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Question How to improve hand tracking fps in Unity with Leap velocity

Discussion in 'Editor & General Support' started by IIOIOE, Jul 20, 2021.

  1. IIOIOE

    IIOIOE

    Joined:
    Nov 8, 2018
    Posts:
    3
    Hey dear people,

    I am a student with amateur skills in Unity.

    Currently I am working on a system including the ultraleap stereo ir 170 and a projector, to project UI elements onto the user's hands.

    Though, when projecting the elements and moving the hands quicker, the UI elements smear and follow the hands rather slowly, not looking responsive.

    A buddy of mine suggested to add the palmVelocity to the palmPosition to improve the responsiveness.

    I've tried the following:
    Code (CSharp):
    1.  
    2. void FixedUpdate() {
    3.  
    4. hand.palmPosition *= hand.palmVelocity;
    5.  
    6. // and also things like
    7.  
    8. hand.palmPosition *= hand.palmVelocity * 5f * Time.fixedDeltaTime; // scale with factor over time
    9.  
    10. // or even
    11.  
    12. hand.palmPosition += (hand.palmVelocity * 5f);
    13.  
    14. }
    15.  
    But it didnt change anything.

    Does somebody know how Im able to improve the tracing of the hands and fasten the output?

    Rig details:
    Nvidia RTX 2070
    Win 10
    BenQ W710ST Projector (120 fps through Nvidia 3D Vision)
    Ultraleap Stereo IR 170
    Unity 2019


    Thank you very much :)
     
  2. IIOIOE

    IIOIOE

    Joined:
    Nov 8, 2018
    Posts:
    3
    I managed to find out, that the Stereo IR 170 is rendering at 60fps, running at 90fps.

    Is the rendering bottlenecking the tracking performance?

    I also tried many different settings now, like, doing a Vector3.Lerp or Vector3.SmoothDamp to do smooth transitions, but with no success.

    Also I fixed my timestep to give me 125fps in FixedUpdate, but still just receiving 60fps from the Leap Controller.

    So no improvement for now.