Kinect V2/dp.Kinectv2 - depth map Real-Time delay.
Im currently creating a drawing patch using kinect v2 on a windows 8 machine(Specs: 32ram ddr3, gtx 660ti, i7 hexacore, GA-X79-UD5) to do some drawing interfacing and I'm plane culling to select a specific plane in Z space to detect a wall. When the object (house hand Paint roller, cylinder shape) is detected within the distance and using open CV to track object to return values X,Y, values to draw. Everything is working great except a delay increase as the drawing speed increase. It seems as when the drawing speed(paint roller Fast paint motion not extremely fast just a bit faster the normal human house painting pace) speed increases the delay is always half the speed unless you are drawing at a semi medium pace. The weird thing is that the FPS stays above 29fps and also 60fps if i send the metro message rate. I have been debugging and tracing the problem to Kinect depth map output from
the dp.kinect v2 mac object(uo-to-date version).
The reason i have concluded this is because I started a fresh dp.Kinect v2 example file, outputted the depth image to a projector with it.window and aligned it with the real world precisly, and when I drew i noticed the frames didn't to keep up with the person drwing at faster face. This is where i concluded and found the problem as I draw at normal pace the stroke drawing keeps up with the pace of the incoming kinect depth image being projected and the faster I paint the more noticeable the delay is.
If anyone knows of a solution or of any information on this issue I would really appciate it.
Here is a video of the app example with the delay this is not the test video showing delay from kinect depth map but this same delay happens when i send the 1st inlet to a jit.window with out any processing. https://youtu.be/8YnzzfdzM4o
Thanks,