07-06-2018 08:14 AM
I´m currently about to do an AR-Application with the Vive Pro. I´m just at the beginning (today ist the first day my setup runs stable), so I haven´t tried out much yet.
But I tried the SRWorks Demo and noticed the camera resolution is not very good =(
Then I tried to sample down the camera to 30 fps in Steam VR to maybe get better resolution (thats what I know from other cams). But when Steam VR restarts in order to accept the setting, it´s back at 60 fps.
So I have some questions going from here:
- is this a bug in Steam VR? Can someone else try to change to 30 fps please?
- is there the possibility to change resolution within the SRWorks SDK (C Code or Unreal Plugin)?
Thanks in advance!
Solved! Go to Solution.
07-11-2018 06:37 AM - edited 07-11-2018 06:38 AM
I found out the resolution is 612x460 per camera. What a good video source for a 1440x1600 display! ;)
I found no way yet to modify that.
I switched to beta version of Steam in order to get the SRWorks C samples running. Since then the camera is stuck at 40 fps instead of 60 (like before) - but its the same issue: I cant change it. When I restart SteamVR in order to accept the change, it´s either still at 40 fps, or the camera is completly gone... =(
07-11-2018 07:02 AMSolution
Please refer to best practices here: http://community.viveport.com/t5/Vive-SRWorks-SDK/VIVE-Pro-SRWorks-SDK-best-practices-so-far/gpm-p/1...
The resolution shouldn't come as a surprise (same as the original Vive) and why you should consider thinking outside of just "AR" experiences as this isn't a AR hmd. Think of new use cases to use the "See-through Reality" option you have here. Remember that you don't have to enable the cameras to use them for pre-scanned room objects or real-time depth detection (which doesn't require high res cameras).
The frame rate adjustment issues is known and we're working with Valve to address this, but it will not affect the given camera resolution anyway.
07-11-2018 07:30 AM
Well @Dario thanks for your answer. Finally I know what I can or can´t do. I was always wondering about the cameras specs, since I couldn´t find them online and the HTC support did not answer my question about it.
I will consider using an external camera now, because my task is an AR Applications, so I need a bit more resolution ;)
07-13-2018 12:22 PM
Well if you want to extend your audience let us know how we can help address and support your concerns, especially as Viveport will be a good way to promote and sell your VivePro front facing camera experiences.
Thursday - last edited Thursday
Do you already bought an external camera for your HTC Vive Pro. Did it work? I am working on my bachelor thesis and using an HTC Vive Pro, to overlay a real object with a virtual CAD object. For that, I need a better resolution from the real Object. I would be pleased, if you let me know, what you experienced the last months.
Thursday - last edited Thursday
The only viable aftermarket solution for higher resolution MR is currently the Zed-Mini.This hardware will likely fit your use case. That said, I've heard some mixed reviews from developers about the ease of use of their SDK and the integration flow so I'd recommend taking a look at their SDK documentation before making a purchase to evaluate if it's something you'll be able to pick up and run with. The major downside with integrating an additional hardware dependent solution is that your project will only be usable if the hardware is on hand; not a ton of people have a Zed-Mini so you won't really have the ability to easily share the app.
Technical Specialist - San Francisco, CA; Monday-Friday
Thanks a lot!
My case is only for research purpose. Sharing the app is not important.
So after reading the documentation, I am consindering buying the Zed-Mini.