Immersion hardware / gear add-ons to enhance GT7

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JimmyLoops
At work today, II thought to myself about sim racing hardware that adds immersion, and asked myself why aren't there more add ons for console? Seems like the more time goes by, the more PD seem to loose touch. Perhaps they are guilty of being too set in their ways. They may overlook things that would enhance the potential for sim racing via hardware.

First, im wondering, has anyone at polyphony digital ever tried a stage 5 motion simulator running iracing with a direct drive wheel? Osw? Button box? Etc?
Do they know about simvibe or sim commander? If so, do they (PD) see any potential in immersion hardware/software like this to be used on ps4?

Ok, using software like sim commander on ps4 isn't likely, but the use of transducers to create immersive effects in games is amazing when its generated from car telemetry data like it does in Iracing.

At the moment, using butt kickers is already possible, and quite fun. But you're limited to just the low end audio of the game feeding your butt kicker. There's alot more fun to be had.
So the next step would be finding a way to get simvibe-esque effects sent to a butt kicker/s without the need to develop external hardware to serve as the host between.
Here's an idea. Why not build in a feature within gt7 /sport that overides one or two of the lines of surround sound?....notably, the subwoofer output! Or rear sides/ so instead of sending low freq audio / bass to your home theater, the game would send audio signals based on car telemtry that are intended to be felt through the butt kicker/s! You'd plug your butt kicker into the sub output, and boom. It wouldn't be as elaborate as simvibe, but man oh man would it be awesome to feel telemetry from gt going through a well tuned buttkicker (gran turismo edition? lol)

This would not be ideal for those with satellite speakers who don't want to loose bass from the game itself, but I could see it working well for anyone wearing a headset or who owns high end tower speakers and wants a very immersive experience. I went from a 5000$ sim racing setup this past summer, all the way back down to my original Bob Earl chassis and a t300 and 599 add in wheel. I miss the immersion available to sim racing enthusiasts on pc. I wish the GT series would try and keep up a bit more.
I did see that there's a button box for ps4 that plugs in and is recognized as a keyboard, so thats a start. I was pleased to see theres at least game that supoirts keyboard to assign to car functions.
 
They are working on motion sim :
-https://www.gtplanet.net/gran-turismo-6-motion-simulation-demoed-with-simcraft-apex3-platform/
-https://www.gtplanet.net/tokyo-motor-show-brings-updated-gt6-motion-simulator-rig/
That Polyphony is dedicated to continuing work on motion simulators is encouraging, and hopefully this means costs will continue to tumble down to make them a viable option for dedicated sim players in the future.
Perhaps this kind of hardware will become affordable in a few years...

I also remember that kaz didn't like the clutch / H pattern gearbox because there was no FFB, perhaps they are working in a new wheel (in partnership with a big brand)...

At the moment, using butt kickers is already possible, and quite fun. But you're limited to just the low end audio of the game feeding your butt kicker. There's alot more fun to be had.
So the next step would be finding a way to get simvibe-esque effects sent to a butt kicker/s without the need to develop external hardware to serve as the host between.
Here's an idea. Why not build in a feature within gt7 /sport that overides one or two of the lines of surround sound?....notably, the subwoofer output! Or rear sides/ so instead of sending low freq audio / bass to your home theater, the game would send audio signals based on car telemtry that are intended to be felt through the butt kicker/s! You'd plug your butt kicker into the sub output, and boom. It wouldn't be as elaborate as simvibe, but man oh man would it be awesome to feel telemetry from gt going through a well tuned buttkicker (gran turismo edition? lol

I dream of that since I bought my first buttkicker :D They could also develop a "cheap USB soundcard" where we could plug our buttkickers and tune them through the game. I don't think it will cost them a lot of money to do that and a lot of customers would be very happy.

I also hope that they will provide a mobile app for the gauges, gear indicator, chronometer etc... with the new Gran Turismo games. The Track Path Editor was a good move in this way.
 
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Why not build in a feature within gt7 /sport that overides one or two of the lines of surround sound?....notably, the subwoofer output! Or rear sides/ so instead of sending low freq audio / bass to your home theater, the game would send audio signals based on car telemtry that are intended to be felt through the butt kicker/s! You'd plug your butt kicker into the sub output, and boom.

I agree it would be good if PD could do more to increase immersion - I presume their priority in this regard is making GT Sport and GT7 work well with VR headsets. It would be nice if they could offer something like Simvibe, but as this is very much a minority interest i wouldn't expect them to give it much priority.

I wouldn't want to lose audio effects in return for tactile transducer (shaker) channels. You can get mono shaker effects by splitting the subwoofer channel or you can do what I do and use the PS3 multi-out feature to simultaneously supply 5.1 to your audio system and stereo to your shaker system. There was a big improvement in shaker effects in GT5 when alternate microphone positions were made available via the quick options menu - some microphone positions offer very little effect while others are excellent.

I would like to see PD increase the audio options to enable us to alter the volume of different effects. Personally I would want to turn up my own engine volume and turn down the volume of other cars on the track as these are often far too loud - especially when you have a shaker system.

I am concerned that things might get worse rather than better on the PS4 - PD is switching to manufactured sounds and has hired a sound designer from another game - this may result in sounds which are audibly more exciting, but have less low frequency content and are therefore not suitable for tactile transducers. The current sounds. although dull often work well with shakers. I haven't tested all the new cars in GT6, but some of the recent cars have little or no low frequency content and therefore provide no shaking effect.

If anyone reading this has questions on how to implement tactile transducer effects with GT6 I will be happy to respond to questions sent via the GT Planet message system.
 
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How about this?
All the constant camera cuts made me nauseous. You can't tell at all what the hell is going on. And what's with the guy watching a computer generated V8 on his tablet? I couldn't help but laugh at the Transformers sound effects that came from it when the engine went "Titanium Strong." hahaha
 
The current course maker(I haven't tried it as I put my copy of GT6 in a box) doesn't have elevation changes. Something like this may make it easier to record and upload on to future games.

Also, think about racing IN the Nurburgring 24 or Bathurst 12H or Le Mans. Actually, VIRTUALLY, entered in the race as an online entrant during the real race. Classifying as an online racer at the completion or crashing out on the last lap. That would be something that is possible with evolving teshnology.
 
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