VirtualLink was a proposed USB-C Alternate Mode that was historically intended to allow the power, video, and data required to power virtual reality headsets to be delivered over a single USB-C cable instead of a set of three different cables as it was in older headsets.[1][2] The standard was supported by Nvidia, AMD, HTC Vive, Oculus VR, Valve, and Microsoft.[3] The VirtualLink Consortium was chaired by Rambo Jacoby representing Nvidia.[citation needed] VirtualLink never launched successfully.
Unlike most alt-modes this remapped A7, A6, B6, B7 to carry a USB 3.0 signal, instead of the usual passive USB 2.0 signal. This means that one would not be able to extend the cable using a standard USB-C 3.0 cable, which has these pins mapped only for unshielded USB 2.0 signals. Also this required the VirtualLink port to also detect the correct orientation of the USB-C plug to ensure that the USB 3.0 TX and RX lanes are correctly connected.
In VirtualLink mode, there were six high-speed lanes active in the USB-C connector and cable: four lanes transmit four DisplayPort HBR 3 video streams from the PC to the headset while two lanes implement a bidirectional USB 3.1 Gen 2 channel between the PC and the headset. Unlike the classic DisplayPort USB-C alternate mode, VirtualLink has no USB 2.0 channels active, instead providing a higher speed USB 3.1 Gen 2 (SuperSpeed+) over the same A6, A7, B7, B6 pins. VirtualLink also required the PC to provide 15 to 27 watts of power.[3][4] No information pertaining to VirtualLink alternate mode compatibility with USB4 (and so Thunderbolt 3 alternate mode) had been published.
As of March 2023 Sony PSVR2 has a single 5m USB Type-C cable connection to PS5 which seems to be working with Nvidia GeForce 20 series cards as well; because, unlike most ports, VirtualLink must also provide the required 12V via USB Power Delivery, an uncommon voltage, and they additionally support standard two-lane DisplayPort alt-mode, but the PSVR2 headset does not use the actual four-lane VirtualLink alt-mode, pinout or special shielded cable.[6][7]
Nvidia GeForce 20 series cards, initially released in 2018, implemented a single VirtualLink port in all RTX Founders Edition (FE) cards (2060, 2070, 2080, 2080 Ti).[8] This port was also made available on Quadro RTX cards.[9]
As of Nvidia's GeForce 30 series cards announcement, all of Nvidia's new Founders Edition GPUs, alongside the partner boards announced so far, lacked a VirtualLink port due to its discontinuation.[10] By contrast, the AMD Radeon RX 6000 series, announced in October 2020, implemented a VirtualLink port for the first time.[11]
As of August 2020, the VirtualLink standard had failed to propagate into the virtual reality headset market. The Valve Index had initially developed a VirtualLink accessory, but it was canceled due to technical signaling and reliability issues.[12] By September of that year, it had been abandoned by its consortium, and the website now redirects to its Wikipedia page.[13]
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The information in this document was created from the devices in a specific lab environment. All of the devices used in this document started with a cleared (default) configuration. If your network is live, ensure that you understand the potential impact of any command.
All areas in an Open Shortest Path First (OSPF) autonomous system must be physically connected to the backbone area (Area 0). In some cases, where this is not possible, you can use a virtual link to connect to the backbone through a non-backbone area. You can also use virtual links to connect two parts of a partitioned backbone through a non-backbone area. The area through which you configure the virtual link, known as a transit area , must have full routing information. The transit area cannot be a stub area. This document examines the OSPF database in a virtual link environment. You can read more about virtual links in the OSPF Design Guide.
Initially, the virtual link is down because Router10.1.1.1 does not know how to reach Router10.3.3.3 (the other end of the virtual link). All of the link-state advertisements (LSAs) in Area 1 need to be flooded, and the shortest path first (SPF) algorithm must be run within Area 1 by all three routers, for Router10.1.1.1 to know how to reach Router10.3.3.3 through Area 1.
After the routers know how to reach each other through the transit area, they try to form adjacency across the virtual link. The OSPF packets between the two ends of the virtual link are not multicast packets. They are tunneled packets from source 10.5.0.1 to the destination 10.6.0.3, because they are tunneled to the other end of the virtual link. It is important to note that if there is a firewall in between the virtual-link routers, you need to enable the OSPF (IP protocol 89) port between the virtual-link tunnel outgoing interface IPs that are between 10.5.0.1 and 10.6.0.3.
If the virtual link is misconfigured for some reason, then Router10.3.3.3 does not consider itself an ABR because it does not have any interfaces in Area 0. If this is the case, it does not create summary LSAs or advertise 10.12.0.0/16 into Area 1.
Router10.2.2.2 looks in its own LSA and sees that Router10.3.3.3 is a neighbor. It then looks at the LSA of Router10.3.3.3 to verify that Router10.3.3.3 sees Router10.2.2.2 as a neighbor. If both routers see each other as neighbors, then they are considered reachable.
If they are on a common subnet, the routers install routes for any stub networks listed in the router LSA of their neighbor. In this example, 10.6.0.0/16 is the only stub network listed in the LSA of Router10.3.3.3 in Area 1, to which Router10.2.2.2 is already directly connected.
After all of the reachable router LSAs in Area 1 are examined, Router10.2.2.2 looks at summary LSAs in the database. It finds two summary LSAs for 10.12.0.0/16 in Area 1 and chooses the one with the lowest total cost, which is the metric to reach the advertising router plus the metric of the summary LSA.
You can also build a generic routing encapsulation (GRE) tunnel between Router10.1.1.1 and Router10.3.3.3 and put the tunnel in Area 0. The main differences between a GRE tunnel and a virtual link are described in this table:
The routers become adjacent and exchange LSAs via the virtual link, similar to a physical link. You can see the adjacency if you examine the router LSA or the output of the debug ip ospf adj command:
The way it works is that the software emulates a USB connection on the computer, and makes the USB device (such as a printer or a disk drive) connected to the SX Virtual Link enabled device look as if it were directly connected. This makes it easy to connect and share USB devices on the network.
We encourage users to look at the documentation in the Help file by clicking on the '?' (question mark) within the SX Virtual Link utility to find out about all of the features, and it also includes configuration and troubleshooting tips.
Devices that use the isochronous data stream, such as webcams, sound or TV cards, are only supported by the DS-510, DS-520AN, DS-600 or newer devices. Some of these devices may not work due to driver problems or delay over the network.
If you are having difficulties installing SX Virtual Link, please make sure you have uninstalled any old versions, and make sure you have one of the supported operating systems (Windows XP, Windows Vista, Windows 7 32/64 bit, Mac OS 10.5 or 10.6).
With other 3rd party firewalls, the firewall is usually opened automatically the first time you use SX Virtual Link and you click YES to the prompt to open the connection, however sometimes manual exceptions need to be added.
Since VPN routers always have the standard function to prevent broadcast packets to other networks, the USB device servers will not be found by SX-VL by itself. Please enter the IP of the device server directly under "Options" - "Search for device servers" after the broadcast packets have been activated. After that, the device server and the USB devices should be detected in SX-VL.
Port 19540 UDP and TCP in both directions must not be blocked by the router. Simple port forwarding or port forwarding in combination with NAT is not supported. Also the Fritz!remote access solutions are not supported.
If you are having any difficulties, please make sure your USB device works when connected directly with a USB cable to your computer before trying to use SX Virtual Link. If the device doesn't work directly over USB, it won't work when directly connected.
SX Virtual Link allows one person to connect to a USB device at a time, and is designed to work the same way a direct USB connection works. When one user connects to a device with SX Virtual Link, it is as if the user is plugging it directly to their computer with a USB port. When the user disconnects, it is just like unplugging the USB connection. SX Virtual Link has some features you may want to read about which allow users to share USB devices easier.
Silex USB Device Servers have a "Printer Autoconnect" feature allowing multiple users to share a printer, much like a print server, without the need to manually connect or disconnect. If you are having difficulties sharing a USB Printer with SX Virtual Link among multiple users on a network, you will want to make sure that the "Printer Autoconnect" feature is working properly. To configure this feature, please read the HELP documentation in SX Virtual Link by clicking on the '?' and click on 'How to Use a Printer' within the Help.
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