I'm implementing FPS style mouselook and keyboard controls. Using delta-time to mult stuff. And i can choose between delta and raw delta.
What is the difference? About non-raw delta DOCS say, "Might be smoothed over n frames vs raw".
What will i do to my code/game if i choose to use non smooth over smooth?
Since the docs say "Might be smoothed"... now thats not fun, that means a bunch of questions.
I'm looking at differend ways to "smooth" the transforms.
EDIT: I think the real question is that, if smoothed delta is a type of calculation based on raw delta. And while i find some people saying that smooth delta is giving them weird results. Then would i be better of writing my own calculation using raw delta...