I have one simple application for Kinect but it seems it consumes a lot of resources. It works normally for a 1-2 minutes and then lag becomes unbearable.
This is my configuration:
Intel Core i3 CPU M330 2.13 GHz
4 GB RAM
ATI Radeon HD 4570
This is code for application window:
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
Loaded += MainWindow_Loaded;
}
void MainWindow_Loaded(object sender, RoutedEventArgs e)
{
this.WindowState = System.Windows.WindowState.Maximized;
}
private void StopKinect(KinectSensor sensor)
{
if (sensor != null)
{
if (sensor.IsRunning)
{
//stop sensor
sensor.Stop();
//stop audio if not null
if (sensor.AudioSource != null)
{
sensor.AudioSource.Stop();
}
}
}
}
private void Window_Closing_1(object sender, System.ComponentModel.CancelEventArgs e)
{
StopKinect(Generics.GlobalKinectSensorChooser.Kinect);
}
}
This is code for main menu (first screen):
public partial class MainMenu : Page
{
#region "Kinect"
private KinectSensorChooser sensorChooser;
#endregion
public MainMenu()
{
this.InitializeComponent();
if (Generics.GlobalKinectSensorChooser == null)
{
// initialize the sensor chooser and UI
this.sensorChooser = new KinectSensorChooser();
this.sensorChooser.KinectChanged += SensorChooserOnKinectChanged;
this.sensorChooserUi.KinectSensorChooser = this.sensorChooser;
this.sensorChooser.Start();
Generics.GlobalKinectSensorChooser = this.sensorChooser;
}
else
{ // initialize the sensor chooser and UI
this.sensorChooser = new KinectSensorChooser();
this.sensorChooser = Generics.GlobalKinectSensorChooser;
this.sensorChooser.KinectChanged += SensorChooserOnKinectChanged;
this.sensorChooserUi.KinectSensorChooser = sensorChooser;
}
// Bind the sensor chooser's current sensor to the KinectRegion
var regionSensorBinding = new Binding("Kinect") { Source = this.sensorChooser };
BindingOperations.SetBinding(this.kinectRegion, KinectRegion.KinectSensorProperty, regionSensorBinding);
}
private void SensorChooserOnKinectChanged(object sender, KinectChangedEventArgs args)
{
bool error = false;
if (args.OldSensor != null)
{
try
{
args.OldSensor.DepthStream.Range = DepthRange.Default;
args.OldSensor.SkeletonStream.EnableTrackingInNearRange = false;
args.OldSensor.DepthStream.Disable();
args.OldSensor.SkeletonStream.Disable();
args.OldSensor.ColorStream.Disable();
}
catch (InvalidOperationException)
{
// KinectSensor might enter an invalid state while enabling/disabling streams or stream features.
// E.g.: sensor might be abruptly unplugged.
error = true;
}
}
if (args.NewSensor != null)
{
try
{
args.NewSensor.DepthStream.Enable(DepthImageFormat.Resolution640x480Fps30);
args.NewSensor.ColorStream.Enable(ColorImageFormat.RgbResolution640x480Fps30);
args.NewSensor.SkeletonStream.Enable();
}
catch (InvalidOperationException)
{
error = true;
}
}
if (!error)
kinectRegion.KinectSensor = args.NewSensor;
}
private void Screen1ButtonOnClick(object sender, RoutedEventArgs e)
{
this.sensorChooser.KinectChanged -= SensorChooserOnKinectChanged;
(Application.Current.MainWindow.FindName("_mainFrame") as Frame).Source = new Uri("Depth.xaml", UriKind.Relative);
}
}
And this code for screen1:
public partial class Depth : Page
{
#region "Kinect"
private KinectSensorChooser sensorChooser;
#endregion
const float MaxDepthDistance = 4095; // max value returned
const float MinDepthDistance = 850; // min value returned
const float MaxDepthDistanceOffset = MaxDepthDistance - MinDepthDistance;
public Depth()
{
this.InitializeComponent();
// initialize the sensor chooser and UI
this.sensorChooser = new KinectSensorChooser();
//Assign the sensor chooser with the sensor chooser from the mainwindow.
//We are reusing the sensorchoosing declared in the first window that can in contact with kinect
this.sensorChooser = Generics.GlobalKinectSensorChooser;
//subscribe to the sensorChooserOnKinectChanged event
this.sensorChooser.KinectChanged += SensorChooserOnKinectChanged;
//Assign Kinect Sensorchooser to the sensorchooser we got from our static class
this.sensorChooserUi.KinectSensorChooser = sensorChooser;
// Bind the sensor chooser's current sensor to the KinectRegion
var regionSensorBinding = new Binding("Kinect") { Source = this.sensorChooser };
BindingOperations.SetBinding(this.kinectRegion, KinectRegion.KinectSensorProperty, regionSensorBinding);
}
private void SensorChooserOnKinectChanged(object sender, KinectChangedEventArgs args)
{
bool error = false;
if (args.OldSensor != null)
{
try
{
args.OldSensor.DepthStream.Range = DepthRange.Default;
args.OldSensor.SkeletonStream.EnableTrackingInNearRange = false;
args.OldSensor.DepthStream.Disable();
args.OldSensor.SkeletonStream.Disable();
args.OldSensor.ColorStream.Disable();
}
catch (InvalidOperationException)
{
error = true;
}
}
if (args.NewSensor != null)
{
try
{
args.NewSensor.DepthStream.Enable(DepthImageFormat.Resolution640x480Fps30);
args.NewSensor.ColorStream.Enable(ColorImageFormat.RgbResolution640x480Fps30);
args.NewSensor.SkeletonStream.Enable();
}
catch (InvalidOperationException)
{
error = true;
}
}
if (!error)
kinectRegion.KinectSensor = args.NewSensor;
}
private void MenuButtonOnClick(object sender, RoutedEventArgs e)
{
//Unsubscribe to the sensorchooser's event SensorChooseronkinectChanged
this.sensorChooser.KinectChanged -= SensorChooserOnKinectChanged;
(Application.Current.MainWindow.FindName("_mainFrame") as Frame).Source = new Uri("MainScreen.xaml", UriKind.Relative);
}
}
There are a couple of more screens, I choosed this screen where I'm using KinectDepthViewer from WpfViewers. This screen has the worst lag, application is unusable almost instantly. Other screens where I have just buttons don't have a lag at the beginning but they get it after 2-3 minutes of usage.
I don't know am I doing something wrong in initialization maybe. I hope someone has some advice. I've read that people didn't have problems with development on even weaker configurations so I hope it's not because of that.
Thank you!
your graphics adapter suggests you're using a notebook computer. While there might be something in your code that could be improved, I really think the problem is your hardware. Notebooks with the specs you listed will have trouble running something as CPU intensive as what you're trying to do with the Kinect.
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