Comments (2)
The end-to-end latency is a problem, and it is quite hard for us to address, especially within the framework of Unity. As you may noticed that the video, tracking and rendering are decoupled, it introduces higher frame rate of rendering to have a good AR experience, but it does include some delay between different loops. For example, the tracking result is calculated but not displayed at once.
There is also latency from motion of object to the capture. You can try to display the video directly, and you may find that issue too.
As far as I know, IMU data is not directly available to developers, but the spatial mapping can be used for filtering, if the object is relatively stable in the room.
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Right, I was mentioning the filter assuming that the object is static or moving slowly, or that the object would have an IMU itself. Yeah, it would be interesting to understand what is the lowest latency one could get in Unity, understanding where the extra time is being spent and if that is possible to be optimized.
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Related Issues (20)
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