SKU: 63374965631

Origin Live Gravity two Record Weight

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Description

Origin Live Gravity two Record WeightGravity Two Record Weight SKU PAVP G MK2 At last a Record clamp which works as it should Record clamps or weights serve 2 purposes a) They flatten warped records on the platter thus giving your cartridge an easier ride and enabling it to maintain the same VTA (angle to the record). b) They change the way your records sound by damping their vibration. Most clamps flatten records successfully but have very mixed results on sound quality. As a

Gravity Two Record Weight

SKU PAVP-G-MK2

At last a Record clamp which works as it should

Record clamps or weights serve 2 purposes

a) They flatten warped records on the platter - thus giving your cartridge an easier ride and enabling it to maintain the same VTA (angle to the record).

b) They change the way your records sound by damping their vibration.

 

Most clamps flatten records successfully but have very mixed results on sound quality. As a generalisation, most they tend to enhance the bass whilst dulling down the upper midband. There is also a perceived slowing down of the sound and the decay of notes suffer.

 

For 25 years or so we’ve tested record clamp designs (both ours and 3rd parties) and never come across a clamp which was worthwhile to use. Then one year we were sharing a room at the indulgence show with the importer of Shun Mook and he introduced us to their record clamp. To my astonishment this actually worked and enhanced everything in the music with no downside. The only problem was that it cost £2000.

 

This experience got me thinking and after some interesting design experiences with previously untested materials we though it worth trying again. Strangely enough just as we came up with this idea my friend Tony Sharman started talking to us about a record clamp he designed for his own personal system. Anyone who knows Tony knows that he’s a no nonsense kind of guy and one of the more experienced in the industry. My interest was aroused and we duly arranged a date for him to come down and demonstrate his clamp.

 

As I’m sure you can guess this was an ah-ah moment and his design coincided almost exactly with our own thinking but he had refined things and gave us some helpful tips to speed up the design.

What it sounds like

The resulting record clamp makes a significant contribution to improving bass definition, weight and depth but it also enhances the midband and treble through better separation, transparency and decay of notes. This is where most other clamps cause degradation but the Origin Live clamp excels.

 

We are so pleased with the results that it’s a no brainer to offer this as an upgrade for all other decks. As with so many of our products this carries our guarantee of satisfaction or your money back. If you wish to hear what a well designed clamp can do for your sound quality please place an order. Should you be anything other than delighted with the results just return the clamp for a full refund.

 

Possible objections answered:

My deck will be different to the one you tested the clamp on so there is there any guarantee of improvement?

This a valid concern, however the good thing about a record clamp is that it is in contact with the record rather than your deck. So although the deck will affect the vibration of the record to a large extent the effect of exerting control from the topside of the record is different to a large extent. To test this point we tried the clamp on:

Solid platters
Platters topped with felt mats
Suspended decks

Non suspended decks

 

In all cases the improvements of the clamp were the same as listed above.

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SKU: 63374965631

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Thomas J. Shandorf
Phoenix, US
★★★★★ 5
Comprehensive, clear and coherent!
Format: Paperback
The iTEP Practice Guide combines a no-nonsense approach to the specific iTEP tests and at the same time offers exercises that task the student with what they need to know. Exercises not only serve the purpose of scoring well, but the overall approach is communicative competence. We use the text in our group and one-to-one classes with very positive--and lasting--results.
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Reviewed in the United States on July 23, 2019
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Verified Purchase
Sarah Sofía Ortiz Campos
New York, US
★★★★★ 1
No recomiendo
Format: Paperback
Muy malo, no vine completo, además se demoró mucho más de lo que decía al momento de comprarlo. Solo aplazaban la fecha de entrega sin consultar cómo afectaba al cliente. Yo tuve que presentar el examen sin el libro, porque no llegó en la fecha que decía al comprarlo y después se cambió 3 veces la fecha, casi cumpliendo el mes.
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Reviewed in the United States on December 30, 2025
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Znapp
Phoenix, US
★★★★★ 5
An absolute must for everyone dabbling with Unity 6 Game Development
Format: Paperback
Half of this book is about C# (until Chapter 6), and the other half is about actually making games. The book is very well written, and it is everything I needed to get a few problems solved with Unity 6 projects. I love how clearly things are explained, and the only thing I wish for is that I was able to spend more time delving into this while maintaining my financial status...
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Reviewed in the United States on January 3, 2026
C
Christopher West
Boise, US
★★★★★ 5
A Seasoned Developer's Fresh Perspective on Game Development
Format: Paperback
Finally, a game dev book that respects your existing programming knowledge As someone who's spent two decades architecting enterprise web applications in C# and ASP.NET, I approached game development with what I thought was a solid foundation. I was wrong—not about C#, but about how differently it's applied in game engines. After five frustrating years of trying to bridge that gap through scattered tutorials and documentation, Harrison Ferrone's eighth edition finally gave me the structured path I needed. What This Book Gets Right for Experienced Developers: The pacing is deceptive. Yes, it starts with programming fundamentals, but don't skip ahead. Ferrone's approach to OOP in the context of Unity's component architecture was revelatory. In web dev, I'd been writing services, repositories, and dependency injection for years. Here, the MonoBehaviour lifecycle and component-based thinking required a genuine mental shift that the book handles exceptionally well in chapters 5-6. Chapter 10's revisit of types and methods isn't redundant—it's strategic. By this point, you've written enough Unity scripts to appreciate why game code patterns differ from traditional enterprise patterns. The discussion of value types vs reference types hits differently when you're optimizing frame rates instead of HTTP response times. The Unity 6 Update Matters: Having struggled with outdated Unity tutorials for years, the Unity 6-specific content is invaluable. The screenshots are comprehensive (full-screen mode can make text small, but the GitHub repo and graphics bundle solve this). More importantly, the code samples reflect current Unity APIs and best practices, not deprecated approaches that still litter Stack Overflow. Where It Shines for Career Transitioners: Chapters 11-13 are worth the price alone. LINQ in Unity isn't just about querying collections—it's about performance considerations I never had to think about in web apps. The coverage of generics, delegates, and events finally connected how Unity's event system relates to patterns I already knew, but in a real-time context where every allocation matters. The serialization chapter (12) bridged my understanding of data persistence from databases and JSON APIs to Unity's PlayerPrefs and ScriptableObjects. This practical grounding is what most tutorials skip. Minor Quibbles: The FPS prototype is solid for learning, but I wish there was more discussion of common anti-patterns experienced developers bring from other domains. I still catch myself over-engineering solutions when Unity's component system offers simpler approaches. Also, while the book touches on performance, those coming from async/await-heavy web development will need supplementary resources on Unity's coroutines and the Job System for more complex scenarios. Bottom Line: If you're a professional developer trying to break into game development, stop collecting random Udemy courses. This book provides the structured progression and context-appropriate examples that respects your intelligence while teaching you to think like a game developer. The C# you know is necessary but not sufficient—Ferrone bridges that gap methodically. After years of false starts, I finally have a working game prototype and, more importantly, the mental models to keep building. That's worth significantly more than the cover price. Disclosure: I received an advance review copy from Packt Publishing. This honest review reflects my genuine experience as a career-changing developer.
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Reviewed in the United States on October 21, 2025
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Blake Lynch
Pawtucket, US
★★★★★ 5
A Worthy Touchstone for Anyone Who Wants to Master Unity
Format: Paperback
Harrison Ferrone’s Learning C# by Developing Games with Unity 6 is one of the strongest beginner-to-intermediate Unity guides I’ve read: carefully structured, patient in its explanations, and quietly packed with insight about how Unity 6 and C# truly work together. I read the physical edition while sitting in front of a blank Unity project, and the experience felt like having a seasoned sailor point out the currents of a river I’ve been navigating for years. You see the familiar terrain differently. The book’s early decision to spend real time on C# fundamentals is a welcome choice. Most Unity books skip past the language; Harrison slows down, defines concepts, and gives you enough clarity that when you finally enter Unity, you understand why things behave the way they do. Those chapters are dense in the best way: they prep beginners to stand on solid ground and give experienced users a clean, refreshed mental model of the language under the engine. Ferrone’s real strength is his voice. He strikes a balance I rarely see in technical writing: conversational introductions that explain what you’re about to learn and why it matters, followed by crisp, accessible technical walkthroughs. The pacing (explanation → example → implementation) is excellent. And the inclusion of ready-to-use assets removes one of the biggest barriers for new developers who want to understand systems without getting lost creating placeholder art. The book doesn’t talk down to anyone. It makes Unity feel more accessible without flattening its complexity. Beginners will come away with genuine competence; advanced users will appreciate the clear framing of new Unity 6 tools and the subtle recognition of how AI-assisted coding is shaping modern workflows. It’s a guide you can read once for understanding, then keep at your desk as a reference. If you’re a serious hobbyist, a technically inclined beginner, or someone who’s ready to work through your first real project, this is the Unity book I’d hand you first. It bridges concept and execution with clarity and confidence, and it does so with a tone that feels patient, practical, and quietly encouraging. In a space crowded with copy-paste tutorials, Harrison Ferrone has written a Unity 6 guide with real staying power.
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Reviewed in the United States on December 16, 2025

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