Sim Racing Bass Shaker Software

Track Impulse: Low Latency Bass Shaker and Haptics Software for Sim Racing

Feel Every
Millisecond.

Your bass shakers are 140-200ms behind your sim - whether you're on iRacing, ACC, Assetto Corsa, Le Mans Ultimate, or any other title. Track Impulse bypasses the entire Windows audio stack and outputs telemetry-driven haptic effects directly through ASIO. End-to-end latency: as low as 2ms. Fast enough to use as a real driving aid.

Download Free - Beta See How It Works
Distance travelled before you feel it
200 km/h / 124 mph
Track Impulse - 2-9ms end-to-end
Standard Bass Shaker Software - 140-200ms
Best case shown: ACC at 144 FPS via ASIO.
End-to-end latency by sim
Sim Telemetry ASIO
iRacing360Hz sub-sample5-19ms
ACCRender-frame2-9ms @ 144 FPS
ACRender-frame2-9ms @ 144 FPS
LMU100Hz fixed2-11ms
AC EVORender-frame2-9ms @ 144 FPS
AC RallyRender-frame2-9ms @ 144 FPS
Add ~3ms to worst case for standard sound cards (WDM-KS). Ranges assume an ASIO interface at 64-sample / 48kHz.

2-9ms End-to-End Haptic Latency.1 Fast enough
to use as a driving aid.

At 200 km/h (124 mph) a 140ms delay puts you 7.78 metres past the moment before your shakers fire. That's not immersion - it's lag. This 140-200ms delay is the same whether you're on iRacing, ACC, Assetto Corsa, or any other sim - the bottleneck is the audio stack, not the game. Track Impulse eliminates it with direct ASIO output, turning your bass shakers and tactile transducers into a real-time driving aid.

1 ACC at 144 FPS. iRacing: 5-19ms end-to-end.

Suspension Impact

Track Impulse You feel the bump while your rear wheels are still approaching it. At any racing speed, Track Impulse fires before the car has even finished crossing it.

Standard bass shaker software At 200 km/h the shaker fires 7.78m later - both axles are long past the bump. The feedback tells you nothing you can use.

ABS Under Braking

Track Impulse Per-corner lock chatter arrives while your foot is on the pedal. You feel which wheel and react.

Standard bass shaker software The shaker fires as you're already releasing. The moment to modulate pressure has passed.

Road texture haptic feedback in corners Diagram showing how Track Impulse delivers continuous tactile road surface feedback through bass shakers, with load transfer shifting across tyres as the car corners HIGH LOAD MED LOAD

Road Texture in Corners

Track Impulse Continuous surface feedback shifts as load moves across the tyres. Feels like grip, not software.

Standard bass shaker software A delayed rumble disconnected from the wheel. Your brain stops trusting it and tunes it out.

Per-Corner Sim Racing Haptic Feedback.
Per-Effect. Every Input.

Road Vibration

High-frequency surface texture synthesised directly from shock velocity at each corner. You feel the difference between smooth tarmac, worn asphalt, and rumble strips - not just that the road changed.

Suspension Impact

Sharp transient impacts from kerbs, bumps, and compressions - per corner, in real time. When the front-left hits the ripple strip, the front-left shaker fires. You know exactly what happened and where.

Kerb & Rumble Strips

Driven by each sim's native surface telemetry - the same data the game uses internally. Each kerb has its own acoustic signature. Track Impulse plays it back through your shakers at the moment of contact.

Engine Rumble

An RPM-driven harmonic that tracks your engine through the rev range in real time. Idle, mid-range, and full throttle each feel distinct. Gear changes punctuate it with a sharp pulse at the moment of shift.

ABS & Wheel Lock

Per-corner lock detection using individual wheel speed data. When a specific wheel starts to lock under braking, only that corner's shaker fires - front-left, front-right, or both. Useful feedback, not just noise.

Gear Change Pulse

A sharp transient pulse fires at the exact moment of each upshift and downshift. Intensity, frequency, and duration are independently tunable so the feel matches your rig and your preference.

Wheel Slip

Sustained tyre slip from oversteer, wheelspin, and slides - felt as a continuous rumble that builds with slip intensity. Distinct from the sharp ABS pulse, so you can feel the difference between a locked wheel and a sliding one.

Sim Rig Immersion That Finally
Feels Real.

Low latency doesn't just help competitive drivers - it transforms your entire sim rig experience. When bass shaker software is delayed by 140ms your brain registers the mismatch. You feel a bump half a second after you saw it. The engine rumble shifts a beat after the gear change. It's unconvincing, and after a while you stop noticing it at all.

When tactile feedback arrives in as little as 2ms, that mismatch disappears. Kerb strikes feel sharp and physical. Road texture feels continuous rather than intermittent. The engine has weight to it. Your brain stops processing it as "haptic feedback from software" and just accepts it as the car.

Whether you're chasing lap times or just trying to feel more connected to what you're driving, that difference in sim rig immersion is something you notice immediately - and miss the moment you unplug.

Driving Aid
Competitive feedback loopABS chatter, kerb edges, and wheel load arrive in time to influence your next input - not confirm your last one.
Immersion
Believable, natural feelingLow latency removes the disconnect your brain detects with delayed feedback. The sim feels physical rather than simulated.
VR Ready
Perfect for VR usersIn VR, sensory mismatch is even more noticeable. Sub-20ms haptics complement the visual immersion rather than breaking it.

Telemetry-Driven Haptic Engine.
Built for speed, not built on top of it.

Step 01

Sim Telemetry Input

Telemetry-driven haptics start here: direct read of each sim's native shared memory at its full rate - no game overlay, no plugin chain, no middlemen. iRacing delivers 6 sub-samples per frame at 360Hz. ACC, AC, LMU, AC EVO and AC Rally deliver render-frame snapshots that scale with your FPS.

Up to 360 Hz
Step 02

Effect Synthesiser

Four independent effect engines - one per corner - process shock velocity, rumble pitch, wheel speed, and RPM simultaneously. Where the sim provides sub-sample data, all sub-samples within each frame are processed in sequence.

48 kHz Audio
Step 03

ASIO Audio Engine

Output via ASIO bypasses the Windows audio stack entirely. Latency is dictated by your hardware buffer - 1.3ms audio output, 2-9ms total end-to-end in ACC at 144 FPS.

1.3ms Audio Out
Step 04

Bass Shakers

Works with any DIY bass shaker setup - such as the Dayton BST-1 or ButtKicker Gamer 2 - driven by a suitable amp. Supports 1-4 channel setups with each corner of the car LF, RF, LR, RR independently and user mapped.

As low as 2ms

Works with any sound card.
No extra hardware required.

Track Impulse works with any Windows sound card - including the one already in your PC. For the best latency, use a card with a native ASIO driver. If yours doesn't have one, ASIO4ALL gives virtually any sound card low-latency ASIO support for free. Either way, you can start driving your bass shakers or tactile transducers right now with what you have. Not sure what audio interface to choose? Our setup guide walks you through it. Looking for specific device recommendations? See our audio interface buyer's guide

Recommended

ASIO-Compatible Interface

Any 4-in/4-out USB interface with a native ASIO driver gives you the best latency. 4 independent outputs let you drive each corner shaker separately. Widely available from music stores and online retailers.

Fully Supported

Any Sound Card

Native ASIO cards (Creative, Focusrite, MOTU, RME, onboard Realtek, etc.) are detected automatically. No special hardware required - if Windows can play audio through it, Track Impulse can use it.

Free Driver

ASIO4ALL

Don't have native ASIO? ASIO4ALL wraps most WDM audio devices with low-latency ASIO support. Free download, 5-minute setup, works with virtually any Windows sound card.

Works with any bass shaker
or tactile transducer setup.

Track Impulse is optimised for the Dayton BST-1 - the community standard for entry-level haptics, with peak response at 40-60Hz, right in Track Impulse's target range.

Any bass shaker connected to a 4-channel amplifier will work. The in-app frequency sliders let you tune each effect to your specific shaker's response curve. New to bass shakers? Read our complete setup guide

The TD-4 hardware module (coming soon) is our purpose-built USB audio device - pre-tuned, plug-and-play, with no driver setup required.

Audio interfaceAny audio device
Free driver optionASIO4ALL
Recommended shakerDayton BST-1
Shaker freq range10 - 80 Hz
Output channelsLF / RF / LR / RR
Sim supportiRacing, ACC, AC, LMU, AC EVO, ACR
OSWindows 10 / 11
Telemetry rateUp to 360 Hz
Coming Soon

Track Impulse TD-4 Hardware Module

A purpose-built 4-channel USB audio device designed specifically for Track Impulse. Plug in, select it from the dropdown, and drive. No driver installation, no ASIO4ALL, no buffer tuning. Hardware-optimised for the 10-80Hz bass shaker frequency range with onboard filtering that eliminates the need for an external crossover. Register interest below to be notified at launch.

Register Interest
Channels4 out (LF/RF/LR/RR)
InterfaceUSB-C
DriverPlug & play
Freq range10 - 80 Hz
Latency< 8ms
StatusBeta hardware

Free to race.
While in beta.

Track Impulse is in beta. Sign up with your email and get full access.

Beta program

How's it feeling?

You're running early software - your feedback directly shapes what gets built next. Tell us what's working, what isn't, and what you want to feel.

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Bass Shaker & Haptic Feedback FAQ

Why do my bass shakers have a delay?

Most bass shaker software sends audio through the standard Windows audio stack (WASAPI), which adds 140-200ms of latency before your shakers fire. At 200 km/h that means you feel a bump almost 8 metres after it actually happened. Track Impulse bypasses this stack entirely by outputting directly through ASIO, reducing end-to-end latency to as low as 2ms.

What is end-to-end haptic latency?

End-to-end haptic latency is the total time from when an event occurs in the sim (a bump, a kerb strike, a gear change) to when your bass shaker physically moves. It includes telemetry read time, effect processing, audio output, and hardware response. Track Impulse measures this at 2-19ms depending on the sim, compared to 140-200ms for standard software.

Does Track Impulse work with ButtKicker or Dayton BST-1 shakers?

Yes. Track Impulse works with any bass shaker or tactile transducer, including the Dayton BST-1, ButtKicker Gamer 2, and any other shaker connected to an amplifier. The in-app frequency sliders let you tune each effect to your specific hardware's response curve. See the full setup guide.

Which racing sims does Track Impulse support?

Track Impulse currently supports iRacing, Assetto Corsa Competizione (ACC), Assetto Corsa (AC), Le Mans Ultimate (LMU), Assetto Corsa EVO (AC EVO), and Assetto Corsa Rally (AC Rally). Each sim has a dedicated haptic engine tuned to its native telemetry format and update rate.

Do I need a special sound card or audio interface?

No. Track Impulse works with any Windows sound card, including onboard audio. For the lowest latency, a USB audio interface with a native ASIO driver is ideal. If your card doesn't have one, the free ASIO4ALL driver adds ASIO support to virtually any device. See our audio interface guide.

Is Track Impulse free?

Track Impulse is free during the beta period. Sign up with your email to get full access to all haptic effects, per-corner independence, and ASIO output across all supported sims. No credit card required.