I always wonder about the logic around that?
1.0 FFB x 0.5 In-Game x 1.0 Wheel -> Actual FFB
or
1.0 FFB x 1.0 In-Game x 0.5 Wheel -> Actual FFB
If we not talking INT and REAL difference, I have notice no difference when I have tried both ways.
The difference lies in clipping or other: overall dynamic.
The crucial bit lies at the transition of the game to the wheel base.
The base' software will cut off anything that's too much of an input. You'll see the same "border" in the clipping meters of the games.
Actually, clipping game output and limited base input are identical. It's the same level.
Raceroom is the only sim or game I know of where you have an additional gain setting between the base and the clipping meter. So in raceroom you actually have two limiting points.
An example with numbers above 1.0, let's say everything beyond 1.0 is clipping in the game output and in the wheel input.
There is no base motor clipping btw. It's limited by the base' driver before that would happen!
So game gain = 2.0 or 200% and base = 0.5 or 50%.
This means the normal 50% of ffb are now 100% and the maximum.
Examples of situations where the game ffb will be more than 50%:
- sausage kerbs
- hitting a wall
- high speed turn with a strong aero car
Now since these situations would exceed 100%, you won't get any stronger ffb during them. You'll only receive the change if direction of the wheel!
Then at the same time you lowered the base to 50%. Meaning what was 100% before will be 50% now.
Let's say you're cornering at a high speed and then hit a tree.
You'll have 90% game ffb during cornering and when hitting the tree, 100% (rest of the tree's spike will be clipped off).
That gets scaled to 45% and 50% at the wheel base.
What I want to say: you're now at 5% ffb motor output of difference between cornering and hitting a tree.
Now the full opposite. 50% in the game and 100% at the wheel base.
Same situations:
Cornering = 45%
Hitting the tree = 100%
Base at 100% means 1:1 these numbers.
So between cornering and hitting the tree will be a difference in ffb motor output of 55%!
Now let's put numbers at it. My csw 2.5 has around 8 Nm of torque.
Setup 1:
200% game, 50% base means 4 Nm of dynamic range.
Cornering = 3.6 Nm (90%)
Tree = 4.0 Nm (200% clipped off to 100%)
Setup 2:
50% game, 100% base means 8 Nm or dynamic range.
Cornering = 3.6 Nm (45%)
Tree = 8 Nm (100%)
That's your difference.
So I use clipping and my ffb motor setting to tune the dynamic range to my liking.
I like to feel it when I hit a tree but I don't really need 4.4 Nm of ffb output for it...
Let's say a tree-impact-jolt feels "good" when it's a peak of about 2 Nm. You can then tune clipping and the base strength to match these 2 Nm when hitting a tree.
Mostly I want enough dynamic range to feel the difference between everything while not losing control or getting exhausted when going over sausage kerbs or hitting a wall at bathurst.
(logitech g27: slow corners and fast corners and hitting trees are all the same basically, csw 2.5: hitting a tree in dirt rally with low game ffb and 100% base strength gives pain to my wrists)
In assetto corsa I run low gain and full base strength, in dirt rally 2.0 I use pretty high game output and only 60% base strength.
Hope that was what you were asking?