@papr we have experienced a reoccurrence of a bug that you had previously tried to address. "Non monotonic timestamp"
gathering the log...
My student restarted recording twice.
So, there are two errors similar to this one: 2022-04-06 12:06:58,488 - world - [ERROR] recorder: Recorder received non-monotonic timestamp! Stopping the recording!
The scene video frames are streamed, including their timestamp, from unity. Your unity application is the providing non-monotonic timestamps. I see a lot of t
requests. They are monotonic. Are you doing some kind of network delay compensation? Possible that this compensation is the cause of the issue.
We are using capture 3.4
This is going to hold up a study involving the collection of data in VR/AR, so any help would be appreciated.
No delay compensation.
Just updating the clock between trials.
In this case, wait with sending new frames as much as you have corrected the clock backwards.
e.g. your clock is corrected by +X seconds and the new clock update would set the correction to +Y, then in case of Y < X, you need to wait Y-X seconds before sending a new frame.
Should I stop that?
Have to run. I'll be back in about two hours!
How do I do that?
I am using screencast.
Would it be easier to just stop with the sync?
Yes, it is probably easiest to only sync between recordings.
Any idea of what kind of temporal drift i might see?
My Mac's monotonic clock drifts about 125ms an hour.
Thanks!
I sure it's been asked already and probably answered...... but will this work with the vive pro2 if yes how long will it take to ship if I order at the end of May
Thanks in advance
Hi @user-e962a4 👋. The VR Add-on is only compatible with HTC Vive, Vive Pro and Vive Cosmos. It won't fit the pro2 out-of-the-box.
OK... that a bit of a let down
hi bok_bok. What kind of degrading do you mean? Why not process the process VR data offline?
Not publicized or in the docs, but the calibration process used real-time in Unity (through hmd-eyes) is very different than the one used in Pupil Player, and leverages information that is not currently stored for use in player. This impacts data quality if you were to try to take data that was originally collected through Unity and re-process it in Pupil Player. For example if you were to turn off the stored pupil positions and stored gaze mapper in order to use "natural features" observed through a recorded screencast from Unity, you will see a large degradation in tracking quality.
Hello everyone! I am currently using Microsoft HoloLens 2 in one of my projects. I am trying to use the pupil labs eye tracker with HoloLens 2. Is there anyone who used pupil labs with Holo 2? or built any mount or rig for the Holo 2? I know HoloLens 2 has its eye tracker, but that is insufficient for the project. I am looking forward to getting help from any of you.
Hi, you should check out @user-b74779's work above!
Thanks for your response. Yes, I checked his cool works! Hello Edouard! Can I get a response regarding the mount you used for Holo 2?
hi I am more interested in this vr-ar component, what is its general use (what software is needed for acquisition and data export), and is there any related analysis functions? thanks
Hi guys, is there someone who can help me??? I'm trying to capture eye tracking data using HTC VIVE headset, but so far I'm unable to record world. Can you point me at right direction ???
Hi! We're starting a project that requires doing pupillometry (we want to measure pupil diameter changes across conditions) with patients that cannot comply with instructions so calibration is not possible. We're not doing gaze tracking, just pupillometry, would this be doable under these conditions with the vr-ar?
Another question: I saw in the User Guide for the Pupil PLayer that the Pupil from Recording plug-in wasn't available in Pupil Mobile. I'm not sure what this limitation means or if it affects the vr-ar eye tracker. It would be important for us to have access to a recording of the eye after the task, is this possible with vr-ar? Thanks for helping!
Pupil from Recording
is not available for Pupil Mobile recordings because Pupil Mobile only records the scene and eye videos. It does not perform any pupil detection. This you will need to do post-hoc in Player.