wireless VR setups are a long ways off unless you're happy with Google Daydream.