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android cant run on 60FPS

I m using vuforia 8.0.10+unity 2018.3.4f1+android,

my mobile camera has full hd @60FPS mode, mobile is HuaWei Mate9.

I used FrameRateSettings.cs on AR camera, and set this:

int targetFps = VuforiaRenderer.Instance.GetRecommendedFps(VuforiaRenderer.FpsHint.FAST);

in vuforia configuration, i set camera device mode to :quality and default

when i build a simple  AR test scene to the mobile, it wont use 60FPS preview.

question is: do i made anything worng? how can i make it 60FPS preview?  

I have to remove the sticky-motion feeling, this is very important for my project.

ps: preview = video back ground frame rate, right? 

ps: i tried to contact vuforia support to buy pro license ( to use advanced camera2 api), but got no reply. can advanced camera2 api fix my issue? 

ps: is there anyone succeed runing 60FPS preview on mobile?  give me any idea?

 

Hello,

The camera capture frame rate and resolution is controlled internally by Vuforia. There are no Vuforia Engine SDK APIs that allow developers to set this behavior.

lloydhuang

Tue, 02/26/2019 - 04:23

hello medabit, thanks for your reply. more question:

is vuforia going to support android camera capture at  60FPS in the future?  (if camera has this mode)

 

Hello,

We visited this feature in the past and found that Android devices (even high-end ones) would heat up when running 60fps camera capture + Vuforia Engine SDK stack. This would then, in turn, cause the CPU to down-clock and then reduce the camera FPS.

lloydhuang

Wed, 02/27/2019 - 04:32

Hello, @medabit
Please think of this:
mobile stereo AR + google cardboard =  low end  hololens  /  low price hololens

medabit

Thu, 02/28/2019 - 21:19

In reply to by lloydhuang

Hello @lloydhuang,

Thanks for your thoughtful response. I certainly understand the advantages you've described.

lloydhuang

Fri, 03/01/2019 - 05:23

Hello, @medabit
Thank you for passing the message to the product manager, that is enough for me.