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.
Notable threadPDPI L4 gamecard benefits and PDPI's USB controller plans
A user asked why the PDPI L4 gameport card was not more popular given its jitter-free input. Owners praised its stability and lack of recalibration but noted its 8-bit resolution, while others said SB Live and USB ports were good enough. Shumi, PDPI's new marketing director, explained the card's history and announced that PDPI would build its own wheels and joysticks with high-resolution USB interfaces, plus conversion kits for ECCI and TSW wheels, starting around Q2 2000.
With Shumi (PDPI)
Automated summary.
I used a CH Products gamecard 3 back in the earlier days with my T2.
The gameports on some of the newer pci soundcards, like the Live and the
MX300, are very, very good. Since adding my Live card, along with having a
TSW2 now, I do not use a dedicated gamecard anymore, and don't see the need
for one. Worked very well for me in N2, and also N3, GPL, and Legends.
I'm not saying the PDPI isn't good, and perhaps if I had one just to compare
to my Live's gameport I may see a difference, I couldn't imagine it being a
lot though.
--
Don Burnette
Dburn in N3 and Legends
> I'm not saying the PDPI isn't good, and perhaps if I had one just to compare
> to my Live's gameport I may see a difference, I couldn't imagine it being a
> lot though.
I have a Live!, I have a PDPI L4, and I have a TSW2. The difference (Live!
or PDPI) isn't just a lot, it's ridiculous. The best way to illustrate it
is this way. When you calibrate your wheel in any Papyrus sim, the slider
will jitter around all the time. In fact, that's also true when you
calibrate it in the Windows control applet. When you use a PDPI, it
doesn't.
I had a friend over once and I told him my wheel was broken. "Look," I
said, "when I calibrate it, the thing doesn't move everywhere, it just sits
still. It has to be broken." I was joking, but he frowned and started
checking cables and such. Then I explained to him and he became very surly.
He had his own, non-PDPI-driven system to go home to...
I'm not saying there is a great difference in game play, though. Although
it's mighty nice to race down the Ring's straight and not have to worry
about jitter bringing you off course. But I am saying, the difference in
performance is very great. The PDPI doesn't compare to any other gamecard
on the market. And I also don't understand why it's not more popular.
-Laurens de Jong, The Netherlands.
Quoted text (8 lines)
>I used a CH Products gamecard 3 back in the earlier days with my T2. >The gameports on some of the newer pci soundcards, like the Live and the >MX300, are very, very good. Since adding my Live card, along with having a >TSW2 now, I do not use a dedicated gamecard anymore, and don't see the need >for one. Worked very well for me in N2, and also N3, GPL, and Legends. >I'm not saying the PDPI isn't good, and perhaps if I had one just to compare >to my Live's gameport I may see a difference, I couldn't imagine it being a >lot though.> performance is very great. The PDPI doesn't compare to any other gamecard
> on the market. And I also don't understand why it's not more popular.
The thing I don't understand is, why do people still buy old-fashioned
crapola wheels and joysticks with the dreaded pots. Personally I wont buy
another game controller unless it has some kind of optic potentiometers.
--
..... .... .... .... .... .... .... .... .... .....
. .
. "Don't argue with idiots. They drag you down to .
. their level, then beat you with experience." .
..... .... .... .... .... .... .... .... .... .....
dreaded pots... hmmm... i use $2*** smith jobbies... i.e. the
cheapest around...
they only last around 4 weeks, but, when u have a "crapola" wheel like
mine (homemade) thats what u have to put up with to do the fastlaps
:o))))
[link lost in import]
...pics of my wheel and pedals.... which alot of ppl on ras would not
have seen yet :) But ppl on vroc would have seen.
Just in case u didn't know, this wheel powered me to 3rd in the gpl
champs league last season, only just behind the alien (greger) and the
hotlap freak (wolfi :) ....mmm powered may not be the approriate word
:o))))
Anyway, a pdpi and optical pots do not make a "huge" difference. I've
owned many gamecards, and the sblive is on par with the pdpi, or the
thrustmaster.
Sure, they are a little smoother, but really, that doesn't make a huge
difference to the laptimes. I should know... I can do WR laps when I
feel like it :)
But yeah, i get your point... thats the reason i made a wheel. The
commercial wheels on the market aren't very good.
Ian
/\
But no hotlaps recently cause i'd rather get drunk or play quake :)
/\
On Sun, 2 Jan 2000 17:32:41 +0200, Toni Lassila
Quoted text (14 lines)
>> performance is very great. The PDPI doesn't compare to any other gamecard >> on the market. And I also don't understand why it's not more popular. >The thing I don't understand is, why do people still buy old-fashioned >crapola wheels and joysticks with the dreaded pots. Personally I wont buy >another game controller unless it has some kind of optic potentiometers. >-- > ..... .... .... .... .... .... .... .... .... ..... > . . > . "Don't argue with idiots. They drag you down to . > . their level, then beat you with experience." . > ..... .... .... .... .... .... .... .... .... .....>dreaded pots... hmmm... i use $2*** smith jobbies... i.e. the
>cheapest around...
>they only last around 4 weeks, but, when u have a "crapola" wheel like
>mine (homemade) thats what u have to put up with to do the fastlaps
I'm surprised you only get 4 weeks out of those pots. I use
the*** Smith pots in my RRC units and they have been lasting
for months.
Nigel
--
Redline Race Controls
http://www.wave.co.nz/pages/lakewood/Redline2.htm
Nigel of Lakewood Motorsports
Hamilton
New Zealand
I think a lot of people have switched to USB wheels, and that would be one
reason for it. I've found that the difference between gameport as USB is
night and day as far as the jitters are concerned, and less CPU utilization
is just a bonus.
--
Scott Moore
Sports *** Network
[link lost in import: /***.com]
Powersims
http://www.powersims.com
I have both the SB live and the PDPI (in different computers).
The PDPI is absolutely jitter free but unfortunately it is limited
to a resolution of 8 bits (range 0-255, with my wheel the usable range
is ~50-200). The SB live jitters slightly but have better resolution
(GPL calibration shows ~50-400, and the jitter actually improves
the percieved resolution somewhat beyond that). When driving in GPL,
my subjective feel is that the resolution limitation of the PDPI
makes the SB live as good or even better. On a slowish computer the
PDPI might be better though (because of the lower overhead).
_
Mats Lofkvist
Quoted text (20 lines)
> I used a CH Products gamecard 3 back in the earlier days with my T2. > The gameports on some of the newer pci soundcards, like the Live and the > MX300, are very, very good. Since adding my Live card, along with having a > TSW2 now, I do not use a dedicated gamecard anymore, and don't see the need > for one. Worked very well for me in N2, and also N3, GPL, and Legends. > I'm not saying the PDPI isn't good, and perhaps if I had one just to compare > to my Live's gameport I may see a difference, I couldn't imagine it being a > lot though. > -- > Don Burnette > Dburn in N3 and Legends > > 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 ?The PDPI L4 card doesn't support digital devices. So if you have a digital
FFB wheel you're out of luck.
> > performance is very great. The PDPI doesn't compare to any other gamecard
Quoted text (13 lines)
> > on the market. And I also don't understand why it's not more popular. > The thing I don't understand is, why do people still buy old-fashioned > crapola wheels and joysticks with the dreaded pots. Personally I wont buy > another game controller unless it has some kind of optic potentiometers. > -- > ..... .... .... .... .... .... .... .... .... ..... > . . > . "Don't argue with idiots. They drag you down to . > . their level, then beat you with experience." . > ..... .... .... .... .... .... .... .... .... .....What I enjoy most with the PDPI card is that I never have to recalibrate.
/Chrille, hates hazzle
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.
Quoted text (13 lines)
>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 gameportTry an MX300, it has the equivilant of a PDPI built in to the soundcard. In
your joystick properties you can chose between standard gameport and Monster
Sound II gameport. That being said, the difference is quite subtle on my
system. I ran an SBPCI64 for six months and never worried about jitter at all.
It was there when I calibrated, but I never worried while running down the
Ring straight. Maybe you need better shielded cables on your wheel, or
re-arrainge the wires behind your desk so they don't run parrallel.
Don McCorkle
> > performance is very great. The PDPI doesn't compare to any other gamecard
Toni,
I would think that the governing reason is price vs available funds.
Joel Willstein
Quoted text (12 lines)
> > on the market. And I also don't understand why it's not more popular. > The thing I don't understand is, why do people still buy old-fashioned > crapola wheels and joysticks with the dreaded pots. Personally I wont buy > another game controller unless it has some kind of optic potentiometers. > -- > ..... .... .... .... .... .... .... .... .... ..... > . . > . "Don't argue with idiots. They drag you down to . > . their level, then beat you with experience." ."Try an MX300, it has the equivilant of a PDPI built in to the soundcard."
You are SOOOOO wrong there dude. MX300 doesn't have filtering, flagging, or
many of the other built in benefits of the PDPI L4. The MX300 simply has an
additional chip onboard that simply converts the analog signals into digital
signals. It still disables interrupts to do this, and spikes from ambient
electrical current in the air around you (particularly behind your puter)
will still cause jittering. A simple A->D cannot differentiate between a
spiked reading and a consistent reading.....
Cheers,
Shumi
> >I'm not saying there is a great difference in game play, though. Although
> >it's mighty nice to race down the Ring's straight and not have to worry
> >about jitter bringing you off course. But I am saying, the difference in
> >performance is very great. The PDPI doesn't compare to any other gamecard
> >on the market. And I also don't understand why it's not more popular.
> Try an MX300, it has the equivilant of a PDPI built in to the soundcard. In
> your joystick properties you can chose between standard gameport and Monster
> Sound II gameport. That being said, the difference is quite subtle on my
> system. I ran an SBPCI64 for six months and never worried about jitter at all.
> It was there when I calibrated, but I never worried while running down the
> Ring straight. Maybe you need better shielded cables on your wheel, or
> re-arrainge the wires behind your desk so they don't run parrallel.
> Don McCorkle
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
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)
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
over
precision
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
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.
Quoted text (26 lines)
> 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 susceptibleQuoted text (7 lines)
> 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 carriedQuoted text (7 lines)
> 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 toQuoted text (9 lines)
> 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 whilstQuoted text (16 lines)
> 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 slownessIs this low resolution a problem in GPL?
How do u notice this?
On Tue, 4 Jan 2000 22:55:11 +0100, "Christer Andersson"
I am another PDPI user and I can't wait for a new product from them.
Great post.
mauricio
Quoted text (129 lines)
>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.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
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
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
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
is
retail
slowness
know!)
> > > Even at slow speeds the cars react VERY slow..
> > > Still there have been racing leagues out there for ICR2 all this
> time....
> > > Amasing.
Quoted text (11 lines)
> 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"Quoted text (18 lines)
> > 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 ofQuoted text (7 lines)
> > 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 closingQuoted text (8 lines)
> > 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 thatQuoted text (7 lines)
> > 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 suchQuoted text (18 lines)
> > 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 andQuoted text (16 lines)
> 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' .. IWHEN we'll be able to order USB PDPI gamecard! Please try to be specific as
much as possible. Thank you in advance.
Darko
PS
"1/5th of a degree of turn on a 230 radius" - sounds great!
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
over
precision
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
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.
Quoted text (26 lines)
> 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 susceptibleQuoted text (7 lines)
> 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 carriedQuoted text (7 lines)
> 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 toQuoted text (9 lines)
> 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 whilstQuoted text (16 lines)
> 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 slownessIt's not a card..... We are going to make joysticks, wheels, etc. We will do
the whole unit... do it the way you guys want it... and do it better than
the rest. Simple.
You should start to see our products arrive in the beginning of Q2 2000.
Cheers,
Shumi
> WHEN we'll be able to order USB PDPI gamecard! Please try to be specific as
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
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
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
is
retail
slowness
know!)
> > > Even at slow speeds the cars react VERY slow..
> > > Still there have been racing leagues out there for ICR2 all this
> time....
> > > Amasing.
Quoted text (11 lines)
> much as possible. Thank you in advance. > Darko > PS > "1/5th of a degree of turn on a 230 radius" - sounds great! > > As a the newly appointed "Director of Marketing & Business Development"Quoted text (18 lines)
> > 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 ofQuoted text (7 lines)
> > 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 closingQuoted text (8 lines)
> > 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 thatQuoted text (7 lines)
> > 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 suchQuoted text (18 lines)
> > 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 andQuoted text (16 lines)
> 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> We have increased the positioning resolution "exponentially" over the L4
"exponentially" doesn't tell much. It's actually rather ridiculus to talk
about when you only compare two points (L4 and the USB) as it's as linear
as it gets. The factor of the increase is what is interesting if you want
to compare the two.
Strange. I can understand the 1/5th of a degree stuff, but "230 radius"?
(English is not my native language, please enlighten me.)
--
[asbjxrn] [lLd25z*%ds1-100/sLlSdI%ds2-O/sSl1l2*PlL0<l]sl
21172310731916131628237117 3237142523312SSSLllxq
i don't get the observations you guys seem to have, since i have found the
opposite to be true about this subject ,
going from a standard game port to an accelerated port was one of the
biggest improvements ever i have made in my *** system, the CPU usage
went to nill, and the response and presicion are impecable .
i tried a usb wheel and found it to stop play and use more CPU and get
confused , get lost, and basically suck compared to a controller on the
accelerated game port.
i never have to calibrate my wheel , i don't get any hesitation, and my
controller in no way slows down game play, which is completely unlike what i
experienced when using a usb controller
i think the fad of usb is a joke for game controllers,
we have a dedicated port on the system for controllers,(joystick port) and
mine is far superior to a "Universal" port of USB, which has to be
interpalated into DX game controllers in software somehow,
anyway i have the opposite opinion about this USB crap, I hate it for my
controllers ,
it may be alright for cameras and scanners, but not for wheels,
Most serious sim racers and virtual pilots have been using this card for
over a year now and it has been quite a big secret in the the racing
comunity.
I do know most of the guy's I race against now use the L4 simply because of
my lack of DNF's I just dont get droped from races anymore.
Thers is so much great things to say about the L4 that I can fill many pages
of info the L4 does that no other card on earth can do.
I know for a fact that if you dont see a major Improvement with the L4 it's
simply not configured correctly.
Also PDPI is swamped with orders they cant fill right now because of
production. In the very near future PDPI will have a new production facility
and than everybody will have one or they will simply be left in the dust.
Jon
--
Jonathan Lockhart
Driver of the #9 TEAM PDPI Ford Taurus
http://www.racersonline.com/teampdpi/
Sponsored by PDPI makers of the L4 game card.
http://www.pdpi.net
And VRF Corp. makers of the tactile feedback seat.
http://www.tactilefeedback.com
Proud Member of the Hawaii Ace League Thomas Enterprises Racing Series
http://www.hal.dithots.org
True, usb is totaly ***for controlers It's so eratic it's just junk
compared to a regular game port.
Jon
--
Jonathan Lockhart
Driver of the #9 TEAM PDPI Ford Taurus
http://www.racersonline.com/teampdpi/
Sponsored by PDPI makers of the L4 game card.
http://www.pdpi.net
And VRF Corp. makers of the tactile feedback seat.
http://www.tactilefeedback.com
Proud Member of the Hawaii Ace League Thomas Enterprises Racing Series
http://www.hal.dithots.org
> True, usb is totaly ***for controlers It's so eratic it's just junk
> compared to a regular game port.
> --
> Jonathan Lockhart
Huh? Not my experience at all. The USB ACT Labs
wheel is very solid. I still run my pedals though
an L4 though.
--
Pat Dotson
> [snip]
> I know for a fact that if you dont see a major Improvement with the L4 it's
> simply not configured correctly.
Please tell me how to configure my L4 to increase the resolution.
I haven't been able to get more than 256 ticks out of it, and that
just isn't enough to make it a major improvement in precision.
_
Mats Lofkvist
On Thu, 6 Jan 2000 10:29:44 -0600, "James Tinnin"
I must admit I agree when it comes to steering wheels that the current
implementation of USB is poor.
But on that subject I was wondering if there is any way to connect the
LWFF to a PDPI L4?
Cheers.
Mauricio.
You cant, thats it for now. But those clicks are a hell of alot cleaner and
precise than anything else. How does 4096 sound to you? When they make it it
will blow everything else away.
Jon
> > [snip]
> > I know for a fact that if you dont see a major Improvement with the L4 it's
Quoted text (8 lines)
> > simply not configured correctly. > Please tell me how to configure my L4 to increase the resolution. > I haven't been able to get more than 256 ticks out of it, and that > just isn't enough to make it a major improvement in precision. > _ > Mats Lofkvist>True, usb is totaly ***for controlers It's so eratic it's just junk
>compared to a regular game port.
>Jon
Well, I wouldn't go as far as the regular gameport as it is by far the
worst choice for controllers, it's an old design that will fade away
very soon, hopefully.
Mauricio.
Thank you..... you have just completely backed up what I have been saying
all along. The current implementations of USB in controllers today are
GARBAGE. They apparently have NO idea what they are doing, and why should
they.... they have been designing game controllers for the standard gameport
in basic analog configurations, and left the interfacing responsibilities to
the sound card companies and the gamecard companies.
You'll actually find that most USB controllers out there are using "default
USB" algorithms that are supplied by the chip manufacturers (some decide to
get creative and do some minor tweaks such as cutting into the positioning
resolution to stabilize the jitter). Then we get into FF USB and we find out
that all are using the Immersion Chip.... the only thing is.... Immersion
WILL NOT allow the algorithms to be altered. They will not even release it
to you in code format. So all FF controllers are stuck with Immersion's
algorithm that is specialized towards FF and NOT positioning.
We (PDPI) are taking a COMPLETELY different approach and have the advantage
of being a "interface company" before we become a controller company. We are
fully aware of the intricacies of USB design (since it's our field) and have
made extraordinary advancements in the ways of proprietary algorithms that
incorporate all of the features that made the L4 such a great interface. The
other guys are quite a ways back from us.... and that's because we have been
engaged in interface R/D exclusively since 1993. Frankly.... we are years
ahead and the other guys told/know it.
We are confident that you will be extremely impressed with our
implementations. ECCI and TSW are scratching at the door to license it and
have been hesitant to enter into USB because of the brutal implementations
to date. They saw our, and had to have it.
I'm not going to go into the intricacies of the technology on here... the
competition will have to wait for our arrival in the marketplace before they
see what we have done to leave them in the dust.
Cheers,
Shumi
What does this mean, Schumi?
IS the resulution of the CURRENT available L4 ports better than 8 bits
(range 0-255)???
Yes or no?
Karl
Anyway Schumi, I think u should send me a L4 port for free , for putting so
much attention for your product by asking the original question on this
channel: Why is the PDPI L4 gamecard not more popular? (I now how to start a
discussion)
Check out how many people answered: By now EVERYBODY must know what a PDPI
L4 gameport is :)
Happy New Year
If i get one for free, I wouldnt have to put more effort into convincing my
wife I really NEED a L4 :)
Compare the nearest compare-sake in the Logi at 128 positioning resolution
(roughly every second degree of turn accounted for) and then look at twice
that with 256 and I'd say that was a dramatic improvement in resolution. We
have bettered that exponentially without USB interface.
You see more "total" ticks in the interface with other wheels..... but I can
guarantee you that not "every tick" is accounted for in wheel position. In
fact..... they inflate the overall spectrum to make room for more ticks they
can buffer in between to combat the mechanical jitter. It's a double edged
sword.... and don't be "taken" by the total number of ticks as the
positioning resolution..... it simply isn't the case.
The L4 is currently running an 8-bit positioning resolution and that maxes
the ability at 256. However... all 256 ticks represent a wheel position, and
it is ROCK SOLID in stability, precision, performance, and responsiveness.
Keep in mind that current USB interfaces are also using 8-bit USB chip
outputs, and really have NO advantage over the L4 in "ability" regarding
positioning resolution.
I realize that I am being vague in my replies regarding our "current
achievements", but that is because it is sensitive information that we would
not like to share with the competition. I only started posting massively on
this NG because I sensed an air of frustration from you guys, and noticed a
lot of uninformed advice floating around regarding "which is the better
wheel". I started to post what we are working on so that you guys could have
the peace of mind to know that someone IS listening.... someone CAN give you
what you want, and something WILL be available soon at an affordable price.
If the other guys are high jumping 10 feet right now..... we are jumping
2000 feet. Please be patient and you will have the things you are asking for
very soon.
Cheers,
Shumi
> > [snip]
> > I know for a fact that if you dont see a major Improvement with the L4 it's
Quoted text (8 lines)
> > simply not configured correctly. > Please tell me how to configure my L4 to increase the resolution. > I haven't been able to get more than 256 ticks out of it, and that > just isn't enough to make it a major improvement in precision. > _ > Mats LofkvistNo..... the L4 is limited to 256 positioning resolution (8-bit output).
However..... all wheels on the market using USB are using an 8-bit USB chip
as well..... they just explode the positioning resolution "spectrum" to
accommodate larger buffers to combat the mechanical jitter. You can explode
the positioning resolution "spectrum" all you want (to a limit of
16,535)..... but you're still only left with a maximum of 256 positions that
represent a position of the wheel. Don't be fooled by what GPL shows..... it
shows the spectrum..... not the resolution.
Cheers,
Shumi
Quoted text (13 lines)
> > 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? > What does this mean, Schumi? > IS the resulution of the CURRENT available L4 ports better than 8 bits > (range 0-255)??? > Yes or no? > KarlOk Shumi, controllers, etc. are in the works, but is a newer higher
resolution version of the L4, USB or otherwise, in the works? My ECCI is
connected to an L4, and would love higher resolution.
THM
> Thank you..... you have just completely backed up what I have been saying
> all along. The current implementations of USB in controllers today are
> GARBAGE. They apparently have NO idea what they are doing, and why should
> they.... they have been designing game controllers for the standard gameport
> in basic analog configurations, and left the interfacing responsibilities to
> the sound card companies and the gamecard companies.
> You'll actually find that most USB controllers out there are using "default
> USB" algorithms that are supplied by the chip manufacturers (some decide to
> get creative and do some minor tweaks such as cutting into the positioning
> resolution to stabilize the jitter). Then we get into FF USB and we find out
> that all are using the Immersion Chip.... the only thing is.... Immersion
> WILL NOT allow the algorithms to be altered. They will not even release it
> to you in code format. So all FF controllers are stuck with Immersion's
> algorithm that is specialized towards FF and NOT positioning.
> We (PDPI) are taking a COMPLETELY different approach and have the advantage
> of being a "interface company" before we become a controller company. We are
> fully aware of the intricacies of USB design (since it's our field) and have
> made extraordinary advancements in the ways of proprietary algorithms that
> incorporate all of the features that made the L4 such a great interface. The
> other guys are quite a ways back from us.... and that's because we have been
they
the
> > opposite to be true about this subject ,
> > going from a standard game port to an accelerated port was one of the
> > biggest improvements ever i have made in my *** system, the CPU usage
> > went to nill, and the response and presicion are impecable .
> > i tried a usb wheel and found it to stop play and use more CPU and get
> > confused , get lost, and basically suck compared to a controller on the
> > accelerated game port.
> > i never have to calibrate my wheel , i don't get any hesitation, and my
> > controller in no way slows down game play, which is completely unlike what
> i
> > experienced when using a usb controller
> > i think the fad of usb is a joke for game controllers,
> > we have a dedicated port on the system for controllers,(joystick port) and
> > mine is far superior to a "Universal" port of USB, which has to be
> > interpalated into DX game controllers in software somehow,
> > anyway i have the opposite opinion about this USB crap, I hate it for my
> > controllers ,
> > it may be alright for cameras and scanners, but not for wheels,
Quoted text (10 lines)
> engaged in interface R/D exclusively since 1993. Frankly.... we are years > ahead and the other guys told/know it. > We are confident that you will be extremely impressed with our > implementations. ECCI and TSW are scratching at the door to license it and > have been hesitant to enter into USB because of the brutal implementations > to date. They saw our, and had to have it. > I'm not going to go into the intricacies of the technology on here... the > competition will have to wait for our arrival in the marketplace beforeQuoted text (10 lines)
> see what we have done to leave them in the dust. > Cheers, > Shumi > > i don't get the observations you guys seem to have, since i have found<snip>
What about longevity. I've heard that the PDPI doesn't support digital
at the moment and I'm hoping that digital controllers will be more
longer lasting than the current crop of ones that use pots. Will your
new controllers be digital and, if not, what are the comparisons between
digital and non-digital controllers longevity-wise?
--
Peter Ives - (AKA Ivington)
No person's opinions can be said to be
more correct than another's, because each is
the sole judge of his or her own experience.
Talking to ECCI about a "PDPI Kit" that you will be able to buy exclusively
for the ECCI wheels. We are also talking to TSW about producing the same
kits. Basically, you remove the SG innards, and replace it with USB innards.
Sounds complicated.... but it's really not if you've every cracked either of
the two wheels open.
Nothing firm yet.... but we are in discussions.
As for a "higher resolution L4"... we are also considering this, and the new
design would be in a PCI configuration if we decided to move forward on it.
I'm not going to give out numbers... but it would be the equivalent to our
USB resolutions. I'll keep you posted on it.... but be aware that this
project would have to take a back seat to others we are currently involved
in.
Cheers,
Shumi
P.S. 256 positioning resolution accounts for every degree of turn when using
the L4. Furthermore... you have a patented filtering system to remove the
jitter (we will use the same in USB configs.), and we also incorporate what
we call "hysteresis". This hysteresis theoretically gives you a 512
positioning resolution since it can differentiate down to half of a
positioning resolution unit. Meaning... you have 256 resolution... but it
doesn't move over to the unit beside it until it has sensed a wheel travel
of .5 degrees. In fact this is what makes us so precise. Other wheels
(particularly USB) move to the next available unit (sometimes 6-10 steps
over), as soon as the wheel is moved even slightly beyond the unit. Meaning
you get "overshoots" in the positioning (which many have experienced on this
NG). We don't get that because of our hysteresis. So in ending... I'm not
sure why you think it's imprecise... it's the best you can buy in this day
and age, and I'll pay $100.00 US to anyone who can show me something that
does better currently or past.
saying
> > all along. The current implementations of USB in controllers today are
> > GARBAGE. They apparently have NO idea what they are doing, and why should
> > they.... they have been designing game controllers for the standard
> gameport
> > in basic analog configurations, and left the interfacing responsibilities
positioning
> > resolution to stabilize the jitter). Then we get into FF USB and we find
> out
> > that all are using the Immersion Chip.... the only thing is.... Immersion
> > WILL NOT allow the algorithms to be altered. They will not even release it
that
> > incorporate all of the features that made the L4 such a great interface.
> The
> > other guys are quite a ways back from us.... and that's because we have
> been
> > engaged in interface R/D exclusively since 1993. Frankly.... we are years
> > ahead and the other guys told/know it.
> > We are confident that you will be extremely impressed with our
> > implementations. ECCI and TSW are scratching at the door to license it and
> > have been hesitant to enter into USB because of the brutal implementations
> > to date. They saw our, and had to have it.
> > I'm not going to go into the intricacies of the technology on here... the
the
> > > accelerated game port.
> > > i never have to calibrate my wheel , i don't get any hesitation, and my
for
> my
> > > controllers ,
> > > it may be alright for cameras and scanners, but not for wheels,
Quoted text (10 lines)
> Ok Shumi, controllers, etc. are in the works, but is a newer higher > resolution version of the L4, USB or otherwise, in the works? My ECCI is > connected to an L4, and would love higher resolution. > THM > > Thank you..... you have just completely backed up what I have beenQuoted text (8 lines)
> to > > the sound card companies and the gamecard companies. > > You'll actually find that most USB controllers out there are using > "default > > USB" algorithms that are supplied by the chip manufacturers (some decide > to > > get creative and do some minor tweaks such as cutting into theQuoted text (10 lines)
> > to you in code format. So all FF controllers are stuck with Immersion's > > algorithm that is specialized towards FF and NOT positioning. > > We (PDPI) are taking a COMPLETELY different approach and have the > advantage > > of being a "interface company" before we become a controller company. We > are > > fully aware of the intricacies of USB design (since it's our field) and > have > > made extraordinary advancements in the ways of proprietary algorithmsQuoted text (21 lines)
> > competition will have to wait for our arrival in the marketplace before > they > > see what we have done to leave them in the dust. > > Cheers, > > Shumi > > > i don't get the observations you guys seem to have, since i have found > the > > > opposite to be true about this subject , > > > going from a standard game port to an accelerated port was one of the > > > biggest improvements ever i have made in my *** system, the CPU > usage > > > went to nill, and the response and presicion are impecable . > > > i tried a usb wheel and found it to stop play and use more CPU and get > > > confused , get lost, and basically suck compared to a controller onQuoted text (12 lines)
> > > controller in no way slows down game play, which is completely unlike > what > > i > > > experienced when using a usb controller > > > i think the fad of usb is a joke for game controllers, > > > we have a dedicated port on the system for controllers,(joystick port) > and > > > mine is far superior to a "Universal" port of USB, which has to be > > > interpalated into DX game controllers in software somehow, > > > anyway i have the opposite opinion about this USB crap, I hate itGood news.
BTW, I didn't say it was imprecise, I just said I'd love higher resolution
(i.e., even higher resolution).
THM
> Talking to ECCI about a "PDPI Kit" that you will be able to buy exclusively
> for the ECCI wheels. We are also talking to TSW about producing the same
> kits. Basically, you remove the SG innards, and replace it with USB innards.
> Sounds complicated.... but it's really not if you've every cracked either of
> the two wheels open.
> Nothing firm yet.... but we are in discussions.
> As for a "higher resolution L4"... we are also considering this, and the new
> design would be in a PCI configuration if we decided to move forward on it.
using
> the L4. Furthermore... you have a patented filtering system to remove the
> jitter (we will use the same in USB configs.), and we also incorporate what
Meaning
> you get "overshoots" in the positioning (which many have experienced on this
is
decide
> > to
> > > get creative and do some minor tweaks such as cutting into the
> positioning
> > > resolution to stabilize the jitter). Then we get into FF USB and we find
> > out
> > > that all are using the Immersion Chip.... the only thing is....
> Immersion
> > > WILL NOT allow the algorithms to be altered. They will not even release
> it
> > > to you in code format. So all FF controllers are stuck with Immersion's
> > > algorithm that is specialized towards FF and NOT positioning.
> > > We (PDPI) are taking a COMPLETELY different approach and have the
> > advantage
> > > of being a "interface company" before we become a controller company. We
> > are
> > > fully aware of the intricacies of USB design (since it's our field) and
> > have
> > > made extraordinary advancements in the ways of proprietary algorithms
> that
> > > incorporate all of the features that made the L4 such a great interface.
> > The
> > > other guys are quite a ways back from us.... and that's because we have
before
found
> > the
> > > > opposite to be true about this subject ,
> > > > going from a standard game port to an accelerated port was one of the
> > > > biggest improvements ever i have made in my *** system, the CPU
> > usage
> > > > went to nill, and the response and presicion are impecable .
> > > > i tried a usb wheel and found it to stop play and use more CPU and get
> > > > confused , get lost, and basically suck compared to a controller on
> the
> > > > accelerated game port.
> > > > i never have to calibrate my wheel , i don't get any hesitation, and
> my
> > > > controller in no way slows down game play, which is completely unlike
> > what
> > > i
> > > > experienced when using a usb controller
> > > > i think the fad of usb is a joke for game controllers,
> > > > we have a dedicated port on the system for controllers,(joystick port)
Quoted text (10 lines)
> I'm not going to give out numbers... but it would be the equivalent to our > USB resolutions. I'll keep you posted on it.... but be aware that this > project would have to take a back seat to others we are currently involved > in. > Cheers, > Shumi > P.S. 256 positioning resolution accounts for every degree of turn whenQuoted text (7 lines)
> we call "hysteresis". This hysteresis theoretically gives you a 512 > positioning resolution since it can differentiate down to half of a > positioning resolution unit. Meaning... you have 256 resolution... but it > doesn't move over to the unit beside it until it has sensed a wheel travel > of .5 degrees. In fact this is what makes us so precise. Other wheels > (particularly USB) move to the next available unit (sometimes 6-10 steps > over), as soon as the wheel is moved even slightly beyond the unit.Quoted text (10 lines)
> NG). We don't get that because of our hysteresis. So in ending... I'm not > sure why you think it's imprecise... it's the best you can buy in this day > and age, and I'll pay $100.00 US to anyone who can show me something that > does better currently or past. > > Ok Shumi, controllers, etc. are in the works, but is a newer higher > > resolution version of the L4, USB or otherwise, in the works? My ECCIQuoted text (22 lines)
> > connected to an L4, and would love higher resolution. > > THM > > > Thank you..... you have just completely backed up what I have been > saying > > > all along. The current implementations of USB in controllers today are > > > GARBAGE. They apparently have NO idea what they are doing, and why > should > > > they.... they have been designing game controllers for the standard > > gameport > > > in basic analog configurations, and left the interfacing > responsibilities > > to > > > the sound card companies and the gamecard companies. > > > You'll actually find that most USB controllers out there are using > > "default > > > USB" algorithms that are supplied by the chip manufacturers (someQuoted text (15 lines)
> > been > > > engaged in interface R/D exclusively since 1993. Frankly.... we are > years > > > ahead and the other guys told/know it. > > > We are confident that you will be extremely impressed with our > > > implementations. ECCI and TSW are scratching at the door to license it > and > > > have been hesitant to enter into USB because of the brutal > implementations > > > to date. They saw our, and had to have it. > > > I'm not going to go into the intricacies of the technology on here... > the > > > competition will have to wait for our arrival in the marketplaceQuoted text (11 lines)
> > they > > > see what we have done to leave them in the dust. > > > Cheers, > > > Shumi > > > > i don't get the observations you guys seem to have, since i haveQuoted text (9 lines)
> > and > > > > mine is far superior to a "Universal" port of USB, which has to be > > > > interpalated into DX game controllers in software somehow, > > > > anyway i have the opposite opinion about this USB crap, I hate it > for > > my > > > > controllers , > > > > it may be alright for cameras and scanners, but not for wheels,You've been subscribing to the wrong advice I'm afraid. Potentiometers do
not make a wheel analog. Yes the potentiometers will send analog signals to
the USB chip, but the USB chip in turn translates that analog information
into digital bits that the computer can understand natively. So in the
end... ALL USB wheels are digital. Contrary to what anyone else tells you.
Now... having said that. I am assuming that you are inferring about
electro-optical sensors that Microsoft utilizes(poorly I might add...). We
have not decided on the positioning mechanisms in the controller themselves
as yet... but it makes little difference to us (we can use either, or...).
We are trying to pack as much value and performance into our controllers as
possible... but we have to keep a lid on the cost/unit. Let's face it... we
could build the ULTIMATE racing wheel for yas... but it would contend with
the prices of TSW and ECCI (which isn't good business... let's be honest
here...). We can solve where Microsoft went wrong (and have already done
it...), but those electro-optical sensors are a bit pricey to be honest (one
of the reasons the MSFF was among the pricier of the FF wheels). Especially
when you compare it to the Pots which work equally as well performance wise
(I'll have a chat with anyone who wants to debate this with cold hard
data.).
So... I have to bring you to a thought..... If you were to drive your real
car for the same period of time, with the same force of control as your Sim
wheel each day.... how many miles do you think you would have on it after 2
years? Or even 1 year for that matter. I think if you thought about it...
you could see yourself taking it for an oil change or three, a new set of
tires, new sparkies, a timing belt change, maybe new brakes, and maybe even
a few burned out lights along the way. Now ask yourself how much THAT would
cost you, and come back and tell me that a $25.00 potentiometer change after
2 years on your wheel you spent less than $200.00 US on is such a bad
investment for servicing/repair. Let's face it folks... we are using
"mechanically operated devices" here... They wear out... it's just a fact of
life we unfortunately have to live with, and have so for a century+.
I have a TSW Formula 99 sitting beside me now (that I currently use in
League races) and I have changed 3 pots within a 1.5 year period. I did it
without regret or angst since I know that I use it quite a bit, and it was
worth it to shell out the $75.00 to keep it happy. I considered it necessary
servicing after prolonged beating.
I cannot give you a firm answer as far as what will be used in PDPI
controllers... but we will do our best to make sure it lasts as long as the
performance is acceptable by standard. We are certainly looking into the
electro-optical sensors... but we want everyone to be able to afford this
wheel's price tag at the retail shops. Time and budget crunching will tell
after all is said and done during design.
I will say this though (I have to....). We will not put a product out there
that will break 6 months into use. We already have a team of beta testers
from around the world for numerous controllers we are working on, and they
will be given the instructions; "Beat the Snot out of it... and tell us
when/where it breaks, and the amount of force you estimate you used for a
periodical/prolonged length of time. After that... we want to know your
thoughts on precision... although we are pretty sure we know already being
sim fanatics ourselves." After all that is finished... I am personally the
last person to give the controllers the once over... and trust me... I'm a
neurotically picky buggar as my reviews of the past may have shown. If I
find something wrong with it... it gets fixed (i.e.... expect longer cords
than you probably need, clamping that can incorporate keyboard trays, a
profile that doesn't block the view to the lower portion of the monitor,
pedal travel that is intuitive and smooth, no notchiness in the wheel
mechanical or resolution wise [obviously], etc.). This wheel will be given
the 100 times over by Simulation freaks and fanatics and will not go to
market until it gets a 100% mark. Please keep in mind that I am building
this wheel for myself... not you <jk>.
We will treat EVERY review after release as a beta test, and if there is for
some unknown reason a fault that slipped through the intricate web of
approval... we will fix it immediately (in mid manufacturing if we must...)
and explore possibilities to have the faulty merchandise brought up to par
on the newer version. Take that to the bank... save this message and hold me
to it (although you won't have to... I'll do that myself), and see what
servicing is REALLY about (should it require it for some unknown reason as I
said).
Hope that explains my mandate on quality control for PDPI.
Cheers,
Shumi
> >It's not a card..... We are going to make joysticks, wheels, etc. We will do
Quoted text (18 lines)
> >the whole unit... do it the way you guys want it... and do it better than > >the rest. Simple. > >You should start to see our products arrive in the beginning of Q2 2000. > <snip> > What about longevity. I've heard that the PDPI doesn't support digital > at the moment and I'm hoping that digital controllers will be more > longer lasting than the current crop of ones that use pots. Will your > new controllers be digital and, if not, what are the comparisons between > digital and non-digital controllers longevity-wise? > -- > Peter Ives - (AKA Ivington) > No person's opinions can be said to be > more correct than another's, because each is > the sole judge of his or her own experience.For the record.... Andy at ECCI said "Finally... someone came out with a USB
interface worthy of my wheel... I shoulda known it would've been from you
guys.... how do we get it in?"
If Andy likes it... you know it's going to be hot. He's MORE picky than I am
:)
Cheers,
Shumi
either
our
> > USB resolutions. I'll keep you posted on it.... but be aware that this
> > project would have to take a back seat to others we are currently involved
the
> > jitter (we will use the same in USB configs.), and we also incorporate
> what
> > we call "hysteresis". This hysteresis theoretically gives you a 512
> > positioning resolution since it can differentiate down to half of a
> > positioning resolution unit. Meaning... you have 256 resolution... but it
> > doesn't move over to the unit beside it until it has sensed a wheel travel
not
> > sure why you think it's imprecise... it's the best you can buy in this day
> > and age, and I'll pay $100.00 US to anyone who can show me something that
are
company.
> We
> > > are
> > > > fully aware of the intricacies of USB design (since it's our field)
> and
> > > have
> > > > made extraordinary advancements in the ways of proprietary algorithms
it
> > and
> > > > have been hesitant to enter into USB because of the brutal
> > implementations
> > > > to date. They saw our, and had to have it.
> > > > I'm not going to go into the intricacies of the technology on here...
CPU
> > > usage
> > > > > went to nill, and the response and presicion are impecable .
> > > > > i tried a usb wheel and found it to stop play and use more CPU and
> get
> > > > > confused , get lost, and basically suck compared to a controller on
> > the
> > > > > accelerated game port.
> > > > > i never have to calibrate my wheel , i don't get any hesitation, and
be
> > > > > interpalated into DX game controllers in software somehow,
> > > > > anyway i have the opposite opinion about this USB crap, I hate it
> > for
> > > my
> > > > > controllers ,
> > > > > it may be alright for cameras and scanners, but not for wheels,
Quoted text (16 lines)
> Good news. > BTW, I didn't say it was imprecise, I just said I'd love higher resolution > (i.e., even higher resolution). > THM > > Talking to ECCI about a "PDPI Kit" that you will be able to buy > exclusively > > for the ECCI wheels. We are also talking to TSW about producing the same > > kits. Basically, you remove the SG innards, and replace it with USB > innards. > > Sounds complicated.... but it's really not if you've every crackedQuoted text (10 lines)
> of > > the two wheels open. > > Nothing firm yet.... but we are in discussions. > > As for a "higher resolution L4"... we are also considering this, and the > new > > design would be in a PCI configuration if we decided to move forward on > it. > > I'm not going to give out numbers... but it would be the equivalent toQuoted text (9 lines)
> > in. > > Cheers, > > Shumi > > P.S. 256 positioning resolution accounts for every degree of turn when > using > > the L4. Furthermore... you have a patented filtering system to removeQuoted text (7 lines)
> > of .5 degrees. In fact this is what makes us so precise. Other wheels > > (particularly USB) move to the next available unit (sometimes 6-10 steps > > over), as soon as the wheel is moved even slightly beyond the unit. > Meaning > > you get "overshoots" in the positioning (which many have experienced on > this > > NG). We don't get that because of our hysteresis. So in ending... I'mQuoted text (18 lines)
> > does better currently or past. > > > Ok Shumi, controllers, etc. are in the works, but is a newer higher > > > resolution version of the L4, USB or otherwise, in the works? My ECCI > is > > > connected to an L4, and would love higher resolution. > > > THM > > > > Thank you..... you have just completely backed up what I have been > > saying > > > > all along. The current implementations of USB in controllers todayQuoted text (31 lines)
> > > > GARBAGE. They apparently have NO idea what they are doing, and why > > should > > > > they.... they have been designing game controllers for the standard > > > gameport > > > > in basic analog configurations, and left the interfacing > > responsibilities > > > to > > > > the sound card companies and the gamecard companies. > > > > You'll actually find that most USB controllers out there are using > > > "default > > > > USB" algorithms that are supplied by the chip manufacturers (some > decide > > > to > > > > get creative and do some minor tweaks such as cutting into the > > positioning > > > > resolution to stabilize the jitter). Then we get into FF USB and we > find > > > out > > > > that all are using the Immersion Chip.... the only thing is.... > > Immersion > > > > WILL NOT allow the algorithms to be altered. They will not even > release > > it > > > > to you in code format. So all FF controllers are stuck with > Immersion's > > > > algorithm that is specialized towards FF and NOT positioning. > > > > We (PDPI) are taking a COMPLETELY different approach and have the > > > advantage > > > > of being a "interface company" before we become a controllerQuoted text (13 lines)
> > that > > > > incorporate all of the features that made the L4 such a great > interface. > > > The > > > > other guys are quite a ways back from us.... and that's because we > have > > > been > > > > engaged in interface R/D exclusively since 1993. Frankly.... we are > > years > > > > ahead and the other guys told/know it. > > > > We are confident that you will be extremely impressed with our > > > > implementations. ECCI and TSW are scratching at the door to licenseQuoted text (21 lines)
> > the > > > > competition will have to wait for our arrival in the marketplace > before > > > they > > > > see what we have done to leave them in the dust. > > > > Cheers, > > > > Shumi > > > > > i don't get the observations you guys seem to have, since i have > found > > > the > > > > > opposite to be true about this subject , > > > > > going from a standard game port to an accelerated port was one of > the > > > > > biggest improvements ever i have made in my *** system, theQuoted text (12 lines)
> > my > > > > > controller in no way slows down game play, which is completely > unlike > > > what > > > > i > > > > > experienced when using a usb controller > > > > > i think the fad of usb is a joke for game controllers, > > > > > we have a dedicated port on the system for controllers,(joystick > port) > > > and > > > > > mine is far superior to a "Universal" port of USB, which has toNo, it's not a problem in GPL, I've won an F3 online league with it :o), and
I'm currently top three in both an F2 online league and an F3 online
league...
/Chrille, but if I had to find something to improve on the PDPI card, it
would be resolution...
My eyes started to water :o)))
/Chrille
> We have increased the positioning resolution "exponentially" over the L4
> (which still kicks ass over current USB implementations). How does "accuracy
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
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
susceptible
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
> > > tackle the Jitter issue the exact same way we did on the L4. Meaning...
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
doing
> > it's
> > > best to give back to the Sim Communities in mainy forms (other than just
a
virtually
> > > > undrivable on streetcircuits because the lack of precision with my T2
circuits
> > and
> > > > even road circuits were unrealistically hard because of slow gameport
Quoted text (10 lines)
> 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'mQuoted text (8 lines)
> > 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 & BusinessQuoted text (8 lines)
> > > 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 extremelyQuoted text (14 lines)
> > 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 currentlyQuoted text (23 lines)
> > 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... weQuoted text (12 lines)
> 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 ourQuoted text (8 lines)
> > > 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 beQuoted text (13 lines)
> > > 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 isQuoted text (7 lines)
> > > > 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 racesimsQuoted text (7 lines)
> > > 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 streetQuoted text (8 lines)
> > > 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.Is it better to run GPL with or without ff.I have a sidewinder
ff&pedals.Will your new wheel be ff.
Well Joe.... that is a very subjective question. Some like FF... some don't.
I'll let the individual preferences prevail in this debate.
We WILL have a FF wheel, and will be exploring whether we will make 2
versions (FF & Non-FF), or whether we will make one with the ability to turn
off the FF effects upon choice. We have to make an engineering miracle to
ensure that notchiness is not prevalent in the FF wheel without FF turned
on... and will have a better idea of our intentions as we accept/decline
design ideas.
I can keep you posted on this as development continues.
Cheers,
Shumi


































