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Performance on Google Pixel 8 Pro #1259

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pixelplacement opened this issue Sep 4, 2024 · 4 comments
Open

Performance on Google Pixel 8 Pro #1259

pixelplacement opened this issue Sep 4, 2024 · 4 comments
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type:support Support issue

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@pixelplacement
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Plugin Version or Commit ID

.15

Unity Version

2022.3.34f1

Your Host OS

Windows

Target Platform

Android

Description

Are there recommendations for improving performance on a phone? I'm seeing significant lag on a recent Pixel. Thanks for any advice!

Code to Reproduce the issue

Build and run on an Android phone

Additional Context

No response

@pixelplacement pixelplacement added the type:support Support issue label Sep 4, 2024
@pixelplacement
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Performance in .14 seems far better for landmark tracking if that helps.

@homuler
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homuler commented Sep 7, 2024

Since I'm not sure what you're referring to, could you please clarify a few things?

  • Which comparisons are you making? (Scene names might have changed between v0.14.4 and v0.15.0, so please provide the exact names for each version.)
  • What exactly do you mean by 'performance'? A comparison video would make it easier to understand.
    • I assume that the landmark might be displayed for an image that appeared a few frames earlier and that the number of frames (= lag) has increased. How much delay are you experiencing?
  • Does switching the running mode to VIDEO (from LIVE_STREAM) improve the situation?
    • This could reduce the lag, though it may lower FPS.

@homuler
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homuler commented Sep 7, 2024

Maybe it's related to #1238 (comment)

@some2014
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some2014 commented Sep 15, 2024

RunningMode.Sync or RunningMode.Async makes little difference in (.15 Pose Tracking) ;
There is a significant difference in latency between synchronous and asynchronous settings in version 14

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