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AFathi avatar AFathi commented on June 2, 2024

Hey @kristokiis!

I have noticed this issue recently. Can you try setting the RecordAR fps to fps30.

If that doesn't make any difference, you may create a workaround by setting the the SceneKit animation to half what it is right now.

Or try adding the following in viewDidLoad:

sceneView.preferredFramesPerSecond = 30
recorder?.fps = .fps30

Please inform me how those steps will workout for you.

-Ahmed

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kristokiis avatar kristokiis commented on June 2, 2024

Seems it does not help, recording still forces everything 2 times faster nomatter what those settings are.

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AFathi avatar AFathi commented on June 2, 2024

@kristokiis,
Thank you for informing me. I'll be including a fix to this issue in version 1.2.

At this moment, the only workaround would be slowing down the nodes' animations to half what it originally is.

-Ahmed

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kristokiis avatar kristokiis commented on June 2, 2024

ok, but do you have any estimations when 1.2 will be released?

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AFathi avatar AFathi commented on June 2, 2024

@kristokiis,
I can't give estimates at this moment; however, I'll try to have it published by end of December.

Also to fix your issue, you may slow down the animation into half what you're using right now. For example, if your animation is taking 5 seconds you'd change the intervals to 2.5 seconds.

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kristokiis avatar kristokiis commented on June 2, 2024

but it would affect them when recording is not active. Problem is switching between recording and normal state, physics and world is too different. Question how did you change fps in recording mode that it also affects scenekit fps? Maybe i can use that code to keep same fps in both cases.

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kristokiis avatar kristokiis commented on June 2, 2024

Is there any updates coming up with this project? Need to know if i can use this one or need to create my own.

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AFathi avatar AFathi commented on June 2, 2024

@kristokiis,
I'm open-sourcing ARVideoKit this month and it will include an option attempting to fix that issue.

-Ahmed

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avierkant avatar avierkant commented on June 2, 2024

Has anyone figured out a workaround for this issue? Trying to push an app that would incorporate ARVideoKit later this month and still having a huge issue with the frame rate. Have tried the suggested code above but no matter what video output stays locked around 60fps
Thanks!

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