"We offer new support options and therefor the forums are now in read-only mode! Please check out our Support Center for more information." - Vuforia Engine Team

Extended tracking only semi-stable

Hi,

I'm developing a simple app to track a multi-target and display a holographic cube on the HoloLens 2. If I do not use Vuforia, I can visualize the cube through the HoloLens 2 and it is very stable. When I use Vuforia, it will track the target fairly well and display the cube. When the tracker is lost and extending tracking takes over, the cube is noticeably less stable and exhibits a good amount of swim, particularly when head movement is anything other than very slow. For my eventual application, I need the stability to be very stable, the same as it is when Vuforia is not employed. I just need Vuforia to place the hologram in the right location in the room. I am using Unity 2019.2.21f1 (came back to this to avoid new XRSDK), Vuforia 8.5.9, and MRTK 2.4.0 w/ DefaultMixedRealityToolkitConfigurationProfile. I have  all the standard things in place, i.e. track device pose enabled, enable depth buffer, single pass instancing, 16 bit depth, very low quality player setting. My frame-rate is great at 60 fps. There is nothing complicated in the scene. Thank you for any help you can provide.

 

Best,

PJ

Also tried Vuforia 9.2.8 with same results. In terms of Vuforia fusion, does the algorithm utilize any platform enablers native to the HoloLens 2 or does it revert to VISLAM or SLAM? Could that be an issue here?

I further created a second cube that is visualized separate from Vuforia. This cube sits side by side the cube that is being tracked via Vuforia's extended tracking. The 1st cube is rock solid, the 2nd cube (extended tracking) is quite unstable.

Removed MRTK to see if that affected extended tracking. Same result. Cube tracks well when target is visible but becomes fairly unstable when extended tracking takes over. This appears strictly a Vuforia related issue.