Hello,
I am trying to develop a BCI application using OpenVibe and Unity.
I send markers to Unity via LSL, but it seems there is a latency around 700-800ms and this can be a problem with system accuracy.
Is there anything I can do to eliminate the latency from the Openvibe to Unity?
Thanks in advance.
LSL4Unity Latency
Re: LSL4Unity Latency
Hi,
I haven't this latency. So I can't say where is the problem.^^
THe only time I have this latency is when I communicate with other protocol (for example with arduino) and the answer was you must flush buffer but LSL example make that alone.
Thibaut
I haven't this latency. So I can't say where is the problem.^^
THe only time I have this latency is when I communicate with other protocol (for example with arduino) and the answer was you must flush buffer but LSL example make that alone.
Thibaut
Re: LSL4Unity Latency
I use the arduino-based OpenBCI board and the Unity HelloWorld example (gitlab).
I receive the markers from the StimulationInlet .cs (see below).
Unfortunately, I receive for example, the stimulation code:769 around 700ms after the presented left arrow in the Openvibe.
Ιs there any strategy in this?
I receive the markers from the StimulationInlet .cs (see below).
Code: Select all
public class StimulationInlet : OVIntInlet
{
protected override void Process(int[] input, double time)
{
}
}
Ιs there any strategy in this?
Re: LSL4Unity Latency
Hi,
When I got bothered with arduino. I did a lot of tests, among other things, sent a burst of information to see what exactly he received and when. and I tested different methods to forcibly flush the buffer.
Thibaut
When I got bothered with arduino. I did a lot of tests, among other things, sent a burst of information to see what exactly he received and when. and I tested different methods to forcibly flush the buffer.
Thibaut
Re: LSL4Unity Latency
Is there a chance the Process() function in Unity late to get the markers?
Code: Select all
public class StimulationInlet : OVIntInlet
{
protected override void Process(int[] input, double time)
{
}
}