Comments (5)
IOBT is a suggested fidelity mode and not a requirement of the API. This system is implemented to manage the performance so the CPU is not over-taxed. The sample has Generative Legs, and IOBT enabled. If Passthrough is also enabled, the system will degrade the body fidelity setting from high (IOBT) to low (3 pt tracking) for most use cases (only exception is 30 Hz hands). So, for now, you need to make the trade-off between going into hands-30Hz in that scene or selecting either full body (Generative Legs) or IOBT. We are optimizing performance in the system, so this may change in the future. Note that the way that it is implemented now, if you exit passthrough, then IOBT will be re-enabled and it is largely transparent to the app.
from unity-movement.
Thank you so much for your detailed response! It's such a thrill to hear accurate information from the developers.
So, to confirm: passthrough + IOBT + 30Hz hands (is this 'low' setting in Unity?) should work?
To give you some context, I have developed a product called PozeAR (available in Meta Store) that would benefit from IOBT with 'high' hand tracking. I would be prepared to over-tax the CPU :) Here is a short video of what it does: https://www.youtube.com/watch?v=wMDg6I2ZfJg
from unity-movement.
Yes; in general. However, as stated above IOBT is a requested fidelity and not guaranteed in all conditions. There could be other changes in the future (e.g. new device, new feature) that would cause a condition where the performance management would decide that IOBT would be dropped back to low fidelity to reduce system strain. We would suggest that you query the state of IOBT in your configuration if it is critical for your game play
from unity-movement.
Thanks so much! I look forward to adding IOBT to PozeAR!
from unity-movement.
Please let us know if you face other issues. I will close this issue.
from unity-movement.
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from unity-movement.