I have used the RED5 1.0 RC1 version, and at the time of video recording, sometime it records and sometimes it does not. What is the issue that i cannot find, can anybody helps.
Thanks in advance.
This article covers recording issues with each Red5 version.
This patched Red5 1.0.2 fixes the recording issues.
use red5 version 0.8, instead of the 1.0RC1, 0.8 is better for recordings.
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I'm making an application with WebVR using React VR. I'll test the application with my Oculus Rift and HTC-Vive. I'm using the browser Firefox Nightly to access the WebVR API's.
If I browse to my application using Firefox Nightly or Chromium, I arrive in an empty space with a loading message. A few seconds later I got this message on my Oculus Rift:
Sorry, firefox.exe/chrome.exe is taking a while to load. If this issue persists, please take off your headset and check this app on your computer.
On the HTC-Vive I got this message in Steam VR but it doesn't load at all.
(unresponsive) firefox.exe/chrome.exe
In the webbrouwser, I got the result I must see inside the headset with motion tracking.
I'm using this browsers
Version Firefox nightly: 55.0a1
Version Chromium: 56.0.2910.0
And this are my specifications:
GeForce: GTX 970
GeForce Game Ready Driver: 378.66
Processor: Intel® Core™ i7-6700 CPU # 3.40GHz
RAM: 15.87 GB
This isn't the Oculus software at all. The problem is an NVIDIA driver update that broke everything. You need to go to the NVIDIA site and download drivers from the "376" generation (Dec'16-Feb'17). Install those and the problems go away. I confirmed that things are working with Oculus 1.12, 1.14, and 1.14 beta channel.
It looked like Oculus broke things because 1.14 came out on almost the same day as the "381" NVidia driver update.
Downgrading my Nvidia driver to 376 worked as a charm for me, but I can't run the VR scenes on Nightly, just on Chromium.
I was able to get my Oculus to work with WebVR by enabling the Beta channel within the oculus app and letting it install an update. Seems like the current Oculus version might be broken.
Try installing SteamVR. SteamVR overrides the Oculus runtime and runs applications on its own.
Try closing Oculus Home before you launch your WebVR application using the WebVR button.
Make sure you are not in the Beta/Dash mode in Oculus
Try to disable the auto-opening of Oculus Home. Oculus home opens automatically on wearing the rift. To disable, select “Run as admin” field in the properties of the Oculus app. More specifically, go to /Oculus-Directory/Support/oculus-client/OculusClient, right click, select properties, check “Run as Administrator”.
Make sure that your Desktop and Rift are connected to the same Graphic card. You might need an HDMI to DVI converter for the same. This is what fixed the problem for me.
I was recently following a tutorial in a "Kinect Hacking" book that I purchased on Amazon. The first thing I was asked to do, is to check to see if my Kinect plug would fit into my laptop's which it did. I was then asked to download OpenNI from the following link: http://www.openni.org/Downloads/OpenNIModules.aspx
The only problem is that the link given above redirects to a "unknown page" (which is probably due to a recent site update...Anyway, I download OpenNI from here instead: http://www.openni.org/openni-sdk/ (for Windows), and it installed fine, though after then asked to additionally install Sensor Kinect from the following link: https://github.com/avin2/SensorKinect (that link did work) and executing the .exe file, I received an error message saying to: "Please install OpenNI version 1.2.0.4 or higher!"
So...what should I do?
Thanks in advance! (I haven't had any help on the OpenNI forums, so I posted here).
P.S I'm running Windows 8
Apparently I'm not the only one with this problem, and after some research I found that the new OpenNI isn't compatible with the SensorKinect, so in order to fix this I have to download the version that is slightly dated, luckily a site called "ZigFu" has all the necesary plugins built onto one: http://zigfu.com/en/downloads/browserplugin/
as far as I know casperJS & phantomJS don't support flash anymore. Is there any possilibty to fake the Flashsupport in capserJS, so I don't get any warnings that flash isn't running etc...
Would be nice if someone would have a pointer
I was able to achieve flash support only when started using old version of phantomjs 1.4.0
I have installed red5 & started it . But when I try to install demos (http://localhost:5080/installer/), it shows connecting... and never ends.
I have a good internet connection. What is the problem?
I have installed the latest: Red5-1.0.0-RC2.exe and jdk version 7: jdk-7u7-windows-i586.exe
You might check if the repository the demos are loaded from is online or not.
Have you checked the URL of the demo repository?
I have the same problem with this post: MSDN Post. It seems nobody answered with a working solution on that thread.
The symptoms:
Kinect SDK 1.5 installed.
The Kinect device is recognized and drivers seem to be loaded correctly.The speech demo works correctly.
Skeleton Viewer shows "Could not enable Skeleton Tracking".
Shape Game starts, but does not track anything.
Kinect Explorer starts the small windows only showing that it has connected to the Kinect, the black window does not open. If I close the white window, the kinect explorer is still running I have to quit it through the task manager.
When I unplug and plug the USB after I open Kinect explorer; it says insufficient bandwith.
I tried:
Updated BIOS.
Updated motherboard software. (ASUS Maximus IV Gene-Z, Gen3)
Removed all USB's and plugged them all.
Restarted windows. (several million times)
I uninstalled and re installed. Kinect SDK 1.0. (but everything is the same)
My OS: Windows 7 64 bit Ultimate.
I have been struggling with this for 1 complete day. Any suggestions will be greatly appreciated.
EDIT: I tried my Kinect device on another computer (laptop), and it works.
If the Kinect shares a USB Controller with other devices, a problem such as yours can happen easily.
Try the following: Unplug all USB devices, then connect only the Kinect to your computer. If you have USB mouse and/or keyboard, plug those into a different set of ports (for example front usb ports if you have the Kinect plugged into the back of the computer). Then, try running the SDK's sample applications.
Should this approach fail, something might be wrong with your USB controller(s).
One more option: Try running the sample applications on a different Windows computer, preferably a laptop of some type, since you won't need to plug in any additional USB devices.
If this approach fails, your Kinect is most likely defective. In which case you can get a replacement or refund from your retailer, if the purchase didn't happen too long ago.
Best of luck to you!
I finally was able to made my kinect work. This MSDN Discussion helped me to do that.
The solution:
Uninstall all Kinect Drivers from Control Panel.
Reinstall Kinect SDK.
(IMPORTANT) Make sure to skip getting drivers from windows update during driver installation.
And yay! It works beautifuly ..
The same happened with me; I noticed a windows update related to Kinect, installed it. Kinect stopped working. Installing SDK from May 2d 2012 didn't fix the problem. Rolling back to February 2010 SDK didn't fix it either. At first I guessed that Microsoft doesn't want us to use Kinect for Xbox any more, and this is their way of telling us to buy Kinect for Windows... well, may be - but in my case Kinect Camera driver was somehow updated to Version 1.5 (May 2, 2012), while everything else was on version 1.0. Installing original driver fixed the problem.