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Description
Bug Description
GetLastFrame/GetLastFrameUploaded doesn't increase at the rate predicted by CurrentFramerate, and GetCaptureDroppedFrames doesn't report any dropped frames during testing despite CaptureFPS dropping below CurrentFramerate. This significantly limits our ability to accurately perform timekeeping on inputs.
My Setup:
- Unity version: 2020.3.12 (LTS)
- AVPro Live Camera version: 2.9.1
- Operating system version: Windows 10 21H1
- Hardware/webcam model: Logitech C920 (and others)
- Video mode (resolution, frame-rate, etc): 1920x1080@30fps (and others)
To Reproduce
- Create a Unity scene with an AVProLiveCamera component configured to start using a test webcam on awake.
- Add the attached TimingTest.cs component to the same GameObject (ensure correct file extension)
- Run the scene and wait 10 seconds for TimingTest to finish (it will stop the application itself)
- Review the console/log to see the unaccounted-for discrepancy between time elapsed and (frames seen / framerate).
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