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Vuforia Performance

Hi, I have a Unity project that is very basic... 4 image targets attached to 4 quads... each target plays a video.

It works great on Android and iOS.

 

I now have a new project that has 25 image targets, 25 quads and 25 videos.

The new app seems super slugish compared to the original...

 

Is this expected behaviour or are there things I should do to optimize my scene?

 

Thanks

Phil

 

 

 

 

Hi,

Could you please elaborate the slugish behavior? Is the video lagging? or does it not recognize the Targets? When do you actually see the behavior? right after start? or after some time using the app?

philspitler

Tue, 12/03/2019 - 17:06

Thanks for your reply.

The videos are all local.

The targets are recognized but the whole app just seems slow, even just viewing the live video through the camera is dropping frames.

I will verify my Vuforia version and report back by by Unity version is 2019.1.11f

philspitler

Tue, 12/03/2019 - 19:03

I am using Vuforia 8.5.9 in Unity 2019.2.11f1

I have attached my Vuforia configuration screenshot form Unity in case that helps.

 

Thanks

 

Phil

 

 

philspitler

Tue, 12/03/2019 - 22:50

I have been trying to solve this issue and it seems it really is an issue with the number of image targets.

If I delete most of them and re-compile the app works fine.

 

Please help me figure out what I can do to solve this issue.

 

Cheers

Hi,

Vuforia's recommendation is a maximum of 1000 Image Targets in a single device database. However, there is no hard limit to the number that can be included.

philspitler

Thu, 12/05/2019 - 20:31

In reply to by mcotora

Thanks for the followup, my answers below:

 

I have 25 image targets.

Each target is 2048x2048 pixels.

Each video is 1080x1080 pixels but only around 10 seconds long.

The phone is a Google Pixel (first generation) Android phone.

philspitler

Mon, 12/16/2019 - 07:42

In reply to by mcotora

I have fixed the issue, it sucks that it took Vuforia support over a week to reply and request my project,

Paying over $700 for my license, I would expect better than that from tech support.