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FAQ - Vive Hand Tracking SDK


zzy

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Hello  

 

You forgot to answer the last question: Can I use HandSDK together with SRWorks in camera seethrough mode?

I read the public code in HandSDK but there's no mention to camera input, so this part is in dll function that opens the camera and does steps of hand track algorithm. However, SRWorks are using cameras images, and when I try open camera again with HandSDK, I got a runtime error. So if there a way to pass the image of the frame to GetGestureResult() function avoiding get images from the camera will be possible to use HandSDK + SRWorks.

 

So the point after GetGestureResult() accept the frame as input is what kind of image will be needed, left and right raw frame, after defish algorithm, or just one image.

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Hi  

 

Are you using latest SRWorks SDK? There used to be conflicts between SRWorks and Hand tracking SDK, but it should be solved in newer SRWorks SDK.

 

 I think you have tried to use both SDK together. Can you give some comments?

 

Best Regards,

Zhongyang

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  Yes, the latest version 0.8.0.2 for SRWorks and 0.8.0 for Hand Tracking SDK.

Great news! Hand tracking in See Through will be a significant improvement :)

 

In the path to use both, I had one problem with OpenCL error in Hand Tracking SDK for my GTX 1060 3gb, openCL just works in driver version 388.71, and I tried to put to work in newer versions, but no success. However, Depth map freezes in 388.71 driver version and just became functional in 390.77 driver version.

 

I searched a lot and tried many things to solve this openCL problem. GPU-Z also checks OpenCL and CUDA. Had someone experienced this kind of issues?

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Great Tool! I've tested it in my program and have it working though I am getting a really big hit on CPU usage (both with wireless and wired). I also just tested the sample file and even running that I get 100% CPU usage and degraded quality on the VIVE Pro headset. I am using an Intel Core i7-7700HQ CPU @ 2.8 GHz, 16GB RAM and NVIDIA GeForce GTX1070. Is there any way I can improve performance? If not, I will not be able to integrate into my game. I have tried decreasing the front camera speed, but it always seems to revert to 40Hz, no matter what I do.  

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Hi  ,

 

I'm using 430.64, but as you said was a problem with unity version.

Sorry, I didn't read that part in the plugin documentation. So I back to unity 2017.4.27f1 as in SRWorks project and everything works fine.

 

Thanks again for your tip.

 

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Hi  

 

Thanks for the report. We just found the reason for high CPU usage is due to a wrong compiler flag. We are working on it and will release an updated dll next week.

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 wrote:

Hi  

 

Thanks for the report. We just found the reason for high CPU usage is due to a wrong compiler flag. We are working on it and will release an updated dll next week.

Awesome, thanks for the quick response; looking forwards to the update (the sooner the better). ;)

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