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hzcyf avatar hzcyf commented on May 28, 2024 1

During USB transmission of frame data, it is divided into multiple packets. If the reception of packets is delayed, some packets may be lost. If a lost packet contains critical information, such as the frame end marker, it may cause the SDK to incorrectly treat the next frame's packet as part of the current frame when reassembling the data frame from received packets, resulting in a buffer overflow error.

Therefore, even if you only used depth, this situation can still occur if the host's performance is insufficient. However, since only depth is used, the process of receiving and processing color data will be skipped, allowing more performance to depth. In theory, this should alleviate the problem. It is recommended to conduct actual tests for confirmation.

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hzcyf avatar hzcyf commented on May 28, 2024

The write buffer overflow is caused by the loss of critical information during frame assembly, resulting in the combination of data packets from multiple frames into a single one. This issue may be exacerbated by an underperforming CPU or other programs occupying system resources, preventing the SDK from processing data in a timely manner as indicated by other log entries.

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cj-yoon avatar cj-yoon commented on May 28, 2024

Thank you.

You said that was the loss of information during frame assembly from multiple frames, right?
I have another question about that. If we use only one frame, then this problem is fixed?

Currently, we used two types of frames; color and depth. If I used only depth frame, then this problem will be fixed?

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cj-yoon avatar cj-yoon commented on May 28, 2024

OK, Thank you. I'll try it. If the error occurs after adjusting it, I'll reopen this issue.

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