They actually updated the FFB at the end of last year. Before it all you have in the settings files were several rumble effects.They could still use the info to build a better FFB model, after all they have the budget for it and it would make a better product.
.I'm firmly of the opinion that epic arcade games can and should be built on a detailed physics and ffb model.
If you think people playing Forza or NFS care, I'd say it's a safe bet you're mistaken.
I wish certain AAA development studios would watch this video... the likes who make Forza Horizon, NFS and such. Maybe even Codemasters could check it. Okay Slightly Mad studios too
I'd just like to point out that this is a very good example of confirmation bias. You are just trying to find validation of your own opinions based on data that doesn't really validate it.You only have to look on eBay at the amount of 'mid-range' wheels up for auction/sale, both new and in used condition...that's enough to tell anyone where the market is headed!
I'd just like to point out that this is a very good example of confirmation bias. You are just trying to find validation of your own opinions based on data that doesn't really validate it.
The sheer amount of cheaper wheels on sale on Ebay is not really indicative of where the market is headed. A part of that market certainly is heading that way, but I would expect that it is still a fairly small part of said market, DD wheels are still way too expensive for most people who want a reasonably priced wheel, even if the main RD audience, the wealthy middle-aged simracer with equipment worth thousands of dollars, might not think they are.
It is simply indicative...of the sheer amount of cheaper wheels owned by people. Nothing more. There's a lot of cheaper wheels out there, so there's a lot of cheaper wheels sold on Ebay. It doesn't mean everyone selling a cheaper wheel on Ebay is selling it because it was replaced with a DD wheel.
I think you have something here.1. "Real-life" FFB is basically torque-based, not position and/or velocity based like game-FFB.
2. "Real-life" FFB is a reactive (ie. passive) system, not an active system like game-FFB.
3. Microsoft Direct Input (limitations aside from previous 2 points).
So this might be enough?WARNING LONG (BUT NOTE WORTHY) POST!.
With this FFB topic getting more attention than ever with the introduction of the DD wheels, i feel i have to at least give a little of my perspective on this...
A few months ago, i decided to start into the world of 'real' sim racing; in that i mean purchasing an actual wheel & pedals. Now, obviously as this was my first step, i didn't want (or need) to purchase a set that wouldn't cost a significant amount but just enough to give me a taste as to what sim racing with a wheel is all about!.
I eventually decided to go with a Thrustmaster TX Leather Edition/ T3PA Pro pedals and the TH8A shifter.
To most, they would've most likely have advised that i go for the Fanatec kit and while that may be true, spending an increased amount of money on something which effectively produces the same results (albeit a tad smoother), was not something i was prepared to do; given the minimal gains i would experience (but NOT in the wallet!).
I had initially had planned on an OSW with the Heusinkveld Pro set, along with a SimLabs rig (and a few extra bits n' bobs)....however...Not purchasing these has now put me in a position where i feel i have made a huge mistake!
The main reason is is that from a 'feel' standpoint and immersion, the TMTX and is just not what i expected; looking at it from a financial point of view i should have purchased what i'd originally intended.
You only have to look on eBay at the amount of 'mid-range' wheels up for auction/sale, both new and in used condition...that's enough to tell anyone where the market is headed!.
However, i've had the TMTX and TH8A for a while now and although it has served it's purpose and has given me the step up into the sim racing world, i feel it's time to begin looking at the direct drive market.
I'm not entirely sure what i will end up with, but i do know that the DD wheel will be probably the last base i'll ever need!.
Right...to my main point...
What unfortunately aggravates the most is wheel users babbling on about is "the incredible amount of force you a DD wheel has!"...which in actual fact is complete and utter balony!
From my research, viewing many videos of actual real racing drivers of all disciplines using a direct drive wheel and giving their feedback (pardon the pun!), they seem to all come to the same conclusions...
A direct drive wheel which can put out a ridiculously large amount of NM is not in reality required.
I recall watching a video in which a current GT3 racing driver (real) had spent a good while on a DD wheel; i believe it was the OSW and a couple of hours later, his setup in comparison with his real life car and track combination had only equated to around 6nm at most (primarily at speed with the car under load).
So with that said, users boasting about their DD wheel having 20/30 nm and "my base is better than your base because i have more nm!", is both childish and more to the point... redundant!.
Admittedly speaking though, before the power steering era, the cars were harder and more strenuous to drive due to that fact, and is very plausible that the forces produced were possibly up to the 10nm mark; but those cars in the sim world are not that accurately produced (feedback wise), so the response would be to just increase the nm on the base...and that's fine.
My point is, having a large amount of nm in a DD wheel/base is just not either practical nor required; In fact, given the fact of the GT3 drivers' conclusive results, i'd say that 6-8nm is completely sufficient...but that's my opinion.
Anyway, i've babbled on for too long but in essence, i wish that users of DD bases/wheels that have a large amount of nm would just refrain from mentioning the fact; It's just their male pre-occupation with power and size that does the talking, rather than researching the real facts!
(BTW - Not a feminist).
THX!
what do you think guys and gals?
I thought, this was already common knowledge?To me, for a while now, less is more when pertaining to force feedback, as in less saturation, and less wheel agitation, just what is supposed to be felt in a wheel, it makes the wheel feeling more like a wheel in a real car, so to me, better immersion.
If you mean common knowledge as in known by everyone or nearly everyone, usually with reference to the community in which the term is used. Then, I would suggest reading the thread, as a lot is about having overwhelming force and adding extra additional information to the FFB, so maybe not not so common in this community. I agree it should be, I am not pretending breaking any new ground, just stating where I stand. I you wish that it should be common knowledge, then we agree, as so do I.I thought, this was already common knowledge?
You got it, Bruno. Every word you saidI think you have something here.
And also with your following "telemetry-based filter" comments.
But something that will probably not be discussed much - because it is so fundamental and probably with so radical implications that it questions the FFB effects as they are produced now.
Back in 2011 Bodnar produced an article about this fundamental issue "Why FFB in Simulations Does Not Work" - but seen in the rear mirror this article didnt cause any change in the way FFB effects are produced (SW/HW-wise) in racing sims.
And Bodnars DD wheels are high end but are not fundamentally different from other DD wheels in the way they produce the FFB effects.
CatsAreTheWorstDogs: The way DD wheels produce the FFB effects are again not fundamentally different from the way non DD wheels produce the effects - so...