laxu
Rock Star
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- 5,140
To me that sounds like a lot of work just to provide two ways of doing the same thing and having to maintain those until the next device comes out.I'd love to see HX Edit and Helix Native start to incorporate (optional) graphics for the models. Quite a big undertaking, and IMO, they would need to look excellent too (as in, better than Metallurgy).
I TOTALLY understand why it is the way it is, and the benefits of it being 1:1 to the HW. The counter argument is, when using HX Edit/HX Native, you aren't constrained by the same things and the use of editing software should add value and offer a different way of doing things.
Its so much more than just having pretty graphics for the sake of it, or to trick people (not sure how that works but nice graphics seem to make some people suspicious). As things stand, every single amp model has the same appearance, the controls are laid out in the same order and all share the same visual importance. Some even have additional controls added to the bottom of the list that is different to where they are situated on the real amp.
If each amp has its own distinct look, we are given more visual clues on how the amplifier was designed. The controls that have a greater bearing on the experience of the amp can be given more visual prominence. Controls can be positioned in logical places in a more visually instructive way than a list of 10+ identical looking bars.
Generally speaking, on a real amp, the circuit of the amp typically follows the layout of the pots from the input gain through to the poweramp (lower noise when the signal makes shorter journeys). This could give clues on how to expect a certain master volume to act, or where tonal switches might be affecting the signal. When people say that a uniform UI forces you to listen, thats absolutely valid and true, and the same argument implies that there is a difference to how you operate gear when you have a UI, and I think that makes having graphics at least equally valid. If we are taking emulation in a literal since, then we should be trying to emulate the experience as closely as possible. Even if the sound is 100% the same, if something makes us use the emulation in a different way, its almost becoming something else.
I'd rather see Line6 evolve the current paradigm by grouping things better. Atm every single control has the same "importance" to it in the UI. I think we can all agree that e.g basic amp controls are more important than bias, sag etc controls. Just color coding the controls could go a long way in explaining what is "the stuff you probably want to adjust" vs "what is extra advanced stuff you tweak if you feel like it."
Line6 does already have those small icons that look somewhat like the real pedals and amps, but atm it's impossible to tell two blocks of the same type apart on the grid. Maybe they could use those icons there and in the parameter list to give them a bit of distinctive flair without going all skeumorphic.
Following the real amp control layout to me is not a good thing. There's many amps where I've been annoyed that gain vs volume controls are at the opposite ends of the control panel when you tend to work those in tandem. I understand this is largely due to where they land in the circuit so shortest wires and all that, but it's still an inconvenience digital doesn't need. On something like a Mesa Mark simulation it would make more sense to group the knob EQ and graphic EQ together too.