VirtualLink Is Dead: GeForce RTX 30-Series Skips the VR Connector, Website Gone

Oculus VR
(Image credit: Oculus VR)

Announced in mid-2018, the VirtualLink interface promised a single-cable connection for upcoming VR headsets. But the interface never really took off, and now it looks like it never will. This week it turned out that Nvidia decided not to support VirtualLink on its GeForce RTX 30-series graphics cards. What's more, the VirtualLink Consortium’s website is now offline. 

Single Cable and Strong Backing

Latest Videos FromTom's Hardware
Anton Shilov
Contributing Writer

Anton Shilov is a contributing writer at Tom’s Hardware. Over the past couple of decades, he has covered everything from CPUs and GPUs to supercomputers and from modern process technologies and latest fab tools to high-tech industry trends.

  • nofanneeded
    VR should focus on wireless not wired connection.
    Reply
  • DeauteratedDog
    nofanneeded said:
    VR should focus on wireless not wired connection.
    Totally agree, it seems like a perfect application for 802.11ad/ay (aka WiGig) in the 60 GHz (millimeter wave) band.
    Reply
  • nofanneeded
    DeauteratedDog said:
    Totally agree, it seems like a perfect application for 802.11ad/ay (aka WiGig) in the 60 GHz (millimeter wave) band.

    802.11ad wont make it for it will give 6Gb/s per channel and thats enough for one eye only , 802.11ay (277Gb/s) will do .
    Reply
  • jkflipflop98
    It should also be noted that moving up that far in the frequency range means your signal won't pass through most solid objects. Including your head and PC case. If you tilt your head the wrong way while using your wireless HMD it will start having adverse artifacts.
    Reply
  • lilkwarrior
    Nitpick: The first consumer Oculus Rift also was able to use VirtualLink. It's a shame the standard came & went as it did. Definitely screwed over Nvidia & Valve seems to be the most culpable of it failing.

    I think their reasoning sounded extremely fishy; The Index headset is left with pretty wonky connectivity as a result.
    Reply
  • nofanneeded
    jkflipflop98 said:
    It should also be noted that moving up that far in the frequency range means your signal won't pass through most solid objects. Including your head and PC case. If you tilt your head the wrong way while using your wireless HMD it will start having adverse artifacts.

    Not really , because the VR headset will have horns like Antennas with direct connection to the base Antennas and the base Antennas are better located at the center of the Ceiling wired to the PC. no obstacles at all.
    Reply
  • jkflipflop98
    nofanneeded said:
    Not really , because the VR headset will have horns like Antennas with direct connection to the base Antennas and the base Antennas are better located at the center of the Ceiling wired to the PC. no obstacles at all.

    Until you tilt your head sideways. Then your head becomes the obstacle.
    Reply
  • nofanneeded
    jkflipflop98 said:
    Until you tilt your head sideways. Then your head becomes the obstacle.

    How is that ? the Antennas will still not be blocked they will be horizontal instead of vertical , you need to be upside down for the Antennas to be blocked
    Reply
  • spongiemaster
    jkflipflop98 said:
    It should also be noted that moving up that far in the frequency range means your signal won't pass through most solid objects. Including your head and PC case. If you tilt your head the wrong way while using your wireless HMD it will start having adverse artifacts.
    HTC has had a WiGig adpater out for quite awhile.

    https://www.vive.com/us/accessory/wireless-adapter/
    It's basically the main reason I went with a Vive headset. I own it and it works flawlessly. Never had a signal issue or artifacting. I read practically every review on the wireless adapter before I bought it, and not one review mentioned signal issues are artifacting. It's just not an issue.
    Reply