Hello everyone.

We have decided to phase out the Mixed Reality Forums over the next few months in favor of other ways to connect with us.

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.

The plan between now and the beginning of May is to clean up old, unanswered questions that are no longer relevant. The forums will remain open and usable.

On May 1st we will be locking the forums to new posts and replies. They will remain available for another three months for the purposes of searching them, and then they will be closed altogether on August 1st.

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Force Hololens to 30 FPS?

Hello, in an effort to streamline the Hololens for our application as much as possible, is it possible to force a lower framerate to save on processing for applications that don't require the extra frame rate speed?

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Answers

  • Jarrod1937Jarrod1937 ✭✭✭ ✭✭✭

    Oh I see, I didn't consider the spatial updates. This is for order fulfillment, so far my application has only a 2D interactive HUD (Unity canvas attached to camera), but I do plan on augmenting it with 3D holograms after the basics are done, so good to know that the spatial updating is tied to the rendering FPS as well.

  • jbuschjbusch
    edited April 2016

    Here is also some documentation describing what's happening and best practices for rendering:

    https://developer.microsoft.com/en-us/windows/holographic/rendering

    See: "Predicted rendering parameters" and "Other rendering parameters"

    In the case of working in Unity, Unity's engine takes care of using the correct and latest transforms for you. But if you try to force Unity to render at 30fps, then there will most likely be issues.

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