Jump to content

apellisscot

Verified Members
  • Posts

    11
  • Joined

Everything posted by apellisscot

  1. I also need to show the calibration on the main screen using Unity. Do you have any updates on this? Thanks! Please see also my other post:
  2. During SRanipal Eye-Tracking calibration procedure, I want to display the VR view not only to the HMD, but also to the main monitor. The calibration is launched in Unity using the LaunchEyeCalibration() method. Unfortunately, the main screen goes black during the calibration procedure. Is there a way to overcome this? I am aware of below post, but this does not bring me further. I am using Unity 2019 and SRanipal Runtime 1.3.2.0. Thanks!
  3. Dear all, I recently updated my project from Unity 2019 to Unity 2020.3.15f2 and now I am forced to (and also like to) use the Unity XR plugin management system. In my application it is crucial that we can render a camera to a single eye only. Without the Unity XR plugin, I could simply change the property "Target Eye" in the Camera.XR property: With the new Unity XR plugin management, these properties do not exist anymore. Where did they go? How can a single eye rendering be achieved with Unity XR plugin management? Thanks and best, Scot
  4. For me the latest SRanipal V1.3.2.0 fixed the issue and I am able to acquire the data at 120 Hz. Many thanks to the dev-team for all the support. @Damien Deltour: I had to update the runtime as well as the SDK. I'm using Unity 2019. Maybe this helps you...
  5. Hi @HackPerception, I think it is decently spec'ed: The CPU specs are quite similar to the one from @Corvus (Intel i7-9750H). In our system, we have a i7-10750H (see the comparison here). The GPU is the same (GeForce RTX 2070). Do you think I have to perform some additional configurations?
  6. Thanks @Corvus, it still captures data at a sampling frequency of around 60 Hz (see video attached). Sometimes the period drops to 8 ms, but this occurs rarely. Are there any CPU configurations to perform? I tried with deactivated hyper-threading, but did not have any luck. Soon we will have a higher performing PC to test with. I will let you know the results there. Eye Tracking 120hz 2021-02-15 13-44-20.mp4
  7. Thanks @Corvus, I had removed the call to "EyeMeasureDataWriter" and placed a static counter there - so similarly as you do. The only difference I see is that I register the callback in the Monobehaviour's "Start()" method and you do it in the "Update()" method. Although I do not see any reason why this should change something, I will give it a try next week. It would be great if you could send me the build. I've sent you a DM.
  8. Thanks @Corvus I followed your instructions and could still not reach the 120 Hz (instead, it is acquired at ~62 Hz). I tried v1 and v2 and only had a static counter incrementing in the callback function. Could it be that it is limited by our HW? We have following specs: Windows 10Pro Intel i7-10750H (specs can be found here) 32GB Ram GeForce RTX 2070 with Max-Q Design Following tool versions are used: SRanipal SDK & Runtime 1.3.1.1 Unity 2019.4.18f1 Am I right in the assumption that the key limiting factor is the CPU and not the GPU? We will soon have a better performing machine to try it out. PS: If you need a code snippet, please see refer to this thread. Thx!
  9. Hi @prajaktakhandve, Do you have any updates on this? I was not able to reach 120 Hz. But could be based on the HW specs. I posted my issues here.
  10. Thanks for the answer @Corvus. Here's a code snippet, really basic. Note that I also checked without writing to the csv file in the callback method. Instead, I simply increased a counter in the callback method and logged the time at every 120th call. using System.Collections; using System.Runtime.InteropServices; using UnityEngine; using UnityEngine.Rendering.HighDefinition; using UnityEngine.XR; using System; using System.IO; using ViveSR.anipal.Eye; using ViveSR.anipal; using ViveSR; using Helpers; public class TestTracker : MonoBehaviour { private static EyeMeasureDataWriter _eyeMeasureDataWriter; private static string _eyeMeasureDataFilename; /// <summary> /// Scene start: called once scene is loaded /// </summary> void Start() { // create the necessary stream writer instances for measure data & meta data _eyeMeasureDataFilename = DateTime.Now.ToString("yyyyMMdd_HHmm") + _suffixMeasureData + ".csv"; _eyeMeasureDataWriter = new EyeMeasureDataWriter(_eyeMeasureDataFilename); SRanipal_Eye_v2.WrapperRegisterEyeDataCallback(Marshal.GetFunctionPointerForDelegate((SRanipal_Eye_v2.CallbackBasic)eyeCallback)); } /// <summary> /// Cleanup data writer and SRanipal. /// </summary> void OnApplicationQuit() { _eyeMeasureDataWriter.Close(); _eyeMetaDataWriter.Close(); SRanipal_Eye_v2.WrapperUnRegisterEyeDataCallback(Marshal.GetFunctionPointerForDelegate((SRanipal_Eye_v2.CallbackBasic)eyeCallback)); } /// <summary> /// Callback for SRanipal eye tracking data /// </summary> /// <param name="eyeData">The SRanipal eye tracking data</param> private static void eyeCallback(ref EyeData_v2 eyeData) { EyeParameter eyeParameter = new EyeParameter(); SRanipal_Eye_API.GetEyeParameter(ref eyeParameter); // append the new data to the csv file _eyeMeasureDataWriter.AppendRow(DateTime.Now, TargetDot, TargetEye, eyeData, eyeParameter); } }
  11. Hi everyone, I'm struggling with reaching the specified sampling rate of 120 Hz (8.33 ms) on a VIVE Pro Eye HMD. We use the SRanipal eye callback: SRanipal_Eye_v2.WrapperRegisterEyeDataCallback() in a script, derived from MonoBehaviour. The registered callback is only called every 14~16 ms, which leads to approx. 62 Hz. Way below the targeted 120 Hz. I think the PC specs are quite decent and should allow for 120 Hz sampling: Windows 10Pro Intel i7-10750H (specs can be found here) 32GB Ram GeForce RTX 2070 with Max-Q Design Following tool versions are used: SRanipal SDK & Runtime 1.3.1.1 Unity 2019.4.18f1 Pleas note that I am aware of these threads and articles, but did not find a explanation/solution that fits for me: Getting VerboseData at the fastest rate possible. - Vive Eye Tracking SDK - Community Forum Assessing Saccadic Eye Movements With Head-Mounted Display Virtual Reality Technology (nih.gov) Already many thanks, Scot
×
×
  • Create New...