A couple of questions about tactile feedback

sesselpupser

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neema_t
Hi guys,

I'm just wondering about all this Buttkicker and related stuff, I'm designing a cockpit at the moment but I haven't factored any tactile feedback devices into the dimensions. I'm curious to know how strong the effect is, how big such a device is, a ballpark figure for cost (I'm extremely happy to DI, er, M (do it myself) if that is noticeably cheaper), whether it would work with a real car seat (my one has a metal chassis underneath) and whether or not you can actually hear anything when the devices are working? I get the impression they're basically subwoofers that may or may not operate at a frequency too low to hear...

So if anyone could enlighten me as to what these things really are and where they're suitably applied I'd be very grateful. I think there will be room in my build for some amps, though I'm not sure I could fit a driver under my seat as it's roughly 100-120mm off the floor, at it's lowest point, and I don't want to raise it up higher because I like how low it is. Also I've seen people fit tactile feedback devices to their pedals (kind of understandable) and shifters (not quite so understandable), does that do a lot for the immersion?

Cheers!
 
I'll let you know when i have mine installed. I ordered a butt gamer 2 yesterday. It should be delivered at the end of the month.

I've been driving years without tactile, i should be able to give you an good opinion about the difference it makes.
 
I'll let you know when i have mine installed. I ordered a butt gamer 2 yesterday. It should be delivered at the end of the month.

I've been driving years without tactile, i should be able to give you an good opinion about the difference it makes.

Awesome, that would be great. You see a lot of hardware review threads around here but I haven't seen a Buttkicker (or similar) one for a while, I don't think. Thanks!
 
Tactile is awesome mate :)
Even fitting a single buttkicker or bass shaker to your rig and you'll feel the benefit straight away.
You wont hear anything, just feel vibration through the chassis.
How and when you hear it depends on how you hook it up.
The simplest way is to feed a signal from your amplifier subwoofer out (assuming you use one) into a dedicated amp and that in turn feeds the bass shaker.
The schematics are simple...do you use an amp?
 
I do indeed have a surround sound amp not far from where my rig will be... I wonder, are there schematics for building your own amp anywhere? I'll need a new project once the bulk of the cockpit is built!
 
The first question I would ask you is PC or Console or both? The PC has several advantages over a console. Buttkickers will work with either. I use 2 buttkickers and 2 Aura bass shakers.

Take a look Here for some ideas for PC tactile advantages with iRacing. Any more questions ask here or PM me.
 
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The first question I would ask you is PC or Console or both? The PC has several advantages over a console. Buttkickers will work with either. I use 2 buttkickers and 2 Aura bass shakers.

Take a look Here for some ideas for PC tactile advantages with iRacing. Any more questions ask here or PM me.

Both, mainly PC though as the only console games I play now are GT5 and Wipeout HD.

I've read about some people having stereo tactile effects, how is that done if you're using the .1 output of a x.1 surround sound system? And can you get tactile if you're using headphones? I'm only curious at the moment but I'd hate to find out that going from mono to stereo effects is more expensive than just buying the stereo equipment in the first place, if you know what I mean?
 
The LFE channel (Low Frequency Effect) can drive your buttkickers and yes I believe you can use headphones. For the bass shakers It is done using the telemetry, look at the PDF file I provided.
 
look at the PDF file I provided.

I totally forgot to check that, I apologise. I'm reading it now, it pretty much answers all my questions, thanks for that. This is giving me some ideas about making my own amp, I made a small signal amp a couple of weeks ago and this seems like the same thing but on a larger scale... Can't be that hard.
 
Also I've seen people fit tactile feedback devices to their pedals (kind of understandable) and shifters (not quite so understandable), does that do a lot for the immersion?

I have done a lot of experiments with tactile transducers mainly on frequencies and placement. I have been driving a lot of trips in my mx5 with the sole purpose of defining the intensity and type/frequency of vibration you get from different parts of the car, and this is what I've found.

Shifter - strongest feeling of engine vibrations
Pedals - second strongest engine vibrations
Seat - strong input from the roadsurface, but none from the engine
Wheel - combination of a little engine vibration, but mostly roadsurface

What that translates into in my setup is that the seat TT will recieve only the lowest frequencies producing the sensation of an uneven surface, the curbs etc., while the rest of the TT's recieves higher frequencies, creating a more buzzing feel the matches the revs of the engine.

If I had to choose only 1 transducer in my setup, I would definately go for the one that vibrates the pedals. By far this is what gives me the greatest sense of immersion. But having it all is a blast - if you fit tractile feedback to your rig you will not regret it - perhaps only that you did not do it a long time ago. :-)
 
I have done a lot of experiments with tactile transducers mainly on frequencies and placement. I have been driving a lot of trips in my mx5 with the sole purpose of defining the intensity and type/frequency of vibration you get from different parts of the car, and this is what I've found.

Shifter - strongest feeling of engine vibrations
Pedals - second strongest engine vibrations
Seat - strong input from the roadsurface, but none from the engine
Wheel - combination of a little engine vibration, but mostly roadsurface

What that translates into in my setup is that the seat TT will recieve only the lowest frequencies producing the sensation of an uneven surface, the curbs etc., while the rest of the TT's recieves higher frequencies, creating a more buzzing feel the matches the revs of the engine.

If I had to choose only 1 transducer in my setup, I would definately go for the one that vibrates the pedals. By far this is what gives me the greatest sense of immersion. But having it all is a blast - if you fit tractile feedback to your rig you will not regret it - perhaps only that you did not do it a long time ago. :-)

Nice post mate :) Where are you getting your TT signal from and you talking consoles or PC (or both)
 
Both, mainly PC though as the only console games I play now are GT5 and Wipeout HD.

I've read about some people having stereo tactile effects, how is that done if you're using the .1 output of a x.1 surround sound system? And can you get tactile if you're using headphones? I'm only curious at the moment but I'd hate to find out that going from mono to stereo effects is more expensive than just buying the stereo equipment in the first place, if you know what I mean?

Stereo is only the beginning my friend. Racing games and FPS are perfect for surround tactile, matching directional tactile with the same surround decoding for surround sound. Of course it does not suit all sources but it can be a very entertaining yet experimental concept. You should consider the Aura Pro for under your seat as it is rather slim. It is available from Parts Express Here. They will ship really fast too but you will have likely customs fees to pay.

Mr Latte Paints A Picture
I have had moments in testing playing games (on a temporary ever changing setup) and here is an example of what is possible.

Your car could be on the left hand rumble strips of a corner, your right up behind a car in front and a car to your right hand side is trying to overtake with another car right behind you. (Game dependent on how it uses its audio) it is possible in that situation this is what you could experience:

1) Feel vibrations of the rumble strip to the left of your seat/cockpit.
2) The car directly in front, it's exhaust and your engine revs are buzzing in your pedals.
3) Car attempting to overtake on the inside to your right can be felt bashing the right hand side of your seat/cockpit.
4) That car behind, you can feel its engine tone slightly getting stronger in your back as it approaches.
5) While all that is happening you also feel non directional low end bass through the seat for all effects.

The above is possible, not on any sold one box solution but only with the experimentation some of us have been doing regards utilising surround decoding, manipulating it and using multiple tactile devices gaining the best usage for tactile performance.

You cannot get stereo from the LFE, it is a mono signal. You have to use the Left/Right stereo channel information for this. The LFE is best tuned for what its' meant for, the low end effects. You could use a frequency cut off from around 50Hz to over 100Hz for the LFE to tune its performance. What many people fail to realise it also depends on what "DSP Mode" and the source being played used on a AV Amp/Reciever as to what the tactile and in particular LFE will output. Games and even music now is sometimes recorded in a studio that may produce an effect on the LFE channel that does not go to the stereo channels. So a good tactile combination relies on the LFE just like a subwoofer in a speaker configuration.


The LFE channel (Low Frequency Effect) can drive your buttkickers and yes I believe you can use headphones. For the bass shakers It is done using the telemetry, look at the PDF file I provided.

Most AV amplifers will disable the LFE output when connecting headphones. Their are ways around it by selecting a multiple audio out configuration from your PC/console or even possible via tv audio output.


I have done a lot of experiments with tactile transducers mainly on frequencies and placement. I have been driving a lot of trips in my mx5 with the sole purpose of defining the intensity and type/frequency of vibration you get from different parts of the car, and this is what I've found.

Shifter - strongest feeling of engine vibrations
Pedals - second strongest engine vibrations
Seat - strong input from the roadsurface, but none from the engine
Wheel - combination of a little engine vibration, but mostly roadsurface

What that translates into in my setup is that the seat TT will recieve only the lowest frequencies producing the sensation of an uneven surface, the curbs etc., while the rest of the TT's recieves higher frequencies, creating a more buzzing feel the matches the revs of the engine.

If I had to choose only 1 transducer in my setup, I would definately go for the one that vibrates the pedals. By far this is what gives me the greatest sense of immersion. But having it all is a blast - if you fit tractile feedback to your rig you will not regret it - perhaps only that you did not do it a long time ago. :-)

As a bare minimium for a high level of tactile enjoyment the following is required.
Several friends on these forums have such...

Seat = Stereo Left/Right
Seat = LFE
Pedals = Centre (or possibly PC telemetry data)

This can be advanced by adding extra units to the gearstick area, and having multiple stereo combinations. Even using "surround channel" tactile (GT5 / Dirt 3 / Shift 2 uses this alot).

The main problem with tactile is different sources/games can have different strengths in effects and volumes. We havn't even mentioned the problem with tactile hotspots and how to get around that. So a well thought out tactile configuration can be designed to give more user control via equalisers/bass enchancers. It all can become rather technical and then implementing subwoofers as these have advantages over tactile particulary with low-mid frequencies. Lastly you then have different makes/models of tactile that perform differently and some are better used in certain ways than others. Not all tactile units are virtually silent like Buttkickers, many do make an audible noise as well.
 
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I have done a lot of experiments with tactile transducers mainly on frequencies and placement. I have been driving a lot of trips in my mx5 with the sole purpose of defining the intensity and type/frequency of vibration you get from different parts of the car, and this is what I've found.

Shifter - strongest feeling of engine vibrations
Pedals - second strongest engine vibrations
Seat - strong input from the roadsurface, but none from the engine
Wheel - combination of a little engine vibration, but mostly roadsurface

What that translates into in my setup is that the seat TT will recieve only the lowest frequencies producing the sensation of an uneven surface, the curbs etc., while the rest of the TT's recieves higher frequencies, creating a more buzzing feel the matches the revs of the engine.

If I had to choose only 1 transducer in my setup, I would definately go for the one that vibrates the pedals. By far this is what gives me the greatest sense of immersion. But having it all is a blast - if you fit tractile feedback to your rig you will not regret it - perhaps only that you did not do it a long time ago. :-)

I bought a buttkicker gamer 2, which should arrive and the end of the month.

I will have to connect it to a Logitech Z5500, which has no sub out.
I want to use the BK Gamer 2 in PC racing / Forza4 and GT5 without diving under my desk all the time switching wires.

Since i race in a office chair (see my setup here https://www.gtplanet.net/forum/showthread.php?t=245923) , putting the BK gamer under my pedals would give the easiest solution since i don't have to connect and disconnect it every time.

So if you had to choose, this would the place where to put the first BK gamer 2 by the pedals ? Could i connect this BKG2 to the center speaker of my Z5500? That would be the easiest installation.
 
djustiz
I have done a lot of experiments with tactile transducers mainly on frequencies and placement. I have been driving a lot of trips in my mx5 with the sole purpose of defining the intensity and type/frequency of vibration you get from different parts of the car, and this is what I've found.

Shifter - strongest feeling of engine vibrations
Pedals - second strongest engine vibrations
Seat - strong input from the roadsurface, but none from the engine
Wheel - combination of a little engine vibration, but mostly roadsurface

What that translates into in my setup is that the seat TT will recieve only the lowest frequencies producing the sensation of an uneven surface, the curbs etc., while the rest of the TT's recieves higher frequencies, creating a more buzzing feel the matches the revs of the engine.

If I had to choose only 1 transducer in my setup, I would definately go for the one that vibrates the pedals. By far this is what gives me the greatest sense of immersion. But having it all is a blast - if you fit tractile feedback to your rig you will not regret it - perhaps only that you did not do it a long time ago. :-)

This post made me seiously reconsider my placement of my sole buttkicker gamer 2. very well thought out and explained, makes sence to me. i might have to try that pedals only until i can get a secondary unit. good post
 
Nice post mate :) Where are you getting your TT signal from and you talking consoles or PC (or both)

Thank you. :-)
I don't yet have surround sound in my man cave, so the signal is the basic stereo signal. I only play GT5 at the moment, so console. ;-)
 
Since i race in a office chair (see my setup here https://www.gtplanet.net/forum/showthread.php?t=245923) , putting the BK gamer under my pedals would give the easiest solution since i don't have to connect and disconnect it every time.

Nice setup 👍

So if you had to choose, this would the place where to put the first BK gamer 2 by the pedals ? Could i connect this BKG2 to the center speaker of my Z5500? That would be the easiest installation.

I don't have any experience with buttkickers and the vibrations they provide, but if they feel like engine vibrations id stick it to the pedals. Don't know about your installation. My audio and tactile setup is wired like this:

PS3 --> amp that powers the speakers -(tape out)-> low pass filter -> cable that converts stereo to mono -> mixer with eq. (one output with only sub-bass -> sub-amp that powers the seat TT) (second output with less sub frequncies and more mid-range -> std. stereo amp that powers wheel, pedal and shifter TT's)
 
+1
Agreed. I'm going to re-configure my tactile setup following djustiz's findings. Good work fella... 👍

I think that it always requires experimentation to get the best out of each individuals configuration. Particulary if you end up going with multiple shakers.

Part of the problem is their is no way that I am aware of running a game that enables a user to separate fully as an input the "roadsurface" and "engine" effects. Their are of course several ways to duplicate the signal and then completely alter one of those signals with EQ like yourself use to give say the "Gearbox" a different feeling enabling it to be stronger or weaker than the pedals.

I've yet to check out X-Sim but it looks rather technical.
It certainly will allow "Telemetry" from engine on some PC games but as yet I am unsure if it allows certain effects to be disabled or to only have "engine effects" which then could be combined with typical "game audio activated tactile". In a perfect world we would want various effects to be able to output as individual channels.

4IF00.jpg

I've got lots of plans myself...
 
Separate tracks/channels for different audio components in the game would be awesome. No doubt about that. Unfortunately it's simply not an option on consoles - and I only play GT5. :-S

Perhaps one should consider migrating to a PC-sim.
 
You ever consider a subwoofer for the cockpit/seat?
With GT5 an example is how the tactile dies down on many cars as the engine revs get higher and of course the bass decreases in the audio signal.

A subwoofer can provide a much wider bass frequency range than a tactile unit.
Having both certainly has advantages than having one or the other.

Maybe worth looking into...
 
Seems like there is a huge target segment available for any product engineers out there. we need a dedicated box with usb inputs to work with x-sim software, and multiple audio inputs rca,optical,etc., but converts all the inputs into multiple sub woofer outputs. maybe a version with internal amplifier down the road if initial product sells. anyone here need an idea, have at it. it just has to be plug-n-play with multiple LFE outputs for multiple shakers. if only i had paid attention in school when they talked sbout circuit diagrams... :)
 
The technology is already available the problem is having software that does what is required.

You would need 2x soundcards, 1 for audio another for tactile.
Many soundcards already offer multichannel analogue outputs.

The ideal situation would be a game specially programmed to produce audio cues/effects separately for tactile. It would require having a game programmed for effects and then also software that enables altering/controlling these effects. Things like volume output, crossover for each channel/effect would be desirable.

Lets assume:
"Engine Revs" = right channel
"Gear Change" = left channel
"Road Noise & collisions" = centre Channel
"Kerbs/Track Bumps left wheels" = left surround channel
"Kerbs/Track Bumps right wheels" = right surround channel
"LFE output" the low end extension for all effects = .1 sub channel

Any amplifer with 5.1 or say 7.1 multichannel input would allow these then to all be individually connected and amplifed.

Perhaps in the future such would be possible but really it has to happen within the games to really work in such a way. The principle is the exact same as say Dolby Digital or DTS encoding.
 
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