Tatiana_K Posted September 24, 2019 Posted September 24, 2019 Hello! So in the specs it is said that the eye-tracker data output frequency is 120Hz, however, I can not get it higher than around 90Hz, which is the rate at which my scene is rendered. I tried with FixedUpdate with a small fixed timestamp, but it just repeats the fixation values on the extra cycles. Could you tell me please if it is possible to obtain the output from the eye-tracker faster than the Updates happen? I apologize for possibly noob questions, but also, if I will make my scene render faster, will it help, considering that the vive itself refresh rate is 90 Hz?
Corvus Posted September 24, 2019 Posted September 24, 2019 @Tatiana_K Please see this post about getting tracking data at 120hz in Unity: https://forum.vive.com/forums/topic/5897-getting-verbosedata-at-the-fastest-rate-possible/?do=findComment&comment=26428 1
ScottHerz Posted October 8, 2019 Posted October 8, 2019 It would be nice if HTC cleaned this up. They advertise a 120hz eye tracker and then make you work around their own poorly threaded architecture to get it.
Daniel_Y Posted October 9, 2019 Posted October 9, 2019 There is callback mode supported in 120 FPS now after check "Enable Eye Data Callback" as the figure shown below; And, then register a callback function by SRanipal_Eye_v2.WrapperRegisterEyeDataCallback(). Could refer to its usage in sample included in SDK.
imarin18 Posted October 10, 2019 Posted October 10, 2019 Dear @Daniel_Y, Thank you very much for sharing the helpful information. The callback function in version 2 enabled me to sample the eye data at 120Hz. I referred to the script of SRanipal_MirrorCameraSample_Eye_v2. Best regards, imarin
Asish Posted June 29, 2020 Posted June 29, 2020 Hello @imarin18 The callback function in version 2 does not give me the eye data at 120H. Unity stats shows variable FPS like 90 to 140 FPS. How can I get it exactly 120 FPS? @Daniel_Y
Corvus Posted June 29, 2020 Posted June 29, 2020 @Ashish How are you measuring the callback data frequency? If you're using the callback method or a separate thread for 120hz data it will be independent of the Unity FPS.
Asish Posted June 30, 2020 Posted June 30, 2020 Hi @Corvus, I'm using callback method. According to @Daniel_Y I enabled v2 and then used sample UI code to show FPS from http://wiki.unity3d.com/index.php?title=FramesPerSecond&_ga=2.258332745.253243703.1593390743-1664584608.1593097261&fbclid=IwAR2zAe7hOiiEzb822jA5lIFOlpDGXqUhf-W2WYlbf00-B4uo-Y1-IhDqYtQ I get 30 to 45 FPS. I checked my monitor frame rate is 60Hz. Please take a look at screenshot and let me know how can I get 120 FPS. Thanks in advance!
shomik Posted June 30, 2020 Posted June 30, 2020 Hi @Daniel_Y and @Corvus I have several queries and findings : 1. In vive developer page I found that, refresh rate for headset and for eyetracking output frequency are different. For headset it is 90 hz and for eyetracking output frequency its 120 hz. https://developer.vive.com/resources/knowledgebase/vive-pro-eye-specs-user-guide/ 2. I am getting different refresh rate for headset on different monitor. I tested on two monitors, one is Asus ROG(default monitor fps:144hz), another one is DELL(default monitor fps:60hz). From Asus ROG I have got 90 HZ frame rate for headset but from Dell monitor I am getting less than 60 hz. I wonder what relationship between monitor refresh rate and headset refresh rate is. Can you explain? I have calculated refresh rate using the following code: https://paste.ubuntu.com/p/YYHqbpnPNC/ 3. Can you suggest or give example code how I can measure refresh rate for headset and eye tracking output frequency? 4. The last thing is: “Gaze data output frequency (binocular):120Hz” , to my understanding this means, we can collect 120 data points per second, right ? is there any dependency between Headset refresh rate and eye tracking output frequency?
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