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Dolphin, the GameCube and Wii emulator - Forums › Dolphin Emulator Discussion and Support › General Discussion v
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Using six-axis as motion control source
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Using six-axis as motion control source
04-20-2019, 03:18 PM
#5
Helios Offline
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OpenXR would still need to have access to the gyro. Since none of the drivers for the DS controllers expose this in a way OpenXR can work with, that won't help there.

Personally, I don't see how useful gyros are for emulating a wiimote anyways. Okay, so you can emulate motion+ a bit more easily. How are you going to point? Swings and shakes will still need to be fudged and guessed in software because gyro != accelerometer

It's theoretically possible to guess where you're pointing based on gyro orientation data, but that would get out of sync very quickly as soon as you try to move the pointer by moving the controller rather than tilting it.
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Messages In This Thread
Using six-axis as motion control source - Stip - 04-20-2019, 02:03 AM
RE: Using six-axis as motion control source - Helios - 04-20-2019, 02:05 AM
RE: Using six-axis as motion control source - JMC47 - 04-20-2019, 02:35 AM
RE: Using six-axis as motion control source - mbc07 - 04-20-2019, 02:57 PM
RE: Using six-axis as motion control source - Stip - 04-21-2019, 05:22 AM
RE: Using six-axis as motion control source - Helios - 04-20-2019, 03:18 PM
RE: Using six-axis as motion control source - MCorgano - 04-26-2019, 08:04 PM
RE: Using six-axis as motion control source - mstreurman - 04-21-2019, 06:50 AM
RE: Using six-axis as motion control source - Pseudo2018-000 - 04-22-2019, 01:13 AM
RE: Using six-axis as motion control source - mikeyedi - 07-01-2019, 05:05 PM
RE: Using six-axis as motion control source - wanderer189 - 10-23-2019, 05:45 AM
RE: Using six-axis as motion control source - Miksel12 - 10-23-2019, 06:48 AM
RE: Using six-axis as motion control source - Giodude - 10-28-2019, 06:41 AM

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