Super helpful. When I think of movement, I think of the things that the experiences from a suspension and wheel perspective (bumps, dips, obstacles, etc). I think of haptics as road texture, engine vibration, and the other things that the car relays to use about the vehicle and the environment.
Not sure if that is correct, but that is my lay-person’s attempt to understand.
So for the following classes of games Shawn can we expect with your system?
-F1 2021
-DR 2
-Iracing
-AC/ACC
Also, for someone like me who would consider moving from Dbox for the added travel usable in DR specifically, what would be the things I should/could expect to experience with the DK system (including what you view that you do better than other companies in the space)? What makes your system unique - in terms of what you have brought to the sim table, and in terms of the capabilities/refinement of the DK2 system relative to other systems.
Yup, bang on, that's the way we define it as well. It's important to have the right definitions of the terms before diving in deeper. But you are right, haptics by our community definition are those finer details coming in at higher frequencies that are typically harder to algorithmically/mechanically represent in hard real-time. ;-) You can see how with some other systems, you just get basic, roll, pitch and gentle heave, and then they have to add transducers for EV (engine vibration) and RV (road vibration) layers. Transducers are great, and very cost effective but not at the same level as moving the entire chassis.
You can listen to this Motion Talk 4 video that discusses similar ideas and might be helpful:
So F12021 or any Codemasters game and DR20 are both limited to 60Hz, for haptics or high frequency. This means things like RV and EV don't have the best source signal, BUT we do some clever programming to mitigate that issue and in my opinion feels great:
specially now with EV added. It's fun locking up the wheels while in gear and fee the EV mute for an instant before it jars back to life.
iRacing, AC and ACC are all very good with their 300Hz plus of motion which we again use for road texture and EV as you outlined above. Rumble strips and sweeping through the rpm all feels amazing.
The added travel is definitely nice, and we considered 3" and 4" before too. BUT what we have found is that 2" just happen to be the sweet spot. It's enough for circuit, oval, rally and even the Trophy Trucks. ;-) But what really makes any system unique is the full stack approach or being able to control all aspects of production. It's actually in our name, Sigma or the summation of all parts, and Integrale, well integration, meaning that its the complete and proper integration of all aspects of the system that make it a great and unique. You see this with certain car companies, engine is great, chassis is bad, or chassis is great but the reliability is poor, or the components are great but the installation is bad etc.... Its always a compromise but in order to get the best possible system you have to be able to control and build the mechanical, electrical and software components from the ground up to final project goals. So in short, we make our own actuators from billet aluminum, make our own controllers, make our own software, algorithms, control boards and embedded systems. This allows us to control quality, make rapid changes, upgrades, iterations and even push over the air upgrades/changes to the customer without having them install and uninstall. A complete buttoned down turn key solution if you will.
So that is our product philosophy, other companies are different and its hard to comment, as I am of course biased so not in the best position to answer for them. But you can see that some motion companies rely on the 'do-it-yourself' model, which is great if you want a 3D printer and have time on your hands. (or the save money and assemble yourself, IKEA model) Others companies are great at effects and have massive effect libraries to call on when game companies don't or can't provide specific physics data. Others use open-source software (like the Linux/Unix model) that maybe isn't the easiest or prettiest to use but allows them to rebrand their systems and sell it like their own. But our approach was always to keep the signal as native/raw/organic as possible, don't fake it and do it well or don't do it all.
Hope that makes sense, and thanks for the question. I hope it helps others understand the Sigma difference as well. Oh, and we all great up racing and playing with cars, in some form or another. And in the end there is no such thing as a perfect system, its an annoying response I know, but it really is what best suits your needs. Our goal is to have a mechanically SOLID system, well supported, unique authentic algorithm, EASY to use software, that is turn key. So that you can get in, drive and enjoy as quickly as possible.