From e27f5522e20ce0d84532a01b36222fe425ccd9ce Mon Sep 17 00:00:00 2001 From: SpicerXD Date: Sat, 22 Apr 2023 08:31:28 -0500 Subject: [PATCH] Removed MotionInput Calibration (#4705) Don't know why this is here. It just seems to set the filter to an identity. Which then quickly returns to where its supposed to be anyways. --- Ryujinx.Input/Motion/MotionInput.cs | 21 --------------------- 1 file changed, 21 deletions(-) diff --git a/Ryujinx.Input/Motion/MotionInput.cs b/Ryujinx.Input/Motion/MotionInput.cs index d92c3d7fd..1923d9cbe 100644 --- a/Ryujinx.Input/Motion/MotionInput.cs +++ b/Ryujinx.Input/Motion/MotionInput.cs @@ -12,7 +12,6 @@ namespace Ryujinx.Input public Vector3 Rotation { get; set; } private readonly MotionSensorFilter _filter; - private int _calibrationFrame = 0; public MotionInput() { @@ -29,26 +28,6 @@ namespace Ryujinx.Input { if (TimeStamp != 0) { - if (gyro.Length() <= 1f && accel.Length() >= 0.8f && accel.Z >= 0.8f) - { - _calibrationFrame++; - - if (_calibrationFrame >= 90) - { - gyro = Vector3.Zero; - - Rotation = Vector3.Zero; - - _filter.Reset(); - - _calibrationFrame = 0; - } - } - else - { - _calibrationFrame = 0; - } - Accelerometer = -accel; if (gyro.Length() < deadzone)