> We have increased the positioning resolution "exponentially" over the L4
> (which still kicks ass over current USB implementations). How does
"accuracy
> to within 1/5th of a degree of turn on a 230 radius" sound to you?
> Cheers,
> Shumi
> > Exciting stuff :o). Can I make a wish??? Okay, I'll do it anyway. I'm
very
> > pleased with my current PDPI card and just love the fact that I never
have
> > to recalibrate. I can only think of one improvement, the resolution, so
I
> > hope the USB card has a higher resolution. Has it, has it :o)?
> > /Chrille, have two puters, so of course I have two PDPI cards ;o)
> > > As a the newly appointed "Director of Marketing & Business
Development"
> at
> > > PDPI, I have first hand knowledge of this subject since I have looked
> into
> > > it quite deeply.
> > > There are a number of factors that caused the popularity of the PDPI
L4
> to
> > > not reach it's full potential.
> > > First we have to look at the timing of the card's entry into the
> > > marketplace. It was launched in 1998 during a global decline in
gamecard
> > > sales. The most obvious factor governing this decline was the
> introduction
> > > of USB and it's now full support by the operating system (Win 98).
This
> > > caused a lot of controller manufacturers to simply look at the USB
port
> as
> > > the means of connection since Microsoft did a good job marketing it
> > > (although it has a lot of advantages as a whole, and can be much more
in
> > > performance should it be implemented correctly).
> > > The popularity of FF has also been a factor. The PDPI L4 only supports
> > > "analog" controllers, and FF controllers typically send their signals
in
> a
> > > native digital format that the L4 does not comprehend coming in. In
fact
> > > most FF controller manufacturers use the USB port (MSFF being the last
> to
> > > make the change over).
> > > Then we have the ugly factor that has been the main reason for my
> > > appointment. Quite frankly.... there are too many people who do not
> > > understand what the Standard Gameport does to your system. It taxes it
> > > through the nose (regardless of CPU power), and is extremely
susceptible
> > to
> > > jitter. They simply don't realize that it was invent and remained
> > unchanged
> > > since 1981! USB has changed a lot of the taxation issues but not
> > effectively
> > > solved the more important jitter issue. So in the end it is public
> > ignorance
> > > (in a kind meaning of the word) that has doomed the achievement of
> > potential
> > > sales/popularity for the L4.
> > > Another important factor is the admitted overall lack of marketing of
> the
> > > product. PDPI is a very small company who happen to currently
specialize
> > in
> > > interface technologies. However, we do not possess some of the
> "marketing
> > > funds" these game controller companies and soundcard companies do. As
> the
> > > guy who now decides where the currently limited marketing dough goes,
I
> > can
> > > tell you that we will not be focusing on the L4 in terms of marketing.
> We
> > > have bigger things in the works and the game controller industry will
> > never
> > > be the same after we initiate our plans.
> > > The past 7 months of my tenure has been to find an investor who can
> > realize
> > > our potential. I finally found it and we are in the process of closing
> the
> > > deal (should be done by mid-January). This will make PDPI a fully
> > > operational game controller manufacturer with the ability to
> mass-produce
> > > (which is the key to lower per-unit costs to the end-user).
> > > This means we will inititate our USB interface that we have completed
> R&D
> > > on. We have done for USB what we did for the gameport. We have carried
> > over
> > > ALL of the functions of the L4 that still makes it superior to USB in
> it's
> > > currently found configurations, and adapted it to USB. Meaning... we
can
> > > tackle the Jitter issue the exact same way we did on the L4.
Meaning...
> we
> > > can remove the jitter, which means we do not have to cut into the
> > > positioning resolution to combat it. We can read a "full positioning
> > > resolution spectrum" without having to worry about Jitter. Which means
> we
> > > already have an advantage over other configurations in regards to
> > precision
> > > and performance.
> > > Then we factor in the mandate that I am currently exercising. We are
> > > listening to YOU, designing for YOU, and have been paying very close
> > > attention to NGs like this one (among others) for answers to our
design
> > > questions... the end result should be a controller for each genre that
> is
> > > custom designed to meet the enthusiasts and leisure users alike. With
an
> > > affordable price tag to boot. We know what's wrong with the other
> > > wheels/sticks... and will make sure we avoid the same mistakes whilst
> > adding
> > > a few of our own bonuses to boot.
> > > We will be on store shelves, and available around the world in such
> retail
> > > outlets. The products will be accessible, and the company will be
doing
> > it's
> > > best to give back to the Sim Communities in mainy forms (other than
just
> > > making a good controller...).
> > > Rest assured Karl..... you will be hearing LOTS about us very soon :)
> > > Cheers,
> > > Shumi
> > > PDPI
> > > > It seems that this gamecard has been out for over a year, and it is
a
> > > > MASSIVE improvement for sim racing. (read all the reviews).
> > > > Its pretty cheap now, so why do people stick to the jitter and
> slowness
> > of
> > > > the traditional gameports ?
> > > > I always found games like INDYCAR 2 and some other racesims
virtually
> > > > undrivable on streetcircuits because the lack of precision with my
T2
> > > wheel
> > > > (even with new pots and mega-hardware). GP2 was the only game that
> > really
> > > > responded fast to gameport input.
> > > > U guys raceing ICR2 for years: just tell me how you did it?
> > > > I raced NASCAR 2 and INDYCAR2 on the ovals a lot, but street
circuits
> > and
> > > > even road circuits were unrealistically hard because of slow
gameport
> > > input.
> > > > (don't give me this 'racecars are hard to control nonsense' .. I
> know!)
> > > > Even at slow speeds the cars react VERY slow..
> > > > Still there have been racing leagues out there for ICR2 all this
> > time....
> > > > Amasing.