Yes, I think such a warning would be suitable. Thank you for the feedback.
I will also take into consideration your idea regarding additional Threshold control.
I studied an AI driven car for a lap on a track with several different threshold values to gain more understanding with this. With each one I then copied over the log "bump values" and compared them to see how the 4/5 effects were operating with each test.
Indeed we need to have control of the threshold for the "small" and "large" bumps but also the .wav used to determine their feel and their own individual gain controls.
Here is an example why....
If we use a custom.wav for bumps effects, one that contains low Hz and can generate very good energy with the largest transducers. The problem is, lots of "bumps values" can still feel quite strong, even with Gain at 2-5% for example. The activity of bumps is too much with a low threshold and a .wav that can produce strong sensations.
So what do we do?
If we change the .wav for the bump effect to something that better represents a light "road surface texture" then this is much better suited to the "Small Bumps" that are consistently operating with a low threshold value.
Both are linked in what "Gain" suits a low-high "Threshold" depending on the character of the .wav used for the effect. Yet clearly one single .wav that we currently have for bumps representation does not bring enough varation between small and large bumps.
Visualise The Audio
Generally, I find more "Threshold" allows for more or higher "Gain" and this makes sense when we monitor the audio output and see the frequencies being generated and the harmonics also involved. With low threshold but much greater bump consistency/activity remember "the activity" has a big impact on what Hz are being generated by the effect. Also with increased dB of the Hz within the .wav used when high activity is operating.
Less Activity But More Energy
For "Large Bumps" we see better stereo activity (yes this is important) from 70% but as others have shared, even running this to high levels like 90% such brings much less activity of course but improved felt sensation of the stereo placement and due to less activity the ability to increase the gain to 30-40-50% whatever is the users preference.
I find this more optimal for immersion, as we can have better stereo but high energy for the bumps that are active. Currently, it comes at the cost of losing much of the bump activity or a varation of feeling small and large bump sensations.
To consider........
Small Bumps
Potentially could use from 0-40% threshold values only. Using a .wav that suited more their operation and desired sensation.
*This would allow small bumps to have plenty of activity and their own distinguished "lighter" feel
Large Bumps
Potentially could operate from 50% threshold upwards (leaving an intentional gap to separate small-large). Large bumps with their own individual .wav effect can then bring a stronger low frequency (Hz) energy and used with high threshold values. Those that want improved stereo activity could use higher theshold values.
*This would allow the ability to have strong and good operating stereo activity for larger bump values.
Anyone that has Simvibe will not have "Suspension" effects (stereo bumps) operate or feel similar to "Road Bumps". Yet both combined bring good surface feel and the ability of "per wheel" stereo bumps sensations. That is what we are seeking for SSW to replicate or improve on.