OculusGoScreenMirror | slow fps oculus screen mirror for guiding a new user
kandi X-RAY | OculusGoScreenMirror Summary
kandi X-RAY | OculusGoScreenMirror Summary
OculusGoScreenMirror is a C# library. OculusGoScreenMirror has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.
update: this could be a better option if you don't want to do anything other than display the oculus screen: - note: It shows a larger lag time than this solution but doesn't impact the oculus as much. The command from the link, assuming your VLC app is at /Applications/VLC.app/Contents/MacOS/VLC : ./adb exec-out "while true; do screenrecord --bit-rate=1m --output-format=h264 --time-limit 180 -; done" | "/Applications/VLC.app/Contents/MacOS/VLC" --demux h264 --h264-fps=30 --clock-jitter=0 --network-caching=100 --sout-mux-caching=100 -. This shows very poor fps on the receiver side (1 frame receieved per 27 frames on the sender side) and there is a 20ms and 30ms delay every now and then on the sending side between frames for the jpeg conversion and ReadPixels() computations, but at least is enough to introduce a new user to something new/complicated. I'm very open to contributions and would love suggestions for speed improvements. Unity hasn't opened the AsyncGPUReadback API for android yet but that should help the fps when they do.
update: this could be a better option if you don't want to do anything other than display the oculus screen: - note: It shows a larger lag time than this solution but doesn't impact the oculus as much. The command from the link, assuming your VLC app is at /Applications/VLC.app/Contents/MacOS/VLC : ./adb exec-out "while true; do screenrecord --bit-rate=1m --output-format=h264 --time-limit 180 -; done" | "/Applications/VLC.app/Contents/MacOS/VLC" --demux h264 --h264-fps=30 --clock-jitter=0 --network-caching=100 --sout-mux-caching=100 -. This shows very poor fps on the receiver side (1 frame receieved per 27 frames on the sender side) and there is a 20ms and 30ms delay every now and then on the sending side between frames for the jpeg conversion and ReadPixels() computations, but at least is enough to introduce a new user to something new/complicated. I'm very open to contributions and would love suggestions for speed improvements. Unity hasn't opened the AsyncGPUReadback API for android yet but that should help the fps when they do.
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Support
OculusGoScreenMirror has a low active ecosystem.
It has 0 star(s) with 0 fork(s). There are no watchers for this library.
It had no major release in the last 6 months.
OculusGoScreenMirror has no issues reported. There are no pull requests.
It has a neutral sentiment in the developer community.
The latest version of OculusGoScreenMirror is current.
Quality
OculusGoScreenMirror has no bugs reported.
Security
OculusGoScreenMirror has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
License
OculusGoScreenMirror does not have a standard license declared.
Check the repository for any license declaration and review the terms closely.
Without a license, all rights are reserved, and you cannot use the library in your applications.
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OculusGoScreenMirror releases are not available. You will need to build from source code and install.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of OculusGoScreenMirror
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of OculusGoScreenMirror
OculusGoScreenMirror Key Features
No Key Features are available at this moment for OculusGoScreenMirror.
OculusGoScreenMirror Examples and Code Snippets
No Code Snippets are available at this moment for OculusGoScreenMirror.
Community Discussions
No Community Discussions are available at this moment for OculusGoScreenMirror.Refer to stack overflow page for discussions.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install OculusGoScreenMirror
You can download it from GitHub.
Support
For any new features, suggestions and bugs create an issue on GitHub.
If you have any questions check and ask questions on community page Stack Overflow .
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