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Amethyst 1.2.9.0 lagging bug (sudden no response) xbox one kinect #11

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pigrass opened this issue Jan 23, 2024 · 2 comments
Open

Amethyst 1.2.9.0 lagging bug (sudden no response) xbox one kinect #11

pigrass opened this issue Jan 23, 2024 · 2 comments

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@pigrass
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pigrass commented Jan 23, 2024

tonight i test 1.2.9.0 and this is a feedback

avatar and skeleton do not follow real body every 2 (or less) minute
i record tonight's experience , vrchat and amethyst in same screen
full video is (https://1drv.ms/u/s!Ap1L0UYYunrTnrNfY6fo8DmwXSWh1Q?e=gDEt5w)
short version https://1drv.ms/v/s!Ap1L0UYYunrTnrNgGR15Qkxm44e5wA?e=1Yjnyw and timelines are marked
logs amethyst 1.2.9.0 log.zip
480p short version https://github.com/KinectToVR/Amethyst-Releases/assets/51767950/7ae15e5c-7c63-4df2-8a7a-bd0f5fde29e6

i also test 1.2.1.4 (last version before windows store) tonight. this bug also happens and period is longer(about 4 minutes)
i use 1.1.0.0 for daily practice and in my mind this version do not contain this bug

though i think platform is not the cause, I list below just in case
windows 10 up to date
5600x + 3060-12gb + 32gb ram + tufgamingB550Mplus

——————————

Anyway, thanks for your effort to make Kinect useful and funny~

@KimihikoAkayasaki
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Changes introduced in 1.2.8.0 were specifically meant to help fight such issues, but as you can see, they only help, not actually resolving the issue. For one thing, the stutters should be less common than in most older versions…

Amethyst below 1.2.0.0 is a totally different app, sharing only the same name and logotype. It was written in C++, didn’t support plugins that well, didn’t have the integrated setup and etc. The thing faulting here – the OpenVR driver was also written fully in C++.

The reason for the driver having those stutters remains unknown, but using a custom, continuous transport (instead of SteamJsonRpc) should probably be considered. One reason for such behavior could be that Windows cannot keep up with creating new Named Pipes every single loop (~120/s).

I’ll reply again if I ever manage to rewrite it, right now the biggest problem for me is having enough free time to do so… thanks for using Amethyst!

@pigrass
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pigrass commented Jan 24, 2024

Changes introduced in 1.2.8.0 were specifically meant to help fight such issues, but as you can see, they only help, not actually resolving the issue. For one thing, the stutters should be less common than in most older versions…

Amethyst below 1.2.0.0 is a totally different app, sharing only the same name and logotype. It was written in C++, didn’t support plugins that well, didn’t have the integrated setup and etc. The thing faulting here – the OpenVR driver was also written fully in C++.

The reason for the driver having those stutters remains unknown, but using a custom, continuous transport (instead of SteamJsonRpc) should probably be considered. One reason for such behavior could be that Windows cannot keep up with creating new Named Pipes every single loop (~120/s).

I’ll reply again if I ever manage to rewrite it, right now the biggest problem for me is having enough free time to do so… thanks for using Amethyst!

୧⍢⃝୨ thank you for your explanation~ for me it's not urgent~

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