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The Mixed Reality Forums here are no longer being used or maintained.
There are a few other places we would like to direct you to for support, both from Microsoft and from the community.
The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.
For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality.
If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers, or in our Microsoft Tech Communities forums at https://techcommunity.microsoft.com/t5/mixed-reality/ct-p/MicrosoftMixedReality.
And always feel free to hit us up on Twitter @MxdRealityDev.
Unity PhotoCapture refresh rates
I tried printing out the resolution and refresh rates via:
foreach (Resolution r in PhotoCapture.SupportedResolutions.OrderByDescending((res) => res.width * res.height)) { Debug.Log("Resolution: " + r.width + "x" + r.height + " at " + r.refreshRate + "Hz."); }
But the refresh rates are all 0, as shown below. Is this a bug?
Resolution: 2048x1152 at 0Hz.
Resolution: 1408x792 at 0Hz.
Resolution: 1344x756 at 0Hz.
Resolution: 1280x720 at 0Hz.
Resolution: 896x504 at 0Hz.
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Best Answer
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ahillier mod
I might be misinterpreting, but PhotoCapture is used to capture a single frame. Since it snaps a still shot in just one frame, it doesn't have a refresh rate. VideoCapture occurs over multiple frames, so I would expect it to have a non-zero refresh rate (I believe that video capture run ~30hrz).
5
Answers
I might be misinterpreting, but PhotoCapture is used to capture a single frame. Since it snaps a still shot in just one frame, it doesn't have a refresh rate. VideoCapture occurs over multiple frames, so I would expect it to have a non-zero refresh rate (I believe that video capture run ~30hrz).
Thanks @ahillier I thought of that explanation as well... I think you're right.