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former prematurely and leave them one of the many sad, has-been<br />

husks that litter the entertainment world.<br />

Sim productions try to avoid using doubles, because the entire<br />

point of a sim is for the audience to experience the performer,<br />

not an unknown double. But in cases where a double is necessary, a<br />

method called stacking is used. In stacking, a double is run through<br />

a scene and recorded in baseline only. Then the star performer<br />

plays back the double’s baseline through her own sensorium and<br />

a Full-X recording is taken. The emotive tracks aren’t as authentic<br />

as the real thing, because the performer is responding to recorded<br />

senses and not her own, but it does allow for scenes that might be<br />

too dangerous to risk a star performer on. Studios will often keep<br />

libraries full of sense-patches on hand, which are pre-recorded baseline<br />

tracks of doubles in stock experiences. These sense-patches are<br />

not particularly innovative and fresh, but they can save a production<br />

tens of thousands of nuyen.<br />

Pseudosim is another trick used by the sim industry, where<br />

the simsense tracks are entirely computer-generated; a sim performer<br />

is not involved. This is common in simsense games, where<br />

player actions change the story and many possible permutations<br />

of sensory data must be accounted for. But it can also be found in<br />

simflicks where the performers need to interact with computergenerated<br />

props and targets. If Neil the Ork Barbarian needs to<br />

fight a dragon in his latest simflick and Lofwyr isn’t available, a<br />

computer-generated dragon is used and pseudosim tracks are layered<br />

over the barbarian’s recording to convince the audience they<br />

are fighting a real wyrm. The technology exists for fairly convincing<br />

baseline pseudosim, but Full-X pseudosim is still clumsy and<br />

unconvincing, which is why there aren’t any hit simflicks from the<br />

dragon’s emotional point of view.<br />

If a studio has some serious cash behind a production, they<br />

may use magical illusions instead of pseudosim. If a skilled magician<br />

casts an illusion, the performer cannot differentiate the illusion<br />

from reality, so the ASIST recording of the fight with the dragon is<br />

as convincing as if a real dragon was co-starring. However, though<br />

physical illusion spells can be recorded on camera, they cannot be<br />

wired for even baseline ASIST recording. So if you want to add the<br />

dragon’s POV, you either need to go with a pseudosim approximation<br />

or you need to hire a living, breathing dragon.<br />

the wet record<br />

The wet record is what you get after you are done recording a<br />

sim production; it’s the raw ASIST recordings from each performer.<br />

Pure, uncompressed ASIST recordings are massive files that require<br />

expensive storage to keep on hand and all wet records are kept under<br />

tight security. These days only pre-edit master copies of simflicks are<br />

kept in uncompressed ASIST; commercially available copies have all<br />

been transcoded into more portable compressed formats. However,<br />

there are some simsense aficionados who will do just about anything<br />

to get their hands on a wet record copy of their favorite simflicks,<br />

prizing the most authentic sim recording possible.<br />

Because of the costs involved in recording ASIST (production<br />

costs, storage costs, and the mental cost on performers), a<br />

good director is worth their weight in gold. A skilled sim director<br />

is part psychoanalyst, able to understand what will provoke the<br />

right emotional responses in his stars and able to build the conditions<br />

to bring out the stellar performances. Being a sim director<br />

Unwired<br />

tHe HiStorY of SiMSenSe<br />

2018: Dr. Hosato Hikita of ESP Systems successfully<br />

demonstrates the first ASIST recording to<br />

the public.<br />

2024: The first commercial simsense gear is sold,<br />

but only to research labs and the ultra-wealthy.<br />

2029: Sony, Fuchi, and RCA-Unisys develop the<br />

first ASIST cyberterminals, sensory deprivation<br />

tanks surrounded by a room full of computer<br />

hardware.<br />

2031: Second generation cyberterminals integrate<br />

the sensory deprivation tank and computer<br />

hardware into a desk-sized cocoon.<br />

2036: The Fuchi CDT-1000 third generation cyberterminal<br />

eliminates the sensory deprivation tank<br />

and is reduced to a desktop box.<br />

2037: Fuchi unveils RealSense, adding an emotive<br />

track to simsense recordings.<br />

2043: Skillsoft technology is developed, allowing<br />

ASIST to transmit skills to a user who does not<br />

know them.<br />

2046: Free Fall, starring Holly Brighton, breaks<br />

sim records and pushes simsense technology into<br />

the mass market.<br />

2050: The first generation of cyberdecks—keyboard-sized<br />

cyberterminals—are released.<br />

2052: 2XS, a more addictive form of better-thanlife<br />

simsense, becomes a deadly craze.<br />

2064: Transys-Neuronet and Erika Corporation<br />

build the first broadcast wireless ASIST network<br />

in Stockholm.<br />

2066: First generation commlinks—palm-sized<br />

cyberterminals—are commercially released.<br />

can take its toll, however. Most sim directors plug straight into the<br />

ASIST feed of their performers during recording to get a sense if<br />

the scene needs another take and constant exposure to pure ASIST<br />

has led more than one hit director down the road to ruin.<br />

Simsynths<br />

To all but the most purist simfreak, a wet record is unsatisfying,<br />

full of underwhelming emotional moments, background<br />

noise like the normal aches and pains of existence, and unpleasant<br />

sensory and emotive spikes. That’s why every wet record goes into<br />

post-production before release and is polished down into a final<br />

product. The key component of simsense post-production is the<br />

ASIST signal processor, or simsynth.<br />

A simsense technician will feed each point-of-view wet record<br />

into the simsynth to clean up the signal. A good simsynth will<br />

allow him to boost weak EC/IC (exteroceptive/interoceptive)<br />

sensory tracks and splice in sense-patches where there are sensory<br />

gaps. It will also smooth out the high- and low-end signals which<br />

are unique to each and every performer but can be jarring for some<br />

users. High-end studio simsynths will allow for simultaneous<br />

cross-processing, meaning the technician can edit more than one<br />

Simon Wentworth (order #1132857) 9<br />

185<br />

siMsense and skillware . . . . . . . . . . . . . . . . . . . .

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