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Kinect for Windows slow - with Video!

    Question

  • I have this window description

    <Window x:Class="KinectNutzen.MainWindow"
            xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
            xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
            Title="MainWindow" Height="533" Width="800" Loaded="Window_Loaded"
            xmlns:my="clr-namespace:Microsoft.Samples.Kinect.WpfViewers;assembly=Microsoft.Samples.Kinect.WpfViewers"
            Closing="Window_Closing" WindowState="Normal">      
        <Canvas Name="MainCanvas" Height="472" Width="775">
            <my:KinectSensorChooser Canvas.Left="225" Canvas.Top="149" Name="kinectSensorChooser1" Width="328" />
            <TextBox Canvas.Left="12" Canvas.Top="12" Height="360" Name="textBox1" Width="640" FontSize="40" HorizontalAlignment="Center" VerticalAlignment="Center" HorizontalContentAlignment="Center" VerticalContentAlignment="Center" Text="Beispieltext" TextChanged="textBox1_TextChanged" />
            <Slider Canvas.Left="669" Canvas.Top="44" Height="125" Name="slider1" Width="83" Orientation="Vertical" Minimum="-27" Maximum="27" ValueChanged="slider1_ValueChanged" LargeChange="5" SmallChange="4" IsDirectionReversed="False" HorizontalAlignment="Center" VerticalAlignment="Center" HorizontalContentAlignment="Center" VerticalContentAlignment="Center" />
            <Button Canvas.Left="669" Canvas.Top="213" Content="Verschieben" Height="23" Name="button1" Width="83" Click="button1_Click" />
            <GroupBox Canvas.Left="658" Canvas.Top="242" Header="Mausg." Height="67" Name="groupBox1" Width="105">
                <TextBox Height="32" Name="textBox2" Width="83" Text="0.2" TextChanged="textBox2_TextChanged" />
            </GroupBox>
            <Button Canvas.Left="669" Canvas.Top="315" Content="Anwenden" Height="23" Name="button2" Width="83" Click="button2_Click" />
            <TextBox Canvas.Left="536" Canvas.Top="378" Height="82" Name="textBox3" Width="183" TextChanged="textBox3_TextChanged" Text="fps" HorizontalContentAlignment="Center" VerticalContentAlignment="Center" FontSize="60" FontFamily="Meiryo" />
            <ProgressBar Canvas.Left="12" Canvas.Top="378" Height="82" Name="progressBar1" Width="507" Maximum="40" />
        </Canvas>
    </Window>


    and this simple source code(derivated from the windows kinect sdk skeleton example)

    // (c) Copyright Microsoft Corporation.
    // This source is subject to the Microsoft Public License (Ms-PL).
    // Please see http://go.microsoft.com/fwlink/?LinkID=131993 for details.
    // All other rights reserved.

    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.Windows;
    using System.Windows.Controls;
    using System.Windows.Data;
    using System.Windows.Documents;
    //using System.Windows.Input;
    using System.Windows.Media;
    using System.Windows.Media.Imaging;
    using System.Windows.Navigation;
    using System.Windows.Shapes;
    using System.IO;
    using Microsoft.Kinect;
    using Coding4Fun.Kinect.Wpf;
    using ReadWriteCsv;
    using System.Diagnostics;
    using System.Windows.Forms;
    using System.Windows.Forms.Integration;
    using InputManager;

    namespace KinectNutzen
    {
        /// <summary>
        /// Interaction logic for MainWindow.xaml
        /// </summary>
        public partial class MainWindow : Window
        {
            public MainWindow()
            {
                InitializeComponent();
            }
            bool closing = false;
            int zahl = 0;
            const int skeletonCount = 6;
            Skeleton[] allSkeletons = new Skeleton[skeletonCount];
            DateTime ExecutionStartTime; //Var will hold Execution Starting Time
            TimeSpan ExecutionTime;//Var will count Total Execution Time-Our Main Hero
            int start = 1;

            public string spielname;
            public int zeile = 0;
            public double[] kinectReihe;
            Umwandeln kinectObjekt = new Umwandeln();
            SkeletonPoint Normale;
            double mausfaktor;
            double[,] kinectSpeicher = new double[18, 60];
            double[,] bewegungenGefiltert = new double[18, 60];

            private void Window_Loaded(object sender, RoutedEventArgs e)
            {
                kinectSensorChooser1.KinectSensorChanged += new DependencyPropertyChangedEventHandler(kinectSensorChooser1_KinectSensorChanged);
                ExecutionStartTime = DateTime.Now; //Gets the system Current date time expressed as local time
            }



            void kinectSensorChooser1_KinectSensorChanged(object sender, DependencyPropertyChangedEventArgs e)
            {
                KinectSensor old = (KinectSensor)e.OldValue;

                StopKinect(old);

                KinectSensor sensor = (KinectSensor)e.NewValue;

                if (sensor == null)
                {
                    return;
                }

                sensor.SkeletonStream.Enable();

                sensor.AllFramesReady += new EventHandler<AllFramesReadyEventArgs>(sensor_AllFramesReady);
                sensor.DepthStream.Enable(DepthImageFormat.Resolution640x480Fps30);

                try
                {
                    sensor.Start();
                }
                catch (System.IO.IOException)
                {
                    kinectSensorChooser1.AppConflictOccurred();
                }
            }

            void sensor_AllFramesReady(object sender, AllFramesReadyEventArgs e)
            {
                if (closing)
                {
                    return;
                }

                //Get a skeleton
                Skeleton first = GetFirstSkeleton(e);

                if (first == null)
                {
                    return;
                }
                const int aufnahme = 1;
                const int wiedergabe = 2;
                int aktuell;

                aktuell = wiedergabe;

                if (aktuell == aufnahme)
                {
                    //
                }
                else
                {
                    ExecutionTime = DateTime.Now.Subtract(ExecutionStartTime); //Calculate Execution Time
                    if (ExecutionTime.Milliseconds > 0.0)
                    {
                        textBox3.Text = (1000 / ExecutionTime.Milliseconds).ToString();
                        progressBar1.Value = 1000 / ExecutionTime.Milliseconds;
                    }
                    ExecutionStartTime = DateTime.Now;
                }
            }


            Skeleton GetFirstSkeleton(AllFramesReadyEventArgs e)
            {
                using (SkeletonFrame skeletonFrameData = e.OpenSkeletonFrame())
                {
                    if (skeletonFrameData == null)
                    {
                        return null;
                    }
                    if (start == 1)
                    {
                        Normale.X = skeletonFrameData.FloorClipPlane.Item1;
                        Normale.Y = skeletonFrameData.FloorClipPlane.Item2;
                        Normale.Z = skeletonFrameData.FloorClipPlane.Item3;
                        start = 0;
                    }

                    skeletonFrameData.CopySkeletonDataTo(allSkeletons);

                    //get the first tracked skeleton
                    Skeleton first = (from s in allSkeletons
                                      where s.TrackingState == SkeletonTrackingState.Tracked
                                      select s).FirstOrDefault();

                    return first;

                }
            }

            private void StopKinect(KinectSensor sensor)
            {
                if (sensor != null)
                {
                    if (sensor.IsRunning)
                    {
                        //stop sensor
                        sensor.Stop();

                        //stop audio if not null
                        if (sensor.AudioSource != null)
                        {
                            sensor.AudioSource.Stop();
                        }


                    }
                }
            }


            private void Window_Closing(object sender, System.ComponentModel.CancelEventArgs e)
            {
                closing = true;
                StopKinect(kinectSensorChooser1.Kinect);
            }
        }
    }

    This is what I get

    Youtube-Video

    Why is there no constant 30fps? Does the pattern mean anything to you?


    Eisenanstreicher





    Thursday, February 23, 2012 12:08 PM

Answers

  • Process Explorer would be going about it backwards. You start at the top and work your way down. CPU makes a good start so just bring up Task Manager then select the Performance tab. Are your CPU's pegged? Are they following this pattern? Complementing it? If the CPU utilization looks like the above then you're waiting on IO. Most likely that's the disk drives and the IO you're waiting on is page swapping. So click the button that says Resource Monitor, select the Disk tab and see what you disk drives are doing. If your disk activity is complementing this then that's what you're waiting upon.

    You description and that chart makes it sound and look like a memory problem. You run fine until the system starts swapping. Once it starts swapping you get this pattern. That allSkeletons seems the most likely source of that, but it isn't actually used. So that's either not it or that isn't your actual code. Managed code reference counts so it isn't easy to get a memory leak, i.e. allocated memory you no longer have a reference to. Rather you, pretty well, have to accumulate references to accumulate memory. The structure of the code looks like it's intended to accumulate references. Do that without bound and you'll likely end up with this problem.

    Obviously if you're not swapping then that's not the problem, but I have no way of knowing that. So you need to play around a bit with resource monitor to try to figure out what resource you might be bottlenecking on.

    Saturday, February 25, 2012 10:38 PM

All replies

  • I removed all openni and primesense and windows sdk kinect drivers, reinstalled the kinect drivers, now I am more or less constant at 10 fps.

    Eisenanstreicher

    Thursday, February 23, 2012 2:17 PM
  • Can you please explain what your trying to do so everyone can get an better idea of what needs to be done?

    Once you eliminate the impossible, whatever remains, no matter how improbable, must be the truth. - "Sherlock holmes" "speak softly and carry a big stick" - theodore roosevelt. Fear leads to anger, anger leads to hate, hate leads to suffering - Yoda


    • Edited by The Thinker Thursday, February 23, 2012 4:20 PM
    Thursday, February 23, 2012 4:19 PM
  • I stripped the code from everything I thought of unnecessary. Now it measures the time between each sensor_AllFramesReady being run. And this is currently 10 fps. I want it to be 30fps. Can you tell me why it is 10fps?

    My computer is

    ACPI x64-based PC
    Microsoft Windows 7 Enterprise

    CPU Typ DualCore AMD Athlon 64 X2 Black Edition, 3184 MHz (16 x 199)
    DIMM1: 2 x 2 GB

    ATI Radeon HD 5450 (1024 MB)

    Maxtor 6Y080L0 ATA Device (80 GB, 7200 RPM, Ultra-ATA/133)
    SAMSUNG HD103UJ ATA Device (1000 GB, 7200 RPM, SATA-II)


    Eisenanstreicher

    Thursday, February 23, 2012 6:25 PM
  • you still dont make sense please explain why you need to get 30fps? Im confused.

    Once you eliminate the impossible, whatever remains, no matter how improbable, must be the truth. - "Sherlock holmes" "speak softly and carry a big stick" - theodore roosevelt. Fear leads to anger, anger leads to hate, hate leads to suffering - Yoda

    Thursday, February 23, 2012 6:31 PM
  • you still dont make sense please explain why you need to get 30fps? Im confused.

    You do not seem to be interested in helping.
    Thursday, February 23, 2012 6:33 PM
  • Yes  im interested  in helping but your throwing out code doesnt help anyone without a description of what your doing too so we can know whats wrong? Okay other then telling you that general things someone else in this discussion wont give you the right answer unless you can tell someone what your doing in your project.

    Yes it looks like the code from the skeleton project but have no clue if you've modified it if you have you have to explain any modification here or its hard to help.

    One thing i can tell you is did you try recompiling the skeleton project?  steady 30 fps is not possible in every instance like a security camera so moving up and down fps is normal right now. I will buy a kinect for windows this fall and im going to install v1 in a few more weeks once bugs are worked out. usually first month a commerical product comes out the bugs are being patched on it so it may not have steady fps the first month anyways because bugs are being patched.


    Once you eliminate the impossible, whatever remains, no matter how improbable, must be the truth. - "Sherlock holmes" "speak softly and carry a big stick" - theodore roosevelt. Fear leads to anger, anger leads to hate, hate leads to suffering - Yoda



    • Edited by The Thinker Thursday, February 23, 2012 6:47 PM
    Thursday, February 23, 2012 6:46 PM
  • I am more interested in real help from someone else.

    UPDATE: it is now changing again like in the video of the first post, so it wiggles between 10 fps and 30 fps.


    Eisenanstreicher




    Thursday, February 23, 2012 7:02 PM
  • I told you that fps would change in my post above. Their is no real help because you haven't explained anything yet to anyone. For instance, I could throw regular expressions at you that you dont understand but doesnt mean I dont. The kinect sdk has limitations with the speed on foreign systems i've noticed in the beta/v1 before so your not the only one or do I have to find a post to show you that your not the only one with this problem?

    "I am more interested in real help from someone else."

    Now if thats the attitude someone from the wdk or other forums would not have helped you.

    Heres my guide which references the forum posts from eddy and other users on important topics in addition to things i've discovered about kinect sdk through using the xbox kinect from its hardware beta phase till now:

    http://social.msdn.microsoft.com/Forums/en-US/kinectsdk/thread/d0eeb269-2c3f-4a40-8b65-9d6b8dcae147

    Their is a link to a video filter for kinect that you can use but the author needs to update i think for v1 but might have already.

    I've been using kinect since before you had hands on one in offical sense.

    Anyone wanting a guide for v1 i will update the above here in another month or so when I start installing every part of the kinect sdk v1 with some samples for v1 also.


    Once you eliminate the impossible, whatever remains, no matter how improbable, must be the truth. - "Sherlock holmes" "speak softly and carry a big stick" - theodore roosevelt. Fear leads to anger, anger leads to hate, hate leads to suffering - Yoda












    • Edited by The Thinker Thursday, February 23, 2012 7:34 PM
    Thursday, February 23, 2012 7:17 PM
  • Try the link above and just ignore everything else  except the video stuff at the bottom and that should help imporove frame rates.

    I had to make sure only visual studio was running to improve my framerate while testing my kinect project  which helps to improve frame rate some. Usually if you search around I've seen some recommendations on simple changes like clear variables and limiting for loops when handling certain data (depth, other such) which would decrease framerates i saw in another post.


    Once you eliminate the impossible, whatever remains, no matter how improbable, must be the truth. - "Sherlock holmes" "speak softly and carry a big stick" - theodore roosevelt. Fear leads to anger, anger leads to hate, hate leads to suffering - Yoda


    • Edited by The Thinker Thursday, February 23, 2012 8:23 PM
    Thursday, February 23, 2012 8:22 PM
  • how many FPS do you get when using the Kinect Explorer sample? How many with the Skeletal Viewer sample?
    Thursday, February 23, 2012 8:42 PM
  • I will install kinect sdk v1 on my computer tonight and get the skeleton viewer sample running at 30fps wihtout modification of code. Okay i will look at your computer against mine tonight also.

    Once you eliminate the impossible, whatever remains, no matter how improbable, must be the truth. - "Sherlock holmes" "speak softly and carry a big stick" - theodore roosevelt. Fear leads to anger, anger leads to hate, hate leads to suffering - Yoda



    • Edited by The Thinker Friday, February 24, 2012 12:54 PM
    Thursday, February 23, 2012 8:55 PM
  • how many FPS do you get when using the Kinect Explorer sample? How many with the Skeletal Viewer sample?

    In the ke sample, the longer the application is running the fewer fps I get. At the beginning about 30fps right and 30fps left, after about 5 minutes 10fps right and 30fps left.

    Sv on average 15.

    But for instance using processing and simpleopenni I get about 30fps. Using FAAST I get about 30fps.

    I tried the openni example for c# now. Even that wiggles between 10 and 30fps now to end at about 10fps.


    Eisenanstreicher



    Friday, February 24, 2012 12:14 PM
  • You cant use open ni with kinect but heres an artilce about migrating from beta 2 if you were doing good on beta2 and the fps changed when you got to commerical version (from kinect team on channel 9):

    http://channel9.msdn.com/coding4fun/kinect/Rob-helps-us-migrate-our-Beta-2-code-to-work-with-v1

    Try to look up about fps in the kinect forums especially nui because their are plenty or answered repeats on their about fps and getting MAXIMUM FRAME RATES.  I just answered one recently but channel 9 has plenty of articles on how to help you.

    Edit: can use xbox kinect for testing using v1 full sdk and not the runtime.


    Once you eliminate the impossible, whatever remains, no matter how improbable, must be the truth. - "Sherlock holmes" "speak softly and carry a big stick" - theodore roosevelt. Fear leads to anger, anger leads to hate, hate leads to suffering - Yoda





    • Edited by The Thinker Friday, February 24, 2012 4:03 PM
    Friday, February 24, 2012 1:07 PM
  • This is what it looks like:

    On the x - axis there's the frames, on the y-axis the assigned fps. There's clearly a pattern: it goes down every time for exactly 11 frames and it goes up for between 10 and 15 frames.


    Eisenanstreicher


    Friday, February 24, 2012 3:42 PM
  • Looks like it gets lower could you have another program besides visual studio running while testing then? I had a significant frame drop at my work while running internet explorer with visual studio. It seems internet explorer 8 and above are memory hogs because I get the warning from avg that they are taking up the most memory if run with visual studio sometimes. But look for any program that is using a process in task manager that uses a significant amount of memory and see if its needed for visual studio or important windows app.

    I notice that maximum fps on video software (mostly talking about rgb/hd video streams but can include the kinect streams) depends on (tests using expression studio from microsoft):

    1. how much memory you have available software wise thats not being used by another program.

    2.  hard drive thats not defragmented  can cause some fps loss on video

    3.  check your code for loops/data that can be unnecessary because sometimes i end up doing this at first then realize i didnt need the loops or extra data and it improves the fps and response times. WDK team can tell you about response times more for video type devices and devulge deep technical details about an average video device but thats only if your going to look up technical details about video type devices.

    Specifically im looking for memory hogs that would slow your computer down.


    Once you eliminate the impossible, whatever remains, no matter how improbable, must be the truth. - "Sherlock holmes" "speak softly and carry a big stick" - theodore roosevelt. Fear leads to anger, anger leads to hate, hate leads to suffering - Yoda



    • Edited by The Thinker Friday, February 24, 2012 4:04 PM
    Friday, February 24, 2012 3:59 PM
  • Hey i found this video called camera fundementals that shows the fps rate for each resolution of the camera and if you use 1200 or above resolution the fps slows down so much to 12 fps or below and anything  640 or below resolution should work at 30 fps just watch the video and see what he says that might help your situation:

    http://channel9.msdn.com/Series/KinectQuickstart/Camera-Fundamentals

    Edit: made by kinect.

    He starts talking about video resolutions and the expected fps in the video at around 1:20.


    Once you eliminate the impossible, whatever remains, no matter how improbable, must be the truth. - "Sherlock holmes" "speak softly and carry a big stick" - theodore roosevelt. Fear leads to anger, anger leads to hate, hate leads to suffering - Yoda




    • Proposed as answer by The Thinker Friday, February 24, 2012 5:52 PM
    • Edited by The Thinker Sunday, February 26, 2012 9:22 PM
    Friday, February 24, 2012 5:51 PM
  • Your little chart would be a whole more useful with a constant time on the x-axis instead of a variable time, i.e. the interframe time. You y-axis is then, basically, the reciprocal of the frame time. What's the duty cycle and frequency of this little pattern? It takes more effort to figure that out than I care to go to. Overall it's highly doubtful your code says why this happening and, rather, the performance monitor would. CPU utilization per core versus this process would be a good start. If the overall utilization is staying rather constant and the process utilitization varying with this pattern then there's your problem. If you page faults are shooting up as your frame rater drops there's your problem. If you disk io is shooting up as your frame rate drops there's your problem. I could look at your code all day though and never see that. Looking at code for a performance problem is just a bunch of theorycraft.

    Saturday, February 25, 2012 1:12 AM
  • Your little chart would be a whole more useful with a constant time on the x-axis instead of a variable time, i.e. the interframe time. You y-axis is then, basically, the reciprocal of the frame time. What's the duty cycle and frequency of this little pattern? It takes more effort to figure that out than I care to go to. Overall it's highly doubtful your code says why this happening and, rather, the performance monitor would. CPU utilization per core versus this process would be a good start. If the overall utilization is staying rather constant and the process utilitization varying with this pattern then there's your problem. If you page faults are shooting up as your frame rater drops there's your problem. If you disk io is shooting up as your frame rate drops there's your problem. I could look at your code all day though and never see that. Looking at code for a performance problem is just a bunch of theorycraft.

    Here's a new chart

    Original: http://oi39.tinypic.com/jpyhqx.jpg

    x-axis * 2 = milliseconds, ie the pattern starts at about 2496 milliseconds.

    y-axis: 1 means a new frame display and processing starts, 0 means  the frame display and processing for this frame ended.

    "CPU utilization per core versus this process, page faults, disk io is shooting up as your frame rate drops"

    How do you measure that using process explorer?

    Saturday, February 25, 2012 8:48 AM
  • Process Explorer would be going about it backwards. You start at the top and work your way down. CPU makes a good start so just bring up Task Manager then select the Performance tab. Are your CPU's pegged? Are they following this pattern? Complementing it? If the CPU utilization looks like the above then you're waiting on IO. Most likely that's the disk drives and the IO you're waiting on is page swapping. So click the button that says Resource Monitor, select the Disk tab and see what you disk drives are doing. If your disk activity is complementing this then that's what you're waiting upon.

    You description and that chart makes it sound and look like a memory problem. You run fine until the system starts swapping. Once it starts swapping you get this pattern. That allSkeletons seems the most likely source of that, but it isn't actually used. So that's either not it or that isn't your actual code. Managed code reference counts so it isn't easy to get a memory leak, i.e. allocated memory you no longer have a reference to. Rather you, pretty well, have to accumulate references to accumulate memory. The structure of the code looks like it's intended to accumulate references. Do that without bound and you'll likely end up with this problem.

    Obviously if you're not swapping then that's not the problem, but I have no way of knowing that. So you need to play around a bit with resource monitor to try to figure out what resource you might be bottlenecking on.

    Saturday, February 25, 2012 10:38 PM
  • Thanks so far, LBW

    What I can say: Ram stays constant, IO stays constant but the CPU goes to 100%. Right now, for some reason the kinect rate remains at 8 to 10fps, so the fluctuation does not happen. When starting the computer, it starts with 30fps.

    So you mean there are all the time new objects created and c# has no garbage collection? Well, I did not find any

    Type test = new Type();

    that is being repeated, only at the beginning. I removed some const and int and put it to the beginning. All the other objects are reused.

    What is YOUR processor use btw? I am going to publish the app and upload it, so you can download it and give me your fps. There you go. It's the normal setup routine. When starting the app your screen will look weird. Stand back, let your kinect see you full body and move your right hand about 30 cm in front of your body in circles, then you are moving the mouse. Don't go too far cause that will create a click. Now you'll see a progress bar and a changing number. That's the frame rate visually and textually. Please tell me your cpu performance and fps number. You need .net 4.

    What do you mean by the allSkeletons? My code includes some additional lines that do the same with all code, so no fluctuation possible. Also there are no "new" lines in it, ie no new objects being created.

    Should it work with 30fps on my computer?:

    ACPI x64-based PC
    Microsoft Windows 7 Enterprise

    CPU Typ DualCore AMD Athlon 64 X2 Black Edition, 3184 MHz (16 x 199)
    DIMM1: 2 x 2 GB

    ATI Radeon HD 5450 (1024 MB)

    Maxtor 6Y080L0 ATA Device (80 GB, 7200 RPM, Ultra-ATA/133)
    SAMSUNG HD103UJ ATA Device (1000 GB, 7200 RPM, SATA-II)


    Eisenanstreicher

    Tuesday, February 28, 2012 1:22 AM
  • You system does meet the minimum requirements for the Kinect SDK, assuming your total memory is 4GB. What type of RAM DDR3 PC3 8500? As with any minimum requirement, you should be able to achieve 30fps if nothing else is requiring USB bandwith or require time from the CPU.

    Performance Monitor might be a better tool to use as this get the data needed at a kernel level. You can also zoom into the areas where the CPU usage spikes and get a general idea of your averages of when things spike. From that, you can then use ProcDump, from Sysinternals, to gather dump files when your CPU hits that threshold. From the dump files, you can do analysis on what is running at that time. This is an extreme excercise in debugging and not for the faint of heart. If you want assistance with this I would recommend you open a professional support case with Microsoft.

    There are also other Performance Profiling tools (Visual Studio, ETL) that might be able to help as well

    Friday, March 02, 2012 2:30 AM
    Owner
  • Sorry, I don't run unknown programs off the internet. I'm more than happy to run Kinect Explorer. Running it with two Kinects, using skeleton tracking on one, I run about 30% CPU utilization. I have no problem maintaining 30 FPS on an i5-650. If you can't maintain 30 FPS with it then your code doesn't much matter.

    Your statement as to what your machine is doing is very precise. IO is constant relative to what? The time during which you application is running or consistant with before and after running it? When does the CPU go to 100% and from what? 100% the whole time the application is running, during the slow downs or while the frame rate is up? Is that system wide CPU utilization, or utilization for the process? The point of starting at the system level is to first determine is it actually your application and not something like a virus.

    Thursday, March 08, 2012 9:14 PM
  • CPU Typ DualCore AMD Athlon 64 X2 Black Edition, 3184 MHz (16 x 199)

    in our non-scientific, manual performance testing, AMD processors have worse performance than Intel processors.

    Friday, March 09, 2012 6:07 AM
  • I bought a new system and right now I have no performance issues anymore. 30 fps.

    You need to update your system requirements for 30fps. Mine were for about 10fps. But you have to work on your driver's performance. Using Openni and processing I got 30fps on my old system.

    Don't limit the reasons for that to my previous processor alone. There comes more into play.


    Eisenanstreicher



    Monday, March 19, 2012 4:32 PM
  • Can someone post that in the FAQs  or in the readme that amd processors have poor performance compared to intel processors todd or someone else whos on the kinect team? That would really help people from getting poor performance when trying to run their kinect programs or possibly put on bug list?

    Once you eliminate the impossible, whatever remains, no matter how improbable, must be the truth. - "Sherlock holmes" "speak softly and carry a big stick" - theodore roosevelt. Fear leads to anger, anger leads to hate, hate leads to suffering - Yoda






    Monday, March 19, 2012 4:56 PM