What was said
The caption track, cue by cue, as recorded. It does not mark who is speaking.
- 0:00 Yeah, you could definitely tell it's 1,000 Hertz, like, you could definitely feel the smoothness in between.
- 0:04 Yeah, it felt stable, there were some things that surprised me.
- 0:07 There was a lot more, uh, uh, vertical verticality that I thought there would be, which is good.
- 0:12 Yeah, like, yeah, like, so, um, I can feel the compression of the suspension coming up, and then it loading.
- 0:18 And then, when I, when I dip off the rock into a ditch, get the rear left rear end.
- 0:22 I can feel I hit a bounce, a rock, and I can actually feel it was a rock, and not just, you know, dipping.
- 0:27 So that was kind of cool. During when I would have a crash, it was picking up, because of that fast 1,000 Hertz.
- 0:34 As I was skipping across the grass, I was feeling independent, little things.
- 0:38 Admittedly, many motion sims can't react to different, um, surface, even when you're going off and crashing.
- 0:45 That's a mountain of information.
- 0:47 Yeah, yeah, you usually can't keep up with that information, so I'm pretty impressed with that.
- 0:51 There have been very few systems out there that have impressed me, and this is up with those.
- 0:57 The ones that do impress me.
“1,000 Hertz” is his word for what he felt, not a telemetry figure. The PDK's 1 kHz is its internal position-command rate; what a game exchanges with the platform runs at the title's own telemetry rate (FAQ).
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