The fact that giants like Google and Apple (albeit Google cannot compare to a manufacturer, let alone to Apple’s creative history) use on android and iphone infrared scan devices to detect depth, shows how extremely primitive still is the science for robotic vision.
Most phones that are powerful enough for a decent 3D app or game, have a depth camera (but we can’t use it anyway via web-apps, so no need to bother with that anymore).
i wouldnt quiet say sloppiness though, just a refusal to allow compromises .
It’s very wrong to assume what can, or cannot do another developer -because the phone developers think they have thought of all the possible cases, they are …wiser, and they know better, and then… place ridiculous limits to the software developers! That’s superficial judgment in my book, aka sloppiness.
The fact that they don’t allow control of FPS is a serious obstacle in making motion-based robotic vision, because a stable frame rate is far more important than the darkness and amount of noise in an image that those “geniuses” prioritized.
still, without 60fps, iim sure this is hugely frustrating
Although 60fps would be ideal, in my testing 30fps is enough, provided it is stable.
It would also allow for heavier processing of the video stream (the app/game should run at 60fps) and I would be very happy if that was the case, but I only get an unstable framerate with lots of hiccups that is bellow 30fps most of the time (I’m guessing around 15-30) , except from extremely bright light conditions like outdoors, or when looking up close to a bright screen monitor (filling the whole camera frame) on a small tripod.
Add to this the camera lag -not one, but several frames behind, which is evidence of not just not optimizing, but not even designing for performance, and thus seriously limiting the development possibilities. Poor design is also sloppiness in my book.
Buffering camera frames seems interesting (thanks), but it won’t solve the problem of auto-fps control…
but yeah, using opencv does allow you to control alot more regarding FPS and these functions.
That’s C++, so nothing we can use in WebGL/XR.