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VrHacker

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  1. It's yayumura again, four years later - the problem is still there - I have tried the following fix seems to work so far SRanipal_Eye_Framework.cs - make the following changes - add isStarted bool to start the framework once and never stop the framework - this may not work perfectly but it is a simple edit and better than the alternative : ... public static bool isStarted = false; void Start() { print($"SRanipal_Eye_framework.isStarted = {isStarted}"); if (!isStarted) { StartFramework(); } } void OnDestroy() { //StopFramework(); } public void StartFramework() { if (!EnableEye) return; if (Status == FrameworkStatus.WORKING || Status == FrameworkStatus.NOT_SUPPORT) { isStarted = true; return; } ...
  2. I get the same/similar error in Unity builds (not sure if it also occurs in the Editor). It occurs infrequently and upon scene transition and I notice it as frame rate drops/delay in scene transition (several seconds) while the system corrects itself (the new scene loads). It also comes out as an error on development builds. The error appears not to be fatal and other than the delay in scene transition, the game works as intended. I am collecting frame data continuously in the scene with eye tracking (Tobii XR_initializer prefab) and switch to another scene without eye tracking for initialization (no prefab present). The game switches between scenes in both directions. The error appears to be in the transition from eye tracking to no eye tracking. The error messages are as follows: ~~~ Camera transform invalid. Trying to retrieve a new. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Tobii.XR.HmdToWorldTransformer:GetCameraLocalToWorldMatrix() Tobii.XR.HmdToWorldTransformer:Tick() HTCProvider:Tick() Tobii.XR.TobiiXR:Tick() Valve.VR._CompositorBringToFront:Invoke() ~~~ [SRanipal] Initial Eye : DEVICE_NOT_FOUND UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ViveSR.anipal.Eye.SRanipal_Eye_Framework:StartFramework() HTCProvider:EnsureHTCFrameworkRunning() HTCProvider:Tick() Tobii.XR.TobiiXR:Tick() Valve.VR._CompositorBringToFront:Invoke() ~~~ Tobii.XR.HmdToWorldTransformer:GetCameraLocalToWorldMatrix() appears to be the source of the error - the routine appears to be run even when the eye tracker is not queried. I imagine a resolution might be to have the initializer prefab active in both scenes. I'll have a look at this are report back. Any further insights would be appreciated. (:
  3. Thanks gazeBehavior, this information is essential! It sounds like the gaze delay is comparable to other current consumer VR eye tracking solutions around the same price point. It also sounds like the delay is due to software (gaze position calculation) rather than hardware. To say that the Pro Eye eye tracker is unsuitable for research is too strong, as the eye data can be recorded and corrected after-the-fact. Additionally, task/gameplay demands could enforce longer fixations for real-time user control applications. With a latency of 83ms relative to head tracking, the Pro Eye eye tracker is on the cusp of tolerable (50-70ms) although not optimal (20-40ms) latency for foveated rendering (https://dl.acm.org/citation.cfm?id=3127589). This latency seems better than expected (although not as good as hoped). Gaze position calculation could be optimized for speed; however, optimization may require alterations in tobbi's proprietary (and encrypted) code, and therefore might be outside of HTC's and developers' control.
  4. Any news on this topic? It's been one week, which is a long time in the VR world! I'd love to buy a Vive Pro Eye today, but this makes me hesitate. In my research as neuroscientist/neuroengineer, the most exciting effects are real-time (foveated rendering, prosthetics, gaze-contingency), which depend on low latency. These effects will tolerate low accuracy/precision better than high latency. So, does it look like there is a delay in registering eye movements relative to head movements? If the delay is constant, this is workable. If the delay is variable/unpredictable then the situation becomes more difficult.
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