What is the best way to cast Hololens to a PC without delay? - casting

I am working in a showroom, and need to stream the Hololens experience to a PC which is then connected to a large screen over WiFi. On the PC I am using Hololens Companion App. We coupled two Hololens 2 to the app. But on the livestream we experience sometimes that the cast is coming late for some seconds or it hangs completely on the PC.
Is there a possibly a more performant way to do a casting from the Hololens to the PC - possibly using a different app or a hardware ? This would help us a lot. Thank you in advance !
Best regards
Karsten

To share the first-person perspective as a video stream for the local user, you can also leverage built-in Miracast support to stream videos to the display receivers(such as your PC). For more information, please refer to Mixed Reality official doc:Shared experiences in mixed reality.

Related

Sony QX10 - Remote API SDK

Is it possible to control the Sony QX10/100, using the Sony’s Camera Remote API SDK from C++ Windows program?
Thank you for your patience and time...
Yes, that should be possible. See https://developer.sony.com/develop/cameras/ for more details.
I answered your question on this related other question, maybe you would want to check it out ?
Windows compatibility with the Sony Camera Remote API
The API works with any device on any OS and programming language, it's just http calls and camera discovery needs some basic socket listening. Though to make it easy to connect to the camera, the device you're connecting from, should support Wi-Fi Direct : http://en.wikipedia.org/wiki/Wi-Fi_Direct
The problem is that these APIs are incredibly simplistic. No way to transfer/delete images off the memory card, can't take pictures without a memory card, can't add a custom streaming service, (only USTERAM is supported), the device doesn't have an 'always on' mode so you need to physically walk up and turn-on/reset (for cameras where this makes sense like the AS100V). It's like Sony has one guy in the basement working on this.

Video capture from USB webcam using C++ and USB library

I just want to know if its possible to write a program in c++ on Windows which can grab frames of video from a web cam by making use of a USB library like libusb.
I have looked at http://www.dreamincode.net/forums/topic/148707-introduction-to-using-libusb-10/ . They define a basic sequence of the steps one must follow while using libusb to work with usb devices. To summarize:
1) Find and connect to the USB device
2) Send and receive data
3) Release the USB device
libusb handles part 1) and 3). So, the question comes down to part 2). I wonder if it is possible/feasible to send commands to the camera and receive data via USB by adhering to some type of standard (UVC 1.5 for example). I'm thinking that not knowing some proprietary, device specific information might be a problem though.
If this is possible but super hard, I would appreciate any insights into what the biggest challenge would be.
The hardware I have in mind are low-end logitech USB cameras.
Also, I am fully aware that OpenCV, Video for Windows (VFW), DirectShow, and FFMPEG can do web-cam video capture. I am interested in this project as a learning experience.
Thanks in advance!
Since you're obviously a bit inexperienced, I'll give an answer in high-level terms.
To talk to someone, or something, you need to speak a common language, or have a translator. Now, there are many different USB devices, and they speak many different languages, but OpenCV can act as a translator for many of those. If you don't want to use that, you will need to find another translator, or possibly learn to speak the camera's native language.
The first option (another translator) is no option for you, because you don't want a translator.
The second option is something we can't help you with, because we don't know which camera you have.

Windows C++ Filter Sound Output

I'm thinking of writing a C++ application for windows which would need to filter all sound output from all applications and change it.
I only have moderate experience with C++ and programming for windows and I realise that it will be a bit of a learning curve.
What sound apis would be recommended to accomplish this? If anyone has other advice about going about this, I would appreciate it!
Thanks
It is my understanding that Windows Vista and later may have ways you can do this, but I am not familiar with it, or if it is even usable for what you need.
Generally, the only way to do this is to create a virtual sound card driver that your applications send their audio data to. From there, you will need a userland application that plays back that audio out of a different sound device.
You can either license an existing virtual sound card driver, or write your own (very difficult).

Control flash system from a c++ program

I'm currently building a c++ program (with Qt) to take picture from a camera device. This part is actualy done, now I need to control 8 flashs divided in two groups in an automatic way.
The flash I already use are from ELINCHROM http://www.elinchrom.com/ and this device seems to be perfect for what I need but I could not find anywhere a way to control it from a different application than the one elinchrom propose.
Do you know if what I intend to do is even possible? If a solution exist with another brand I will also take it.
Thank you in advance for any replies, and please excuse my english.
Should be possible; the driver guide states that the driver is really a USB serial port driver. That means you can probably reverse-engineer the protocol.

DSSCL_EXCLUSIVE not giving exclusive audible output. DirectSound

Very simple question. In the MSDN documentation for the DirectSound API they state that when my application is in focus it will be the only audible program. This is exactly what I want to happen, however when setting this flag and playing sound through my application, I can still hear the background music on my computer.
So the question is, why? Is it because the application playing the background music using a different low level API, and thus different mixing buffers? Or is there some other little trick i need to tweak in order to become the only audible application.
I asked a similar/related question here, with no response. But once again if you don't know the answer to the specific DirectSound question, but you know a way of becoming the only audible application with a different API let me know!
Thanks, I'm on Windows XP 32Bit Professional, if it makes a difference.
A long time ago, the Windows developers realized that allowing one application to have total control of the audio system (whereby muting other apps) was a bad idea. And then they subsequently deprecated many of these "exclusive" and foreground/background mode flags. I believe this behavior change goes all the way back to DirectX 7.1 (WinME) and then formally everywhere on DX 8. This was 10 years ago.
Imagine your video conferencing app becoming muted when you switched the foreground application to an app that ran audio in some sort of exclusive mode. Not being able to reliably hear anyone when switching between apps is not a great experience.
As a matter of fact, prior to DX 8, many popular voice-comm apps for multi-player gaming would continually sniff for the foreground window handle and use that for the call to SetCooperativeLevel such that they wouldn't get muted.
I think it would be interesting to know, "what is that you really want to do?" that makes you assume you need total control of the audio output.
On Vista and higher, there is the WASAPI api for low-level audio. I believe there is a concept of "exclusive" mode but I don't know if trumps other apps using the sound card. YMMV.