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  • HollyDOL - Thursday, February 11, 2016 - link

    How is the endurance of HDMI 2.0 connectors? Haven't had any in my hand, but I would be a bit worried plugging and unplugging stuff frequently with HDMI 1.4 ... it seems to lack the robustness of USB type-A...
  • Murloc - Thursday, February 11, 2016 - link

    I plug and unplug the same HDMI connector every working day twice a day (it's a poor's man dock station), and did so for 5 years.
    It feels sturdy really, I don't think this is a worry.
  • HollyDOL - Thursday, February 11, 2016 - link

    Good to hear, thx for info
  • Samus - Friday, February 12, 2016 - link

    I severely bent a connector on the back of my TV turning it with a cable wrapped to tight, and the connection still works fine as long as you wedge the cable so the connector doesn't fall out of the socket....all the pins still line up. Overall pretty durable. Nothing snapped.
  • close - Friday, February 12, 2016 - link

    I usually use extenders or adapters for this kind of stuff. So I buy a short extender or a swivel adapter for example and they always stay plugged in so the plug in the extender is the one taking all the wear and tear.
  • HollyDOL - Friday, February 12, 2016 - link

    That's not a bad idea... especially when the VR set will present just a short cable so there shouldn't be issues with signal quality degradation unless the extender is some lousy one.
  • CaedenV - Thursday, February 11, 2016 - link

    It runs the gamut. Some HDMI things are super flimsy and will bend/warp at the drop of a hat, while others are quite sturdy. The cables themselves tend to be fine, it is the plugs that have occasional issues.
  • makerofthegames - Thursday, February 11, 2016 - link

    I wonder if the reference-cooler one is compatible with normal liquid cooling blocks. I was planning on a beefy VR rig sometime this year, having a front-accessible HDMI port for it would be awesome.
  • BrokenCrayons - Friday, February 12, 2016 - link

    The problem with VR right now is the fact that expensive underlying hardware is necessary to properly drive it. The idea of needing at least one top end GPU plus the headset itself imposes a substantial cost barrier. Adding a second GPU for optimal experience introduces additional cost concerns AND technical problems too given the possible problems DX12 introduces with implementation of multi-GPU by pushing responsibility for functionality to cost-sensitive application developers. Much lower resolution VR screens are necessary to push hardware requirements downward so adoption by more people can provide a profit incentive for developers to soak the added cost of building in support. Smaller lithography FINALLY moving GPUs off 28nm will probably help some by making smooth VR possible with more reasonable power, space, and price requirements. I still hesitate to say that these will be anything other than poorly supported halo products that enjoy a brief period of sales before dropping off the tech interest radar just as they did before.
  • HollyDOL - Friday, February 12, 2016 - link

    Given the panel proximity to your eyes, you cannot go lower with resolution enough to make the entry for VR significantly more accessible... maybe one tier, but that's probably on the edge...
  • Golgatha - Monday, February 15, 2016 - link

    $10 solution. I imagine you would just leave the USB 3.0 cords plugged in all the time.

    http://www.amazon.com/Ultra-Clarity-Braided-Extens...

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