ForceSeatMI vs ForceSeatDI
ForceSeatMI (Motion Interface) is a programming interface that allows to add a motion platform support to basically any application or a game. The ForceSeatMI does not control hardware directly – it sends all data to ForceSeatPM. This approach delegates responsibility of transforming telemetry data to a real motion from the application to ForceSeatPM. It means that application developers do not have to worry about things like platform disconnections, transmission errors, thermal protection warnings or signal filtering.
Following languages and frameworks are supported out of the box: C, C++, C#, Unity 3D(C#) and Unreal Engine (C++).
ForceSeatDI (Direct Interface) is lower level interface than ForceSeatMI. It controls hardware directly and ForceSeatPM is not required at all. All error handling and status checking have to be performed by the application. This interface allows to control more than one motion platform from the same PC and allows to create complex but fully synchronized movements of multiple motion platforms.
Following languages are supported out of the box: C, C++, C#. The C# API is compatible with Unity 3D. It is also possible to use Unreal Engine.
ForceSeatDI should be used only in very specific applications. For all other application, ForceSeatMI is recommended. Please contact us for further details.
|Unity 3D||■(only Windows PC target platform)||■(only Windows PC target platform)|
|Unreal Engine||■(only Windows PC target platform)||■(only Windows PC target platform)|
|Linux (Ubuntu 16.04.3 LTS Desktop x64)||□||■|
|Raspberry Pi 3 (armv7l 4.9.35)||□||■|
|Gear VR platforms (e.g. Oculus Go, Samsung Gear VR)||□||□|
|Multiple platforms from single PC over USB||■(same data sent to all platforms)||■(separated control of each platform)|
|Multiple platforms from single PC over Ethernet||□||■|
|Easy error handling||■(by ForceSeatPM)||□(by the application)|
|Diagnostic features||■(by ForceSeatPM)||□(by the application)|
|Telemetry mode & scripting engine||■||□|
|Motion profile selection by the user||■||□|
|Inverse kinematics for 3DoF and 6DoF||■||■|
|Fordward kinematics for 3DoF and 6DoF||■||■|
|Motion compensation for VR||■(by VR HeadWay in ForceSeatPM)||□(by the application, e.g. camera position correction)|
|Licensing||per motion platform (license stored on PC)||per motion platform (license stored on motion controller)|