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  • chris.nz's Avatar
    11-29-2022, 07:59 PM
    Ahh, thank you! I hadn't spotted the begin() parameters. Bumping spi_clock up to 48,000,000 increased the framerate to around 30+ FPS per screen. 60,000,000 hits as high as 40+ FPS, 90,000,000 even touches on 50 FPS...
    63 replies | 3722 view(s)
  • chris.nz's Avatar
    11-29-2022, 08:47 AM
    Thanks @mjs513 and @KurtE for this great library. I've been using it to good effect with my updated version of the Uncanny Eyes codebase(s). I've recently started taking a look to see if I can improve the rendering...
    63 replies | 3722 view(s)
  • chris.nz's Avatar
    11-26-2022, 02:25 PM
    Thanks for all the additional feedback and your code changes. I'll incorporate what makes sense to do so and keep working towards making things easier to use and customise. You'll be pleased to hear I just ordered a...
    51 replies | 3204 view(s)
  • chris.nz's Avatar
    11-23-2022, 09:03 AM
    Thanks for taking a look at this, and for the detailed notes on the various issues you hit on the way! I've never used the standard Arduino .ino approach, so I wasn't even aware that it needs everything in a...
    51 replies | 3204 view(s)
  • chris.nz's Avatar
    10-24-2022, 10:50 AM
    Thanks! I've only just seen this so haven't had a chance to look at it yet, but will do so before I spend any time refactoring into a library/API. I've made a bit more progress on my side, including fixing a bunch of...
    51 replies | 3204 view(s)
  • chris.nz's Avatar
    10-19-2022, 06:14 PM
    Yes it does. I haven't added that yet but would be easy to do so. I'm currently somewhat more inclined though to get things to a point where the eyes are just a library people call from their own setup and loop...
    51 replies | 3204 view(s)
  • chris.nz's Avatar
    10-19-2022, 02:51 PM
    Not yet, I haven't looked at performance much at all yet as I'm still working on implementing/testing the basic functionality. At some point I'll look at how much CPU is lost to that spinning and figure out how best to...
    51 replies | 3204 view(s)
  • chris.nz's Avatar
    10-19-2022, 11:36 AM
    I got rid of that craziness in my codebase, so loop() now always just renders a single frame. That still might not be fast enough for time-sensitive work to happen since rendering a frame takes around 20ms, but it does...
    51 replies | 3204 view(s)
  • chris.nz's Avatar
    10-18-2022, 11:14 AM
    These are IPS panels, the same tech as most PC/laptop monitors, so if she can tolerate using a computer screen she should be fine with these too. To my understanding, migraines and epilepsy are triggered not by refresh...
    51 replies | 3204 view(s)
  • chris.nz's Avatar
    10-18-2022, 12:34 AM
    Hmm I don't know much about it but I'm not sure how triggering epilepsy would be possible without some sort of rapid strobing effect? Generally speaking, the higher the frame rate the better. Most PC monitors refresh at...
    51 replies | 3204 view(s)
  • chris.nz's Avatar
    10-17-2022, 10:08 PM
    I've been continuing to hack away at the Uncanny/M4 Eyes code and thought I'd post a bit of an update on where I'm at: I've managed to merge in a lot of the M4 codebase, as well as make other improvements, so now my...
    51 replies | 3204 view(s)
  • chris.nz's Avatar
    10-06-2022, 12:20 PM
    Aren't there a couple of gotchas with using ATX PSUs like this though? For example, I think I read somewhere that most ATX supplies require a certain load on the 5V outputs before you can use the 12V ones? And using PWM...
    11 replies | 646 view(s)
  • chris.nz's Avatar
    10-05-2022, 08:15 PM
    That eye is just the built in "newt" eye from Uncanny Eyes, which I believe originated here. But yes, that eye definitely has something of a Halloween feel to it. One thing I'm planning on trying out at some point is...
    51 replies | 3204 view(s)
  • chris.nz's Avatar
    10-05-2022, 04:41 PM
    It's still very much a work-in-progress, but I've got a proof-of-concept working that demonstrates hot-swapping eyes at runtime: There's still lots I need to do before this is genuinely useable, though that's...
    51 replies | 3204 view(s)
  • chris.nz's Avatar
    10-04-2022, 04:39 PM
    It's not so much the storage loading time I think will need improving, it's the various transformations required. E.g. look at the comment on the bottom of this page: "Note that using slitPupilRadius makes the program a...
    51 replies | 3204 view(s)
  • chris.nz's Avatar
    10-04-2022, 04:26 PM
    The M4 code draws one column of pixels at a time, rather than row by row, so their logic ends up somewhat convoluted. I just implemented a similar optimisation however. I keep track of where the upper/lower eyelids...
    51 replies | 3204 view(s)
  • chris.nz's Avatar
    10-04-2022, 11:32 AM
    It sounds like the performance I'm seeing is similar to yours then, thanks for clarifying. That's kinda how I ended up where I am - I started by trying to convert the existing 128x128 eyes to 240x240. Some were...
    51 replies | 3204 view(s)
  • chris.nz's Avatar
    10-04-2022, 04:29 AM
    Does this mean 42 fps per screen, or 42 fps in total, 21 fps on each screen? I'm seeing around 46 fps across my two GC9A010A screens here, i.e. ~23 fps per screen. I've started thinking about a few optimisations,...
    51 replies | 3204 view(s)
  • chris.nz's Avatar
    10-02-2022, 04:12 PM
    The screens I ordered arrived yesterday and they worked first go using the default set of pins in the uncanny eyes code. Very cool!
    51 replies | 3204 view(s)
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