Motion cueing
What the 20 kHz washout stage is actually doing to the signal, and why a platform cannot simply replay the game.
Engineering · Timing
Every motion platform quotes a latency and almost none say what it was measured between. Ours is measured at under 1 millisecond, from the game's telemetry reaching the platform to the actuator beginning to move. The boundary is the important half of that sentence: ask any vendor where their clock starts and where it stops.
The figure
That is the number, and that is the boundary. The clock starts when the game's telemetry reaches the platform and stops when the actuator begins to move, and the time between them is under a millisecond. Position commands run at 1 kHz, and the motor is moving before the next one lands.
Questions
Under 1 millisecond, measured from the game's telemetry reaching the platform to the actuator beginning to move.
Yes. The game's telemetry in, motion out: under 1 millisecond. Position commands run at 1 kHz, and the actuator is moving before the next one lands.
On its own, very little. A number without a measurement boundary is not a specification: the same machine can report very different figures depending on where the clock starts and where it stops. So the thing to ask of any latency figure is what it was measured between. Ours is measured from the game's telemetry reaching the platform to the actuator beginning to move, and it is under 1 millisecond.
Keep reading
What the 20 kHz washout stage is actually doing to the signal, and why a platform cannot simply replay the game.
What the loop closes on, and how often — the rates this figure comes from.
The 8 kHz loop at the end of the path, and what it closes on.
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