Fake Latency

Abhi 1 Reputation point
2022-06-27T04:46:09.733+00:00

Hello,

I am trying to test the impact of Latency on performing tasks with Hololens 2. For this I am trying to create a fake Latency in Hololens 2(A small delay in milliseconds). I tried different ways but nothing worked.

Can I get some suggestions or ideas regarding this?

HoloLens | Development
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  1. Seth DU - MSFT 541 Reputation points
    2022-06-29T07:20:09.11+00:00

    Hello, welcome to Microsoft Q&A,

    There is no built-in support to set a customized delay for any actions on HoloLens as it is designed for reflecting the real actions in real-time.

    If it is to set a visual delay, you may maintain the real-time data carefully to replay the actions 500ms ago. Take the official hand tracking sample as an example, hand models are generated dynamically as Unity game objects, and Articulated Hand Tracking feature of MRTK maintain the visual effects of hands via Prefab models and meshes. The current solution is to duplicate those dynamically generated game objects and maintain them on your own. You can create a queue to store the real-time positions like “Queue<Vector3> positionQueue” and wait for seconds to apply old vector data to your own game objects via the dequeue method. Please understand that you can hide the hand models via the configuration in “Articulated Hand Tracking tab”.

    The basic idea is to store/cache the real-time data and reflect them to your self-maintained objects. Nevertheless, it is not supported to delay the interactions via MRTK. Even though the hand ray is delayed, when triggering the collider, there should be collision at the first time. You can set the delay for the onClick event, but the user still needs to wait for the contact of ray and objects.

    Based on my understanding of your previous posts, the scenario you want to create is complicated to implement. There is no support for global one-click setting for it, and record&replay is more feasible.

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