When using the Unity profiler I can see Nuitrackmanager.update() uses a lot of CPU. It’s at around 80-90% of total CPU usage. It also alocates like 2 to 3 MB of GC every frame. Any idea how I can reduce this? My application is curently running at 20fps on our touch screens. On my PC it runs at 60fps but on our touch screens which are less powerfull of course it runs at around 20fps.
Could I also have more information about what is important for Nuitrack? There’s only an on-board graphics card inside the screens, could that be the issue? It has a okayish CPU and RAM.
I would like some info about how to optimize Nuitrack and what is important for performance etc. Anything that can help me with general refactoring/optimizing performance.
Nuitrack is designed to take not more than 25% of quad core ARM CPU such as in TVico Android Box (or Persee). you can find specs at www.tvico.io. what processor you have? and Nuitrack cannot utilize GPU.
Nuitrack does not utilize GPU, and running on CPU with 30fps uses about 25% of quad core ARM CPU on TVico (with 2G RAM). it seems should work fine with decent CPUs…
odd… Nuitrack does run fine in the Nuitrack test viewer on those screens. Just in the app itself (when the model moves with it) it seems to get really bad.
This version of nuitrack.net.dll assembly includes a static recyclable buffer. Please note that there
can only be one valid Frame for each frame type. That is, one ColorFrame, one DepthFrame, etc.
Hi I’m having the same problem. I changed the maxload in the config file. Nuitrack still use use 98% of the CPU even in the test app. My specs are as follow:
Currently there’s no way to limit CPU usage using AI tracking engine. You can use classical tracking engine (do not tick AI tracking in Nuitrack.exe / do not set Skeletonization.Type to CNN_HPE in nuitrack.config)