In retrospect, it seems amazing how far ahead of the curve was SimXperience in combining motion, vibrations, G-belt and G-seatcombine the best of both
It’s definitely not a “mine is better” thread. And there is plenty of debate elsewhere by some who frame it that way. That said, different technologies are better at different things. It’s a discussion about how different systems either replicate a real world experience or create a substitute, and then how well they do it. Knowledge is power.TBH, I am lost a little bit what the thread is for. Is it to choose one over the other? to see which is better than what? Is there really any debate that motion can create tactile better than transducers? They can't even if they do an adequate job for some people to not want to spend more money.
If its to choose one over the other and someone says they can afford a dbox but not expensive tactile as well ,I will tell them every time, get good tactile and get good motion, just dont get a dbox, problem solved and in budget.
If you want an out of the box solution then you are not going to get the best tactile, I cant help people that dont want to help themselves by getting their hands a little dirty to get the best they can for their $.
There are so many factors in peoples purchasing decisions but just because someone is happy with an off the shelf solution and says they are happy with the tactile it provides doesnt in any way mean they are getting the best experience, they are not. They are getting the best for them within their parameters.
If I have to put my finger on it with tactile.. Its what adds the visceral feeling to the rig. I look at formula e and look back at racing the v10's, 12's of F1 . I know that they are feeling similar over the bumps but one must feel much more alive than the other. Tactile does bring an excitement that motion doesnt have all the time.
Motion flat out does things that tactile cannot as far as feeling, yet it still feels like tactile is more than 50% of the experience.
Once again, I am not talking about a bk gamer on a motion rig, I have an equal investment.
On that note, we do have few people that are investing that much in tactile, mr latte knows a lot more of them than I do but the ones I do know that have also had motion seem to think the same thing so I am mindful that comparing $6000 motion to $500 tactile is a bit of a strawmans argument as no one seems to compare $3000 tactile to a really basic cheap diy seat mover.
Haptics can be any combination of actuators. As part of the system tool, you can run a test , and feel/hear the sound go around you in a circle.Simple questions..
Motion haptics, can owners please confirm regards the solution they have...
4 way haptics (1 each corner)
1. Does the same output go to each unit or can it offer stereo haptics
2. Anyone interested to place a microphone or pickup to their actuator to determine what frequencies the effects use
3. What effects do you most enjoy
4. How do the effects differ in feel or with different cars
5. Does one sim stand out as better than others regards haptics
My2.5 cents... all I see is people with tactile trying to convince everyone that is all you need...
Many of the rigs from customers with motion, have tactile add-ons, forced fan addons, visual aids, etc... anything to enhance the immersion as possible
Btw, the AASD servos support low amplitude haptic frequencies up to 150hz... of course when available by the motion software or the simulation game source. We use only real data, not canned effects
Not sure what your issue is. You seem determined to derail every thread by opposing and challenging anyone who has not come to your same conclusion. I will reiterate what I said above:If we are to seek in comparing what motion systems offer with only their tactile based haptics then that is very relevant to someone deciding if they should go with higher-end tactile solutions and what this may offer.
We see influencers like Karl making quite bold claims, but really he has limited experience with what tactile can really offer. I get it he is being positive about a company's product but I beg to differ with his comments. I would say that no motion system on the market appears to be achieving with tactile what the true potential with it is. I don't think we have even achieved the true potential yet either.
Is that a bold claim?
Does it even matter, if not, why not if the combined immersion is the goal?
So for me, there is an interest to actually try to get owners of motion just focus on that for a moment. Yet it seem impossible to actually find detailed videos or user accounts of the operation of tactile with such motion systems.
What you seem to keep doing is talk about the importance of "both" combined and I agree with that, it is an important element. However, you seem to play down what the benefits from having high-end tactile solutions combined with the motion may actually offer over what the motion-based tactile can bring.
No one here is saying it's of no use or fun but we are trying to determine what its limitations are as well as its best usage in effects are.
You said the following:
"I guess I would simply like to highlight that when you have a motion system you don’t need the extreme perfection in haptics, because the haptics don’t need to do the job of replacing motion and other affects. Your experience is a result of a combined system, that more closely aligns with driving a car, and feeds multiple senses in your body. The haptic system is relieved of the duty of having to do it all by itself."
Here again, you appear to put emphasis on tactile competing with or replacing motion. Not how we seek to increase the quality or performance of the combined immersion..
I could ask why then do we find many owners of different motion systems actually reducing the tactile effects or indeed turning them off when they are using specialist tactile solutions and with effects, others or indeed myself spend a lot of time trying to develop.
Game audio-tactile, can be a mixed experience, to get the most out of it, requires the user to modify the output to help work better with tactile transducers. Yet it has its own benefits and drawbacks. I've developed one approach quite a bit into incorporating it with Simhub/telemetry-based tactile effects. It's possible to do things that just make both amalgamate better together if the user wants that. Choice and preference has a big part to play into it as well.
As for sigma, well I don't think vibrations in a real car stop or max out at 95Hz and they certainly don't with engines, exhausts, or transmission felt sensations or sounds. It reads more like, our hardware supports similar to d-box 100Hz and therefore anything above these frequencies is not important or any benefit to immersion.
What is your deal? You asked decent questions (1 to 5). I answered and you go right back to your same old song. why bother asking the questions.If we are to seek in comparing what motion systems offer with only their tactile based haptics then that is very relevant to someone deciding if they should go with higher-end tactile solutions and what this may offer.
We see influencers like Karl making quite bold claims, but really he has limited experience with what tactile can really offer. I get it he is being positive about a company's product but I beg to differ with his comments. I would say that no motion system on the market appears to be achieving with tactile what the true potential with it is. I don't think we have even achieved the true potential yet either.
Is that a bold claim?
Does it even matter, if not, why not if the combined immersion is the goal?
So for me, there is an interest to actually try to get owners of motion just focus on that for a moment. Yet it seem impossible to actually find detailed videos or user accounts of the operation of tactile with such motion systems.
What you seem to keep doing is talk about the importance of "both" combined and I agree with that, it is an important element. However, you seem to play down what the benefits from having high-end tactile solutions combined with the motion may actually offer over what the motion-based tactile can bring.
No one here is saying it's of no use or fun but we are trying to determine what its limitations are as well as its best usage in effects are.
You said the following:
"I guess I would simply like to highlight that when you have a motion system you don’t need the extreme perfection in haptics, because the haptics don’t need to do the job of replacing motion and other affects. Your experience is a result of a combined system, that more closely aligns with driving a car, and feeds multiple senses in your body. The haptic system is relieved of the duty of having to do it all by itself."
Here again, you appear to put emphasis on tactile competing with or replacing motion. Not how we seek to increase the quality or performance of the combined immersion..
I could ask why then do we find many owners of different motion systems actually reducing the tactile effects or indeed turning them off when they are using specialist tactile solutions and with effects, others or indeed myself spend a lot of time trying to develop.
Game audio-tactile, can be a mixed experience, to get the most out of it, requires the user to modify the output to help work better with tactile transducers. Yet it has its own benefits and drawbacks. I've developed one approach quite a bit into incorporating it with Simhub/telemetry-based tactile effects. It's possible to do things that just make both amalgamate better together if the user wants that. Choice and preference has a big part to play into it as well.
As for sigma, well I don't think vibrations in a real car stop or max out at 95Hz and they certainly don't with engines, exhausts, or transmission felt sensations or sounds. It reads more like, our hardware supports similar to d-box 100Hz and therefore anything above these frequencies is not important or any benefit to immersion.
Super helpful insight! There are so many variables to consider, it really is personal. You are right though, Motion helped me overcome nausea in VR.FWIW, I agree with those who want both.
As a VR user I noticed that visitors stopped getting nauseous when I added motion. The motion was enough to dramatically improve this situation for almost everyone.
I also think that motion for rally and flight is a big deal. Having the rig move while you are moving the collective stick of a helicopter or the stick of a plane absolutely can not be reproduced with tactile.
I remember driving the MX-5 in iRacing with a stick and having my motion system buck me when I dropped the clutch suddenly. I laughed, but loved how that motion felt like a real car.
In terms of immersion, tactile very much sells the idea that "you are in the car" experience. It makes the car feel alive. How you get that tactile seems to be the point of debate here.
I believe that some tactile effects can be done well with both actuator driven haptic and transducers.
However there there are limitations in every system.
Neither a transducer or an actuator can give you perfectly detailed vibration of many amplitudes across a reasonable frequency range. Sure you can feed a complex signal to both, but that doesn't mean squat in terms of what you actually feel. Some signals will overpower others and some are too fine to be produced on a chassis wide basis. You just can't move 400lbs of weight at a high frequency.
With a good tactile system the effects are spread across different types of transducers that are positioned locally to where you want to feel the effects. As an example exciters are capable of putting higher frequencies directly into the seat that would have trouble making it through a chassis.
With a chassis based system there are some considerations.
1. Your entire rig is going to be shaken violently, which means your dash, button boxes and everything on the chassis needs to be bolted down very rigidly or possibly dampened.
2. Ideally you are located in the basement or on concrete vs a wooden floor with people or family below you. Actuator based tactile effects in order to be effective need to throw a LOT of weight around very quickly.
With a tactile system there are also considerations.
1. Additional complexity to your rig. Adding seat and pedal deck isolation, mounting transducers, running speaker cable, amplification, DSP's
2. Managing tactile Profiles in another software package. This is a can be a positive because it also allows you are lot of flexibility, but it is one more thing to manage.
As an example this is some Stream Deck functionality that Peter Winkle recently put together to drive SimHub and tweak effects. This is by no means showing all the effects that can be controlled and many of these effects are many layers deep.
However, this is pretty cool in that you can easily tweak how something feels in game.
Maybe someone would just invent a full body suit with thousands of smaller transducers that could give more directed way to feel the simulated environment... something more than just to simulate spider's kiss: