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.
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?
Best Answers
-
OptionsJarrod1937 ✭✭✭
http://docs.unity3d.com/ScriptReference/Application-targetFrameRate.html
Answered my own question, there it is for others reference.
6 -
Optionsjbusch ✭
I wouldn't recommend going under 60fps, unless you're developing a flat 2D app (e.g. Microsoft Edge). If you're doing a full exclusive-mode 3D app, then you should try to keep your rendering loop at 60fps, but the rest of the App logic could be at lower/variable rate (e.g. in a game engine, physics could update at 30fps).
The reason being, your HoloLens is updating its position/orientation much more frequently than 30hz. If your app only updates at 30fps, then your virtual 3D camera view will be further out of sync with the real-world HoloLens position/orientation, which leads to a poor visual quality.
5
Answers
http://docs.unity3d.com/ScriptReference/Application-targetFrameRate.html
Answered my own question, there it is for others reference.
I wouldn't recommend going under 60fps, unless you're developing a flat 2D app (e.g. Microsoft Edge). If you're doing a full exclusive-mode 3D app, then you should try to keep your rendering loop at 60fps, but the rest of the App logic could be at lower/variable rate (e.g. in a game engine, physics could update at 30fps).
The reason being, your HoloLens is updating its position/orientation much more frequently than 30hz. If your app only updates at 30fps, then your virtual 3D camera view will be further out of sync with the real-world HoloLens position/orientation, which leads to a poor visual quality.
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.
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.