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- 09/08/2021 at 13:54 #20936HenryParticipant
Over the past few days, I have looked into opening a separate thread and can confirm that this allows me to write data at 120 Hz. However, some of the data I would like to include requires accessing the Unity engine (such as transform.position) which is restricted to the main thread. Do you have any idea of how I could receive this performance increase but still be able to receive information from the main thread when needed.
02/08/2021 at 21:07 #20923HenryParticipantHello,
Sorry for the delay @Grant, I was unavailable the last two weeks and did some further testing on my own. I am in the process of testing out the Tobii XR SDK for an eye-tracking research project that I am planning to do in the future. However, for this project to be successful, I need to have eye-tracking data written to an XML file at a resolution of 120 HZ (the native sample rate of the HTC Vive Pro Eye). My current strategy to do this is to use TobiiXR.GetEyeTrackingData(TobiiXR_TrackingSpace) in the update loop to update the data and then use the applicable XMLWriter functions to write that data to the file. However, even after setting Application.targetframerate to 120, I am only getting a resolution of 70-80 Hz in my data file. If it helps, it seems I am getting an FPS of approximately 90 FPS in my project. My question is this: What is the best way to write/save eye-tracking data at 120 Hz?
02/08/2021 at 20:44 #20922HenryParticipante
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