GDC 2011 - Case Studies: Minimizing Noise and Latency in Kinect Titles

This presentation discusses the tradeoffs between inherent noise and latency that developers need to consider when creating games for Kinect.
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      Kinect titles must make important tradeoffs between noise in the system and latency inherent in the hardware, software, and TVs. Making those tradeoffs is one of the greatest challenges of Kinect development, but the nirvana when the player feels truly in control of the onscreen action is not a pipedream. Based on real-world examples uncovered by Kinect developers and Microsoft’s Advanced Technology Group, this talk shows you how to track down noise and filter it when needed, plus how to track down latency and remove it whenever possible. This talk also explains how the raw depth data from the sensor can be used to this end.
  • Supported Operating System

    Windows 7, Windows Vista, Windows XP

      PowerPoint 2010 or PowerPoint Viewer
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