Vibration Cue
Overview
Section titled “Overview”The Vibration Cue extracts high-frequency content from the vehicle’s telemetry data and adds it as small, rapid platform movements. This simulates road texture, engine vibration, aerodynamic buffeting, and other fine-detail sensations that the Primary Cue’s smoothing would otherwise filter out.
The cue processes accelerations and angular velocities through a high-pass filter to isolate only the fast-changing components, then applies them as subtle motion on top of the existing platform output.
Controls
Section titled “Controls”Each of the six motion axes has independent settings:
- Enable/Disable: Toggle checkbox to activate vibration output on a specific axis
- Intensity: Controls the strength of vibration on that axis
- Higher values produce more noticeable vibration
- Lower values produce subtler effects
- The vibration output is automatically soft-limited to prevent excessive movement, so higher intensity values saturate gracefully rather than causing harsh jolts
How It Works
Section titled “How It Works”The Vibration Cue responds differently depending on the vehicle type:
- Driving games: Uses vehicle accelerations and gravity data to capture road surface detail, curb strikes, and mechanical vibrations
- Flight games: Uses accelerations and angular velocities to capture turbulence, engine vibration, and aerodynamic buffeting
- Rollercoaster & spaceship games: Uses accelerations and angular velocities similar to flight mode
The Vibration Cue is not active in manual control mode.
Tuning Tips
Section titled “Tuning Tips”- Start with low intensity values (around 10–20) and increase gradually — a little vibration goes a long way
- Heave and Surge are the most commonly used vibration axes for driving games — they capture road surface detail effectively
- For flight sims, enable Pitch and Roll vibration to feel turbulence and buffeting
- If the vibration feels harsh or buzzy, reduce intensity rather than disabling the axis entirely
- The Vibration Cue works best alongside the Primary Cue — the Primary Cue handles large sustained forces while the Vibration Cue adds fine detail on top
- Disable axes that add unwanted noise without contributing to immersion — for example, Yaw vibration may feel unnatural in some driving games