Mr Latte
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- 5,036
- N Ireland
Gents, I have added you both to the group, but you will see for yourself how the lack of feedback and general interest dropped once people got effect sensations they liked enough. It was casual/relaxed but often in releasing effects and asking for feedback, most just ignored having much or any discussion. Some did and I always appreciated them for that.Actually, my comment was not a knock or response on your and the community's effort with refining the tactile response to what the game produces, but what PD probably giving more attentions to providing proper or more telemetry data for certain cars than other. I imagine the drive and feel of most low power cars may share similar telemetry models vs say the various Grp 3 and Grp 4 track cars could have different individualized model. This is all conjecture though. Though I can see how my comment can be taken another way.
I agree with your comments here and throughout the thread, though I believe tactile sensation/response is also subjective even if someone has the same exact setup. There are those who are more sensitive to feedback and those who feel it may not be enough. There are those who probably never driven on the track or only a few times but still can't fully understand how it should really feel and how to use that sensation properly.
I've re-read this entire thread a few times to get a better under how to even set things up and how to tune and definitely appreciate your detailed technical analysis and everyone's input. I've already ordered an external sound car and a few tactile transducers and excited to see what kind of setup works best for me. Hopefully I can get as close to what I normally experience on my track days with my M3.
People who own seats that are not ideal or rig builds that are not ideal, apparently seem to forget/ignore that whatever they do feel "could be much better" if they only went about things in ways that are tried and tested.
For some, it is maybe that they don't want to spend the money or don't have the money and that's fine. Yet some will tell people how good their immersion is with tactile and the reality is, what they are experiencing/enjoying is quite a bit off what the potential is. I get it, tactile brings a new element of life/interaction into a sim but some seem happy to just leave it at whatever level they have things, while others get the bug of wanting to then take things to a higher level.
What has been proved many times is how some of the approaches I shared can/will bring excellent quality of immersion in tactile. Making effects in itself is something we also just get better at doing over time and with trial/error as well as more understanding of how frequencies and audio/music operate. Even in the thread/group created based don GT7, I was able to share effects that offered variations in feel or improved within a very short period of time or effort. Things could have continued to improve as GT7 needed some changes to past effects work for ACC (PC Version), but I got to the point, I won't continue to commit myself to things when others won't commit to testing/feedback, or with each release of new effects, the interaction, or appreciation reduces or you then get people trying to use effects incorrectly and often on far from ideal installations.
REAL TRACK Vs SIM
Some advice, too many people look at the tactile integration based on the perception of what happens with a real car or track.
Our goal is immersion, yes? Not necessarily trying to replicate things in some manner from real-world scenarios, that we can't really replicate. I see some people going as far as trying to determine things like g-forces and taking readings from individual cars on a track to then try to implement that into effects creation in Simhub.
Here's my perspective on this for what it is worth....
This gives you data, from a real-world scenario, okay yes...
However, that data could be very different from a different car, or the same car with different setups, different tires, and different drivers at the wheel. So are you building a simulator to represent/imitate a single car and still with the limitations today's sims have in comparison to what (a specific or multiple/different) Sims version of that car is like to the actual real car? How much do we assume the physics data is accurate to the real-world counterpart?
So what benefit readings from a real track car scenario bring is something I am not that confident can be representative to playing a sim based on how/whatever that sims physics engine works, and how then that can differ based on its own operational parameters based on various scenarios within the sim. Again, aspects like different setups, different tires but also now much more, aspects that affect the physics operation of the car driven, weather or track conditions, and then these applied to dozens or hundreds of cars that may generate differences in their data values for the various g-forces or in speed/acceleration/grip etc. All those factors may have a bearing on the telemetry values the sim generates which in turn will generate different data values for Simhub to use.
Likely, yes we could find groups of cars that perform similarly, or we could determine how suspension/tires may have an effect within Simhubs generated output based on the effects active on each channel. Those are certain things I could have compared with my hardware with the same car say over 3 laps. I could then see a trace of all the frequencies generated for the laps mounted. I can then apply that to see one effect or any combination of effects based on how I routed effects into my audio hardware.
I would recommend people focus more on what/how a SIM generates its telemetry for different cars/scenarios and not so much on what happens on track. Ultimately we are limited to what the sim physics offers and then look at creative ways to develop effects that operate to suit the activity they have but can then be developed to work better on multichannel tactile configurations. Another aspect is then how we give specific effects their own unique character or feel that does not feel out of place, that adds to the immersion but also can then combine in its operation to work alongside other effects. How we go about doing that in a good way is by using hardware that can operate over a wider frequency range, but then is applied to different body regions to offer us more ways to alter the felt character it generates. Going beyond the operational limitations of a single unit or make/model of unit to applying specific units for improved performance are all things that have been tested and bring improvements.
Another aspect is going beyond the norm regards installations and isolation of the used tactile hardware. This is something I have been working on for quite a while but not yet shared which my own build when it is showcased will highlight. It applies an approach that nobody or any rig I have seen to date has tried to do and I think I can say with confidence that nothing comes close to, from a tactile immersion perspective. It will be unique...
It has required me to dismantle much of my own previous work with my own rig build and to rebuild it, very time-consuming and costly but is currently happening. I won't know how well it fully works until it is made/tested but in the coming months, it will be shared in a thread somewhere, when the time is right.
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