My application sends the Kinect data out on a socket to a different
(Java) process. I used to run it with an OpenGL display (for debugging
as much as anything else), and my frames would take 10-30ms between
calls to processing the sensor. Presuming that ~33ms is the limit
between update calls to maintain 30 FPS, that was quite tight on
resources! Anecdotally, a lost user always followed a frame or two
where I took 40-50ms between calls to processing the data. I have since
been running it in headless mode, just processing the data and pumping
it out on the socket without visualising it. This (along with some
optimisation of my own post-processing code) brought my time between
calls to processing the sensor down to 2-5ms. Since then I haven't
noticed any problems with dropping users, it's been as stable as when I
first started using the sensor. This is using the C++ API on Ubuntu 32-bit.
Thanks,
Neil.