I refer to my own personal approach/concept as "RaceBass", I illustrate below how it compares to various hardware but will not push my own approach onto others. I will see what interest it brings here at GT Planet. GT7 is however, rather amusingly the perfect opportunity to reach out to people that want a new approach with tactile but also one that is affordable to get into.
While my own approach also makes it possible to use or mix/add/boost "game audio-tactile" with "telemetry generated tactile". The best tactile hardware combos and installations can support created tones for specific scenarios. These can go upto the @ 200Hz felt/bass limitations and beyond 400Hz as audible elements potentially usable for specific effects or engine enhancements.
Many cars engines produce "signature tones" within that 200-500 and even upto @800Hz that are captured within the game audio. Yet often the user's own hardware has a limited bass response which cannot offer these frequencies sufficiently.
The most common budget tactile transducers cannot output this.
The other next big problem with tactile is that a single unit is limited in how well or how many effects it can handle/generate at once.
One of the ways we get around this is by applying more channels (Which Simhub makes possible) and with the exciters this then makes it possible to apply specific sensations to shoulders/mid-side/lower back regions. Now we have the ability to present multiple stereo sensations to individual pairs of units or better direct to what body region we want an effect element to be placed. How we then apply specific frequencies to better work together, also makes it possible with this approach to now generate much more advanced effect sensations. No longer trying to get a unit in the base of a seat or from the main rig frame to send all its limited vibrations over the users whole torso.
So here is one of the first reasons I experimented and adopted a usage to apply "multiple tactile exciters", as these offer a much wider frequency range than budget transducers used in seat cushions and many people's own rigs. The exciters can also be attached directly to the back/side of a seat or to pedals. Already the PC sim community has been adopting these in the last 1-2 years.
It is possible to build effects elements within Simhub that align and match a specific car's signature, to bolster the game audio but this is one of the advanced areas of tactile I see as offering potential. Also with my ongoing approach, using affordable "exciters" we can mix into (whatever units we want) "Game Audio" if desired.
"Game Audio" still can bring things in immersion we cannot do or achieve properly in Simhub
"Engine whine and engine characteristics", also certain track "surfaces/curbs" that have "audible sound" but generate no telemetry data.
So each approach or element has its own pros/cons and its too long to go into them all now.
My solution has been to develop and work on offering the ability to use or apply both options, yet at the same time bring a multichannel/multi-body region sensation installation that is affordable for the community. Making such the best affordable entry for tactile, however, as expressed also one that can be upgraded and support the high-end hardware.
I seek to continue to research and build effects, with my own guide being made, to help and teach the community how to create specialist effects for this new and exciting hardware approach.
I am confident, it will blow people away that have used traditional tactile in the past or 4-way installations based on budget tactile hardware. The combination of increased frequencies, multiple body regions and applying multiple channels, with the added ability to also have or mix game audio, lets see who is interested...