microsoft / MixedReality-WorldLockingTools-Unity

Unity tools to provide a stable coordinate system anchored to the physical world.
https://microsoft.github.io/MixedReality-WorldLockingTools-Unity/README.html
MIT License
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General WLT Questions/Performance Concerns #305

Open johnluksas opened 2 years ago

johnluksas commented 2 years ago

I had a couple of questions pertaining to large-scale deployments of WLT with many fragments:

1.) Is the framerate on the HL2 directly correlated to the number of underlying spatial anchors placed and therefore the total distance traveled in WLT? 2.) Is there a suggested limit on the number of underlying spatial anchors placed? - 500,1000,10000? 3.) Do spatial anchors/space pins in fragments other than the one the user is currently in degrade performance in any way? 4.) Is there any way to help WLT when detecting the current fragment the user is in by for instance having the user tell WLT the fragment they are in (fragment id 143 = Room 1, etc)?

fieldsJacksonG commented 2 years ago

Anchors are not completely free in the HoloLens runtime, but you should still be able to create a few hundred without any noticeable performance drops. World locking tools uses the nearby anchors to determine where the head pose should be, so 10000+ anchors may not be necessary since many of them would be much farther away.

If the experience does require traversing large distances: you can always cap the number of anchors that are created, which will remove the furthest away anchors when new ones are created.