Hi, not a silly question at all! I just had to decide to cut out a lot of explanations and testing protocols to maintain a clean guide. I love being asked these questions as I finally be able to tell someone what I did exactly
You are absolutely right and the 50/1.5x are probably not 'perfect' but I wanted numbers which are easy to be remembered.
I'll just note down my testing process so you will probably just see what I did:
- Finding out what the overall gain slider in the profiler actually does. Are forces above 100% cut out? Where does it clip and how does it feel like?
What happens at below 100%? Are forces compressed, can you send 150% game ffb to the profiler and then reduce the profiler slider to 75%? [Testing without any LUT or minimum force!]
- Load the skidpad mod and put the game into borderless mode (just tab out of it). You'll now be able to run in circles in the background while having the profiler in the foreground.
- Put the car gain to 100% and the profiler too
- Drive in circles and raise the car gain until you feel that the force in your hand stays the same (clipping). It happens, depending on the car, between 90-110% from my experience. Tested mainly with the Tatuus F4.
- Now raise the gain another 70% and you won't feel any difference. Now do a bit of straight lining with some steering inputs (like F1 warming tyres in formation lap). You will see that you get a 'notch' in the center because the ffb is clipping and you have way too much force applied. My wheel started to shake wildly.
- Lower the profiler gain to see if you can get rid of the clipping:
No you can't. Details are just gone for forever. You will more or less only have "100% force, all over the place". When you lower the profiler gain, this force will get lower but details stay gone.
- Conclusion: When the game clips, it clips. Lowering the profiler gain doesn't help so there is no reason to put the profiler below 100% in a sim like ever!
- Now put the car gain back to no clipping and the profiler gain to 100% so everything is 'fine again'.
- Now raise the profiler gain until the point where the force stays the same in your hand. If you raise it further, it will clip again but this time in the profiler, not in the game. Same effect though!
- Lower the car gain until the force in your hand gets lower. Profiler should now be at around 120% after step '8.'.
- Now raise the profiler again and you will find out that it starts to clip again, with the same effect.
- Conclusion: When the game is at 100% of it's output, the profiler is 'loaded up' to a 100% of it's range too! Raising the profiler won't give you more force, just clipping.
- Conclusion: Profiler should always be at 100% if there are no bugs (some games report that you should set it to 103% or 107%...). Also the game should never clip!
- So why the 50% in AC with the LUT? After some testing I found out that 50% and a 1.5x LUT will not only result in 75% as you said, but instead will match with the ffb clip app very nicely!
Many people use the ffb clip app so I thought it would be great to adjust my settings to be compatible with it. Important here is that the ffb clip app sits between the in-game settings (gain and in-car gain) and the LUT.
100% in AC are slightly clipping. That's not bad, it feels good! It adds some "weight" to the wheel. To get the most out of your wheel though regarding feel of the car, no clipping is quite important. Especially on a Logitech wheel which is lacking details and maximum anyway. So you must decide if you wan't a nice and heavy wheel or details to be competitive. I tried to get the best compromise.
That said: normal driving should not clip! The moment you hit a wall or something, clipping is important to not break the wrists of direct drive users!
- Overall you are absolutely correct, it will result int 75% and my in-car-gain values are between 80% when I like it light or during night sessions and 130% when I want to really work on the car. But mostly I set it to the exact point where driving a chicane will give me a perfectly smooth center transition when changing the direction.
That value depends on the car's ffb!
I don't really care about ffb clip or theoretical settings. I know because of testing with my hand on the wheel, that my values won't ever clip and that I can adjust the car gain to my liking in every car by driving one or two laps
So in the end: you are totally correct. And yep, it's meant to be used with a car gain above 100%. But some car are so heavy on the wheel, as in real life, that the little logitech wheels can't handle it. Every car is set to have a smooth center transition. So in the end every car has the same minimum and the same maximum amount of FFB. But they still feel different, because of different physics and therefore different details etc. in the FFB.
I hope that clears it up for you. If you have further questions just shoot
That's a great description, thanks!
It all makes sense, and the feel is really good with the setup so I don't want to lose that.
Perhaps a little bit off topic for this thread, but are you adjusting the individual gain of the cars with the FFB Clip app "FFB" setting? I don't see any options to adjust the gain, which seems to be derived by the app based on your FFB value. If that is the case, can I just raise/lower the FFB value for each car to my liking, without risking it changing the overall feel of the feedback?
2 examples of what I am seeing (and feeling) at the moment:
- KTM X-Bow
In this car, the wheel feels pretty heavy with your recommended setup and the FFB Clip app at the default of 100% in-car FFB. (although still a bit lighter than your previous setup where gain was still at 100% in the game settings).
The FFB Clip app seems to recognise this, and the target gain is somewhere around 85%, although this does vary a little bit.
- Porsche 911 RSR 2017
This car is very different... The wheel feels very light at the default 100% in-car, and soon the target gain is up at around 135% in FFB Clip app.
Once at the higher gain, it does feel better, but perhaps still a bit too light?
Both of my observations above could be an accurate representation of the real life vehicles though, as I imagine the Porsche has power steering, while the KTM does not. I'm not very knowledgeable on real cars though!
In both cases, it's probably a nice validation that the default settings you are recommending are good, with cars falling both above and below the 100% gain target. However, there is no control in the latest FFB Clip app that allows you to set a preference for the target. I seem to remember in the past you could choose to have a compromise between weight and detail and it would allow more 'clipping'. I could be wrong on this though, and maybe just changing your preferred default FFB value is enough to do this yourself manually.
If I were to go into the settings for FFB clip app and set the default FFB value to maybe 105% - 110%, would this have any big downsides to the profiling you've created? Also, as the default would apply to all cars, would it just be the same as me increasing the gain setting in the game menu to maybe 60% from the recommended 50% ?
Or, based on your logic flow above, are these processed at different times, and therefore the gain setting is too aggressive, whereas the FFB setting in FFB Clip app is post-process, so maintains more detail perhaps?
I really hope that all makes sense! This is more for my curiosity and enjoyment of getting the best feeling from my wheel, rather than a need to 'fix' a problem... I already have the best feeling from my wheel that I've ever experienced I think.