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RealSense SDK 2.0 version 2.10.3 (updated to Latest Release)

MartyG
Honored Contributor III
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UPDATE

RealSense SDK 2.0 version 2.10.3 has now been upgraded from a Preview release to stable Latest Release status.

https://github.com/IntelRealSense/librealsense/releases/ Releases · IntelRealSense/librealsense · GitHub

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ORIGINAL MESSAGE (6 April 2018)

Hi everyone,

Following quickly after the release of the full version of RealSense SDK version 2.10.2 after a pre-release preview period, a Preview version of the next version, 2.10.3, is now available. If you need a stable build then you should use the most recent Latest Build version (2.10.2).

A key feature added in 2.10.3 is "Integrated functionality changes in preparation for USB2 firmware support ... adding RS2_CAMERA_INFO_USB_TYPE_DESCRIPTOR enumeration to detect USB2 vs USB3 mode (when supported by the firmware)."

This version also has a bug-fix for "fixing ARM build".

https://github.com/IntelRealSense/librealsense/pull/1472 Fixing ARM build by dorodnic · Pull Request # 1472 · IntelRealSense/librealsense · GitHub

There is now a Downloads web-page for RealSense white papers, other documentation and RealSense files such as SDK software, camera firmware and CAD models.

https://realsense.intel.com/intel-realsense-downloads/ Intel® RealSense™ Downloads, Documents and Tools

Release notes for the 2.10.3 Preview are here:

https://github.com/IntelRealSense/librealsense/releases/ Releases · IntelRealSense/librealsense · GitHub

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ARyba
Beginner
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Nice! It's good to hear that Intel is considering adding USB2 support the new F/W release!

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JChoi21
Beginner
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are you supposed to build sdk unity toolkit like previous series?

could you let me know the reason why do you suppress making .exe in unity with "using UnityEndgine" in default soruce.

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MartyG
Honored Contributor III
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SDK 2.0 is fully open-source, whereas the previous Windows SDKs weren't. So SDK 2.0 encourages the building of files from source code, which makes the SDK compatible with a wider range of hardware than providing a pre-made binary such as an exe or dll that may work with a smaller range of devices.

I really appreciate though that this can make development more complicated than when files could just be dragged and dropped into Unity's plugin folders, and its tools imported with a simple Toolkit program.

JChoi21
Beginner
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