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Unity and JPEG Compression #82

@NPatch

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@NPatch

The tutorial notes that JPEG compression should be enabled. I understand that it's better for KinectServers exchanging data since it's a compressed package of data. But Unity doesn't play as well with it.
Even though I've known this from experience, let me offer some numbers. I see a 3-4x speedup in framerate when I turn it off. Every frame that the server actually gives new data, Tex2D.LoadImage takes up to 40ms which acts like a spike every so often. When I turn JPEG compression off, the frame time goes down to 11-12ms avg with some spikes at 20ms. At this point I'm trying to figure out how to do a 1x1 setup but eventually it'll have to scale up to 3x3. Will this be an issue even if switches are used(eliminating wifi connectivity issues)?

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