![]() ![]() ![]() We'll assume you are holding the phone with your right hand.ĥ: Reach out with your left hand (or whichever hand isn't holding the phone), and ensure that you can clearly see your extended arm on the Body Tracking output, and can also see that hand on your phone's camera.Ħ: Suddenly and rapidly pull that extended hand downwards, while holding your phone camera steady.ħ: repeat 5-6 a few times, then end the recording.Ĩ: play back the video in a player that allows frame-by-frame (VLC does, if you wish to transfer the video to your computer). Maximize the output window.Ģ: stand in front of the Kinect while facing the computer screen, ensure you can clearly see the screen.ģ: pull out your phone, start a camera or videocamera app, and set it to the highest framerate available.Ĥ: Tell your phone to begin recording, and point it at your computer screen so it can see the body tracking output. ROS-Industrial maintains a list of Robot Operating System-compatible depth cameras at and all have a significantly shorter latency, so it is reasonable to assume that the Azure Kinect should not have a 4+ frame latency when comparable and predecessor cameras manage 1 frame.ġ: With the Kinect plugged in, start the bundled Azure Kinect Body Tracking Viewer app (Azure Kinect Viewer works as well). For more modern comparisons, the Oculus Rift S's cameras have about a 0.02 second latency for room tracking, and some of the current Intel RealSense cameras boast a 0.006 second latency for similar tasks - that's not body tracking, but it shows how quickly the data can get from the camera sensor to a processed output. For comparison, the Kinect For XBox One has a body tracking latency of around 0.12 seconds and half that for RGB and depth sensor data. This causes the body tracking latency to be 0.25 seconds, and indicates that the tracking algorithm is fairly fast (requiring only 0.05 seconds) the perceived long delay is caused by the latency before the tracking algorithm receives the depth frame. The camera latency (the time delay between reality and the output of that frame from the camera) is 0.2 seconds with each the RGB and depth cameras - it's as though the camera is buffering 4 or 5 frames internally. This is likely the main cause of issues 514 ( #514) and 804 ( #804) ![]()
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