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25FPS is reasonable framerate or optimization required with my app?

June 7, 2011 - 9:19am #1

I am working on a AR Game with physics, the game running >34FPS on my HD2 w/h Android 2.2 without adding QCAR related things.
After adding a Image target and the QCAR game. Frame drop to about 14FPS when not tracking and about 24FPS when tracking.
Is there any way to optimize my game to keep running over 30 fps?
And what details should I provide?

Re: 25FPS is reasonable framerate or optimization required with

June 10, 2011 - 1:30pm #6

Do you need your physics simulations to run when you're not tracking? You could try disabling these when tracking is lost. See the TrackableEventHandler script that comes with the sample apps for an OnTrackingLost callback.

I'd be curious to know what framerate you're getting with the sample applications (e.g. ImageTargets), both with and without tracking.

- Kim

Re: 25FPS is reasonable framerate or optimization required with

June 9, 2011 - 10:02pm #5

I have only 1 image target in my scene, just keep Multi Frame Enabled is checked ?

Re: 25FPS is reasonable framerate or optimization required with

June 9, 2011 - 6:03am #4

How many targets are you trying to detect? Also, are you trying to detect multiple targets simultaneously? If so, make sure Multi Frame Enabled is checked on the ARCamera.

- Kim

Re: 25FPS is reasonable framerate or optimization required with

June 7, 2011 - 10:07pm #3

Thx for answer. Actually the scene is a bit complex with physics and will continue to play when not tracking.
I will try to squeeze the speed out as much as possible.
Is there any thing I can do when it is not tracking? 14FPS is a bit slow

Re: 25FPS is reasonable framerate or optimization required with

June 7, 2011 - 8:53pm #2

24 fps for a Unity application with tracking sounds about right, do you have much 3D content in your scene? You could try the Optimize Speed camera mode on the ARCamera, that will downgrade the video background quality and perhaps speed things up a bit.

- Kim

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