|By Tom (Tom) on Monday, March 4, 2002 - 04:06 pm:|
Everything's possible, it's just software ;)
Seriously - what you would like to have is very difficult to achieve. The decision on what forces are played under which circumtances is taken by the game in its appropriate force handling code. We (the driver) only get told the result of this decision-making process, and don't really know the context.
Let's say, you have a racing game - due to what is going on in the scenery, the game decides that your car is starting to slip and slide, and that the resulting push on your controller will be a bit to the left.
The driver doesn't get to know why things are done the way they are. All that the driver gets out of this decision-making process is, "ok, now move the device a bit stronger to the right". The driver complies without having a clue why it is necessary to do that, and what led to the decision of making it stronger. Was it, by chance, that the button which was pressed half a second earlier caused this reaction? Was it something completely different?
You can see, the information that is needed to make good decisions is lost before it reaches our code. Trying to go backwards and find out what happens, when, and why, is not very feasible... and even if you'd have that raw data, it would be very difficult to massage it so it becomes user-friendly to manipulate.
Hope this explains things a bit,
|By LoveMYLogitech on Sunday, March 3, 2002 - 03:59 pm:|
Since the profiler and indivual profiles for games have 'global' or 'overall game' force feedback...
Can the profiler be used to decrease/increase the intensity of force feedback based on each button or axis?
Maybe by controling the power sent to motor? if possiable.
Basicaly this could aid in correcting poorly programmed FF in games. Most of the time it is usualy one or two poor FF axis/button activated(fire.)
Maybe have the abiltiy to set your own FF via the indivual game profile ignoring the games FF based on each axis. To set custom FF with this method, you could set the profiler to read the manual input range and velocity of the human hand(if u are human:) moving a single axis.
Or maybe if you have to, capture moments of the games feedback via the profiler running in background, effectivaly capturing the games FF settings and inputing them into the profilers custom axis FF settings.
heh, to much work, or simply impossiable?