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Re: Tracking Performance
Re: Tracking Performance
Hi everybody,
I'm trying to use 40 different trackables in my game, with two activated trackables at the same time.
When I found two trackables I disable the others.
Do you think having 40 trackables will impact seriously performances? Note that my game will run on recent devices (OpenGL 2.0, like iPhone 4+ iPad3, and recent androids like the galaxy nexus).
I ask that before doing it, because it's a long work to do (create 40 trackables is so painful).
Thanks !
Re: Tracking Performance
Do you mean to reduce the physical dimensions of the target? - if so, the augmentation (e.g. 3D models ) will scale proportionally.
Or do you mean to reduce the size of the image submitted to the TMS to generate a DataSet? This isn't going to effect Tracking because you define your own scene units using the Width definition.
Re: Tracking Performance
The recommended maximum is 60 targets, though the limit is dependent upon the device. To handle 350 you'll need to distribute them across multiple DataSets. But only one DataSet can be active at a time. There is no way to detect a/o track 350 targets simultaneously. The devices don't have the capacity to process that many targets.
There have been apps deployed w/ larger DataSets that perform well. So I think you'll be OK.