I used Kinect 2.0 connected to motherboard Gigabyte through ST-Lab U710 USB3.0 PCI-E-1 controller (claim SuperSpeed) inserted in PCI-E-16 of course. All SDK samples works fine but there are no Super Speed in driver hub usb3.0 so I get only 7 fps not 30.
I bought Foxconn H67S/H61SP motherboard, because it's claim Super Speed in PCI-E-16. I use ST-Lab U710 USB3.0 PCI-E-1 controller in PCI-E-16 again. But speed is 7 fps only and no SuperSpeed words in driver hub. Also I need make Disable\Enable HD Video Graphics for start Kinect demo now. (Disable\Enable KInect or controller USB not help.)
When I connect Kinect to more expensive MBs with USB3.0 integrated all works fine and speed is 30 fps.
My question: How to get words "Super Speed" in driver of ST-Lab U710 controller (chip Renesas\NEC mPD720202 - claim SuperSpeed)?
Also Why Host Controller Utility say: "There is not any controller USB3.0" though it works? May be controller don't turn on Super Speed?
I use Win8.1 64 bit and drivers from 2015 Drivers Pack Solution.
If the Kinect v2 works (even if only at low FPS), it is most likely not an USB problem. If the Kinect v2 can't connect as a superspeed device, it won't work at all.
It's more likely that your CPU and/or graphics card is too slow. The System Requirements claim you need the following:
4 GB Memory (or more)
I7 3.1 GHz (or higher)
DX11 capable graphics adapter
But that's pretty vague and the resulting FPS can vary widely, depending on your specific setup.
Related
This webcam (Microsoft LifeCam VX-700) can record from Rasberry Pi 3 Model B. The FPS is somewhere from 3-5 FPS on this sample https://codeload.github.com/ms-iot/samples/legacy.zip/master (WebCamSample). Anyway to improve the FPS?
The reason for this slow framerate is that there currently isn't an optimized GPU driver that enables hardware acceleration to its full potential.
When you look at the Device Portal (admin site of the device on port 8080) you will notice in the performance tab that it mentions GPU but can't show any statistics. As soon as we get a build that includes the new driver I expect us to see some metrics there and vastly improved video performance.
This is a know issue, a big one as well, but as far as I understood people are working on it.
Lowering the resolution will help, obviously.
I am using kinect xbox1 for window camera, for computing skeleton data and rgb data.I am retrieving 30 frames per second. Also calculating joint values of human body and then calculate angle between joints. I want that my laptop/system compute faster values of joints and angle. And store into directory.But recently i am using my laptop which compute the joint values and angle very slowly.
Specification of my laptop are:
500GB Hard
600GB RAM
1.7GHZ processor
Kindly tell me which system i am used to calculate faster calculation. I want really fast system/laptop to calculate very fast calculations. Anyone have idea please tell me.
And also tell me the complete specifications of system. I want to use latest fastest technology or any machine which resolve my issue.
Your computer must have the following minimum capabilities:
32-bit (x86) or 64-bit (x64) processors
Dual-core, 2.66-GHz or faster processor
USB 2.0 bus dedicated to the Kinect
2 GB of RAM
Graphics card that supports DirectX 9.0c
Source: MSDN
Anyway I suggest you:
A Desktop PC
with a Processor with 3Ghz (More are usually better) multi-core processor
with a GPU compatible with DirectX 11 and C++ AMP
Does anyone here use USB 3.0, and can tell me why when I plugin my Xbox One Kinect 2.0 USB 3.0 cable into the computer, why it keeps sporadically disconnecting and reconnecting even though I downloaded all the windows updates, all the graphics card updates, all the firmware updates, etc...? And YES, I tried several different Ports. It's not broke. I got it new for Christmas.
After fighting with this for weeks, I finally found the root of my frequent disconnects. At some point, I had disabled the Xbox NUI Sensor Microphone Array to eliminate a feedback loop:
Control Panel > Hardware and Sound > Sound > Recording
After re-enabling the Kinect microphone, the Kinect stopped disconnecting.
To eliminate the feedback loop, I reduced the Kinect microphone's level setting to 0. You can get to the level setting from the Recording tab in the Sound dialog. Select the Xbox NUI Sensor Microphone Array and click the Properties button. From there, select the Levels tab.
I had a similar issue and I kept trying every thing for days, and finally the issue turned to be from the kinect AC adaptor... I tried it with the official windows sdk and developer toolkit, when I attempted one of the example codes the issue persists to appear but with a clear message asking to plug the power cord in, though the adaptor is brand new!!
I searched for some information a bout the AC adaptor and it seems that there is a problem with the adaptor, and most importantly the Kinect manual states that any unoriginal adaptors may cause the device to fail - also the manual says that original AC adaptor power output is 12V-1.1A while the one I have is rated 12V-1.08A (no big deal but who knows)
Kinect for Xbox 360 freezes and disconnects from USB after running Processing SimpleOpenNi depth image example
I had this problem,too. My system using pci-e usb 3 gen 2 and in windows 10 v1903 and kinect sdk 2 ... and all thing OK.. worked correctly .then after a date .reapetdly disconnect and restart.
at last ..I found this problem on my system...
I disabled sound using in windows setting.
I enabled this item in setting and all things became OK.
Read this, if you use an USB3.0 expansion card in a PCIe slot.
In my case I had connected the adaptor to an USB3.0 card (Transcent PDU3). After some hours research I discovered that the mainboard (MSI K9a2 Platinum) had Gen2 PCIe for the PCI-E x16 slots, but not for the PCI-E x1 I had plugged the USB card into. After switching to a PCI-E x16 slot, the constant disconnecting was over.
Don't confuse PCIe version and USB version here. For a Kinect 2.0 you need USB 3.0 and for USB 3.0 to run at super speed, you need PCIe 2.0 (or Gen2).
Testing PCIe version
You can use GPU-Z to determine which PCIe-Version the slot has where you got your graphics card plugged in -- let the mouse pointer hover over the bus interface field and wait for the tooltip and it will reveal the PCI-e version of your graphics card as well as the one of your mainboard. If you confirm it is Gen2 (or PCI 2.0) try to use that slot to put a confirmed-as-working-with-the-Kinect-2-USB3.0-card in it. (Having onboard graphics or a second PCI-Ex16 slot will definitely come in handy here).
Hope this helps.
I think it has to do with the USB 3.0 version, older machines won't run it. You need USB "3.1" and controllers usually manufactured after 2013 have it. It's often mislabelled as USB 3.0 in marketing material. USB 3.1 is also known as "SuperSpeed" or "SS10" which goes up to 10 Gbit/s. USB 3.0 "only" transports at 5 Gbit/s.
I have two five years old big rigs (Z68X-UD3H-B3, i7-3770K, and a 970a-D3, FX-8350) and it constantly disconnects. Both have 2011 board technology.
I also have two laptops, a VAIO and a Lenovo, which were built after 2013 (when they changed to USB 3.1) and it runs fine on both of those machines.
I too suspected the power supply at one point, nope, I thought I had a broken Kinect (bought a second, nope, now I own two.)
Other things to check:
- You might be able to use a USB 3.1 PCI card as long your MotherB will carry it.
- Remember to load the Kinect SDK 2.0 and also update the driver to the 2016 driver (SDK 2.0 comes with the 2014 driver).
- Remember USB 3.x is the "Blue" USB plug not the black.
This is not a case of requirements increasing beyond the capabilities of USB3.0!
Its also not a problem with Win10 1809 or KinectSDK 1409.
It will disconnect if your apps have no access to either microphone or camera.
You can check or reset your settings the easiest with a free program called OOSU10.
Runs fine on my 2012 laptop.
If your problem is that the Kinect Configuration Verifier does not start at all, then this is caused by having disabled the printer spooler service.
I have an Xbox One with Kinect 2. I want to know if I can connect it to my PC, and if so, how to do it ?
Microsoft Finally came up with a sane solution to Xbox Kinect One problem
Check this out
http://www.microsoftstore.com/store/msca/en_CA/pdp/Kinect-Adapter-for-Windows/productID.308878000
You can un-officially connect the XBone Kinect to a PC.
Although you'll invalidate your warranty on the Kinect you should still be able to use it with the XBone afterwards.
Not sure if its a great idea for your project though - you'll still need a Windows 8 PC with the right USB 3.0 controller for it to work and you are at risk of non-windows Kinect SKUs being blocked/nerfed in future.
But basically:
Disconnect the USB lead from the Kinect
Take the Kinect apart
Solder a 12v power supply to the USB 3.0 powered-B side pins where the connector joins the PCB (these are extra pins in addition to the standard USB 3.0 spec for "special" device power input/output)
Connect the Kinect to the PC with a standard USB 3.0 B cable
A picture of where to solder the 0v/12v wires is here.
I connected them to a barrel connector to fit a spare laptop PSU.
This works for me with Windows 8.1 and the MS KinectSDK public preview 1407.
To connect Kinect 2 (Xbox One) to your PC, you need a 12 V power supply and this cable:
(source: diskdoctors.com)
Using information from this picture:
Kinect 2 cables:
Change standard Kinect cable with a new cable USB 3.0 A, other cables (grey and brown is 12 V power).
Sorry, but there is no official way to connect the XBOX One Kinect with a PC. A hack might be available one day, but I would not recommend going that way.
Buy a "Kinect for Windows V2 Sensor" - that includes the license and SDK to develop your own applications with the Kinect V2.
I connected the 12 V DC , as it must be in some photos;I used a Renesas USB 3.0 PCI-EXPRESS card and a 3m cable;and Kinect XBOX ONE was not detected by windows;I cut and re -made the long USB3 cable to 1m cable; and again nothing detected by PC.
It looks that a POWER ENABLE signal STRAP(CONNECTION) must be made somehow(in the kinect 2)
The "distinct" hackers forgot to explain that signal (how to).
I didn't have the time to analyze the good images of the original USB3 HUB with the industrial USB3 B male connectors uploaded on web(by the way some photos disappeared meanwhile) This industrial USB3 cable of Microsoft has USB3 standard-5 pins, USB2 standard-4 pins + another additional 4 pins (of course one is ground and one is 12 V, and at least one not documented.
Fortunately I have about 4 projects to work till connecting the sensor and Microsoft did
something interesting. It manufactured and sells the adapter for the sensor separately.
A bit expensive, at 50$ but however we speak about one power adapter, a USB3.0 HUB and a USB 3.0 cable. ( the price had to be better at 30$) , even so it is not killing price.
http://www.microsoft.com/en-us/kinectforwindows/purchase/default.aspx#tab=2
and it looks already available for purchase.
Make sure hardware matches standards if you are using a PCIe USB 3 adapter - your motherboard will probably have to support PCIe 2.0 (PCI Express).
I tried using "Kinect for Windows" on my Mac. Environment set-up seems to have gone well, but something seems being wrong. When I start some samples such as
OpenNI-Bin-Dev-MacOSX-v1.5.4.0/Samples/Bin/x64-Release/Sample-NiSimpleViewer
or others, the sample application start and seems working quite well at the beginning but after a few seconds (10 to 20 seconds), the move seen in screen of the application halts and never work again. It seems that the application get to be unable to fetch data from Kinect from certain point where some seconds passed.
I don't know whether the libraries or their dependency, or Kinect's hardware itself is going wrong (as for hardware, invisibly broken or something), and I really want to know how to detect which is it.
Could anybody tell me how can I fix the issue please?
My environment is shown below:
Mac OS X v10.7.4 (MacBook Air, core i5 1.6Ghz, 4GB of memory)
Xcode 4.4.1
Kinect for Windows
OpenNI-Bin-Dev-MacOSX-v1.5.4.0
Sensor-Bin-MacOSX-v5.1.2.1
I followed instruction here about libusb: http://openkinect.org/wiki/Getting_Started#Homebrew
and when I try using libfreenect(I know it's separate from OpenNI+SensorKinect), its sample applications say "Number of devices found: 0", which makes no sense to me since I certainly connected my Kinect to MBA...)
Unless you're booting to Windows forget about Kinect for Windows.
Regarding libfreenect and OpenNI in most cases you'll use one or the other, so think of what functionalities you need.
If it's basic RGB+Depth image (and possibly motor and accelerometer ) access libfreenect is your choice.
If you need RGB+Depth image and skeleton tracking and (hand) gestures (but no motor, accelerometer access) use OpenNI. Note that if you use the unstable(dev) versions, you should use Avin's SensorKinect Driver.
Easiest thing to do a nice clean install of OpenNI.
Also, if it helps, you can a creative coding framework like Processing or OpenFrameworks.
For Processing I recommend SimpleOpenNI
For OpenFrameworks you can use ofxKinect which ties to libfreenect or ofxOpenNI. Download the OpenFrameworks packaged on the FutureTheatre Kinect Workshop wiki as it includes both addons and some really nice examples.
When you are connecting the Kinect device to the machine, have you provided external power to it? The device will appear connected to a computer by USB only power but will not be able to tranfer data as it needs the external power supply.
Also what Kinect sensor are you using? If it is a new Kinect device (designed for Windows) they may have a different device signature which may cause the OpenNI drivers to play-up. I'm not a 100% on this one, but I've only ever tried OpenNI with an XBox 360 sensor.