Hi guys, the past while I was trying to find good comparisons between these two models of dd's. Has anyone tested both ? I understand that the software for these aren't complete yet but is there any clear winner here ? thanks.
I think if we would get true FFB, as in 1 on 1 simulations of a racing car we would be dissapointed.Being able to adjust FFB via telemetry can make a big difference. For example, I tried AMS1 with the Accuforce and experimented with quite a few settings. One thing I tried is disabling all (or almost all) game FFB and using FFB from the Accuforce and basing it on lateral Gs; t made the FFB act a bit more realistically, smoothly, and controllable during oversteer than the default AMS FFB.
I think the option of some telemtery FFB editing can be beneficial for a number of reasons especially for DD users:
- every game has different FFB and we all have our preferences of what we like and don't like
- real-life "FFB" is fundamentally different to our games' FFB because real-life "FFB" is passive/reactive while our games' FFB is active
- real-life FFB is based on a true torque force while our wheels are using speed/position
- all games as of this writing are still limited to using a very old FFB system called Microsoft DirectInput. This is a very primitive FFB design from the 1990s
The power, speed, acceleration, etc. of DD motors expose the shortcomings of the above list (I have been vocal about this for around 3 years since I got my DD wheel, other FFB "gurus" are starting to confirm what I've been saying all along).
Another thing I mentioned to the Simucube guys at Granity is a filter kind of like their static force reduction filter but only for SAT in order to help reduce unrealistic SAT FFB DD users experience. Granity said this is something they've been looking at but unfortunately it'll be extremely difficult (if not impossible) to do so without telemetry.
Another thing that would be fantastic - and it's surprisingly not available in the Accuforce - is front tyre slip filters. in the rFactor 1 FFB file, there are around 3 different front-grip FFB settings you can tune which I loved and were, by far, the most important FFB aspect for me to setup whenever I got a new wheel.
Engine revs is good too. In real race cars, the steering wheel vibrating is extremely noticeable (the entire chassis for that matter). I don't think any sim truly simulates engine-vibrations so these are already "fake" effects anyways (like in rFactor 2 and some other sims). I like putting these vibrations quite strong as it much more closely mimics my real-life racing experience than sims with default FFB. I bet tactile transducers can replicate this better and therefore we don't need the effect from the FFB but I still haven't setup any of my transducers so I'm not sure
The only thing I would recommend Granity and Fanatec do if they go this route is to keep it simple and also make sure the U.I. is very intuitive. The Accuforce SimXperience program is incredibly messy, unintuitive, and full of bugs.
DD wheels need different filters and such as their extreme power and responsiveness exposes a lot of the limitations of current FFB technology.
Exactly. I agree 100%. And it would be even worse with today's cars with power-steering.I think if we would get true FFB, as in 1 on 1 simulations of a racing car we would be dissapointed.
As most of the sensation and judgement of the cars bahaviour comes from your butt, not your hands.
I generally agree with your post but, I would add that offering a simple/basic tuning option (UI) vs an advanced one is probably the best solution. It sounds like that is what GD will add to the UI and I know some AF users have suggested that option should be added to SimCommander as well. After all, one persons tuning nightmare may be another's dream. FFB-tuning can be a hobby in and of itself.Exactly. I agree 100%. And it would be even worse with today's cars with power-steering.
That's why I'm such a big supporter of more FFB tuning and it's the very reason I sold my Simucube 1 and purchased an Accuforce (although I'm selling the AF because it doesn't currently have some of the specific types of FFB adjustments I'm looking for but that's besides the point).
I've been saying for many years that more FFB adjustments is the way to go. I remember when RF2 (and Game Stock Car) were released. I wrote quite a few posts explaining how I thought more FFB adjustment options were needed because just a pure "steering rack forces" type of FFB wasn't optimal for some users (including myself). It seemed like the vast-majority of people were against my idea at the time though as they were really tired of the pre-RF2 system (RF1, GTR, GTL, R07, etc.) and all the tinkering it needed to get a desired feel for each game, not to mention having to re-tinker if you got a new wheel (I partially agree here). Most people back then strongly preferred the FFB "styles" of games like Live for Speed, Netkar Namie / Pro, iRacing, and Driver's Republic (sadly never left alpha). They just wanted a true 1:1 steering rack FFB with no FFB effects/filters. Even if a FFB effect was based on telemetry/physics, it was a big no no in most people's eyes because it's "canned" (ie. not generated purely from the in-game car's steering rack forces).
As Andrew stated, having too many FFB settings and having a base FFB that can be very hit or miss (like RF1, GTR, Pcars, R3E, etc.) can cause a lot of frustration and endless FFB tuning; it can quickly turn into an endless mess. It's a fine balance and that's why I've been saying that telemetry FFB (eg. SimXperience) is fantastic BUT it has to be done very neatly and kept simple. It seems Fanatec are doing just that as they just announced they are getting into telem FFB but keeping it very simple (at least for now).
I'm glad to see more and more people agreeing to what I've been saying for so many years. We all have different wheels, different overall cockpit setups (motion, tactile, etc.), different sims/games, and different preferences & "philosophies" regarding FFB feel therefore some FFB tuning would be nice.
You raise a good point in terms of longevity / durability. At least with Granite Devices, they have a lot of experience with controller design suited to industrial and highly demanding environments so I suspect their design should prove to be very reliable over the long run (but, time will tell - of course).One thing to consider with the SC2 and the Podium DD wheels is that they're all-in-one solutions. Most everything is on the steering base, including much of the electronics and processors, the exception being power bricks. My older OSW-style wheel with "Mige" motor has the processor and powersupplies in a separate case, connected via milspec plugs and heavy cables.
Why might this matter? A DD wheel is capable of very high g-forces. Banging around the electronics, which weren't necessarily designed for this environment, may or may not be an issue with these designs. In the older Mige-style designs, the steering base was just the motor and encoder, which were designed for the capability and torque of these servos.
Certainly, the reports of issues with both the Fanatec DD wheels and the SC2 raises an issue. We had zero similiar reported issues with the original OSW setups with outboard electronics. This suggests something about these newer designs might be an issue. My hunch is the all-in-one solution. Components in those steering bases and electronic boards are getting jostled something fierce. Even something as simple as the USB plugs were not really designed to get bashed by FFB 24/7, as they are in these designs. Just a thought.
Get some big buttkickers to do that feedback for you, so your steeringrack output is more clear.Exactly. I agree 100%. And it would be even worse with today's cars with power-steering.
That's why I'm such a big supporter of more FFB tuning and it's the very reason I sold my Simucube 1 and purchased an Accuforce (although I'm selling the AF because it doesn't currently have some of the specific types of FFB adjustments I'm looking for but that's besides the point).
I've been saying for many years that more FFB adjustments is the way to go. I remember when RF2 (and Game Stock Car) were released. I wrote quite a few posts explaining how I thought more FFB adjustment options were needed because just a pure "steering rack forces" type of FFB wasn't optimal for some users (including myself). It seemed like the vast-majority of people were against my idea at the time though as they were really tired of the pre-RF2 system (RF1, GTR, GTL, R07, etc.) and all the tinkering it needed to get a desired feel for each game, not to mention having to re-tinker if you got a new wheel (I partially agree here). Most people back then strongly preferred the FFB "styles" of games like Live for Speed, Netkar Namie / Pro, iRacing, and Driver's Republic (sadly never left alpha). They just wanted a true 1:1 steering rack FFB with no FFB effects/filters. Even if a FFB effect was based on telemetry/physics, it was a big no no in most people's eyes because it's "canned" (ie. not generated purely from the in-game car's steering rack forces).
As Andrew stated, having too many FFB settings and having a base FFB that can be very hit or miss (like RF1, GTR, Pcars, R3E, etc.) can cause a lot of frustration and endless FFB tuning; it can quickly turn into an endless mess. It's a fine balance and that's why I've been saying that telemetry FFB (eg. SimXperience) is fantastic BUT it has to be done very neatly and kept simple. It seems Fanatec are doing just that as they just announced they are getting into telem FFB but keeping it very simple (at least for now).
I'm glad to see more and more people agreeing to what I've been saying for so many years. We all have different wheels, different overall cockpit setups (motion, tactile, etc.), different sims/games, and different preferences & "philosophies" regarding FFB feel therefore some FFB tuning would be nice.
Ideally, there would be a single proven standard for "Simulations" to meet in terms of the physics and how FFB is derived but, even the experts can't agree on what that is. Given the lack of a unified standard for Simulation in general, how can we expect satisfactory FFB results from so many different approaches to physical modeling and the resulting effects(?) It is by it's very nature, an extremely complex task.Get some big buttkickers to do that feedback for you, so your steeringrack output is more clear.
How much FFB signals on a single rotating axle can your still handle?
I totally get the value of having other streams of feedback but, what I experience through the DD-wheel still provides the majority of really useful information while driving, the others provide some additional support and immersion.@RaceNut considering the context of a direct drive wheelbase which people tend not to get unless they have pedals and a reasonably rigid chassis, I don't think transducers and motion are that unlikely.
I have a transducer off my upright wheel support. I run rpm and a little bit of bumps through it. That way when I do grab a shift knob or lever, I can feel the engine revving and a bit of the road texture so they feel connected to the experience. I get a bit of that in the wheel as well. It does help some.
Realistically everything has to be synergistic. The right amount of motion, vibration and FFB all feeds into immersion. It is the some of it's parts and they have to mesh well together. When they are working as a team you don't need as much of any one thing because the overall feeling is there.
I have no idea how my SC2 will impact this balance, but it will be interesting to find out.
I understand that the telemetry varies between games. Fortunately there are individual per game settings for each title. Unfortunately things also vary between cars. So the perfect frequency / rpm vibrations for one car are wrong on another.
You're right.Interesting discussion that deserves thread of its own.
Not so sure this one is the right place for this debate.
I totally get the value of having other streams of feedback but, what I experience through the DD-wheel still provides the majority of really useful information while driving, the others provide some additional support and immersion.