Given the current "Medusa-like" nature of VR headsets with multiple cables needing to feed video, audio, data, and power to the headset, simplifying to a single cable should provide a measurable benefit to the VR experience.
Nate Mitchell, head of Rift at Oculus, picks up on the implication that this new standard should help make VR more of an approachable thing to a wider variety of people. Which conceivably allows the user to now enjoy a VR experience with a smaller device, like even a light notebook.
One of the nicer things about VirtualLink is that it has been objective built for VR with optimizing latency and keying in on bandwidth demands to make the next generation of VR experiences a much better one.
The consortium also announced the publication of an advance overview of the VirtualLink specification, available to companies that wish to receive details ahead of the upcoming VirtualLink 1.0 specification.
"While serious VR and AR experiences will still require more advanced processors and graphics chips, casual PC users won't need to get HP's Omen X backpack, for example, to get started with VR", DT continues.
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Something to look forward to: The ideal high-end virtual reality platform will be wireless but we're not quite to that point yet.
Pierre-Loup Griffais - of Valve. "Given Microsoft's involvement, it may be just a matter of time before we see VirtualLink crop up on a future Windows Mixed Reality headset".
Future VR headsets won't require the range of cords and connectors in use by today's flagship devices. Current headsets tend to use multiple cables, transmitting USB data separately from display data, which travels over DisplayPort or HDMI. These specifications should ensure a good degree of future-proofing when it comes to VR releases down the track. Important factors that could cause actual results to differ materially include: global economic conditions; reliance on third parties to manufacture, assemble, package, and test products; the impact of technological development and competition; development of new products and technologies or enhancements to existing product and technologies; market acceptance of products; design, manufacturing, or software defects; changes in consumer preferences or demands; changes in industry standards and interfaces; unexpected loss of performance of our products or technologies when integrated into systems. Acknowledging the issue, a new consortium seeks to introduce VirtualLink.
VirtualLink is a trademark of the VirtualLink Consortium.