Unity Editor version: 2022.3.9f1
ML2 OS version: 1.3.1
Unity SDK version: 1.3.0
Host OS: Windows
Hello,
i have disable match framerate in AR Session and set Application.targetFrameRate
but it doesn’t seems to take effects
What would be the recommended approach ?
Magic Leap 2 does not support setting that Application Frame Rate. The device always tries to render at 60 Hz, then it will be interpolated and rendered at 120 Hz.
Thx for the response.
We are working on headlock mode and serving front camera feed running at 30fps. The issue is that the final rendering is exactly the same half the frames. Is there any way to avoid the computing cost ?
This would improve battery life and also reduce overheating.
Currently the device does not allow you to limit the Application Frame Rate, which means it will always try to achieve 60hz. When you use Head Locked mode the only difference is that the content in your app is not longer reprojected. But we do not have any performance metrics on Head Locked vs Normal.
To my understanding the implemented system on magic leap 2 does precompute related to the position of the headset in space regarding of the scene.
The difference is that in Head Lock mode the headset is static regarding to the scene. So the content does not benefit from the precompute and in our case the final result on the screen would be the same on every pixel, once every frame.
I’m looking to any mean to avoid re-rendering the scene for the same screen result and save computing ressources.
I’m aware that’s a special case.
This feature is currently not on our roadmap. I have went ahead and created a feature request ticket for our voice of customer team but because of the specialized use case I recommend proceeding without this feature.