Yes metoo
THX for the tips Mr Latte
I will try to make some progress before holiday.
But I fear the gearschifts in ACC for example (AC not tested yet)
feel much clearer/more present than in rfactor1 which is the sim a play most of the time
Plz note I have the same config in simhub/no changes but the feeling is complete different.
Is the there a way /instruction to edit the simhub rfactor1 plugin file or can "whatever" do some improvements?
An interesting thing to highlight...
Different sims may vary with how they use or output data values from telemetry. Take the effect you highlight, a Gearshift. I would query what is the dB output from this effect with the same setting in Simhub using the same Hz and settings. Is there a balancing issue between the input/output levels for each sim or is the issue more related to specific effects?
A frequency can feel very different based on the amplitude/gain that is used with it. Or a sim may output certain types of effects with lower gain than another. Simhub may be able to help improve how each sim can be more balanced.
Sim Effects Comparison Chart/Table?
Has anyone here tried to match the output levels or to discover if a particular effect in one sim is much stronger or much weaker than another? Others here may have more experience/understanding of effects operation between the different sims. It would be good to see a document/chart that highlights which effects are, lets say problematic or not working so well in certain sims to those in others. I don't think I have ever seen someone do a breakdown of effects across each sim. Certainly interesting though if someone was to do this.
What I do have user experience in and applying....
Is a high level of audio monitoring hardware/software that lets me see the actual output of all channels from Simhub going to the amps and to the tactile used. This can be used in various ways to highlight the real-time output for every channel. Or any effects that are operating on a channel and this could visually show in detail the actual audio output to compare one sim to another.
Once we know what the problematic effects are, then we can see if something can be done with the settings or adding layers to help boost an effect. It may be that the developer of the software can fix something internally if we explain/show a particular issue. He may be able to just do something internally with the code for that sim/effect that improves this problem.
Note:
The Gear effect I highlighted is one created by using the
custom features, so it's not one that is yet available to select in the software. Much credit must go to "romainrob" over at the Discord channel. He is good with the algorithm or operational code side of things in how effects work with the telemetry data.
What I did was request if it were possible to set a rule that could.
1) Split Gearshifts into up/down individual effects layers
2) Can we have some form of delay applicable as well as holding an effect operation for longer
3) Can we have an increase in dB for the gearshifts output as the cars speed increases
With these options, we can then experiment with effect layers and installations incorporated into a rig. That's more where I do my thing and seek to apply ways to bring more detail or variation to effects. Finding ways to help give different effects their own felt character. Keep in mind many tactile use very limited frequency ranges so one way to give effects their own character is how we use different bodyzones. This is why the mutli unit exciter installation works so well and brings its own advantages over typical installations.
* Tactile based seat cushions do this but not with specially designed effects. Additionally, some such cushions use motors that are very restricted in the Hz they can use. Or as seen with even the one Barry Rowland reviewed it used the common Dayton Puc which is not as good in the range of frequencies and detail it can generate for important effects that RPM and others make use of.
No Profiles / Lack Of Offical Guidelines
I have criticized in the past how SimXperience has never created their own profiles or test tools for users paying $90 for their software. To help aid them in the complicated thing that tactile can be for many people as we see a wide range in variation of the hardware and installations people have.
What I have found is that creators/developers of tactile based software be they individuals or companies. They have not seemingly ran tests on a wide range of tactile units/products or have much user experience with them. They are not spending hundreds of hours in research as to comparing effects on different hardware units. Or learning to build effects layers that are designed to operate to suit the characteristics of specific models. So we have this void that basically people are on their own to go out and learn as they go or be frustrated in trying to get good feeling tactile from the hardware they have purchased and installed.
To my knowledge, often for these developers, the hardware they use themselves is simple affordable units or average at best. So what we have is the tools in the software they offer to go out and create effects but no guidance, no pre-tested and created effects themselves for high-end units or indeed profiles that are ready to go and be used. They themselves do not have the personal experience of how different an installation with the most basic tactile feels to one with much more upmarket models installed. That's partly why we have such a mess and headaches surrounding tactile.
Some things I have been working on are below that might help matters.
- Monitor audio outputs with professional tools/hardware
- Understand the main frequency range most units will work well within
- Test effects so that they do work well on many models of tactile (each has limitations)
- Explore and test new possibilities
- Build transitioning effects to work well over "multiple exciter" seat type configuration
- Ensure well-combined operation of "exciters" and "professional" tactile hardware.
- Seek to offer tools to learn/understand and test different frequencies.
- Let users discover what the lowest and highest Hz are with the hardware they have
- Let uses test various pre-defined frequency sweeps & individual tones
- Let users discover the peak frequencies for the hardware they own
- Let users discover the most suitable gain levels/volume different Hz feel good at
- Apply Gearshits for individual "tone-generation" testing, (every 5Hz from 5Hz-150Hz)
- Apply RPM for "frequency sweeps" between start/end frequency ranges. (multiple presets)