Realsense Viewer / SDK does not open - windows

I bought a Intel NUC Hades Canyon VR NUC8i7HVK PC and added an 8gb Kingston ValueRAM and 120GB Kingston UV500 SSD, running Windows 10, together with an Intel Realsense Depth Camera
I have tried to install the Realsense SDK, Realsense Viewer and Realsense Depth Quality tool aren't working.
They literally don't open without any error messages.
I have reinstalled it numerous times.
I'm intending to use it with the Nuitrack library and Unity for Skeleton tracking and have successfully done so with my regular computer.
However, now nothing seems to work anymore.
I have no idea how to go about it, since I don't know where to look. Any ideas?

Related

SyCL ComputeCpp: issues with the matrix_multiply SDK example

I just managed to install successfully the SyCL ComputeCpp + OpenCL (from CUDA) and running cmake to generate the samples VS2019 sln, successfully.
I've tried to run the matrix_multiply example ONLY, for now.
It ran successfully using the Intel FPGA emulator as a default device.
Changing the devices to the Device CPU worked well as well.
Choosing the host device, took ages without exiting.
When I tried to change the device to the nVidia, the GeForce GTX 1650 Ti.
I got this expection error from there ComputeCpp:RT0100, etc etc.
Googling a bit, I found I'd probably have to output the PTX instead of the SPIR.
So I regenerated the sln using -DCOMPUTECPP_BITCODE=ptx64
After doing that, the kernel ran successfully on the nVidia GPU.
My first question is: is that needed since nVidia does NOT support spir yet at the time of this writing, but only PTX?
However this broke the other devices, which are now reporting:
[ComputeCpp:RT0107] Failed to create program from binary
This happens now for all devices: Intel GPU, Device CPU, Device FPGA (While were formerly working)
Inspecting the .sycl I found now SYCL_matrix_multiply_cpp_bin_nvptx64[].
My question is: how to support nVidia with ptx and "normal" devices with spir altogether in the same exe? I did a menĂ¹ from which the user can choose to play with, but now it's working only for nVidia.
What am I doing wrong, please?
I would expect to be able to run the same .sycl code for all the devices despite it contains ptx or spir. How to manage for that?
EDIT: I just tried to retarget the bitcode to spirv64, since the computecpp_info told me all my devices are supposed to support it.
However, now no device is anymore working with that setting :-(

Issue with OpenGL demo - fine with NVidia, issues on AMD

No, this isn't another rant question about NVidia vs AMD; I'm genuinely interested in having my demo running well with both vendors. I've tested my code with four configurations:
MacBook Pro (NVidia GT650M) - fine
Desktop with CentOS 6.5 (Nvidia Quadro FX) - fine
Desktop with Windows 7 64 bit (AMD HD7950 with Catalyst 14.4) - slow
Desktop with Fedora 19 (AMD HD7950 with catalyst 14.4) - slow
3 and 4 are actually the same machine. The code is not highly optimized but it's not doing anything too complex either: I have a grid (which I render using GL_POINTS), a line that represents the path found by A* and a moving agent. The grid has about 10k elements, if I remove that the demo runs better, but still not perfectly.
I guess it's a driver issue, as on 3 and 4 it seems it's running with software rendering; I profiled the code on Windows with CodeXL and a frame take ~400ms and seems to be using mostly the CPU rather than the GPU.
As final information, I'm using GLEW and GLFW for cross-platform development. The full code is available here: https://bitbucket.org/theWatchmen/behaviour-trees
Let me know if you need any further information.
Original answer posted here: http://www.gamedev.net/topic/659012-issue-with-opengl-demo-using-catalyst-drivers-linux-and-windows/#entry5168395
It seems that for this particular card GL_POINTS are emulated in software and that's causing the demo to slow down. I will change the grid to triangles to make sure it runs smoothly on all cards.

Android emulator faster and smoother then real device

August 2013:
I have Android NDK Open GLES 2.0 simple Match3 game built for atom CPU
GPU and HAXM is enabled in emulator.
I run it on laptop (iCore 5 8GB, ATI Radeon HD 1GB) and PC (Core 2 Duo 8GB ATI Radeon 512MB) in emulator
Game runs smooth on all devices but not in emulator.
My question is "Why I see lags on PC and laptop?"
I read many posts and they advice to enable HAXM, GPU and build for atom.
OpenGL games run smooth on these PCs.
WebGL sites run smooth.
I think emulator with HAXM must run atom code on Intel CPU faster then mobile runs ARM code.
Also I think Desktop GPU must emulate OpenGLES 2.0 faster then mobile GPU does that.
What chain course lags ?
That question was asked many times in different forms but there is persistent improvements in emulator.
I think emulator of today August 2013 must run (NDK+atom+GPU) code faster then any phone just because it is same native 1 to 1 codes that run on more powerful, more hotter CPU and GPU.
I am able to record video of OpenGL game on my desktop.
I wish to record game play of Android game as well.
That is why I wish to run it smooth at 30-60 FPS.
Does http://www.android-x86.org/ in VirtualBox may offer smoother gameplay ?
have you tried using genymotion, it is the fastest emulator out there on the market right now

Kinect for Windows - PC Incompatibility

I'm working for an University of Applied Sciences and we want to buy some Kinects together with some PCs for future research as well as student projects and we are currently in a stage where we want to define which hardware to use.
We have a Kinect for Windows sensor and we are testing it with a Dell PC (Inspiron 15r 7520; Windows7 64bit, Intel i5-3210M #2.5GHz; 6GB RAM; USB 3.0).
We installed all the drivers for the 1.6 Version of the Kinect SDK but the PC only detects the Kinect camera once in a while.
In the device manger the "Kinect for windows Audio Array Control" and the "Kinect for Windows Security Control" show up but the "Kinect for Windows" Camera only shows up once in a while. If we plug and unplug the Kinect 10 (or 20 or 30 or 5) times the Camera is not detected 9 times. Then suddenly the camera is detected once and we are able to use it.
The next time we have to plug and unplug the camera 20 or 30 (or 2 or 5 or 10) times until the Camera is detected again. Then, we can plug and unplug the Camera 5 or 6 times and it is detected every single time.
Every time the camera is not detected a Windows USB Information (yellow triangle) pops up stating that a USB device was not detected.
We are quite sure that the Kinect sensor is not the problem because it works on 5 other PC without any problems. Then we thought about an USB Controller problem but after replacing the Mainboard and the USB Controller of the PC the error persists.
Are there any known PC - Kinect incompatibilities or can anybody think of a reason for this strange behavior?
Any help is greatly appreciated.
I'm not sure whether this includes recognising the camera, but there are known issues with certain USB host controllers and version 1.6. If you haven't already, take a look at this MSDN page under the "USB host controller compatibility" subheading.
It does mention two USB 3.0 controllers which are known to have issues. If you are using either the "Etron USB 3.0 Extensible Host Controller" or the "Renesas Electronics USB 3.0 Controller" you might have your answer.

Is the Oct 2010 Macbook Air able to run WP7 tools with GPU recognition?

Pretty much as the title says, using bootcamp.
WDDM1.1 compliance and GPU recognition confirmed by the WP7 emulator running with EnableFrameRateCounters showing.
I'm considering a Macbook air as a compromise to resolve a need to access iphone dev tools and upgrade my Win7 mobile capability to something reasonably performant with one device.
My current laptop barely runs Win7 and borders on unusable for WP7 tooling hence the interest to try and solve two problems with one device - if realistic.
I assume if the device can run WP7 tools satisfactorily, it would be capable of anything else I might want to do when booted under Win7.
The new MacBook Airs do not have very powerful processors. The 11" maxes at 1.66 Ghz, while the 13" maxes at 2.13 Ghz. However, they do have the same GPU as the current 13" MacBook Pro. Also, since they use solid state drives, data access is significantly faster. Overall, it will not be the fastest computer you've used, but it should be enough to work.
I've bought one, but since it's going to the wife, I won't be able to test it in depth.
Instead, the MacbookPro 13" from '09 works fine (monoTouch+iOS dev and bootcamp to vstudio+wp7 dev). I upgraded to 4 gigs memory and that helped, also the disk is slower than I'd like. It responds like a mid-grade desktop, imo.
The problem I see is that the processor on the air's is ULV with a really slow clock, also the sdd in the base version is only 64g which is going to be cramped, I think.
Consider this: many Mac gamers install Windows with bootcamp just to have better gameplay experience.
That's because Windows have native access to the GPU through bootcamp.
http://www.mth.kcl.ac.uk/~shaww/web_page/grid/macgpu.htm (2009 article)
http://www.gpgpu.org/forums/viewtopic.php?t=3766&highlight=bootcamp (2007 article)
So the answer is yes.

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