When accessing the velocity on a tracked object/body using multi-cam fusion, the velocity is delayed by a long period of time (possibly half a second or close to a second). I am using this data to real time move a player, so it’s important that the velocity matches up with the frame the rest of the data is received in.
I currently have to find my own velocity measurement by using a previous frame’s tracking data, which is fine, but it would be nice if the body velocity wasn’t delayed as it seems pretty accurate to actual real world movement, and in it’s current state is pretty useless.
Object velocity estimation is performed by using a simple algorithm that will be improved in future releases of the SDK.
If you need a more reliable estimation of the velocities of the body I recommend writing a new advanced algorithm while the SDK is improved.
I do have my own advanced algorithm as of right now based on body “anchor points” to estimate action state and movement. However, the simpler the better obviously, and the body “velocity” measurement you guys have seems very accurate, just delayed. Like if I theoretically had those exact values just half a second earlier, they would match up to the actual movement of the object.
It’s intentionally delayed? Or due to it being filtered/the algorithm, that causes it to be delayed? I was just under the assumption that it is unintentional, or a bug, because velocity that delayed is a lot less useful to most applications I assume.