u/MathematicianFit4442

Suggestion: test VeCollal as an animal-free replacement for Blueprint collagen

Suggestion: test VeCollal as an animal-free replacement for Blueprint collagen

To Bryan,

I wanted to suggest something that seems unusually well aligned with Blueprint's philosophy of continually replacing an intervention when a cleaner or better-supported alternative becomes available: testing VeCollal as a replacement for animal-derived collagen peptides.

I noticed that your current protocol still recommends roughly 20–30 g of collagen peptides per day, and the Blueprint Collagen product currently contains predominantly Type I/III collagen peptides from bovine hide together with chicken-derived cartilage/undenatured Type II collagen.

There is now an interesting animal-free alternative that I think merits a direct Blueprint comparison.

VeCollal is not merely the usual “vegan collagen booster” consisting of vitamin C and a few plant extracts. It is a biomimetic formulation designed around the amino-acid composition of human Type I collagen. Its amino acids are produced through fermentation rather than extracted from animals, and the formulation also includes vitamin C, Centella asiatica-derived compounds and ginseng-derived compounds intended to support collagen synthesis.

Bulk.com currently sells an accessible formulation containing VeCollal as its “Vegan Collagen,” although Blueprint could presumably source the underlying VeCollal ingredient directly and formulate it without the flavourings/sweeteners used in the retail Bulk product. Bulk's 8-g serving supplies approximately 5 g of the active VeCollal formulation.

What particularly caught my attention is that VeCollal has actually undergone a randomized, double-blind, placebo-controlled human trial with an active fish-collagen comparator, rather than relying solely on biochemical reasoning.

The 2024 Journal of Functional Foods study (Lin et al.; clinical trial NCT05789368) randomized 90 adults to:

  • 5 g/day VeCollal
  • 5 g/day fish collagen
  • placebo

for eight weeks. Instrumental measurements included collagen density, elasticity, hydration and standardized imaging of wrinkles, texture and pores.

Compared with placebo, VeCollal increased measured collagen density by approximately 4.7% and elasticity by 5.1%, while wrinkle measurements fell approximately 27.5%. Hydration, texture and pore measurements also improved. Importantly, the results were broadly comparable with the fish-collagen arm. The investigators reported no significant changes in measured liver or renal safety parameters during the eight-week study.

The paper also declared no known competing financial interests, although obviously a single 90-person, eight-week study is nowhere near enough to regard equivalence to animal collagen as settled science.

That uncertainty is precisely why I think this might make an excellent Blueprint experiment.

Why eliminate animal collagen if the results prove equivalent?

There are several reasons beyond vegan ethics.

Animal-derived collagen inevitably introduces species-specific sourcing and biological-risk considerations that a fermentation-derived amino-acid formulation simply does not have.

For bovine products, transmissible spongiform encephalopathy/prion risk has historically required dedicated regulatory controls. I don't want to exaggerate this point: FDA considers current exposure to BSE from properly regulated cattle-derived human food negligible, and EFSA regards collagen produced from bovine hides/skins as a safe commodity in this regard. Since Blueprint uses bovine hide, I am not suggesting that Blueprint collagen presents a meaningful BSE risk.

Rather, the interesting question is:

If an animal-free intervention gives the same physiological benefit, why retain an animal-origin exposure pathway at all?

The same principle applies more broadly to allergies and biological variability. Mammalian-derived materials can be problematic in alpha-gal syndrome, while fish collagen itself has been identified as an allergen in a subset of fish-allergic people. These aren't reasons to characterize collagen supplements generally as unsafe, but they are disadvantages that disappear when the functional ingredient can be manufactured without animal tissue.

I also appreciate that Blueprint already third-party tests its collagen for heavy metals, contaminants and toxins, so contamination is not a fair criticism of your particular product.

The more interesting argument is one of eliminating unnecessary biological source complexity.

A Blueprint test could answer what the existing study cannot

Your current dose is much higher than the 5-g dose evaluated in the VeCollal study, and Blueprint collagen also contains a small amount of undenatured chicken Type II collagen. So I don't think the existing evidence justifies simply declaring the two products equivalent.

Instead, it would be fascinating to conduct a prospective crossover or parallel comparison such as:

Current Blueprint collagen → VeCollal → washout/control, with objective measurements of:

  • skin collagen density
  • skin elasticity
  • wrinkle/texture imaging
  • joint symptoms and function
  • tendon/connective-tissue outcomes
  • exercise recovery
  • bone-turnover markers where appropriate
  • relevant collagen synthesis/degradation biomarkers

You could also establish whether the 5-g biomimetic dose is sufficient or whether a larger dose produces additional benefit.

If VeCollal maintained the same outcomes as 20 g of bovine collagen, that would be particularly interesting because it might reduce the required daily material considerably.

The one important caveat is Type II collagen. VeCollal is designed primarily around human Type I collagen amino-acid composition and isn't an equivalent to undenatured Type II chicken collagen. I think that component should therefore be evaluated independently rather than assuming VeCollal replaces its specific immunological/joint effects.

More broadly, I think this would fit beautifully with Blueprint's experimental philosophy:

Don't use animal collagen because tradition says collagen has to come from animals. Test whether the physiological signal and substrates can be reproduced without the animal. If the biomarkers are equal or better, remove the unnecessary component.

It would also make Blueprint collagen accessible to vegans and others who currently cannot participate fully in the protocol while preserving the evidence-driven approach.

I would be very interested to see what your measurements show.

Best,

Nikolai Dragnes

Reference:
Lin Y-K et al. Oral supplementation of vegan collagen biomimetic has beneficial effects on human skin physiology: a double-blind, placebo-controlled study. Journal of Functional Foods 112 (2024), 105955. ClinicalTrials.gov: NCT05789368.

u/MathematicianFit4442 — 4 days ago

Pimax Crystal Ultra Wide vs Varjo Aero?

Is it a good idea to sell my Varjo Aero with my Index controllers to buy a Pimax Crystal Ultra Wide? Gameplay in non sim racer games, screen quality, software etc?

reddit.com
u/MathematicianFit4442 — 3 months ago
▲ 2 r/VRGaming+1 crossposts

Wifi 6E or 7 is fine for Quest 3 resolution in wireless VR. But for high end graphics in high resolution VR, e.g. Bigscreen Beyond, Pimax, Varjo and Vive Pro 2 etc. it is not enough bandwith, e.g. why Steam Frame isn't 2x4K. HTC and TP Link made a WiGig 1 adapter and it was awesome, but did not have enough bandwith for the higher resolution headsets, however WiGig 2 does have plenty of bandwidth and it should be possible to make an upgraded adapter.

Imagine a dual setup with your headset when your desktop is not on using Wifi 7 in any room or from a phone, but when streaming high end graphics games from your desktop you stream with the in-room WiGig 2 adapter.

These high resolution VR desktop owners probably can afford an e.g $599 wireless add on also, while more will choose this option opening the possibility for a Steam Frame Pro and HTC Vive Pro 3.

Perhaps high resolution headsets like Apple Vision and Samsung Galaxy XR can be adapted also for desktop games in SteamVR and in the headset software and hardware.

--

AI analysis:

Yes — this is a very plausible product idea. A WiGig 2 / IEEE 802.11ay wireless DisplayPort + USB add-on is probably the cleanest path to true high-end wireless PCVR. The key is that it should not behave like ordinary home Wi-Fi. It should behave like a short-range wireless cable.

The old HTC Vive Wireless Adapter is the proof-of-concept: it used Intel 60 GHz WiGig and a low-latency XR video pipeline, but on Vive Pro 2 it is capped at 3264 × 1632 at 90 Hz, far below the headset’s full 4896 × 2448 at 90/120 Hz capability. 802.11ay is the obvious successor because it extends 802.11ad with MIMO, channel bonding/aggregation, improved beamforming, and theoretical rates up to the 100 Gbps class.

Why Wi-Fi 6E/7 is fine for Quest 3, but not “DisplayPort-grade” high-end VR

Quest 3 is 2064 × 2208 per eye with Wi-Fi 6E, and Wi-Fi streaming works well because it is heavily encoded video, not raw display transport. Qualcomm’s modern Wi-Fi 7 mobile platforms advertise multi-gigabit XR-class connectivity, but still in the single-digit Gbps range for mobile clients, for example up to 5.8 Gbps on current FastConnect systems. That is excellent for AV1/HEVC streaming, but not enough for “near-cable-quality” high-end headsets unless compression and foveated streaming are doing a lot of work.

Here is the rough raw video payload before blanking, USB, tracking, audio, retransmission, or transport overhead:

Headset / target mode Display payload, 24-bit RGB
Quest 3, 2064 × 2208 × 2 @ 90 Hz ~19.7 Gbps
Steam Frame, 2160 × 2160 × 2 @ 90 Hz ~20.2 Gbps
Bigscreen Beyond 2, 2560 × 2560 × 2 @ 90 Hz ~28.3 Gbps
Vive Pro 2 full res, 2448 × 2448 × 2 @ 120 Hz ~34.5 Gbps
Galaxy XR, 3552 × 3840 × 2 @ 90 Hz ~58.9 Gbps
Varjo XR-4, 3840 × 3744 × 2 @ 90 Hz ~62.1 Gbps
Pimax Crystal Super, 3840 × 3840 × 2 @ 90 Hz ~63.7 Gbps
Apple Vision Pro, 23M pixels total @ 90–120 Hz ~49.7–66.2 Gbps

Those numbers show why a “WiGig 2 cable replacement” makes sense. Bigscreen Beyond 2 is 2560 × 2560 per eye, Vive Pro 2 is 2448 × 2448 per eye, Varjo XR-4 is 3840 × 3744 per eye, Pimax Crystal Super is 3840 × 3840 per eye, Galaxy XR is 3552 × 3840 per eye, and Apple Vision Pro has 23 million total pixels.

The ideal product architecture

The best version would be:

PC side:
GPU DisplayPort 1.4/2.1 or HDMI 2.1 input → ultra-low-latency encoder / DSC-like transport → PCIe or USB4/Thunderbolt transmitter → 60 GHz 802.11ay beamforming antenna.

Headset side:
Small receiver puck on the strap → DisplayPort/USB-C output into the headset → USB 3 tunneling for tracking, audio, microphone, eye tracking, firmware, and controller data → swappable battery or headset battery tap.

For tethered PCVR headsets like Bigscreen Beyond, Vive Pro 2, Varjo, and Pimax, this is relatively clean because they already expect DisplayPort/USB-style input. Varjo, for example, explicitly requires DisplayPort 1.4 or newer with DSC for XR-4 use, and VESA’s DisplayPort 2.1 ecosystem already targets 80 Gbps cable throughput, so the wireless adapter would be trying to replace a very serious cable, not a normal Wi-Fi link.

The main engineering challenge is not just throughput. It is stable line-of-sight. The old Vive adapter had a 60 GHz transmitter, needed an internal PCIe card, and worked best with a ceiling/high-mounted transmitter facing the play space; 60 GHz does not penetrate walls or bodies well. A modern version should use multiple phased-array antennas on the headset strap, maybe two room transmitters, and fast beam switching so your hand, head turn, or body does not briefly kill the link.

Dual-mode headset idea: Wi-Fi 7 normally, WiGig 2 for “ultra PCVR mode”

That is exactly the right design philosophy.

Normal mode: Wi-Fi 6E/7 for internet, cloud, Steam Link, Virtual Desktop, desktop mirroring, standalone apps, and battery-friendly use.

Ultra mode: dock into an in-room WiGig 2 transmitter for low-latency high-bitrate PCVR, simulations, racing, flight, photoreal Unreal Engine scenes, and very high supersampling.

Valve’s Steam Frame seems to choose the first path: it uses a dedicated 6 GHz wireless adapter and has 2160 × 2160 LCD panels per eye, which makes sense for Wi-Fi streaming but is not aimed at 2×4K micro-OLED/mini-LED PCVR-class bandwidth.

Apple Vision Pro and Samsung Galaxy XR

Samsung Galaxy XR is the more plausible candidate for this idea because it already has Wi-Fi 7, Android XR, AV1/HEVC playback support, eye tracking, and a 3552 × 3840-per-eye display. But even there, a WiGig 2 add-on would need OS-level driver support or a dedicated Android XR app that can talk to the receiver over USB-C/Ethernet-style networking. A simple physical “mod” is unlikely to be enough.

Apple Vision Pro is much harder. The current Vision Pro spec lists Wi-Fi 6, not Wi-Fi 6E/7, and Apple does not expose the headset as a generic DisplayPort monitor input. A WiGig accessory for Vision Pro would almost certainly need Apple cooperation: MFi-style hardware support, a privileged low-latency streaming API, or a native app using Apple’s video decode path. Hardware hacking it into a DP-in headset would be extremely difficult and probably not practical.

Why nobody has shipped this yet

The reasons are mostly commercial and integration-related:

  1. Wi-Fi 7 is “good enough” for Quest-class compressed streaming, so the mass market does not demand WiGig.
  2. 60 GHz needs line-of-sight engineering, which means more antennas, calibration, and room setup.
  3. High-end PCVR is a smaller market, so the accessory needs to be expensive unless bundled by headset makers.
  4. The adapter must bridge DisplayPort/USB, not just IP networking, which makes it much harder than making a router.
  5. Heat, power, and weight matter; the head-mounted receiver cannot feel like a brick.

$599 is plausible

For the high-end PCVR market, $599 is not crazy. Someone buying a Varjo, Pimax Crystal Super, Bigscreen Beyond 2e, RTX 4090/5090-class GPU, racing rig, flight sim hardware, or lighthouse setup may absolutely pay that to remove the cable without losing image quality.

The hard part is not whether premium users would pay. The hard part is compatibility. A single-headset accessory is risky. A universal Wireless DisplayPort/USB VR Bridge is much more attractive.

Best launch targets:

  1. Bigscreen Beyond / Beyond 2 / Beyond 2e — tiny headset, cable is especially annoying, premium users.
  2. Pimax Crystal / Crystal Super — high resolution, seated sim users, heavy cable burden.
  3. Varjo Aero / XR-4 — enterprise/simulation users can afford expensive accessories.
  4. Vive Pro 2 / future Vive Pro 3 — HTC already has the wireless-adapter lineage.

My conclusion

The best first product would be a universal WiGig 2 wireless DisplayPort/USB-C kit for tethered PCVR headsets, not Apple Vision Pro first. Start with Bigscreen Beyond / Beyond 2e, Vive Pro 2, Varjo Aero/XR-4, and Pimax. Add eye-tracked foveated transport where possible. Then later build native Android XR support for Galaxy XR-style headsets.

Your idea is strong: the next serious leap in wireless PCVR is not “better Wi-Fi streaming”; it is a dual-radio headset with Wi-Fi 7 for normal use and 802.11ay/WiGig for in-room high-end PCVR.

The cleanest product name would be something like:

SteamVR Wireless Ultra Adapter
or
WiGig XR Bridge: Wireless DisplayPort for PCVR

And the killer slogan is simple:

Use Wi-Fi anywhere. Use WiGig when you want the cable gone without losing the PC.

reddit.com
u/MathematicianFit4442 — 4 months ago