Problems with performance and tracking

 

Hi there,
I'm facing 2 problems during my setup now, The first one is the Y axes shifting. When I setup my camera and tracking parameters, I managed to get the movement of to the left and right correctly but still when I go left and right the object in real world shift for the front and back more than the virtual world and I couldnt find any solution for that. I tried calibration using a board and the basic calibration but it doesnt seem to work when it comes to the back and front shifting. does anyone know what am missing or have a specific correct order to do the calibration and dont fall for the same thing?

The second problem am facing is the performance, For some reason Aximmetry GPU and CPU usuage jump so high when I use it with a cooked Unreal engine Project. It works fine with the demos and examples but not with unreal engine projects! it starts normally but start to keep raising up till it reach so high percantage and the fps start to drop down! it is really strange! check the screenshots bellow:
My PC: RTX 3090 - AMD Ryzen Threadripper 3970X - 64 GB RAM
I even tried lower the frame rate, disable the lumen and Nanite but it doesnt work too. It starts normally and start raising up till it starts lagging and drop the frames! Thanks

   00KakasH17

 
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Eifert@Aximmetry
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Hi,

The shifting you are experiencing is probably caused by no Tracking delay being set in your camera compound. You can read more about Tracked camera compound delay's here: https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/green-screen-production/tracked-camera-workflow/inputs/#delays 
If you are still experiencing some kind of shifting after the tracking delay is set, then a short video of it could help a lot in figuring out what is going wrong.

The high GPU load is sadly an issue that came with Aximmetry version 2023.2.0.
There is a beta version, which addresses the high GPU load issue. To get access to the beta version, reach out to sales@aximmetry.com. Please refer to this forum post in the mail or simply let us know that you would like to test the beta version with the high GPU load fix.

Warmest regards,

 
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00KakasH17
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Hi,
Thanks for ur reply. I will wait till the next version is released and stick with testing on the studio template came with Aximmetry.
But regarding the camera position issue please check this video:
https://drive.google.com/file/d/12H3OW7RzVpTle_JEYV-iJmfHX5TKsX8_/view?usp=sharing
When the real object reach the edge of the cam it will suddenly move or make a jump forward or backward. I'm actually using HTC Vive pro 2 and I know it's not gonna give a perfect result but I saw much better results on the internet using it without those so obvious issues.
I would appreciate it if u can help with this or provide a documentation for camera lens and sensor calibration and another for tracking calibration.
Thank you.

 
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00KakasH17
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Hi again,
Maybe that video doesnt show the problem so well cuz the floor is a solid color but u can check this one inside the calibrator"
https://drive.google.com/file/d/1USi3wFl26zMNtguwGa8JtVyNoazbA4vj/view?usp=sharing
it shows a movement forward and backward in a strange way! sometimes I have that in so small amount sometimes I have it in a big amount like this video! and I cant figure out why this is happening! does anyone have any idea about what's going wrong?
Thanks again

 
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TwentyStudios
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Like you said, Vive is never going to give you great results. That being said, have you calibrated lens distortion and tracker offset using a proper calibration checkerboard in the Aximmetry Calibrator?

You will also need to use a second Vive tracker to set the world zero each time you start up the system and often several times during the shoot. Note that since the tracker is a bit above the floor, you’ll need to offset this to get the real floor height. This tracker needs to be in the exact same spot and facing in to e same direction to get a consistent world zero position. 

 
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Eifert@Aximmetry
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Hi,

Aximmetry Version 2023.2.2 has been released today. The new version fixes a memory leak in Unreal Engine, which you were most likely experiencing in your first post.

You can find the full change log here: https://aximmetry.com/learn/software-version-history/#%E2%96%BA-latest-2023-2-2

Warmest regards,