Minus 3.8k supported devices SDK Quickblox.com - quickblox

I have a question regarding your SDK. When we use it, the number of supported device decreases by 3800.
Is it possible to avoid these losses?

Related

Factors that decide to use the camera api version

What are the factors that decide to use the camera api version, is it related to the hardware, and if it is related to the hardware, what is it?

VK_KHR_ray_tracing_pipeline supported by which AMD GPUs on Linux?

Is there a comprehensive list, where i can check the supported Vulkan extensions for all AMD GPUs? I have been looking all over the internet, but can't find any information on this.
I currently have a RX570, but I thought the Vulkan API would feature a fallback mode for cards lacking hardware acceleration.
I think i installed the amdgpu-driver correctly, but when i try to run the raytracing_simple example, it says that the RX570 is lacking the requested extensions.
AMD introduced ray tracing support with the RX 6x00 series. A fallback mode for older hardware would have to be implemented by the vendor, which is not the case on AMD. So you need a RX 6x00 GPU for doing hardware accelerated ray tracing on Linux.
You can check VK_KHR_ray_tracing_pipeline support on Linux here: https://vulkan.gpuinfo.org/listdevicescoverage.php?extension=VK_KHR_ray_tracing_pipeline&platform=linux
That's a Vulkan hardware database I'm maintaining, which also has listings for extension support on different platforms. The data provided there is from user-uploaded reports. While not an official Vulkan database, thanks to regular contributions it's mostly complete and gives a good overview on Vulkan support for different hardware.
Note: As mentioned above, reports are submitted by users, so the list may not be 100% complete.

How to detect low performance device in runtime react native

I want to detect low performance device in runtime in react native to disable complex lottie animation. I consider for use device model from react-native-device-info, but I should have a list of heigh performance phones
I'm also interested in this question and it would be fine to have some solution. I can think of using react-native-device-info and comparing following properties of device:
CPU architecture (32/64 bit)
total RAM available
total disk capacity
current android version
Maybe using these variables we are able to calculate some performance level with not that bad accuracy.
64bit + lets say at least 3GB RAM + 32GB capacity + one of newer Android version can be good indication that device should have some power inside.
on the other hands 32bit + 1/2GB RAM + max 8/16GB capacity + not that new Android version can lead to performance prblms.
Seriously let's talk about it :D Maybe we can find some good compromise and maybe write a lib or contribute to react-native-device-info with a feature that will try to suggest developers about device's performance.
consider use android version
we use this formula:
low android version === old phone === low performance
performance can be low if device is out of memory, too many applications opened, which browser used, etc... its hard to detect
when is neccesary, you can write small performance test in app before animations or on app load/initialization, and you can use these results.
It's possible to run any benchmark in background using web worker or use library like fireball-js, then compare the score.

Getting a pointcloud using multiple Kinects

I am working on a project where we are going to use multiple Kinects and merge the pointclouds. I would like to know how to use two Kinects at the same time. Are there any specific drivers or embedded application?
I used Microsoft SDK but it only supports a single Kinect at a time. But for our project we cannot use multiple PCs. Now I have to find a way to overcome the problem. If someone who has some experience on accessing multiple Kinect drivers, please share your views.
I assume you are talking about Kinect v2?
Check out libfreenect2. It's an open source driver for Kinect v2 and it supports multiple Kinects on the same computer. But it doesn't provide any of the "advanced" features of the Microsoft SDK like skeleton tracking. But getting the pointcoulds is no problem.
You also need to make sure your hardware supports multiple Kinects. You'll need (most likely) a separate USB3.0 controller for each Kinect. Of course, those controllers need to be Kinect v2 compatible, meaning they need to be Intel or NEC/Renesas chips. That can easily be achieved by using PCIe USB3.0 expansion cards. But those can't be plugged into PCIe x1 slots.
A single lane doesn't have enough bandwidth. x8 or x16 slots usually work.
See Requirements for multiple Kinects#libfreenect2.
And you also need a strong enough CPU and GPU. Depth processing in libfreenect2 is done on the GPU using OpenGL or OpenCL (CPU is possible as well, but very slow). RGB processing is done on the CPU. It needs quite a bit of processing power to give you the raw data.

Substitute for UIDevice's UniqueIdentifier - what are iOS's network interfaces IDs?

More and more iOS developers who are required to rely upon a device specific identifier for their applications switch from [UIDevice uniqueIdentifier] towards the usage of the device's network card's MAC addresses.
This seems to be the commonly accepted solution if you don't want to or cannot use a GUID.
I can also see, that everybody is checking for the network device with the ID "en0".
Can anybody answer:
What is device en0?
Is it available on all iPads/iPhones?
Is it available if airplane mode is on or the device is not connected to a network?
I found this question UIDevice uniqueIdentifier Deprecated - What To Do Now? but it does not really deal with the details as I'm asking about.
What is device en0?
Personally I always assumed it means ethernet network, e.g. Linux uses eth0 and BSD-derivates, like OSX, seems to prefer en0, but I could not really confirm it. That's something you can change in most operating systems (but not on iOS, unless jailbroken).
FWIW other people seems to assume the same but I don't consider this a definitive answer. OTOH it should not really matter much ;-)
Is it available on all iPads/iPhones?
AFAIK. Reporting this should be an operating system (not a device) feature and there are no network-less iOS devices (at the moment). I don't have old iOS versions to confirm if it has always been available or not.
Is it available if airplane mode is on or the device is not connected to a network?
Yes, it's available in airplane mode using the NetworkInterface.GetAllNetworkInterfaces () API. Tested with my first gen iPad.