A quintet of industry heavyweights have teamed up for a new standard for virtual reality headsets dubbed VirtualLink.
Under the specifications put out by the consortium, the USB-C Alternate Mode standard will support a quartet of High Bit Rate 3 (HBR3) Displayport lanes, USB3.1 Gen 2 SuperSpeed for cameras and sensors, as well as carrying up to 27 Watts of power.
"The current setup process limits VR to PCs that can support multiple connectors. A single-connector solution brings immersive VR to small-form-factor devices that can accommodate a single USB Type-C connector," the group said. "These include thin and light notebooks and various other small-form-factor devices."
The consortium is led by Nvidia, Oculus, Valve, AMD, and Microsoft, all of which are involved in VR to varying degrees.
Other details on the standard are scant, with those interested in viewing an overview of it needing to register though the VirtualLink site.
A recent study by IDG said worldwide spending on AR and VR products and services will reach $27 billion in 2018.
In March, Microsoft showed off its Power BI app with HoloLens as the company pushes into business uses of VR. An April study pinned the number of augmented reality smart glasses sold in 2017 as a mere 24,000.
Redmond recently launched an $80 USB-C dongle for its Surface devices.
As for the Facebook-owned Oculus, the company launched the self-contained Oculus Go in May for $200 -- the device has a battery life of two hours, though.
Those of us from the Oregon Trail generation might not like it, but it turns out VR environments are better for memory retention than computer screens.
Regular instruction can only do so much to prepare you for the worst case scenario. VR could be an important new tool in the arsenal.
With 20 percent of Australians already using filters on 'selfies', augmented reality is likely to be commonplace in the enterprise of the future.
Microsoft's Corporate Vice President Kudo Tsunoda is leaving his position as head of Mixed reality, '3D for Everyone,'and associated apps and services as part of the latest moves.
The augmented reality (AR) and virtual reality (VR) headset industry is fluctuating. Here's why.