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/* This is used as the initial noise tolernace threshold. It's set very close to zero to avoid divide by zero while we're evaluating the noise profile. Each controller may have a very different noise profile.*/
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/* This is used as the initial noise tolerance threshold. It's set very close to zero to avoid divide by zero while we're evaluating the noise profile. Each controller may have a very different noise profile.*/
/* The value below is based on observation of a Dualshock controller. Of all gamepads observed, the Dualshock (PS4) tends to have one of the noisiest accelerometers. Increase this threshold if a controller is failing to pass the noise profiling stage while stationary on a table. */
/* If we have really large movement (i.e. greater than a fraction of G), then we want to start noise evaluation over. The frontend will warn the user to put down the controller. */
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constfloatflAbsoluteMaxAccelerationG=0.125f;
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if (imustate->accelerometer_length_squared> (flAbsoluteMaxAccelerationG*flAbsoluteMaxAccelerationG) ) {
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if (imustate->accelerometer_length_squared>ACCELEROMETER_MAX_NOISE_G_SQ) {
/* Also show the gyro correction next to the gyro speed - this is useful in turntable tests as you can use a turntable to calibrate for drift, and that drift correction is functionally the same as the turn table speed (ignoring drift) */
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