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Can stop "Spatial mapping" native process?
Hi all,
My question is like the title: Can stop "Spatial mapping" native process? and this can boost the performance?
Greetings.-
Best Answer
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ahillier mod
The HoloLens is constantly tracking your environment because it must have an understanding of the world to know where to render holograms in relation to the HoloLens. You cannot disable this feature and still have stable holograms in the world. It's a critical differentiator for mixed reality.
Spatial Mapping is an optional feature that can be used in your application. It is required if you want holograms to interact with real-world surfaces. Many applications will choose to have an initial scanning phase to build up a designated play-space, and then will stop the spatial mapping observer after their scan is complete. While the observer is running, it will be constantly making/updating meshes to represent the world and removing old meshes that are no longer valid. Updating and rendering these meshes is what affects performance. By not running the spatial mapping observer and/or rendering the resulting meshes, you can save on performance.
5
Answers
The HoloLens is constantly tracking your environment because it must have an understanding of the world to know where to render holograms in relation to the HoloLens. You cannot disable this feature and still have stable holograms in the world. It's a critical differentiator for mixed reality.
Spatial Mapping is an optional feature that can be used in your application. It is required if you want holograms to interact with real-world surfaces. Many applications will choose to have an initial scanning phase to build up a designated play-space, and then will stop the spatial mapping observer after their scan is complete. While the observer is running, it will be constantly making/updating meshes to represent the world and removing old meshes that are no longer valid. Updating and rendering these meshes is what affects performance. By not running the spatial mapping observer and/or rendering the resulting meshes, you can save on performance.