AR - Clip Control
Hello,
I recently did an augmented reality project for cycling with Pixotope. I had 72 racer clips to play at the request of the director and based on race winners. I've seen how difficult it is to control clips in Unreal Engine.
This post calls for no response but is here to share my experience on this basic subject. Here are the problems I encountered:
- Reading via the media player of clips that are not in 1080x1920 or multiples of 2 causes Unreal to crash systematically.
- Reading sequences of images on an NVidia 2080 graphix card (my creation platform) is very jerky.
- HAP clips work well with Pixotope but curiously the last frame of my clips is black. From there, I forget the deactivation of the auto clean, allowing to freeze the last image.
- HAP clips do not support Ray Tracing
Here are some comments that I wanted to share with the Pixotope community. Do not hesitate to give me your advice on:
- Clip control: cue, play, pause, unload
- Caching
- Encoding (with and without Alpha)
Thanks
J.D.
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Hello,
Thank you for submitting this post Julien.
Just to elaborate on "HAP clips do not support Ray Tracing".
Playback of HAP files relies on hardware accelerated video decoding from the WMF media plugin.
That feature currently only functions on DX11, so you would not be able to play HAP files while using DX12
Since ray tracing relies on DX12 that means it is currently not supported use ray tracing if you want to play HAP files.Regards,
Elias Refvem Siljan
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Hie Elias,
Thanks for your message. I'm trying HAP with Unreal Engine 5.1 and got the feeling that it's working with Ray Tracing. Do you confirm this ?
I guess that the Pixotope 5.1 UE version will arrived soon...
Regards,
JD0 -
Hello Julien,
Pixotope release version 23.1 will support UE 5.1 and is due in March 2023.
Best regards
Ian
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