Capturing all world camera streams at max framerate

When I’m trying to access the world camera streams from the PixelSensor API, it seems the max I can get from all three at once is around 20hz on average. I understand that the left world camera is also special. Is this 20hz purely a bandwidth limitation with capturing the raw format and competing with SLAM needing these camera feeds? Or should I expect to be able to get the full 30hz if my unity coroutines are good? If so, whats the max resolution I can expect the device to handle pulling frames at 30hz across the three sensors reliably? From the developer HUD, I dont see CPU time go over 2ms but my application framerate slows down to about 20hz, so Im a little confused where the bottleneck would be.

Unity Editor version: most recent
ML2 OS version: most recent
Unity SDK version:most recent
Host OS: (Windows/MacOS) ubuntu/windows

Hi @coalbudgie the reason why you might be getting a different framerate for each of the world cameras is because your application may be straining the resources on the device itself causing your application to run at a lower framerate itself.

Depending on your use case you may be able to optimize the performance by opting in to capture the stream at 30hz for processing but display the feed itself at a much lower frame rate. This would reduce the overhead that comes with displaying the images itself.