I'm using htc desire-HD.
When I use the camera to capture video with
Intent(MediaStore.ACTION_VIDEO_CAPTURE)
I give it a duration limit with
intent.putExtra(MediaStore.EXTRA_DURATION_LIMIT,MAX_DURATION).
The camera seems to ignore the duration limit.
On a Nexus-s, Motorola RAZR, Galaxy SII it does work.
Is there a different way to limit the capture video duration on htc devices?
Related
I'm building a simple 360 monoscopic video player app in Unity for Oculus Quest 2. The video is 4096x2048 30fps mp4 which plays very smoothly in the Oculus TV app but inside my app, it's constantly choppy as if it were 15fps or lower. I have tried many encoding options, tried using the AVPro demo plugin but no luck.
I followed this tutorial: https://learn.unity.com/tutorial/play-360-video-with-a-skybox-in-unity
Any help is very much appreciated!
It was the mismatch between the 30 fps video and the default 72 Hz display refresh rate of the Quest 2. I set the frequency to 90 with this line of code
Unity.XR.Oculus.Performance.TrySetDisplayRefreshRate(90f);
...and now the video plays smoothly.
I would like to integrate a 360 video player into an existing app for mobile.
I use the Skybox/Panoramic shader and a RenderTexture for the Video pluged in the VideoPlayer component. In 2k (2048x1024 or 2048x2048 for 3D) everything is fine but when I try to take a 4k video (4096x2048 or 4096x4096 for 3D) the app crashes instantly on an iPhone 6 Plus. I also tested it with a video clip in 3840x1920 but all I got from the debugger is:
INFO [vr/gvr/capi/src/gvr.cc:116] Initialized GVR version 1.120.0
[VRDevice] Successfully created device cardboard.
Message from debugger: Terminated due to memory issue
I thought, it has something to do with the max texture size but 4096x4096 should be OK for most devices today.
Do you guys have an idea whats going on here?
Thanks!
With 8th Wall XR is it possible to make AR apps with camera resolution quality in HD or Full HD?
The camera resolution rendered will vary depending on the device being used.
For ARCore devices, the resolution is 1920x1080.
For ARKit devices, the resolution is 1280x720 for devices under iOS 11.3 and 1920x1080 for 11.3+.
For all other devices, the resolution is 640x480.
While there isn’t a way to change these resolutions at the moment, we are looking to provide a higher resolution for non-ARKit and non-ARCore phones in a future release.
I want to record a vr motion video of my house using aframe so that I can show the demo view of the the house.What are the js files need to be included?How can I do it?
I assume you just want to record 360º video — if so, a 360º camera is the place to start. See: http://thewirecutter.com/reviews/best-360-degree-camera/
You may want to test things out on your device (Gear VR, Cardboard, Vive, whatever) before investing in a camera. Video playback in A-Frame may have some issues on mobile devices particularly.
Example: https://aframe.io/examples/showcase/videosphere/
hi kumar yes you use without using 360 camera by using normal mobile phone but to place that video you have to use latest version of unity that support not only 360 video format but also plane so where you can put that video as an medium.
or if you are using unity 4.6 to unity 5.3 then use have to use some packages like easy video texture in this package you have different options for placing video
https://github.com/maazirfan/Easy-Movie-Texture-for-Unity
and use where ever you want vr/gear vr / htc vive .
I'm using HTC sensation for testing.
the version of Android is 2.3.4.
and there are two cameras on this device.
I could open camera separated (do preview NOT at same time).
BUT, once, if I try to open camera at same time.
I'll got a RuntimeException - Fail to connect to camera service for front-facing camera.
does anyone have idea ??
According to Android Camera Api,
Your application should only have one Camera object active at a time
for a particular hardware camera.
So I guess it should not be possible.