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  • in reply to: will there be a patch that we can have 2 kinects #5032
    Logan AndrewsLogan Andrews
    Participant

    I would think the kinects would have to be unable to see eachothers ir grid/points to avoid the sensors getting confused.

    in reply to: Hip Movement Delay (xbox 360 Kinect) #5025
    Logan AndrewsLogan Andrews
    Participant

    I use the version provided in

    Kinect Trackers instructions

    I am also using the newest kinect4vr driver.

    I was mainly wondering if there was some setting on configuration option that could reduce the delay with the xbox 360 kinect. If there isn’t then that’s that.

    I did pick up a xbox One Kinect and adaptor and the delay is greatly reduced with it to the point where you have to be looking for it or trying to do more precise or snappy hip movement to notice it.

    in reply to: Hip Movement Delay (xbox 360 Kinect) #5019
    Logan AndrewsLogan Andrews
    Participant

    wat.
    Does thou even read.

    The kinect SDK sees the movement just fine when looking at the skeleton. There is a delay from when the sdk/skeleton sees the movement and the virtual tracker/driver4vr software moves the hips, That same deley does not exist when moving the feet. As in when moving in a 3d space your avatar’s hips lag behind the feet.

    So the issue seems to be related more with how the driver4vr calculates where the hip should be based on the skeleton the kinect sees.

    ether way I did pick up on xbox one kinect and while it does react quick enough that it’s no longer a real issue the xbox one kinect still has a very slight delay in hip vs feet movement. It’s just only noticeable if you are actively looking at your hips when moving.

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