Pinkrush Posted January 12 Share Posted January 12 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? Link to comment Share on other sites More sharing options...
KyleC Posted January 17 Share Posted January 17 @Pinkrush May I know what is your target HMD? Link to comment Share on other sites More sharing options...
Pinkrush Posted January 17 Author Share Posted January 17 My target HMD is the Vive Pro Eye. Link to comment Share on other sites More sharing options...
KyleC Posted January 19 Share Posted January 19 @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? Link to comment Share on other sites More sharing options...
Pinkrush Posted January 24 Author Share Posted January 24 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. Link to comment Share on other sites More sharing options...
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