When you initialized RotationRate you forgot to use the format specifier for float.
When you say that the framerate has to be independent for a gamepad/controller axis, shouldn’t we rate the movements too? Since both are coming from the same gamepad/controller why doesn’t the movement axis apply to that? That could be better explained.
Cool, I have a patch coming for this to mention why we don’t for movement. I don’t have the format specifier for the float but that’s okay because the int automatically gets converted to float, probably at compile time knowing C++.