Hello, Benjamin !
I hope you’re doing well. I wanted to share an update on our end regarding the Zed Camera plugin:
Object Scaling & Stretching Fixed
We resolved the horizontal stretching issue by replacing a single method in ZedRenderingPlane.cs.
The scaling discrepancy turned out to be primarily due to the physical setup of the Zed camera: its mounting angle, distance, and alignment significantly affect perceived scale in the headset.
Everything now renders with correct proportions.
New Issue: Low Streaming Frame Rate
We are now seeing only 15–30 FPS in the headset during streaming, regardless of connection method (USB Rift Link or Air Link).
We have already tried:
Switching Depth Modes (Performance, Quality, Neural). Neural gave us the lowest FPS out of these 3.
Toggling Enable Streaming Output in the Unity Inspector (played with the bitrate, target fps, gop etc. etc.)
Using both USB and Wi-Fi connections for our Oculus 3
None of these changes improve the frame rate. Latency remains acceptable (~0.5 s on default settings), but the low FPS makes the experience choppy.
Could you advise:
What factors in the plugin or streaming pipeline might be limiting our FPS?
Are there additional settings—either in the plugin or Unity—that we should adjust?
Any recommended best practices for achieving higher frame rates?
And finally, how can we manually adjust object scaling in code? Are there parameters within the plugin (ZedRenderingPlane.cs for example, that allow control over the scale of rendered objects? Maybe we can add some variable/variables to control that?
Thank you again for your ongoing support and for all the work you’ve put into the plugin. We appreciate any insights or suggestions you can share.