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usage of low latency audio driver

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(@escher89)
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Joined: 2 years ago
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Hello, first post here to request a feature.

I think bass shakers can profit from low latency audio via WASAPI or ASIO which are used in music production so the shaking is more direct.

Would be cool to have that feature so I can test if my assumption is right 😛


   
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(@tennenbaum)
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I fully agree. Latency would greatly improve if Simhub utilized ASIO for ShakeIt.

I measured the time between effect trigger click (e.g. Gear Shift telemetry effect) to soundcard output with 6 different sound cards. The delay (latency) is between 140 and 200 ms (milliseconds). So when you hit the curbs at apex with 200 km/h you travel 8 to 11 meters further until you feel the tactile hit. 

It's like watching a movie with 3-5 frames lip-async. That's quite a lot.


   
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(@quambo)
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This would be a great. I am after the direct feeling, and I make sure my monitor is always in true fullscreen mode and I use a DD. The only thing still off is the shakers. I know it works great when my music program uses an ASIO driver for sound to create synthesizer and drum sounds. The latency can be much less.


   
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(@quambo)
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Idea: I have a Steinburg UR242 audio interface that runs an ASIO driver for sound output, reporting 6ms latency. I wonder if using this as the sound device for simhub would result in the lagless sound. I will try this tomorrow, but it could potentially be the solution.

This post was modified 1 year ago 2 times by Quambo

   
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(@quambo)
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Update: EDIT: DISREGARD THIS. I tested in what I thought was a controlled way, but I was using the test button instead of in-game. In-game comparison, at the moment, DOES seem to show a difference. Will update.** 

Old->I tried using the sound device with the ASIO driver compared to the computer sound card output, and the latency was the same.

I don't know if it's a problem of the sound latency. In synthesizers and music programs, it has a buffer setting for extra delay to add to prevent crackling when the sound driver is generating all kinds of things, and you can lower that buffer with the faster ASIO setting. With this, I don't know if the delay is being caused by a buffer like that. I don't see delay between seeing the light on the test button come on and hearing the tone. I don't know if this kind of buffer is coming into play. It could be a delay in Simhub somehow, or, looking at the graph of the effects and how it updates at a similar rate to the delay, maybe Simhub's update rate makes it have lag.

Or, maybe something could improve it.

This post was modified 1 year ago 3 times by Quambo

   
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(@quambo)
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I'm shelving this post. As of right now, I don't think It's possible that it could be using ASIO

Old->In the game (Assetto Corsa) I'm repeatedly dropping the car with a 'reset 2 track' mod, closing my eyes so the visuals don't confuse me, and listening to the sound from my Simucube DD wheel (and button rattle) compared to the signal of each sound device.

I've got the audio interface with ASIO coming through headphones, and the soundcard coming through the chair. Both are playing Simhub's signal. Testing each separately.

The headphones are pretty much right on with the DD force feedback.

The rumble sound from the chair is significantly later. I can visualize a "p-tshh" or actually like "throw" with the wheel noise being "th" and the shakers being "row". That's what I feel when I go over a road change on a track!!! By imitating this into audacity I am guessing it is around 100ms.

I don't think I can do that with the other signal. Maybe it's a little after the wheel, but it's a single moment to a much greater degree. That's why I think I'm not just tricking myself. Driving, it does feel more direct. (I am using 'true fullscreen' mode (alt+enter after alt-tabbing) for most direct image).

Testing for a third time now... ... blind sound test and driving... And, I am pretty convinced. When I watch and feel the bumps, if I press alt+enter to not use the above-mentioned 'true fullscreen,' I introduce a bit of monitor lag. The signal from the chair seems direct with that visual. And that is not the case with the signal from the headphones. It actually feels worse with that visual and direct on the true fullscreen (direct) visual. So, I am gonna say it works.

SO for someone who might be confused: It should be pretty easy to get a cheaper USB audio interface that lets you do this, and send the output to the shaker amp. It just has to have an ASIO driver, and preferably let you choose the buffer setting or at least see that it's running ASIO in a control panel thing. I'm not sure off the top of my head how the sub-$50 ones work.

But yeah, this was a good idea from the OP Escher89  🙂

This post was modified 1 year ago 3 times by Quambo

   
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(@quambo)
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I thought it felt different, but that must be because of the way they were being perceived. I'm sure I will keep testing it, but it doesn't seem like it could be working without the software support.

This post was modified 1 year ago by Quambo

   
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