Thanks. Can you clarify…your focus is on complex engine and gear shift haptics? Or is it something in addition?
As stated to you no, (my own focus) is on
all effects that are worthwhile contributing to the immersion... I believe we can improve and apply better sensations to any effects over what "motion haptics" does. What effects are you seeking more info on?
What I can tell you is people's preferences vary and what they want may differ in what mood or situation they are in. Some want a focus on general immersion as an entertainment aspect, others sometimes seek more emphasis on feedback for the cars handling.
The reason we can improve over "motion haptics" is because we have:
1. Much more control in determining how the effect operates with the given telemetry
2. Control the effect with the options Simhub offers
3. Develop what is generated for the effect by what frequencies and (in my approach) what units are then used to output those frequencies.
4. Greater adjustability. The user can apply
their own volumes for specific layers/units within Simhub which then alters the generated
output mix of what the combined effects and felt sensations are.
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Improving Stereo Sensations:
Please take into account a seat applying my own guidelines or approach of using 2x,3x,4x, sets of stereo exciters. Has the ability to deliver things no other solution on the market currently offers...
Deeper low bass frequencies, due to their added bandwidth easily fill a set of pedals or seat. So it makes it difficult to maintain individual L/R sensations. A well-developed set of effects with a large BK/TST combo can still fool most users they are feeling both deep and detailed bass but also in stereo.
How we do this best, is within the seat as the seat is the largest body region.
We combine these units to work with other effect layers for the exciters.
Advantages:
A) Multi-tier stereo transitions from different points of the seat
B) Upto 4-way stereo transitions into a seat with directly mounted units to body locations
C) Apply up/down vibration sensations within a seat (low/mid/high)
D) Fill a whole seat in scenarios like impacts with much greater detail
E) Apply octaves/harmonics to give effects much more character and felt variation
F) Offering up to 4x the usable dynamic range of budget tactile hardware
One of the key benefits is not just having the 1-200Hz usable range and applying what has been experimented with over years of ownership/testing to discover the best hardware for delivering that.
Having this arrangement brings more options to what the generated sensation is.
For example, sending an effect to a TST beneath the seat that connects with the seat mounts/risers is not necessarily the same in felt sensation, as that effect using the exact same frequencies but with it deployed over 2,4 or indeed 6 exciter units into the users back.
So in my own effects creation and determining "what units do what" regards effects elements, I want to apply. In order to achieve certain sensations how/where what units are incorporated is part of the development I go through the effects I build.
This is also why it is VERY important for me that people seeking to use such effects apply it to the hardware/installation that it is specific for. Only with that can I be certain people experience from it what was intended. You just can't take these effects and run them on your budget transducers.
An owner of such configuration can then if they wish tweak this if they want or run with the effect profiles operating in the way I had them originally intended to output over the different channels.
So a user with no clue about tactile can get brilliant immersion for effects built exactly for the hardware incorporated. With effects painstakingly over hundreds of hours tried/tested/developed for that hardware.
If they wish it can be controlled as simple as single volume controls for each type of effect just like motion haptics. Or for advanced users who want to go deeper, they can individually alter the different effect layers used for each specific effect.
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Now will you please clarify:
A) What control do you have for each individual actuator regards the effects
B) How are stereo effects handled and felt over a rig
C) Showcase any sim and options you have with your own motion solution
With "motion haptics" generally we see very little control and in many cases only volumes.
I would expect and you can give your own thoughts on this.....
Is the primary biggest benefit of motion haptics in the power it can bring with certain effects. Mainly, vertical surges and suspension-related events?