Hi friends,
I using Vuforia5.0.5 in Unity3d 5.0 for developing AR app in my Samsung Galaxy S6.
While taking build, I have set the following in the unity player settings.
Rendering path: Deffered (Forward was not good for my app as i get white screen while zooming our move out of ImageTarget.)
Graphics level: Force Open GL ES 2.0
Device Filter: AR Mv 7 and Texture Compression: ETC (GLES 3.0).
-----------
Still, I am facing a serious heating problem while working with the AR app. after I close the app, the mobile gets normal immediatly.
Could you please suggest anything to solve this issue. I even tried to clear the cashe, killed processes and restarted too.
I just use a light-weight 3d model with touch control script.
thanks
Jeeva
Hello,
The difference in thermal performance you're observing is likely related to OEM platform optimizations.
As AR is a newer use case in the mobile market, thus many devices have not been optimized to capture camera frames at 30-60 fps, process those frames, and then render them at the same (or higher) frame rate. iOS tends to be the exception as our experience has found that Apple device camera pipelines are highly optimized and thermally efficient. Platforms are being optimized for VR. For example: Daydream, GearVR. But VR experiences do not rely upon the camera pipeline to be running - unlike AR.
Vuforia attempts to deal with Android device fragmentation by providing the ability to apply performance modes that regulate the camera capture resolution and frame rate:
https://library.vuforia.com/sites/default/api/java/classcom_1_1vuforia_1_1CameraDevice_1_1MODE.html
https://library.vuforia.com/sites/default/api/unity/classVuforia_1_1CameraDevice.html#af6c196d8948b774c4d147cf9eab1a900
The settings will vary from device to device (values depend on several dimensions of device capabilities), but may help you to better mitigate the thermal issues you're observing.
Thanks.