UPDATE: Simagic HPR / Shake-it Basshaker Mode
Some are contacting me and saying they have used this device this way for a few weeks and no issues. Ahh so great, but when I get them to show me the effects they use, it's not quite covering what I feel a more-in-depth test needs to do.
So what I can't see anywhere while researching or asking is an effects scenario with the Simagic HPR unit
BUT it applying effects that are:
1. Using advanced layering in effects of multiple/different frequencies
2. Applying within these, frequencies well beyond 50Hz
So at this point, it seems I will just have to do my own test scenarios and within the comparisons I want to have with these 3 new hardware options
Don't Break It Lad
It might be fine but I am still a little cautious as this is bound to exert more strain/demand on the unit. So it's wiser/safer that all the earlier frequency tests I do with comparisons against the other two units will use the Simagic HPR reactor via Simhub's Shake-it Motors.
Multi What The Heck - Effects?
So if new to tactile what am I going on about, well here you go....
An example I highlight from an engine effect I created. Take a look at the range of frequencies it uses.
Will focus on engine effects for a moment as these can be constant and are a good example for implementing a wide range of frequencies.
This effect is applying controllable and individual RPM elements.
1. Low RPM
2.Med RPM
3.High RPM
Having this lets a user easily define how they want any created engine sensation to operate in different RPM stages. Oh what's that? Ahh, you just want idle and high RPM, then fine disable the other layers.
RPM & Frequencies
It appears a lot of the community want simplicity and less hassle. Others want engines made to suit certain cars but one of the factors that does not change regardless of how we go about engine sensations. It seems simple right, but I need to go deeper with this as few really highlight important factors most can easily understand.
What available range in frequencies can we use and properly feel?
This is the important part because regardless of what approach is applied by me or others with Simhub effects. We have to fit the working RPM over the frequencies that are usable/applied for the installed/used tactile/haptic hardware.Yet the frequency element varies alot on different hardware.
Not All The Same
Just like speakers, sure "they all play music" doing what they need to do right, but they all perform different, sound different and bring different level of quality experiences with the same music, So they cannot be classed as all the same.
Why should we expect or treat tactile hardware any different as well, "they all shake/vibrate" dont they... It would be silly to do so but the comparison needs to be drawn as its a very relevant factor to the users experience.
RPM Response Curves
A powerful tool in Simhub that few perhaps understand.
Cars vary a lot, so one with 5000RPM is not the same as one with 9000RPM or above 15000+ RPM but what if we can only apply 10-50Hz to use with the HPR?
Or what if like most peoples effects and budget hardware they will use @30-80hz at best in some cases. In both of those examples you only have 40Hz - 50Hz of dynamic range. That is not a lot folks in variation of feel over the RPM range.
Stick with me, so each of these 3 RPM stages have different effects layers that you see. These bring their own felt character, based on the mix you generate by applying +/- to the individual effect layers volumes. Its an excellent way to personalise the feel without changing frequencies at random.
Different Approaches With Tactile
What we get from motion based tactile or other options tend to have rather limited operational engines. It's a deep topic and possible to do various things to obtain immersive tactile in this.
Limitations & Factors / One For All Effects?
I need to raise the general situation we find with d.i.y tactile...
Within the operating range of various tactile hardware being used. Each product will have its own operational character. Units can differ in how strong they are with certain frequencies or how well some produce key frequencies to others. Also the best frequencies the unit offers is a small window in frequency range, but again may differ from various models.
With RPM effects as an example, you need to have those "best felt frequencies" at relevant RPM to achieve more enjoyable sensations. This can be incorporated into the effects design to best utilise a specific make/model of units character or operational performance. So the effect is then built to optimise how good the effect can be on the chosen hardware. One complements the other....
Compromises
This does not work if you try to use an effect created for a specific units operation but then expect it to feel the same or operate as good on multiple different makes/models of units. Likewise the opposite, a "general effect" created, will only work so well and be hit/miss if expected to fit in with multiple different makes/models of units.
With this, you end up with a cascade of different results and no assurance the created effects, achieve whatever their intended sensations were. Nor any certainty if they are really any good for everyone with different hardware and mixed installations.
To help make it more clear, a mix of various hardware of different units therefore will NOT operate with best efficiency all trying to use the same effects and settings. They all are different, their is no ONE TO FIT ALL approach with effects creation that will operate at best on various mixed hardware or very different installations.
Simhub Example
This is why and best illustrated by the fact Simhub offers simple tones for included effects. It does not, even after several years come with excellent, pre-made "works on all hardware" effects. It's a BIG factor because how would such effects suit:
(1) Wide range of makes,models and types of tactile/haptic hardware
(2) Many different installations people may have.
This is even before we take into account other factors like the soundcard used, the amplifier and Simhub settings. Then on top of that how all those are also configured or used differently by each person.
We can see why tactile is a mess/confusing/frustrating and mixed bag in how good or bad it may be for people. Yet you see the same time and time again, someone new, asking for effects to work on "their setup".
By Design / Feel It As Intended
It is one reason I will try to highlight why using effects in general. To apply or use on a wide variation of units or different installations is a confusing mess. Nor is it the same as building effects to offer a unique sensation and work best on a pre-determined configuration of hardware. One that is understood and with effects created and tested to suit that hardware's own operating character and performance. These are two very different approaches but it needs to be highlighted how or why I choose the approach I will offer.
Restricted Operational Frequency Factor
Moving on,,,, I do want to draw your attention to the range of frequencies being used in my example above. How it is relevant with the HPR reactor but also the common issue with
various budget tactile transducers/hardware.
With the effect example shared above, containing 118Hz of range from lowest-highest frequencies used. That is a lot more than @40-50Hz of range. We see 22Hz - 140Hz being used in effects and every bit of those can be felt or brings it's own specific character on
these tested exciters.
The bad news, it can't be experienced "as intended" on a lot of other budget transducers. Why, because some of them will not operate well, or are weak below 30Hz. Also, with others they do not operate with enough detail or effectively towards and above 80Hz.
Now re-look again at the frequencies each layer uses and see how many of them are below 30Hz and above 80Hz .
2 Out Of 11
Simply put, the other 9 layers will be missing senstions you should be feeling but wont feel properly or at all.
So back to where this post started... How well will the HPR perform, with these effects scenarios and the frequencies these effects use?
I hope this as a general overview highlights important elements to be considered with effects, frequencies and hardware.
Re Edited 20/01/24