Helix Talk

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.
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 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.
 
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 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.
Regarding a lot of work..... yes it would be. But in doing so, it would give them assets they can use in different products and across a range of devices. Screens and plugins are going nowhere, IMO at some point its inevitable that they'll need some kind of graphics at some point. Hardening the stance against it is the wrong way to go - I think having the choice keeps everyone happy and puts L6 (or whoever else) in a stronger position. Taking longer doing it just makes the task bigger later on when its inevitably required. The Metallurgy UI's do the job but compared to most of the competition, if I'm being honest, they're a bit crap. They could look a LOT nicer, things could be less cluttered and require less clicking around.

TOTALLY agree on how things are grouped. This is where I don't think the sliders all being the same colour makes sense. There's so much scope to use different colours, different knob types, different fonts, different pages, to differentiate things. Would most users mind having to click one more time to access ripple and hum? I don't think they warrant taking up space if they are going to clutter the more important controls (which they do when resonance or some switches are at the bottom of the list).

Agree on the graphics in their current form being pointless. If they were implemented better, they could draw the eye towards what you are looking for. At the moment its kind of the worst of both, it doesn't improve having a long list of names (that largely need decoding).

I'm not sure I agree on the layout thing. The order of the controls gives some big clues on where in the circuit they are and it informs me with how to use and what to expect from the model. If they are jumbled up randomly, you lose this information and then have to learn what the design would have been. Is the master volume before the tone stack or after? is it PPIMV or pre MV? Is this MV part of the original amp circuit or is it an optional mod on the model? The order of the controls gives clues on how these all behave and would sound in the real world. They are like that for a reason, either through design, or necessity (or a bit of both). Depth and resonance are typically at the end of faceplate because they affect the power amp and interact with the MV and load connected. Its a totally different behavior to how a tonestack works, or how a graphic EQ would. Having SOME kind of visual distinction has value.

On a Mark series amp, the EQ knobs are early in the circuit and almost behave like faders for pushing bands through. The Graphic EQ is very late in the circuit and it makes sense to seperate these controls from the earlier EQ. The same is true for the input gain, and lead drive controls - their location gives additional feedback on how to use the amp and what to expect. Having everything that affects the treble grouped together makes sense from a distance but I think it would actually lead to using the gear in a weird way.

The only time I'd consider deviating from a real amp is when they have important controls on the back of the amp. Sometimes these are switches you won't want to adjust while the amp is powered on, or risk changing. But other times its purely for space (e.g. resonance controls on the back of EVH 5150's) or noise (switches on a BE100). On Mark series amps, some have the presence and reverb on the back which is also annoying.
 
HX Edit received a minor bug fix a few days ago...

Makes me think... didn't this happen before, rolling out a HX Edit patch, only to release the FW update during the following days?
 
I actually wish I could see big versions of all the icons Line 6 made up because I process the skeuomorphic much faster and can never remember what their cutesie names translate to. Especially with the effects.
 
Something TMP (and many plugins) really got right is having the reverb and/or tremolo from the amp inside the model. Those features are part of the amp design, and may have had a bearing on the type of gain/tonestack/master volume used in the amp. Some of those controls MAY make more sense when you have those FX in the circuit.
I’m not sure the Tonemaster amps have the reverb quite “inside the model” and part of the amp design? Sure it’s shown together, but I was under the impression it’s just in series like you’d get with any other modeler if you put a spring reverb block and an amp block in series…?
 
On something like a Mesa Mark simulation it would make more sense to group the knob EQ and graphic EQ together too.
Hard disagree here. The tone knobs on most mark series amps aren’t really EQ controls. They are more like drive texture controls. Lumping them in with the graphic EQ would IMO obfuscate whatever it is I’m trying to say they do.

I’d enjoy a control arrangement that more closely mimics the physical amps in hx edit. I’d even go a little further and say I’d love to see interactive educational features that provide descriptions of the device modeled, how the circuit works, knob function and interaction, etc…sort of like in the old POD manuals. I learned so much from those old L6 manuals. People appreciate that stuff.
 
I'm not sure I agree on the layout thing. The order of the controls gives some big clues on where in the circuit they are and it informs me with how to use and what to expect from the model. If they are jumbled up randomly, you lose this information and then have to learn what the design would have been. Is the master volume before the tone stack or after? is it PPIMV or pre MV? Is this MV part of the original amp circuit or is it an optional mod on the model? The order of the controls gives clues on how these all behave and would sound in the real world. They are like that for a reason, either through design, or necessity (or a bit of both). Depth and resonance are typically at the end of faceplate because they affect the power amp and interact with the MV and load connected. Its a totally different behavior to how a tonestack works, or how a graphic EQ would. Having SOME kind of visual distinction has value.
You can't find out anything about the master volume based on where it's on the front panel. I don't think I have ever seen a MV before a tone stack either. Channel volume, maybe. Channel vs master volume is irrelevant on a digital modeler though as different channels are their own model. We have master and block output level. I'd rather group gain, master and output together and then T/M/B, presence and depth as an EQ section, mainly because you need plenty of paging to edit all that on the front panel.

My main concern here is how fast it is to operate for controls that are typically operated together.

On a Mark series amp, the EQ knobs are early in the circuit and almost behave like faders for pushing bands through. The Graphic EQ is very late in the circuit and it makes sense to seperate these controls from the earlier EQ. The same is true for the input gain, and lead drive controls - their location gives additional feedback on how to use the amp and what to expect. Having everything that affects the treble grouped together makes sense from a distance but I think it would actually lead to using the gear in a weird way.

I don't think this is really the case. Most people have a hard time understanding the difference between the Mesa Mark tone stack and graphic EQ until they read the manual or learn from others. When we are talking about using a single channel of the amp like we find on a modeler, having the pre- and post-EQ grouped together would mean much less switching different pages to edit each. Even if the pre-EQ knobs are more like "character" settings, you do tend to adjust them together with the graphic EQ - less bass in pre-EQ, compensate with more bass in graphic EQ and so on.

The only time I'd consider deviating from a real amp is when they have important controls on the back of the amp. Sometimes these are switches you won't want to adjust while the amp is powered on, or risk changing. But other times its purely for space (e.g. resonance controls on the back of EVH 5150's) or noise (switches on a BE100). On Mark series amps, some have the presence and reverb on the back which is also annoying.
Yeah putting any regularly adjusted control in the back is just terrible. Mesa is particularly guilty of this even on amps where the front panel had room.
 
I’m not sure the Tonemaster amps have the reverb quite “inside the model” and part of the amp design? Sure it’s shown together, but I was under the impression it’s just in series like you’d get with any other modeler if you put a spring reverb block and an amp block in series…?
The point for me is being able to adjust them at at the same time is closer to the experience of using the real amp, vs having them separate. Of course, eventually it would be cool if the model totaly included the entire circuit with absolute accuracy. At some point I'm sure this will be the case but at the moment there is still probably DSP and other considerations to take into account.
You can't find out anything about the master volume based on where it's on the front panel. I don't think I have ever seen a MV before a tone stack either. Channel volume, maybe. Channel vs master volume is irrelevant on a digital modeler though as different channels are their own model. We have master and block output level.
You can't deduce anything with any certainty, but for instance, the Marshall Vintage Modern, Origin, 2150 etc have PPIMV's. These are situated on the far end of the control layout rather than next to the gain control (like a 2203 or DSL or Jubilee etc). That alone gives me a clue that its a PPIMV and that (if possible), I should try and run the MV as high as possible. It also means that the presence will have more influence if the master is up higher. Some Jose modded Marshalls have a pre tone stack master, its certainly not the most common topology but it does exist (and influence the sound).

I'd rather group gain, master and output together and then T/M/B, presence and depth as an EQ section, mainly because you need plenty of paging to edit all that on the front panel.

My main concern here is how fast it is to operate for controls that are typically operated together.
This is looking at HX Edit and Native through the lens of copying the layout of the HW 1:1. My point generally is that there are opportunities to improve the experience by using the benefits of external controllers that have different limitations to the HW. You obviously don't want to deviate too far, but even in its current state, neither HX Edit or Native have anywhere close to the same paging constraints of the HW, and yet they don't take full advantage either. With SW editors, you have WAY more controls visible and fully accessible at any one moment.

The issue I have with grouping like this, is on some amps the master volume has a very big tonal influence, on another it could affect the gain more, on another it might be less fussy. How the MV is set may influence the preamp level, but it may also influence the midrange or presence or bass. Regardless, on a SW editor everything would be visible at the same time and IMO it should mostly follow the original amplifier as it was designed.
Even if the pre-EQ knobs are more like "character" settings, you do tend to adjust them together with the graphic EQ - less bass in pre-EQ, compensate with more bass in graphic EQ and so on.
Not sure I agree with this, but everyone uses them their own way. I think of the Pre EQ controls almost more like gain controls, in that they are pushing those frequencies into the next gain stage. The graphic EQ is purely for shaping the tone. I'd actually rather have the master volume accessible with the graphic EQ because if you crank the presence or bass you notice the headroom decreasing and it may influence how you set those.

Yeah putting any regularly adjusted control in the back is just terrible. Mesa is particularly guilty of this even on amps where the front panel had room.
I've seen Dave Friedman say recently the only reason the C45 / Fat / Sat switches are on the back panel is to keep the noise lower. Maybe a better PCB design would allow them to be placed more sensibly but maybe the Friedman customer base would get suspicious of leaning on a more PCB oriented design. Its still typical to see the bright cap switches near the gain control , diode clipping near the master volume, depth and presence with the power amp. FX return volume/global master near the end.

If I'm familiar with a particular real world amp, and the software version has a full GUI, the closer that resembles the real deal, the more familiar and quick I'll be using it. If the controls are shuffled around after the fact it would (mostly) just throw me off, and would essentially make as many problems as it solves.

I think the general point is that any visual feedback that gets thrown away needs to be very heavily considered - removing some visual "distractions" may seem innocuous or even beneficial but it needs to be done very carefully IMO. As technology advances and tools get used in different ways, what makes sense for one set of circumstances may be less of an issue 10 years later. There's definitely more of an opportunity now to have more visual information - bigger higher resolution colour screens, scribble strips, phone/tablet apps, plugins, bluetooth etc. These things aren't going anywhere, and are only getting smaller, cheaper, and more familiar with customers.
 
A nice skeuo pc editor will affect the perception of sound even if the ui of the modeler itself is simplistic bars and numbers.
This will teach people to trust the algorithms rather than how 'outdated' the ui/hardware is.

Also, a new pretty pictue appears to have more value than the same bars and nubers, ahem... NDSP released the 5150, JCM800, VOX and a Tubescreamer like 15 times in different skins.

Anyway, skeuo works.
 
NDSP released the 5150, JCM800, VOX and a Tubescreamer like 15 times in different skins.
This sort of gets repeated into the truth, but as far as the amps in the plugins go.....

- 5150 Block Letter Red channel once
- 5150 III EL34 Blue channel once
- 5150 III EL34 Red channel once

- Marshall 2203 100W once
- Marshall 2204 50W once
- Marshall 2205 50W once

- no voxes, but Matchless DC30 once
- Matchless Chieftain once

There's Friedman's in Plini, Bogner Shiva in Nolly+Asato which I guess are Marshall-esque but also their own thing.

I think Plini, Gojira and possibly even Rabbea have a Fender Twin, so thats the worst culprit and the one no one mentions as being duplicate (probably because IR's make them sound pretty different). Yes, there are tons of Tubescreamers but from memory they at least model different units, so even if they're similar they each have their quirks. I think they'd get more grief if there wasn't a tubescremer in every product, its less an issue of redundancy and more a byproduct of having the chains pre-routed and not being flexible (which has upsides as well as down, the redundancy thing is clearly a downside). There's also stuff like BB preamp, Klon's, 1981 DRV, RAT, etc. In all honesty, I'd happily swap the Invective model in Helix for some EVH amps as the circuit is more distinct. I'd also love to have better 2204's and 2203's, and a 2205 would be fun too.

I think on the whole, the amp choices available are pretty decent. On top of those, there is a IIC+, JP2C, various Fortin's, Granophyre, Dumble.

It does get pricey if you buy them all, but you at least have the choice of buying a la carte and only picking the amps (or collections you want). I think regarding price, something like Helix Native obviously works out FAR cheaper, but I think of that more as an insane deal rather than a standard rate. I paid roughly the same (or even more) for the Metallurgy plugins, which IMO don't have as good UI's (personal preference of course). Say you picked up a few IR packs, some Softube amp models, some Audiority pedals and a delay plugin its probably going to cost a bit more. If I could buy Line 6 modelled amp sims with beautiful UI's but they came at a slightly higher overall cost than Helix native, I'd be absolutely fine with that. I'd simply choose to buy the models I like most and ignore the ones I'm less interested in.


A nice skeuo pc editor will affect the perception of sound even if the ui of the modeler itself is simplistic bars and numbers.
This will teach people to trust the algorithms rather than how 'outdated' the ui/hardware is.
Yep. If skeuo affects the perception of the sound, then it has value. Moreover, I think the better it looks and feels, the better the sound is perceived. When amp models become software, its important to remember the software side of things. Its a different experience to using a HW modeller and the focus should be adapted for that.
 
IMG_0680.jpeg

Knobs vs Sliders debate endgame: just put them on the guitar.
 
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.

The other justification I have for it, is one doesn't need to replace the other. I see it as something where users can be offered both UI's, either one or the other or at the same time. There is something to gain by having all options available. Nice screens, wireless control, software editors, plugin versions etc, are here to stay. Graphical representations are here to stay, whether you are a fan or not. They absolutely have something useful to offer and it would be great to see it done right.

Something TMP (and many plugins) really got right is having the reverb and/or tremolo from the amp inside the model. Those features are part of the amp design, and may have had a bearing on the type of gain/tonestack/master volume used in the amp. Some of those controls MAY make more sense when you have those FX in the circuit.

I don't know.

To me skeuomorphic graphics is just a big waste of screen space on a device like a modeller (or it's control software).

I can't imagine looking at a complex signal flow filled with images of the acutal hardware being a better experience than current icon system.
I'd rather see a simple name of the block added below with the icon.

What helix edit is missing, in my opinion, is color coding (or visual grouping) for controls.

Edit: One more thing: do we really need to know what pedal we've put in our preset once the preset is done and running? Is that kind of visual feedback necessary? I don't think so. The only place where images can help a bit is in the model list because modellers can't use real names of the modelled hardware.
 
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... if done wrong.
Line 6 are not new to this, their skeuo UI will be as intuitive and quick as the the current Helix but all shiny and new and nice looking.

Might be, they proved to be really good in designing UIs. Helix floor/rack UI is killer.

But I still don't see an advantage in seeing the model image vs an icon. I actually see a lot of disadvantages.

One for all is how much easier is to see parameter/values in a clear well designed and standardized UI compared to hundreds of different small hardware layouts.

Things are different for plugins. I'm all for skeuokophormic for mixing music.

But on stage form 2mt distance?
No thank you.

You can of course have both but I don't see the point honestly.
 
I don't know.

To me skeuomorphic graphics is just a big waste of screen space on a device like a modeller (or it's control software).

I can't imagine looking at a complex signal flow filled with images of the acutal hardware being a better experience than current icon system.
I'd rather see a simple name of the block added below with the icon.

What helix edit is missing, in my opinion, is color coding (or visual grouping) for controls.

Edit: One more thing: do we really need to know what pedal we've put in our preset once the preset is done and running? Is that kind of visual feedback necessary? I don't think so. The only place where images can help a bit is in the model list because modellers can't use real names of the modelled hardware.
I was really referring to HX edit and Native where there isn’t the same screen and control constraints as on the HW units. With edit it’s dead simple to have a “view” toggle that goes between skeuo and plain. With Skeuo you can enhance what you already have on the HW’s UI, it offers something else/more to what we already have.

As far as on the actual device….. I think it’s more about good design vs bad than anything else. Line 6 have designed Helix and HX Edit/Native very well. Metallurgy wasn’t quite as good IMO but I’m sure they can get it right.
 
I was really referring to HX edit and Native where there isn’t the same screen and control constraints as on the HW units. With edit it’s dead simple to have a “view” toggle that goes between skeuo and plain. With Skeuo you can enhance what you already have on the HW’s UI, it offers something else/more to what we already have.

As far as on the actual device….. I think it’s more about good design vs bad than anything else. Line 6 have designed Helix and HX Edit/Native very well. Metallurgy wasn’t quite as good IMO but I’m sure they can get it right.

Right but it's not either or.
Skeuo can be used for the Editor and the hardware UI can be more gig friendly or even keep the current format.
Edit: ninja'd by MP.

Yes of course Native and Edit could be different.
I don't think that would be a good idea but that's me.
 
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