Should a game use hinge angle directly or derive its own smoothed gameplay value?

For an interactive game effect driven by hinge angle, should the value from DeviceHingeContext generally be consumed directly, or is it expected that an app will apply its own interpolation/smoothing before using the value for animation? Are there recommended practices for handling rapid direction reversals, very small angle changes, or transitions between partially-open and fully-open states without introducing visible jitter?

Should a game use hinge angle directly or derive its own smoothed gameplay value?
 
 
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