Hello,
We have been testing around the VIVE Hand Tracking API + Unreal plugin with our VIVE Cosmos and after some profiling found out that as soon as detection started, FPS dropped from 90 FPS to 45~60 FPS.
The following is the information of the test:
- Test Computer:
Intel i7 7700k, Nvidia GTX 1060
- Unreal 4.24:
Blank map with nothing but a SkySphere, Hand Tracking Provider Blueprint Actor and the Cartoon Hands Blueprint Actor (both actors provided by the VIVE Hand Tracking Unreal plugin).
- Performance:
In this blank level, the FPS still dropped then to 45~60FPS, and this is not an acceptable frame rate for an optimal VR experience.
- What we found out:
We know that the resolution of the Camera affects largely on the performance of the image processing and that's why the VIVE VR (lower resolution camera) outperforms the VIVE Cosmos (higher resolution camera) in terms of hand tracking performance (and overall rendering of the scene).
What we found out is that if the overall resolution is decreased to lowest as possible, we would get back at 90 FPS (although it might only be due to the performance gains in overall scene rendering).
- What we want to ask you:
Is there a way to change the Camera Resolution of the VIVE Cosmos? We want to make image processing faster to process and take less GPU resources.
It does not matter if it's via using another SDK, we just need to know a way to do so.