Pinkrush Posted January 12, 2023 Posted January 12, 2023 Hi, I implemented the eyetracking in Unity like it is proposed in the Vive Tutorial (https://developer.vive.com/resources/openxr/openxr-pcvr/tutorials/unity/integrate-facial-tracking-your-avatar/). But the programm is only running on 45fps. Without the eye tracking the application runs on 90fps. Any ideas why the fps are so low and how this can be improved?
KyleC Posted January 19, 2023 Posted January 19, 2023 @Pinkrush We could not reproduce this issue on our side. Could you try our new sample App of OpenXR eye gaze in our latest VIVE OpenXR Unity Plugin 1.0.10 to see if the same symptom still can be reproduced?
Pinkrush Posted January 24, 2023 Author Posted January 24, 2023 Thank you, I tried with the new Plugin and there it is running with 80fps. I used the Plugin 1.0.8 and there the eye gaze data is fetched differently. I will try and rewrite my code according to the Eye tracking example in the new Plugin. I hope that will solve the issue.
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