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Hololens holographic remote issues summary

Discussion in 'AR/VR (XR) Discussion' started by yunshuijin, Jan 24, 2019.

  1. yunshuijin

    yunshuijin

    Joined:
    Jan 29, 2017
    Posts:
    11
    Hi, I've tested for days and found several issues with Hololens holographic remote function. I would like to share and exchange ideas with the community.

    1. warning of " IHolographicCameraRenderingParameters2 interface unavailable; disabling depth buffer sharing ", as described in this thread : https://forum.unity.com/threads/shared-depth-buffer-issue-when-using-holographic-remote-mode.617908/

    2. warning of " Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak ". I don't know what does this mean, however, it just give me this warning when I use remoting in the editor with hololens, even my scene is very clean with a simple box and a camera

    3. The framerate is very bad when remoting. It seems it was a known issue claimed by Microsoft. https://forums.hololens.com/discussion/11167/announcing-hololens-preview-17763
    However, I am wondering why nobody else complains about the problem? I've tested myself , even if just a simple cube and a camera, the FPS is ranging from 30-45 and very unstable, as the capture showed below
    https://drive.google.com/open?id=1saPQEjzgxZCDovhZJJ-5h_AJfFfxWkFf

    4. "SetFocusPoint" function (or the stabilization plane modifier in Holotoolkit) works badly for Unity 2018, the hologram is very unstable when remoting, even not very stable when deployed to Hololens. Some people also point out the issues here https://forum.unity.com/threads/hol...ng-with-headset-movement.517243/#post-3389003, strangely more than one poeple said the it also deponds on hardwqre, different Hololens has a different degree of the unstableness with the same unity scene.
     
  2. joejo

    joejo

    Unity Technologies

    Joined:
    May 26, 2016
    Posts:
    958
    I think you are asking too much of remoting. Remoting is there to allow you to easily run and debug your application in Unity instead of having to run it on device every time. There is an implicit cost involved in going to/from the network attached device (even USB attached device) that is going to effect your performance. The only sure indicator of correct frame rate and render speed/stability will be to run the app on device and measure from there.
     
  3. yunshuijin

    yunshuijin

    Joined:
    Jan 29, 2017
    Posts:
    11
    Hi, thanks for your quick reply. I check the FPS using "Windows device portal", and I also checked it through the built-in function of holographic remoting player. It showed the same result of FPS. I am confident the FPS is very poor and unstable. I would like to know if there is any change to improve it or if the developing team has a plan as they claimed in the hololens forum https://forums.hololens.com/discussion/11167/announcing-hololens-preview-17763

    I understand the remoting function is mainly a way for a quick test and debugging, which makes the development much more convenient than before. However, as we know, because of the limited computing power of Hololens, if we could have a stable remoting function, that would bring us quite a lot of new possibilities. In my case, my game has four characters involving around 30 minutes of pre-made and program controlled animation, voice recognition. Hololens itself can't hold.

    Besides, it's also unreasonable why depth buffer sharing is not working together with remoting. Is it a unity bug or a feature doesn't support by Hololens itself?
     
  4. joejo

    joejo

    Unity Technologies

    Joined:
    May 26, 2016
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    958
    I can't really answer your question as it is one only Microsoft can answer. The functionality for remoting is entirely built by them Unity does nothing special in terms of supporting it other than making sure we call the right APIs to set it up. Your question would be better posted on that forum or through the Microsoft Feedback Hub.