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olga.lukashova

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Posts posted by olga.lukashova

  1. On 7/15/2021 at 12:06 PM, Hank_Li said:

    Hi @VGagliano

    Yes it was~.

    Please flow the sample code to get system timestamps.

    int result = ViveSR::anipal::Eye::SRanipal_UpdateTimeSync();

    if( result  == ViveSR::Error::WORK  ){

        int64_t time;

        ViveSR::anipal::Eye::SRanipal_GetSystemTime(&time);

        printf("%u",(unsigned )time);

    }

    Dear Hank_Li, 

    I have troubles running this piece of code - is there documentation on this method? So far I haven't find the description. Thank you!

  2. On 3/16/2021 at 5:17 PM, jboss said:

    Thanks for the new version.  I managed to get it working in the previous version already and I see that the behaviour is the same. But is is still not straightforward in my baseball application.

    I am logging Unity GameObjects (baseball bat and ball) and the gaze and replay them together and I have the option to step through the action frame by frame. I have set the framerate in Unity to 240 fps and logging the gameobjects is done in FixedUpdate. So with eyetracking at 120Hz I expect that the gaze moves every two frames, but it doesn't. Sometimes it's after 2 sometimes it's after 3, and very seldom it's after 1 frame. I remember from the other thread that it might be related to the moment in the cycle when the gazedata is read, but it just feels awkward. It must be running at 120Hz, otherwise the 2 frames jump would not be possible, but it does not seem consistent.

    Some feedback about upgrading the runtime: because I start SRanipal together with Windows I got the mesage that SRanipal was running. I quit SRanipal from the tray, but then still SRService was running. The installer gave the option to continue and then upgrade the locked files at restart, but even when I selected that option the installer reversed later in the process with error 10001 (or 1001, don't remember exactly) Service running. Also killing the service using taskmanager made no difference. I had to uninsall SRainpal and then install it again.

    I have the same problem. I run my project on Unity 2019.4.2.f1, using SRanipal SDK 1.3.3.0. My desktop computer has a GPU GeForce 3080Ti which supports sampling rate of 240 fps. I followed the previously posted examples here to get the data using Callback function. To check the sampling rate, for each sample I also record the System time in ms. Genrerally, I get data at a sampling rate of 240 Hz (stable ~ 5ms between consecutive samples according to the System timestamps). I expected to consistently have eye data repeating twice since the sampling rate of the eye tracker is 120 Hz. However, when looking at the frame_sequence, sadly the recording of the eye data is not consistent at all: sometimes the frame count jumps 3 frames, sometimes 2, sometimes more or less. So, I end up with a bunch of identical lines of eye data and at the same times loos a lot of frames in between. Any suggestion how to get stably sampled eye data? Highly appreciate it!  

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