4 ms·
I think this is a legitimate usage for some games, for example, racing games in which you steer via tilt. The bigger issue in this case is not the frequencies v
by wallacoloo 11y ago
I think this is a legitimate usage for some games, for example, racing games in which you steer via tilt. The bigger issue in this case is not the frequencies visible to the application (the relevant hand motion is much below 200 Hz), but rather the latency of these movements. If possible, a game should be able to respond to a tilt action within the duration of a single frame.
But it's impossible to filter a signal in the time domain without introducing a phase shift (i.e. a delay). As a result, you cannot remove that extra frequency information before sending the data to an application without making sacrifices on latency.
- leni536 11y agoAlternative solution: make the unfiltered gyro data available through an explicit permission.
- wallacoloo 11y agoPerhaps it's possible to use some sort of active cancellation - like what noise-cancelling headphones do - only in this case you would be trying to minimize the correlation between gyroscopic data & microphone data.